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Memory limits in a .Net process

This article tries to be an introduction on .Net memory management and about the memory limits both the Runtime and the platform establish for each process. We will also give some tips about dealing with the problems you will face when reaching those limits.

Available memory for a process

As you already know, no matter how much physical memory you install in a computer. Your application will face several issues that will limit the actual memory available for it.
For instance, a 32 bit system cannot have more than 4 GB of physical memory. Needless to say that 2^32 will give you a virtual address space with 4.294.967.296 different entries, and that’s precisely where the 4GB limit comes from. But even having those 4GB available on the system, your application will actually be able to see 2GB only. Why?
Because on 32 bits systems, Windows splits the virtual address space into two equal parts: one for User Mode applications, and another one for the Kernel (system applications). This behavior can be overridden by using the “/3gb” flag in the Windows boot.ini config file. If we do so, the system will then reserve 3GB for user applications, and 1 GB for the kernel.
However, that won’t change the fact that we will be able to see only 2GB from our application, unless we explicitly activate another flag in the application image header: IMAGE_FILE_LARGE_ADDRESS_AWARE. The combination of both flags on a 32bit Operating System is commonly known as: 4GT (4 GigaByte Tuning).
Surprisingly on 64 bit environments, the issue is pretty similar. Even though these systems don’t suffer from the same limitations about physical memory or reserved address space for the kernel (in fact, in those systems the /3gb flag doesn’t apply), processes hit with the same wall when trying to address more than 2 GB. Unless the same flag is set for the executable (IMAGE_FILE_LARGE_ADDRESS_AWARE), the limit will be always the same by default.

Activating the flag: IMAGE_FILE_LARGE_ADDRESS_AWARE

  • In native, Visual C++ application, it’s pretty straightforward to set that flag, as Visual Studio have an option for that. You just need to set the /LARGEADDRESSAWARE Linker parameter, and you are ready to go.
  • In C#, .Net applications:
  1. Applications compiled as 64bit will have that flag set by default, so you will already have access to a 8TB address space (depending on O.S. versions)
  2. Applications compiled as 32bits will need to be modified with the tool called EditBin.exe (distributed with Visual Studio). This tool will set the appropriate flag to your EXE, allowing your application to access a 4GB address space if running in a 64bit Windows, or to a 3GB address space if running in a 32bit Windows with the 4GT tuning enabled.
Next table (taken from here), summarizes the limits in virtual address space, depending on the platform and on the kind of process we are running:
image
This page has much more info on the issue.

System memory limits. Closer than you expect

Nowadays, memory is cheap. However, as explained in the previous chapter, there are many situations where you will end up having only 2 GB available, despite the total amount of physical memory installed in your PC.
In addition to that, if your application is being developed in .Net, you will find that the Runtime itself introduces a remarkable memory overhead (around 600-800 MB). So, it’s not strange to start receiving OutOfMemory exceptions when reaching 1.2 or 1.3 GB of memory used. This blog talks further about this.
So, if you are not in one of those cases, where the address space is expanded beyond 2 GB, and your are developing in .Net, your actual memory limit will be around 1.3 GB.
That’s more than enough for 99% of applications, but others, like intensive computing apps or those related to databases, may need more. Way more…

And things get even worse…

To make things even more complicated, you will soon learn that one thing is having some amount of memory available, and another, completely different story is to find a contiguous block of memory available.
As you all know, as a result of O.S. memory management, techniques like Paging and the creation and destruction of objects, memory gets more and more fragmented. That means that even though there is a certain amount of free memory, it is scattered through a bunch of small holes, instead of having a single, big chunk of memory available.
Modern Operating Systems and the .Net platform itself apply methodologies to prevent fragmentation, like the so called Compaction (moving objects in memory to fuse several free chunks of memory into a single, bigger one). Although these techniques reduce the impact of fragmentation, they do not eliminate it completely. This article describes in detail the .Net Garbage Collector (GC) memory management, and the compaction task it performs.
In the context of this article, fragmentation is a big issue, because if you need to allocate an 10 MB contiguous array, even if there’s 1 GB of free memory available for your process, you will receive an OutOfMemory exception if the system cannot find a contiguous chunk of memory for the array. And this happens more frequently than you may expect when you deal with big arrays.
In .Net, fragmentation and compaction of objects is tightly related to object’s size, so let’s talk a bit about that too:

Allocation of big objects

Maybe you don’t know it, but all versions of .Net until the last one (1.0, 2.0, 3.0, 3.5 and 4.0) have a limit on the maximum size a single object can have: 2 GB. No matter if you are running in a 64bit or 32bit process, you cannot create anything bigger than that, in a single object. It’s only since version 4.5 when that limit has been removed (for 64 bit processes only). However, besides very few exceptions, you are very likely applying a wrong design pattern to your application if you need to create such a big objects.
In the .Net world, the GC classifies objects into two categories: small, and large objects. Where you expecting something more technical? Yeah, me too… But that’s it. Any object smaller than 85000 bytes is considered small, and any object larger than that is considered large. When the CLR is loaded, the Heap assigned for the application is divided into two parts: the SOH (Small Objects Heap) and the LOH (Large Objects Heap). Each kind of object is stored on it’s correspondent Heap.
It’s also remarkable to say that Large object’s compaction is very expensive, so it’s directly not done in current versions of .Net (developers said that this situation might change in the future). The only operation similar to compaction done with Large objects is that two adjacent dead objects are fused together into a single chunk of free memory, but no Large object is currently moved to reduce fragmentation.
This fantastic article has much more information about the LOH.

C# Arrays when reaching memory limits

Simple Arrays (or 1D arrays) are one of the most common ways of consuming memory in C#. As you probably know, the CLR always allocates them as single, contiguous blocks of memory. In other words, when we instantiate an object of type byte[1024], we are requesting 1024 bytes of contiguous memory, and you will get an OutOfMemory exception if the system cannot find any chunk of contiguous, free memory with that size.
When dealing with multi-dimensional arrays, C# offers different approaches:

Jagged arrays, or arrays of arrays: [][]

Declared as byte[][], this is the classical solution to implement multi-dimensional arrays. In fact, it’s the only approach natively supported in languages like C++.
With regards to memory allocation, they behave as a simple array of elements (one block of memory), where each one of them is another array (another, different block of memory). Therefore, an array like byte[1024][1024] will involve the allocation of 1024 blocks of 1024 bytes memory each.

Multi-Dimensional Arrays: [,]

C# introduces a new kind of arrays: multi-dimensional arrays, declared like byte[,].
Although they are very comfortable to use and easy to instantiate, they behave completely different with regards to memory allocation, as they are allocated in the Heap as a single block of memory, for the total size of the array. In the previous example, an array like byte[1024, 1024] will involve the allocation of one single, contiguous block of 1 MB.
In the next chapter we will make a quick comparison of both types of arrays:

Comparison: [,] vs [][]

2D array [,] (allocated as a single block of memory):
Pros:
  • Consumes less memory (no need to store references to all N blocks of memory)
  • Faster allocation (allocating a bigger, single block of memory is faster than allocating N, smaller blocks)
  • Easier instancing (enough with one single line: new byte[128, 128])
  • Useful tool methods, like GetLength(). Cleaner and easier usage.
Cons:
  • Finding a single block of contiguous memory for them might be a problem, specially if dealing with big arrays, or when reaching memory limits for your process
  • Accessing elements in the array is slower than in jagged arrays (see below)
Jagged arrays [][] (allocated as N blocks of memory):
Pros:
  • It’s easier to find available memory for this kind of arrays, because due to fragmentation, it’s more likely that there will be N blocks of smaller size available than a single, contiguous block of the full size of the array.
  • Accessing elements in the array is faster than in 2D arrays, mostly because the optimizations in the compiler for handling simple, 1D arrays (after all, a jagged array is composed of several 1D arrays).
Cons:
  • Consumes a bit more memory than 2D arrays (need to store references to the N simple arrays).
  • Allocation is slower, as it needs to allocate N elements instead of a single block
  • Instancing is uncomfortable, as you need to loop through array elements to instantiate them too (see below for tip)
  • Doesn’t provide with tool methods, and might be a bit more complex to read and understand
This blog have a great comparison about them too.

Conclusion

Each user should decide which kind of array fits best the specific case he is dealing with. However, a developer that usually needs big amounts of memory, and who cares more about performance than comfort, ease of use or readability, will probably decide to use Jagged arrays ([][]).

Tip: code to automatically instantiate a 2D, jagged array

Instancing a multi-dimensional jagged array can be disturbing, and repetitive. This generic method will do the work for you:
        public static T[][] AllocateArray2D<T>(int pWidth, int pHeight)            
        {
            T[][] ret = new T[pWidth][];
            for (int i = 0; i < pHeight; i++)
                ret[i] = new T[pHeight];

            return ret;
        }
Hope it helps !!

Los lĆ­mites de la memoria

Este artículo trata de servir como introducción a la gestión de memoria en .Net, los límites que el Runtime y la plataforma establecen para cada proceso, así como algunos Tips para lidiar con los problemas a los que nos enfrentamos al acercarnos a esos límites.

Memoria disponible por proceso

Como muchos de vosotros sabƩis, por mucha memoria RAM que tenga instalada un ordenador, existen varias barreras impuestas a la cantidad de memoria usable en nuestras aplicaciones.

Por ejemplo, en un sistema de 32 bits no se pueden instalar mƔs de 4GB de memoria fƭsica, evidentemente, porque 2^32 (dos elevado a 32) nos proporciona un espacio de direcciones con 4.294.967.296 entradas distintas (4GB). Pero incluso cuando el sistema cuente con 4GB de memoria fƭsica, nuestras aplicaciones se encontrarƔn con una barrera de 2GB impuesta por el sistema.

En estos entornos de 32 bits, cada proceso puede acceder a un espacio de direcciones de 2GB como mĆ”ximo, porque el sistema se reserva los otros 2 para las aplicaciones que corren en modo Kernel (aplicaciones del sistema). Este comportamiento por defecto puede cambiarse mediante el uso del flag “/3gb” en el boot.ini del sistema, haciendo que Windows reserve 3GB para las aplicaciones que corren en Modo Usuario y 1GB de memoria para el Kernel.

Aún así, el límite por proceso permanecerÔ en 2GB, a no ser que explícitamente activemos un flag determinado (IMAGE_FILE_LARGE_ADDRESS_AWARE) en la cabecera de la aplicación. A esta combinación de flags en sistemas x86 se le denomina comúnmente: 4GT (4 GigaByte Tuning).

En sistemas de 64 bits sucede algo parecido. Aunque no tienen la misma limitación en cuanto a memoria física disponible, ni la impuesta por la reserva de direcciones para el kernel (y por lo tanto el flag /3gb no aplica en estos casos), el sistema también establece un límite por defecto de 2 GB para cada proceso, a no ser que se active el mismo flag en la cabecera de la aplicación (IMAGE_FILE_LARGE_ADDRESS_AWARE).

Activando el flag: IMAGE_FILE_LARGE_ADDRESS_AWARE
  • En el caso de aplicaciones nativas (C++), establecer dicho flag es fĆ”cil, ya que basta con aƱadir el parĆ”metro /LARGEADDRESSAWARE a los parĆ”metros del Linker dentro de Visual Studio.
  • En el caso de aplicaciones .Net:
    1. Si estƔn compiladas para 64bits, este flag estarƔ activado por defecto, por lo que podrƔn acceder a un espacio de direcciones de 8 TB (dependiendo del S.O.)
    2. Si estÔn compiladas para 32bits, el entorno de Visual Studio no nos ofrece ninguna opción para activar dicho flag, por lo que tendremos que hacerlo con la utilidad EditBin.exe, distribuida con Visual Studio, la cual modificarÔ el ejecutable de nuestra aplicación (activÔndole dicho flag).

La siguiente tabla, obtenida de esta pÔgina, muestra de forma resumida los límites en el espacio de direcciones de la memoria virtual, en función de la plataforma y del tipo de aplicación que estemos desarrollando:

image

Esta pÔgina tiene mucha mÔs información sobre los límites de memoria según las versiones del S.O.

Los lƭmites del sistema, mƔs cerca de lo que crees

Hoy dĆ­a, la memoria es barata, pero como ya se ha explicado en el apartado anterior, hay un buen nĆŗmero de casos en los que, por mucha memoria que instalemos en el PC, nuestro proceso solo podrĆ” acceder a 2GB de la misma.

AdemÔs de esto, si vuestra aplicación estÔ desarrollada en .Net, os encontraréis con que el propio Runtime introduce un overhead importante en cuestiones de memoria (suele decirse que estÔ en torno a los 600-800 MB), por lo que en una aplicación corriente, es usual empezar a encontrar OutOfMemoryExceptions alrededor de los 1.3 GB de memoria usados. En este blog se discute el tema.

Por lo tanto, si no estamos en uno de esos casos en los que podemos direccionar mƔs de 2GB, y ademƔs desarrollamos en .Net, independientemente de la memoria fƭsica instalada en el sistema nuestro lƭmite real estarƔ en torno a 1.3 GB de memoria RAM.

Para el 99% de las aplicaciones diarias, es mƔs que suficiente, pero otras que requieren cƔlculos masivos, o que se relacionan con bases de datos, muy frecuentemente superarƔn ese lƭmite.

Y lo que es peor…

Para complicar todavƭa mƔs el asunto, una cosa es tener memoria disponible, y otra muy distinta es tener bloques de memoria contiguos disponibles.

Como todos sabéis, fruto de la gestión que el Sistema Operativo hace de la memoria, de técnicas como la Paginación, y de la creación y destrucción de objetos, la memoria poco a poco va quedando fragmentada. Esto quiere decir que, aunque tengamos suficiente memoria disponible, esta puede estar dividida en muchos bloques pequeños, en lugar de un único hueco con todo el tamaño disponible.

Los Sistemas Operativos modernos, y la propia plataforma .Net, tratan de evitar esto con técnicas de Compactación, y aunque reducen notablemente el problema, no lo eliminan por completo. Este completo artículo describe en detalle la gestión de memoria del Garbage Collector de .Net, y la labor de compactación que realiza.

¿En quĆ© afecta la fragmentación? En mucho, ya que si vuestra aplicación necesita reservar un Array contiguo de 10 MB, y aunque todavĆ­a haya 1GB de memoria disponible, si la memoria estĆ” muy fragmentada y el sistema no es capaz de encontrar un bloque contiguo de ese tamaƱo, obtendremos un OutOfMemoryException.

En .Net, la fragmentación y compactación de objetos en memoria guarda una estrecha relación con el tamaño de éstos. Por eso, el siguiente apartado hablarÔ un poco sobre este tema.

Grandes objetos en memoria

A la hora de reservar memoria para un único objeto, la plataforma .Net establece ciertos límites. Por ejemplo, en las versiones de .Net 1.0, 2.0, 3.0, 3.5 y 4.0, ese límite es de 2GB. Tanto para plataformas x86 como x64, ningún objeto único puede ser mayor de ese tamaño. Es así de simple. Únicamente a partir de .Net 4.5 este límite puede ser excedido (en procesos x64 exclusivamente). Aunque sinceramente, salvo rarísimas excepciones, si necesitas reservar mÔs de 2GB de memoria para un único objeto, quizÔ deberías replantearte el diseño de tu aplicación.

En el mundo .Net, el Garbage Collector clasifica a los objetos en dos tipos: objetos grandes y objetos pequeƱos. Es una división bastante gruesa, la verdad, pero es asĆ­. ¿QuĆ© considera .Net como un objeto pequeƱo? Todo aquel que ocupe menos de 85000 bytes.

Cuando el CLR de .Net es cargado, se reservan dos porciones de memoria diferentes: un Heap para los objetos pequeƱos (tambiƩn llamado SOH, o Small Objects Heap), y otra para los objetos grandes (tambiƩn llamado LOH, o Large Object Heap), y cada tipo de objeto se almacena en su Heap correspondiente.

¿En quĆ© afecta todo esto al tema que estamos tratando? Sencillo, compactar objetos grandes es costoso, y a dĆ­a de hoy, simplemente no se hace. Los objetos considerados “Grandes”, y que se introducen en el LOH, no se compactan (aunque el equipo de desarrollo advierte que pueden hacerlo algĆŗn dĆ­a). Como mucho, cuando dos objetos grandes adyacentes son liberados, se fusionan en un Ćŗnico espacio de memoria disponible, pero ningĆŗn objeto es “movido” para realizar tareas de compactación.

Este fantÔstico artículo contiene muchísima mÔs información acerca del LOH y su funcionamiento.

Arrays C# en los lĆ­mites de la memoria

En C#, los Arrays Simples (de una dimensión) son una de las formas mÔs comunes de consumir memoria, y debes saber que el CLR los reserva siempre como bloques continuos de memoria. Es decir, cuando instanciamos un objeto de tipo byte[1024], estamos solicitando al sistema un único bloque continuo de 1KB, y se generarÔ un OutOfMemoryException si no encuentra ningún hueco contiguo de ese tamaño.

Cuando es necesario utilizar un Array de mÔs de una dimensión, C# nos ofrece distintas opciones:

Arrays anidados, o arrays de arrays

Declarados como byte[][], suponen el método clÔsico de implementar arrays multi-dimensionales. De hecho, en lenguages como C++, es el único tipo de array multi-dimensional soportado de forma nativa.

En lo relativo a memoria, se comportan como un array simple (un único bloque de memoria), en el que cada elemento es otro array simple (esta vez del tipo declarado, y que también es un bloque único en memoria, pero distinto a los demÔs). Por lo tanto, en lo que a bloques de memoria se refiere, un array de tipo byte[1024][1024], utilizarÔ 1024 bloques de memoria distintos (cada uno de 1024 bytes).

Arrays Multi-Dimensionales

C# introduce un nuevo tipo de Arrays, soportado de forma nativa: los arrays multi-dimensionales. En el caso de 2 dimensiones, se declaran como byte[,].

Aunque son muy cómodos de utilizar (disponen entre otras cosas de mĆ©todos como GetLength, para saber el tamaƱo de una dimensión), y su instanciación es mĆ”s sencilla, su representación en memoria es diferente a la de los arrays anidados. Ɖstos se almacenan como un Ćŗnico bloque de memoria, del tamaƱo total del array.

En el siguiente apartado estableceremos una comparativa entre ambos tipos:

Comparativa: [,] vs [][]

El array 2D [,] (se almacena en un solo bloque):

Ventajas:

  • Utiliza menos memoria total (no tiene que almacenar las referencias a los n arrays simples)
  • Su creación es mĆ”s rĆ”pida: reservar un bloque grande de memoria para para un solo objeto es mĆ”s rĆ”pido que reservar bloques mĆ”s pequeƱos para muchos objetos.
  • Su instanciación es mĆ”s sencilla: una sola lĆ­nea basta (new byte[128,128]).
  • Proporciona mĆ©todos Ćŗtiles, como GetLength, y su uso es mĆ”s claro y limpio.

Inconvenientes:

  • Encontrar un solo bloque de memoria continuo para el array puede ser un problema, si Ć©ste es muy grande o nos encontramos cerca del limite de RAM.
  • El acceso a los elementos del array es mĆ”s lento que en arrays anidados (ver abajo)

El array anidado [][] (que se almacena en N bloques):

Ventajas:

  • Es mĆ”s fĆ”cil encontrar memoria disponible para el array, ya que requiere de n bloques de tamaƱo mĆ”s pequeƱo, lo cual debido a la fragmentación, suele ser mĆ”s probable que encontrar un Ćŗnico bloque mĆ”s grande.
  • El acceso a los elementos del array es mĆ”s rĆ”pido que en los arrays 2D, gracias a las optimizaciones del compilador para manejar arrays simples (en definitiva, un array de arrays se compone de muchos arrays 1D).

Inconvenientes:

  • Utiliza mĆ”s memoria total (tiene que almacenar las referencias a los n arrays simples)
  • Su creación es mĆ”s lenta, ya que hay que reservar N bloques de memoria, en lugar de uno solo.
  • Su instanciación es un poco mĆ”s molesta, ya que hay que recorrer el array instanciando cada uno de sus elementos (ver Tip mĆ”s abajo).
  • No proporciona los mĆ©todos disponibles en los arrays 2D, y su uso puede ser un poco mĆ”s confuso.

Este blog explica muy bien esta comparativa.

Conclusión

Cada usuario debe escoger el tipo de array que mÔs le convenga en función de su experiencia y el contexto concreto en el que esté. No obstante, un desarrollador que habitualmente utilice gran cantidad de memoria, y preocupado por el rendimiento, tenderÔ a escoger siempre arrays anidados (o arrays de arrays [][]).

Tip: código generico para instanciar arrays anidados

Dado que instanciar un array de arrays es un poco molesto y repetitivo (y ya dijimos aqui que no conviene duplicar código), el siguiente método genérico se encargarÔ de esa tarea por vosotros:

        public static T[][] Allocate2DArray<T>(int pWidth, int pHeight)            
        {
            T[][] ret = new T[pWidth][];
            for (int i = 0; i < pHeight; i++)
                ret[i] = new T[pHeight];

            return ret;
        }

Espero que os Sirva !!!

Cómo controlar el orden de propiedades o categorías en un PropertyGrid

El control PropertyGrid es fantƔstico para crear herramientas de prototipado rƔpido, donde podamos cambiar propiedades de objetos de forma rƔpida y visual. Como ya sabrƔs, el espacio de nombres System.ComponentModel contiene multitud de atributos y herramientas para personalizar el modo en que las propiedades se agrupan y configuran dentro de un PropertyGrid.

De forma automÔtica, las propiedades se ordenan alfabéticamente según su DisplayName, o se agrupan por categorías (y se aplica el mismo criterio alfabético dentro de éstas) si así lo selecciona el usuario. Lamentablemente, no existe una forma sencilla de poder controlar manualmente el orden de las propiedades o de las categorías.

Existen muchas formas distintas de lograrlo, pero casi todas implican escribir código. Un workaround sencillo, efectivo, y que no implica utilizar código adicional es el siguiente:

1.- Dentro del atributo DisplayName de cada propiedad, o dentro del nombre de cada categorĆ­a (atributo Category),  aƱadiremos por delante tantos caracteres especiales de tipo \u200B como posiciones queramos “subir” dicha propiedad o categorĆ­a hacia arriba. Dicho carĆ”cter identifica un espacio vacĆ­o de longitud 0, por lo que en la prĆ”ctica no modificarĆ” el texto que se muestra en la propiedad, pero sĆ­ afectarĆ” al algoritmo de ordenación.

En el siguiente ejemplo, se muestra un objeto con dos propiedades Width y Height. De forma natural (por orden alfabƩtico), Height aparecerƭa antes que Width. Para modificar ese comportamiento y lograr el orden inverso, mucho mƔs natural, solo tendremos que modificar los atributos como sigue:

        [Category("Layout")]
        [DisplayName("\u200B\u200BWidth")]
        public float Width
        {
            get { return mWidth; }
            set { mWidth = value; }
        }
        [Category("Layout")]
        [DisplayName("\u200BHeight")]
        public float Height
        {
            get { return mHeight; }
            set { mHeight = value; }
        }

Así, logramos un PropertyGrid correctamente ordenado, como el de la siguiente ilustración:

image

2.- Debemos asegurarnos de que el PropertyGrid utiliza una fuente que soporte dicho carÔcter, ya que no todas lo hacen. Por ejemplo, la fuente por defecto Microsoft Sans Serif 8.25 lo soporta perfectamente. No obstante, si queréis aseguraros de forma programÔtica de que la fuente es correcta, podéis utilizar este código:

        public UIEditor()
        {
            InitializeComponent();

            this.propertyGrid1.Font = new Font("Microsoft Sans Serif", 8.25f, FontStyle.Regular);
        }

Using T4 Templates to generate custom strongly-typed code in Visual Studio


Strongly typed code rocks. Easy as that. Reduces bugs, and makes your developments more productive and efficient. We all know that.
One example of strong-typing inside Visual Studio: resource files are parsed by default with the ResXFileCodeGenerator tool, which generates automatic properties in C# files, that give us strongly-typed access to strings.
That’s cool, by I there’s a lot of customization capabilities there missing. For instance, ResXFileCodeGenerator generates internal classes by default, and this is not always desirable. Many people struggled around this in the past, so in Visual Studio 2008 a new custom tool was introduced: PublicResXFileCodeGenerator: the same one than before, but building public classes. Cool again, but still missing many things…
So, how to customize the code generation process?

Option 1: Write your own tool

You can write a tool that mimics the behavior of ResXFileCodeGenerator, and you can install it within the Visual Studio (so you can select your ResX files to be parsed with it). It´s not too complicated, but you need to develop a separate installation project, to be able to install it within VStudio. You can find an example here.
To be honest, I don´t like the idea of having to write the extension in a different project, needing to go there for every change, recompiling, re-installing, etc. Besides that, this approach means having one single tool for every resX files you want to parse, and therefor, the tool needs to be generic enough to give support for every use case you have.
One last inconvenient, is that as far as I know, a tool like this cannot act in several files at a time. That means that it will generate a code file for each resource file. It’s impossible to generate ONE code file for SEVERAL resource files.
Seems that I´m too lazy today for all of that, so I searched for other solutions, and found one that I really like: T4 templates

Option 2: Write a T4 Text Template

A T4 Text Template is “a mixture of text blocks and control logic that generate a text file”. In other words, it’s a piece of code that will generate a text file and will include it in your Solution (below the .tt file itself). This text file, pretty well can be a source code file, so this way we can automatically generate code for the solution, with all the power to customize it.
I have been studying them for a while, and I can tell you that they are really powerful. Some relevant aspects around them:
  1. They are text files (with .tt extension), that are included INSIDE your solution, so no need to keep them in a separate project, and no need to build a setup project to install them.
  2. This .tt files are, by default, parsed by the custom tool: TextTemplatingFileGenerator
  3. They can operate on several project files at a time, not only one, generating if you want ONE code file, for SEVERAL resource files.
  4. They don´t need to be installed or distributed in any form. Simply add them to your solution
  5. Changes in the Template don’t mean to go to a different solution, rebuilding and re-installing
  6. They can be written in both C# or VisualBasic.
  7. When they are parsed, the generate a code file below the Template (see below), with the same name as the template itself:
image
  1. They are usually parsed as soon as they are modified and re-saved.
  2. Because the modification and installation process is so simple, and because you can have if you want a different T4 Template for each resX file, you can have as many versions of the templates as you wish. Each one covering different needs. And that is cool !
Any disadvantages? Visual Studio integration
By now, Visual Studio offers no integration for T4 files. That means that by default you get no syntax highlighting, no intellisense, etc.
But this can be fixed by using one of the T4 integration extensions for VStudio out there. I have tested three of them:
  • Tangible T4 Editor: Honestly, I couldn’t get it to work. I installed it, apparently with no error, but it didn’t work. And I already started this post by saying I´m too lazy today, so I tested other solutions that installed fine at first try:
  • Clarius Visual T4: It installed just fine and added syntax highlighting and intellisense to T4 files. Unfortunately, it made my Visual Studio 2010 Ultimate freeze for about 10 seconds from time to time. So I decided to try a different option.
  • Deviart T4: It installed fine, and works pretty well. The syntax highlighting gets messed from time to time, but nothing serious. Just re-opening the file fixes it. It’s fast, and I like it. It’s the clear winner. And it’s free!
image

Some basic concepts about developing T4 templates

Developing a T4 template is pretty straightforward, if you have some experience with .Net. We are not going to explain here all the coding aspects about T4 templates, as it is extremely clearly explained here and here.
However, it’s a bit meesy the first time you see one, how code blocks are mixed with plain text blocks, especially if you don´t have an extension installed that gives you syntax highlighting.
So, first thing you should understand is that T4 templates mix parts of text that will simply be copied to the generated file (Text Blocks), and others that are code blocks to control the logic of the generation (Code Blocks). In Deviart T4, you will see the following highlighting:
  1. Text blocks, copied directly to the destination file (grayed out):
image
As I mentioned, whatever you write here will be directly copied to the destination file. No matter what it is. It won´t be validated by the tool, just copied. You are responsible of writing something that makes sense, and that won’t generate compiling errors.
  1. Code blocks (surrounded by <# … #> and similar):
image
These code blocks are parsed by the tool and executed. They are validated by the compiler, just like any other piece of code you write (that means that will generate compiling errors as usually). In the previous example, the code block is writing a “}” symbol to the output file, using the WriteLine method (se next chapter for more info).

Different ways to output text to the destination file

We already seen some of them, but basically, you have three different ways of outputting text:
1.- Put a Text Block in your template (like in the previous chapter).
2.- Invoke the WriteLine method inside a Code Block. Like in the example of previous chapter, anywhere you call WriteLine(“…”) from within a code block, will write that text line to the destination file.
3.- Mixing both Code Blocks and Text Blocks, like in the following example:
image
In this example, the header Text Block (grayed out) will only be copied if insertWarningHeader == true. This means that flow control of code blocks affect the output of plain text blocks too.
Please note that you need to “end” the Code Block by using the “#>”, and therefor the text inside the braces will be identified as a Text Block. Then, re-open a code block, just to put the final brace “}” of the IF statement. Separating it into two different Code Blocks doesn’t prevent the IF from doing its job…

Other useful kinds of Code Blocks

As you can see, the <# … #> labels define the start and end of code blocks that should be parsed and evaluated. Anything outside those labels is considered text blocks. There are other kinds of code blocks, as explained here:
  • Expression code blocks (<#= … #>): They evaluate an expression, and convert the result to string. Some examples:
    1. <#= 2 + 3 #> … will output a “5”
    2. <#= numberOfEntries * 2#> … Where numberOfEntries is a valid variable on that scope, will output the result of the addition.
    3. etc.
  • Class feature code blocks (<#+ … #>): Allow to define properties or helper methods. They can be defined in separate files. The following example defines the property RootNamespace and the helper method EmitEnum, available in all the template.
image
  • Importing namespaces is also very easy, you just need to put in the top of the file statements like the following:
<#@ import namespace="System.Xml" #>
I think that there’s not too much magic in here, so I won’t bore you with more detail. Everything is really simple to follow, and is really well explained in the above links, so I guess the best way to show a real T4 Template is with an example!

Example: Custom strong-typed access to resources with a T4 template

What we need

In this example, we will used the mentioned T4 templates to give a full-featured, strong-typed access to strings in resource files. I did it to meet my own needs, but using it as a starting point, it will very easy for you to adapt it to your own.
The goal is to be able to customize the following aspects directly from the resX file:
  • Access modifier of the class: public, private, internal
  • Namespace where the class is defined
  • Generate (if wanted), an enumeration with all the keys of the entries
  • Modify the return type of the properties. Does this make any sense? Yes (read below).
  • Allow ResX files to use Conditional Compilation:
    1. It would be fantastic if we could specify different values for strings, depending on conditional compilation symbols
    2. And it would be even greater, if we could specify different return types, depending on the same conditional compilation symbols.

Does it make any sense to modify return types?
In my scenario, it does. I’ll explain it, so you can see one example. Then it’s up to you to decide if that’s useful also in other situations…
I was writing a piece of code, related to 3D graphics, that I wanted to run in both Windows Phone and Android. That code has contents (bitmaps, etc), which are identified differently in Windows Phone (XNA) projects, and Android.
In the first one, contents are identified with Asset Names, which are strings. In the second one, contents are identified with Integer IDs. In fact, Android automatically generates a class like the ones we are creating here to give strong-type access to those integers.
Well, I wanted to centralize the loading of contents, so it was obvious that I would need to unify content identification with my own IDs. I simply didn’t want to have #if #endif blocks all around my code.
Question is, that I can write two versions of methods like LoadTexture(), one for each platform, and keeping the specifics inside the Content Repository, but the problem is that Android identifies contents with a different type (ints instead of strings), and that makes my code end up with a different interface for each version. Something like this:
#if(ANDROID)
        public static void LoadTexture(int pResourceID)
        {
        }
#elif(WINDOWS_PHONE)
        public static void LoadTexture(string pAssetName)
        {
        }
#endif
I have no problem with writing two versions of the method (that’s inevitable). But having two different interfaces is bad. Really bad.
Why? Because then, every single point in my code where I use this method will need a #if #endif code block too. And I hate that. I want this contents repository to expose a single interface. How do we achieve that?
If both platforms used strings to identify contents, I could create a table to map my own resource identifiers to that ones. But Android uses ints. And what is worse, they are automatically generated. I can see what IDs Android gave to a content, but I cannot guarantee that the ID will be consistent over time, as it’s generated by an automatic tool. In addition to that, I would need to maintain that table by hand, what is horrible and very bug prone.
Mmmmmhhh…
Seems that the only solution is writing code, with methods or properties that map my own resource IDs to: string assets in the case of XNA, and resource IDs in the case of Android. Something like:
#if(ANDROID)
        public static int Button1
        {
            get
            {
                return Resource.Drawable.Button1;
            }
        }
#elif(WINDOWS_PHONE)
        public static string Button1
        {
            get
            {
                return @"Contents\Textures\UI\Button1";
            }
        }
#endif
Having a repository like this, would allow me to eliminate the #if #endif blocks when calling methods like LoadTextures, as I could use: LoadTextures ( Respository.Button1 );
If we are compiling to ANDROID, Button1 will return an int and LoadTextures() will expect an int, so no problem. If we are compiling to Windows Phone, both will give and expect a string. Everything fine again.
The problem with that is that a single project can have hundreds, or thousands of resources, an maintaining the file manually can be a nightmare. If only it could be done automatically…
That’s where the variable return type of my template kicks in. It will give us precisely that, with the particularity that when on ANDROID (being the return type an int), the template will not insert string, but a call to the Android Repository.
This way, I get rid of having to deal manually with Android int IDs, and just work with their strong-typed names.
See below for more…

The implementation

The behavior of the template we have developed, to achieve all of this is:
  • It is designed to be placed inside your projects, just by the file it will process. It has to be in the same folder and needs to have the same name. So, if you want to process the file Textures.resx, you will end up with something like this in your solution:
image
Note 1: You can easily modify it to parse all the ResX files it finds in the project at once, but this time I needed it to work this way.
Important Note 2: To avoid duplicity of generated code, and compilation errors, when you add the template to a resource file, you should disable the default parsing of that ResX file, by removing the default custom tool (ResXFileCodeGenerator) and by setting BuildAction = None.
  • It will generate strong-typed properties to access all the strings it finds in the resX file
  • It can be instructed to generate an enumerate with all the keys in the file too
  • It will automatically generate the well formatted XML comments for the properties
  • It supports some special keywords (entries starting by “#C#_”), to allow customizing the generation process:
    1. CT4_ACCESS_MODIFIERS (public, private, internal): By default, the generated class will be public, but you can include this entry to modify this behavior. You can set the following values: public, private or internal.
image
    1. CT4_OVERRIDE_NAMESPACE (namespace name): By default, the class will be in the default namespace of the project, but you can include this entry to override that behavior, setting the desired namespace in the value of the entry:
image
  1. CT4_GENERATE_ENUM (enum name): If this entry is included, the template will create an Enumeration with all the key names of the ResX file, and also an special version of the GetResourceString() method, accepting as parameter one of those enumerations. You can specify the name of the enumeration in the Value field.
image
  1. CT4_DEFAULT_RETURNTYPE (string, int, etc): Allows to specify the default return type for all properties. The default return type if string.
image
  1. CT4_CONDITIONAL_COMPILATION_SYMBOLXX (Symbol Name): Allows to use conditional compilation inside the resource files. To do so, you must first identify what conditional compilation symbols are used in your project. In this example, we will have two of them: WINDOWS_PHONE, and ANDROID. So, we will create two entries to let the generator know about them, like the following:
image
  1. CT4_CONDITIONAL_RETURNTYPE: If conditional compilation is being used, it allows to specify a different return type for each conditional symbol, with following syntax:
@COND_SYMBOL1:type_1;@COND_SYMBOL2:type_2 …
Where COND_SYMBOLXX is one of the conditional compilation symbols defined before, and type_XX is the return type desired for that symbol.
The following example a string return type for WINDOWS_PHONE, and an integer return type for ANDROID:
image

Once we have configured the generation process with the control entries, it’s time to put some data there. A normal string entry is entered as usual, with unique name, a value, and a comment if you want to. How to include conditional compilation entries?
Using conditional compilation in string entries
The name and the comment of the entry are the same as in normal ones. It’s in the Value where we put the information needed, very much like when defining specific return types for each conditional compilation. The syntax is:
@COND_SYMBOL1:value_1;@COND_SYMBOL2:value_2 …
Where COND_SYMBOLXX is one of the conditional compilation symbols defined before, and value_XX is the string value desired for that symbol.
So, the following example:
image
Will generate the following code:
   66         ///<summary>
   67         ///Button 1 image asset name or ID
   68         ///</summary>
   69         #if(WINDOWS_PHONE)
   70              public static string Button1 { get { return "Content\Textures\UI\button1"; } }
   71         #elif(ANDROID)
   72              public static int Button1 { get { return Resource.Drawable.app_Icon; } }
   73         #endif
Note that the generator also takes into account the Comment field, and that the return types and values for each version of the property are different. Also, in the case of Android, note that the get method makes a Call to the Android resource repository class, with the strongly-typed properties that access the IDs.

The template code

The template is based on this other one, but with a modified behavior to meet my own needs. The code is:
<#
//  ----------------------------------------------------------------------------------------------
//  Template: Generates C# code to give strongly-typed access to resource files
//  Author: Inaki Ayucar
//  Website: www.graphicdna.net
//  Based on the work of: http://blog.baltrinic.com
//  Links:
//          MSDN about developing T4 files: http://msdn.microsoft.com/en-us/library/bb126445.aspx
//                                          http://msdn.microsoft.com/en-us/library/dd820620.aspx
//  ----------------------------------------------------------------------------------------------
#>
<#@ template debug="true" hostspecific="true" #>
<#@ assembly name="System.Core" #>
<#@ assembly name="System.Xml" #>
<#@ assembly name="Microsoft.VisualStudio.Shell.Interop.8.0" #>
<#@ assembly name="EnvDTE" #>
<#@ assembly name="EnvDTE80" #>
<#@ assembly name="VSLangProj" #>
<#@ import namespace="System.Collections.Generic" #>
<#@ import namespace="System.IO" #>
<#@ import namespace="System.Linq" #>
<#@ import namespace="System.Text" #>
<#@ import namespace="System.Text.RegularExpressions" #>
<#@ import namespace="System.Xml" #>
<#@ import namespace="Microsoft.VisualStudio.Shell.Interop" #>
<#@ import namespace="EnvDTE" #>
<#@ import namespace="EnvDTE80" #>
<#@ import namespace="Microsoft.VisualStudio.TextTemplating" #>
<#  // --------------------------------------------------------------------------------------------
    // Get global variables
    // --------------------------------------------------------------------------------------------
    var serviceProvider = Host as IServiceProvider;
    if (serviceProvider != null)
        Dte = serviceProvider.GetService(typeof(SDTE)) as DTE;
 
 
    // Fail if we couldn't get the DTE. This can happen when trying to run in TextTransform.exe
    if (Dte == null)
        throw new Exception("T4MVC can only execute through the Visual Studio host");
 
    Project = GetProjectContainingT4File(Dte);
 
    if (Project == null)
    {
        Error("Could not find the VS Project containing the T4 file.");
        return"XX";
    }
 
     AppRoot = Path.GetDirectoryName(Project.FullName) + '\\';
     RootNamespace = Project.Properties.Item("RootNamespace").Value.ToString();
    // --------------------------------------------------------------------------------------------
#>
// ---------------------------------------------------------------------------------------------------
// <auto-generated>
//     This code was generated by a tool.
//
//     Changes to this file may cause incorrect behavior and will be lost if
//     the code is regenerated.
// </auto-generated>
// ---------------------------------------------------------------------------------------------------
using System.Threading;
 
 
<#
try
{
        // We are storing in a List<ResourceEntry> (declared below) a list with all string entries
        // of all files found matching our search criteria
        AllEntries = new List<ResourceEntry>();
 
        // Entries starting with "CT4_", are declared as "control" entries, defining keywords or data
        // that will modify the source code generation behavior
        ControlEntries = new List<ResourceEntry>();
 
        // Find files on our project that match our search criteria (recursively), and store every
        // string entry on those files
        FindResourceFilesRecursivlyAndRecordEntries(Project.ProjectItems, "");
        AllEntries.Sort( new Comparison<ResourceEntry>( (e1, e2) => (e1.Path + e1.File +
                                 e1.ValidIdentifierName).CompareTo(e2.Path + e2.File + e2.ValidIdentifierName)));
 
        // Parse control entries
        string overrideNameSpace = "";
        string classAccessModifier = "public";
        string generateEnumName = "";
        string defaultReturnType = "string";
        Dictionary<string, string> returnTypesForConditionalCompilation = new Dictionary<string, string>();
        List<string> conditionalCompilationSymbols = new List<string>();
        List<string> conditionalCompilationSymbolsInValues = new List<string>();
        foreach(ResourceEntry entry in ControlEntries)
        {
            if(entry.OriginalName == "CT4_OVERRIDE_NAMESPACE")
            {
                overrideNameSpace = entry.Value;
                continue;
            }
            if(entry.OriginalName == "CT4_ACCESS_MODIFIERS")
            {
                classAccessModifier = entry.Value.ToLower();
                if(classAccessModifier != "public" &&
                   classAccessModifier != "private" &&
                   classAccessModifier != "internal")
                    Error("Invalid CT4_ACCESS_MODIFIERS found: Only public, private or internal are allowed");
                continue;
 
            }
            if(entry.OriginalName == "CT4_GENERATE_ENUM")
            {
                generateEnumName = entry.Value;
                continue;
            }
            if(entry.OriginalName.StartsWith("CT4_CONDITIONAL_COMPILATION_SYMBOL"))
            {
                conditionalCompilationSymbols.Add(entry.Value);
                conditionalCompilationSymbolsInValues.Add(string.Format("@{0}:", entry.Value));
                continue;
            }      
            if(entry.OriginalName.StartsWith("CT4_DEFAULT_RETURNTYPE"))
            {
                defaultReturnType = entry.Value;
                continue;
            }
            if(entry.OriginalName.StartsWith("CT4_CONDITIONAL_RETURNTYPE"))
            {
                returnTypesForConditionalCompilation.Clear();
                bool hasCondCompilation = StringValueHasCompilationSymbols(entry.Value,
                                                               conditionalCompilationSymbolsInValues);
                if(!hasCondCompilation)
                    Error("CT4_CONDITIONAL_RETURNTYPE entry found, but no conditional symbols were found in value");
 
                Dictionary<string, string> parts = SplitStringForConditionalCompilationSymbols(entry.Value,
                                                                 conditionalCompilationSymbolsInValues);
                foreach(string symbol in parts.Keys)
                    returnTypesForConditionalCompilation.Add(symbol, parts[symbol]);
                continue;
            }      
        }
 
        // Foreach string entry found, add it's code
        string currentNamespace = "";
        string currentClass = "";
        bool thisIsFirstEntryInClass = true;
        List<string> names = new List<string>();       
        for(int i=0;i<AllEntries.Count;i++)
        {
            ResourceEntry entry = AllEntries[i];
 
            var newNamespace = overrideNameSpace == "" ? RootNamespace: overrideNameSpace;
            var newClass = entry.File;
            bool namesapceIsChanging = newNamespace != currentNamespace;
            bool classIsChanging = namesapceIsChanging || newClass != currentClass;
 
            // Close out current class if class is changing and there is a current class
            if(classIsChanging && currentClass != "")
            {
                EmitNamesInnerClass(names);
                WriteLine("\t}");
            }
 
            // Check if there is a namespace change
            if(namesapceIsChanging)
            {
                // Close out current namespace if one exists
                if( currentNamespace != "" )
                    WriteLine("}");
 
                currentNamespace = newNamespace;
 
                // Open new namespace
                WriteLine(string.Format("namespace {0}", currentNamespace));
                WriteLine("{");
 
            }
 
            // Check if there is a class Change
            if(classIsChanging)
            {
                currentClass = newClass;
                WriteLine(string.Format("\t" + classAccessModifier + " class {0}", currentClass));
                WriteLine("\t{");
                thisIsFirstEntryInClass = true;
 
                // Only if the class changed, Emit code for the ResourceManager property and
                // GetResourceString method for the current class
                #>
                private static global::System.Resources.ResourceManager resourceMan;
 
                /// <summary>
                ///   Returns the cached ResourceManager instance used by this class.
                /// </summary>
                [global::System.ComponentModel.EditorBrowsableAttribute
                                               (global::System.ComponentModel.EditorBrowsableState.Advanced)]
                private static global::System.Resources.ResourceManager ResourceManager
                {
                    get
                    {
                        if (object.ReferenceEquals(resourceMan, null))
                        {
                            global::System.Resources.ResourceManager temp = new
                                              global::System.Resources.ResourceManager("
                <#=string.Format("{0}.{1}{2}", RootNamespace, entry.Path + "." + entry.File, entry.Type) #>",
                                                        typeof(<#=entry.File#>).Assembly);
                            resourceMan = temp;
                        }
                        return resourceMan;
                    }
                }
 
                /// <summary>
                ///   Returns the formatted resource string.
                /// </summary>
                [global::System.ComponentModel.EditorBrowsableAttribute
                                                (global::System.ComponentModel.EditorBrowsableState.Advanced)]
                private static string GetResourceString(string key, params string[] tokens)
                {
                    var culture = Thread.CurrentThread.CurrentCulture;
                    var str = ResourceManager.GetString(key, culture);
 
                    for(int i = 0; i < tokens.Length; i += 2)
                        str = str.Replace(tokens[i], tokens[i+1]);
 
                    return str;
                }
 
                <#
                if(generateEnumName != "")
                {
                #>/// <summary>
                /// Returns the formatted resource string, passing the enum value as parameter
                /// </summary>
                [global::System.ComponentModel.EditorBrowsableAttribute
                                           (global::System.ComponentModel.EditorBrowsableState.Advanced)]
                private static string GetResourceString(<#= generateEnumName.ToString() #> key, params string[] tokens)
                {
                    var culture = Thread.CurrentThread.CurrentCulture;
                    var str = ResourceManager.GetString(key.ToString(), culture);
 
                    for(int i = 0; i < tokens.Length; i += 2)
                        str = str.Replace(tokens[i], tokens[i+1]);
 
                    return str;
                }
 
                <#
                }
            }         
 
 
            // Write entry comment for property
            EmitEntryComment(entry, thisIsFirstEntryInClass);
 
            // Select all tokens between braces that constitute valid identifiers
            var tokens = Regex.Matches(entry.Value, @"{(([A-Za-z]{1}\w*?)|([A-Za-z_]{1}\w+?))?}").
                                                                       Cast<Match>().Select(m => m.Value);       
            if(tokens.Any())
            {
                var inParams = tokens.Aggregate("", (list, value) => list += ", string " + value)
                    .Replace("{", "").Replace("}", "");
                if(inParams.Length > 0 ) inParams = inParams.Substring(1);
                var outParams = tokens.Aggregate("", (list, value) => list += ", \"" + value +"\", " +
                                                                value.Replace("{", "").Replace("}", "") );
 
                WriteLine(string.Format("\t\tpublic static string {0}({1}) {{ return
                          GetResourceString(\"{0}\"{2}); }}",  entry.ValidIdentifierName, inParams, outParams));
 
                names.Add(entry.ValidIdentifierName);
            }
            else
            {
                // Detect if entry has conditional compilation symbols
                string entryValue = entry.Value;
                bool hasCondCompilation = StringValueHasCompilationSymbols(entryValue,
                                                                   conditionalCompilationSymbolsInValues);
 
                if(!hasCondCompilation)
                    EmitProperty(defaultReturnType, entry.ValidIdentifierName, entryValue, "", false, false);
                else
                {
                    // If has conditional compilation, generate one versino for each symbol
                    Dictionary<string, string> valuesForCondCompilation = SplitStringForConditionalCompilationSymbols
                                                              (entryValue, conditionalCompilationSymbolsInValues);
                    int c = -1;
                    foreach(string key in valuesForCondCompilation.Keys)
                    {
                        c++;
                        string rtype = defaultReturnType;
                        if(returnTypesForConditionalCompilation.ContainsKey(key))
                            rtype = returnTypesForConditionalCompilation[key];
 
                        EmitProperty(rtype, entry.ValidIdentifierName, valuesForCondCompilation[key],
                                                          key, c == 0, c == valuesForCondCompilation.Count - 1);
                    }
                }
                names.Add(entry.ValidIdentifierName);
            }
 
            thisIsFirstEntryInClass = false;
    }
 
 
    // Close out the current class when done, writing down the names
    if(currentClass != "")
    {
        EmitNamesInnerClass(names);
 
        if(generateEnumName != "")
            EmitEnum(names, generateEnumName);
 
        names.Clear();
 
        WriteLine("\t}");
    }
}
catch(Exception ex)
{
    Error(ex.ToString());
}
#>
 
<#
    // Only close the namespace if I added one
    if(AllEntries.Count > 0)
        WriteLine("}");
#>
 
 
 
<#+ // ------------------------------------------------------------------------------
    // Class feature control block:
    // Remarks: Identified by the #+ mark, allows to define variables, methods, etc
    // ------------------------------------------------------------------------------
    const string Kind_PhysicalFolder = "{6BB5F8EF-4483-11D3-8BCF-00C04F8EC28C}";
    bool AlwaysKeepTemplateDirty = true;
    static DTE Dte;
    static Project Project;
    static string AppRoot;
    static string RootNamespace;
    static List<ResourceEntry> AllEntries;
    static List<ResourceEntry> ControlEntries;
 
    /// <Summary>
    /// FindResourceFilesRecursivlyAndRecordEntries
    /// Remarks: Searches in the files of our project, for one that is in the same folder than this
    /// template, has the same name, and has the extension ".resx". If found, takes all string entries
    /// on it and stores them in the AllEntries list.
    /// </Summary>
    void FindResourceFilesRecursivlyAndRecordEntries(ProjectItems items, string path)
    {
        // I wanna take care about file path and name, but not about extension, so take everything but the extension
        string aux = Path.GetExtension(Host.TemplateFile);
        string T4FileWithoutExtension= Host.TemplateFile.Substring(0, Host.TemplateFile.Length - aux.Length);
 
        foreach(ProjectItem item in items)
        {       
 
            if(Path.GetExtension(item.Name) == ".resx")
            {
                    string itemFileName = item.FileNames[0];
                    if(itemFileName == null)
                            continue;
                    aux = Path.GetExtension(itemFileName);       
                    itemFileName = itemFileName.Substring(0, itemFileName.Length - aux.Length);       
 
                    // If the file path and name (without extension) is not equal to the template file, continue
                    if(itemFileName.ToLowerInvariant() != T4FileWithoutExtension.ToLowerInvariant())
                        continue;
 
                    RecordEntriesInResourceFile(item, path);
 
                    // We only want to parse one file. This should never happen, but if we find 2 files, just quit
                    break;
            }
            if(item.Kind == Kind_PhysicalFolder)
                FindResourceFilesRecursivlyAndRecordEntries(item.ProjectItems, path+"."+item.Name);
        }
    }
    /// <Summary>
    /// RecordEntriesInResourceFile
    /// Remarks: For a given file, takes all its entries and stores them in the AllEntries list.
    /// </Summary>
    void RecordEntriesInResourceFile(ProjectItem item, string path)
    {
        //skip resource files except those for the default culture
        if(Regex.IsMatch(item.Name, @".*\.[a-zA-z]{2}(-[a-zA-z]{2})?\.resx"))
                return;
 
        var filePath = (string)item.Properties.Item("FullPath").Value;
        var xml = new XmlDocument();
        xml.Load(filePath);
        var entries = xml.DocumentElement.SelectNodes("//data");
 
        var parentFile = item.Name.Replace(".resx", "");
        var fileType = Path.GetExtension(parentFile);
        if(fileType != null && fileType != "")
            parentFile = parentFile.Replace(fileType, "");
 
        foreach (XmlElement entryElement in entries)
        {
            var entry = new ResourceEntry
            {           
                Path = path != "" && path != null?path.Substring(1):"",
                File = MakeIntoValidIdentifier(parentFile),
                Type = fileType,
                OriginalName = entryElement.Attributes["name"].Value,               
            };
 
            var valueElement = entryElement.SelectSingleNode("value");
            if(valueElement != null)
                entry.Value = valueElement.InnerText;
 
            var commentElement = entryElement.SelectSingleNode("comment");
            if(commentElement != null)
                entry.Comment = commentElement.InnerText;
 
            if(entry.OriginalName.StartsWith("CT4_"))
                ControlEntries.Add(entry);
            else
            {
                // Parse the name into a valid identifier
                entry.ValidIdentifierName = MakeIntoValidIdentifier(entry.OriginalName);
 
                AllEntries.Add(entry);
 
            }
        }
    }
    /// <Summary>
    /// MakeIntoValidIdentifier
    /// Remarks:
    /// </Summary>
    string MakeIntoValidIdentifier(string arbitraryString)
    {
        var validIdentifier = Regex.Replace(arbitraryString, @"[^A-Za-z0-9-._]", " ");
        validIdentifier = ConvertToPascalCase(validIdentifier);
        if (Regex.IsMatch(validIdentifier, @"^\d")) validIdentifier = "_" + validIdentifier;
        return validIdentifier;
    }
    /// <Summary>
    /// ConvertToPascalCase
    /// Remarks:
    /// </Summary>
    string ConvertToPascalCase(string phrase)
    {
        string[] splittedPhrase = phrase.Split(' ', '-', '.');
        var sb = new StringBuilder();
 
        sb = new StringBuilder();
 
        foreach (String s in splittedPhrase)
        {
            char[] splittedPhraseChars = s.ToCharArray();
            if (splittedPhraseChars.Length > 0)
            {
                splittedPhraseChars[0] = ((new String(splittedPhraseChars[0], 1)).ToUpper().ToCharArray())[0];
            }
            sb.Append(new String(splittedPhraseChars));
        }
        return sb.ToString();
    }
    /// <Summary>
    /// EmitNamesInnerClass
    /// Remarks:
    /// </Summary>
    void EmitNamesInnerClass(List<string> names)
    {
        if(names.Any())
        {
            WriteLine("\r\n\t\tpublic static class Names");
            WriteLine("\t\t{");
            foreach(var name in names)
                WriteLine(string.Format("\t\t\tpublic const string {0} = \"{0}\";", name));
            WriteLine("\t\t}");
        }
    }
    /// <Summary>
    /// EmitNamesInnerClass
    /// Remarks:
    /// </Summary>
    void EmitEnum(List<string> names, string pEnumName)
    {
        if(!names.Any())
            return;
 
        WriteLine("\r\n\t\tpublic enum " + pEnumName);
        WriteLine("\t\t{");
        foreach(var name in names)
            WriteLine(string.Format("\t\t\t{0},", name));
        WriteLine("\t\t}");
 
        names.Clear();       
    }
    /// <Summary>
    /// StringValueHasCompilationSymbols
    /// Remarks: Returns true if a conditional compilation symbol mark (@symbol:) is found in a string
    /// </Summary>
    bool StringValueHasCompilationSymbols(string pValue, List<string> pConditionalCompilationSymbolsInValues)
    {
        foreach(string symb in pConditionalCompilationSymbolsInValues)
        {
            if(pValue.Contains(symb))
                return true;
        }
        return false;
    }
    /// <Summary>
    /// SplitStringForConditionalCompilationSymbols
    /// Remarks: Splits a string (thas has been checked, and has conditional compilation symbols), and
    /// returns a dictionary where the keys are the conditional compilation symbols, and the values are
    /// the values of the string for that symbols.
    /// </Summary>
    Dictionary<string, string> SplitStringForConditionalCompilationSymbols(string entryValue,
                                                    List<string> pConditionalCompilationSymbolsInValues)
    {
        Dictionary<string, string> retValue= new Dictionary<string, string>();
        string[] parts = entryValue.Split(new char[1]{';'}, StringSplitOptions.RemoveEmptyEntries);
        foreach(string part in parts)
        {
            foreach(string symb in pConditionalCompilationSymbolsInValues)
            {
 
                if(part.StartsWith(symb))
                {
                    string origSymbol = symb.Remove(0, 1);
 
                    origSymbol = origSymbol.Remove(origSymbol.Length - 1 , 1);
 
 
                    string val = part.Remove(0, symb.Length);
                    retValue.Add(origSymbol, val);
                    break;
                }
            }
        }
        return retValue;
    }
    /// <Summary>
    /// EmitProperty
    /// Remarks: Writes down a property of the return type specified, name and value, and allowing
    /// to add a conditionalcompilationSymbol
    /// </Summary>  
    void EmitProperty(string pReturnType, string pPropertyName, string pPropertyValue,
                      string pConditionalCompilationSymbol, bool pIsFirstConditionalCompilation,
                      bool pIsLastConditionalCompilation)
    {
        bool hasCondCompilation = (pConditionalCompilationSymbol != null && pConditionalCompilationSymbol != "");
 
        // Write opening conditional compilation
        if(hasCondCompilation)
        {
            if(pIsFirstConditionalCompilation)
                WriteLine(string.Format("\t\t#if({0})", pConditionalCompilationSymbol));
            else WriteLine(string.Format("\t\t#elif({0})", pConditionalCompilationSymbol));
        }
 
        // Write property
        switch(pReturnType)
        {
            case "string":
                WriteLine(string.Format("\t\tpublic static {0} {1} {{ get {{ return \"{2}\"; }} }}",
                                        pReturnType, pPropertyName, pPropertyValue));
                break;
            default:
                WriteLine(string.Format("\t\tpublic static {0} {1} {{ get {{ return {2}; }} }}",
                                        pReturnType, pPropertyName, pPropertyValue));
                break;
        }
 
        // Close cond compilation
        if(hasCondCompilation && pIsLastConditionalCompilation)
            WriteLine("\t\t#endif");
    }
    /// <Summary>
    /// EmitEntryComment
    /// Remarks: Writes down an entry comment as a properly formatted XML documentation comment
    /// </Summary>
    void EmitEntryComment(ResourceEntry entry, bool thisIsFirstEntryInClass)
    {
            // Insert the entry comment (if any) in a proper XML documentation format
            if(entry.Comment != null)
            {
                if(!thisIsFirstEntryInClass)
                    WriteLine("");                 
                WriteLine(string.Format("\r\n\t\t///<summary>\r\n\t\t///{0}\r\n\t\t///</summary>",
                                         entry.Comment.Replace("\r\n", "\r\n\t\t///")));
            }
            else WriteLine("");
    }
    /// <Summary>
    /// GetProjectContainingT4File
    /// Remarks:
    /// </Summary>
    Project GetProjectContainingT4File(DTE dte)
    {
 
        // Find the .tt file's ProjectItem
        ProjectItem projectItem = dte.Solution.FindProjectItem(Host.TemplateFile);
 
        // If the .tt file is not opened, open it
        if (projectItem.Document == null)
            projectItem.Open(Constants.vsViewKindCode);
 
        if (AlwaysKeepTemplateDirty) {
            // Mark the .tt file as unsaved. This way it will be saved and update itself next time the
            // project is built. Basically, it keeps marking itself as unsaved to make the next build work.
            // Note: this is certainly hacky, but is the best I could come up with so far.
            projectItem.Document.Saved = false;
        }
 
        return projectItem.ContainingProject;
    }
    /// <Summary>
    /// Struct: ResourceEntry
    /// Remarks: Stores information about an entry in a resource file
    /// </Summary>
    struct ResourceEntry
    {       
        public string Path { get; set; }
        public string File { get; set; }
        public string Type { get; set; }
        public string OriginalName { get; set; }
        public string ValidIdentifierName { get; set; }
        public string Value { get; set; }
        public string Comment { get; set; }
    }  
#>

Et voilĆ  ! An input and output example

The above template, applied to the following input:
image
Produces the following output class:
// ------------------------------------------------------------------------------------------------------
// <auto-generated>
//     This code was generated by a tool.
//
//     Changes to this file may cause incorrect behavior and will be lost if
//     the code is regenerated.
// </auto-generated>
// ------------------------------------------------------------------------------------------------------
using System.Threading;
 
 
namespace GDNA.PencilBurst
{
public class Textures
{
        private static global::System.Resources.ResourceManager resourceMan;
 
        /// <summary>
        ///   Returns the cached ResourceManager instance used by this class.
        /// </summary>
        [global::System.ComponentModel.EditorBrowsableAttribute
                              (global::System.ComponentModel.EditorBrowsableState.Advanced)]
        private static global::System.Resources.ResourceManager ResourceManager
        {
            get
            {
                if (object.ReferenceEquals(resourceMan, null))
                {
                    global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager
                                      ("GDNA.PencilBurst..Textures", typeof(Textures).Assembly);
                    resourceMan = temp;
                }
                return resourceMan;
            }
        }
 
        /// <summary>
        ///   Returns the formatted resource string.
        /// </summary>
        [global::System.ComponentModel.EditorBrowsableAttribute
                                           (global::System.ComponentModel.EditorBrowsableState.Advanced)]
        private static string GetResourceString(string key, params string[] tokens)
        {
            var culture = Thread.CurrentThread.CurrentCulture;
            var str = ResourceManager.GetString(key, culture);
 
            for(int i = 0; i < tokens.Length; i += 2)
                str = str.Replace(tokens[i], tokens[i+1]);
 
            return str;
        }
 
        /// <summary>
        /// Returns the formatted resource string, passing the enum value as parameter
        /// </summary>
        [global::System.ComponentModel.EditorBrowsableAttribute
                                              (global::System.ComponentModel.EditorBrowsableState.Advanced)]
        private static string GetResourceString(eTextureIDs key, params string[] tokens)
        {
            var culture = Thread.CurrentThread.CurrentCulture;
            var str = ResourceManager.GetString(key.ToString(), culture);
 
            for(int i = 0; i < tokens.Length; i += 2)
                str = str.Replace(tokens[i], tokens[i+1]);
 
            return str;
        }
 
 
        ///<summary>
        ///Button 1 image asset name or ID
        ///</summary>
        #if(WINDOWS_PHONE)
        public static string Button1 { get { return "Content\Textures\UI\button1"; } }
        #elif(ANDROID)
        public static int Button1 { get { return Resource.Drawable.app_Icon; } }
        #endif
 
        public static class Names
        {
            public const string Button1 = "Button1";
        }
 
        public enum eTextureIDs
        {
            Button1,
        }
    }
 
}
 
 
 
 

Other use cases

The possibilities are almost endless. You don´t need to stick to Resource Files (ResX) only. You can do this operations with almost anything. For example:
  • You can write a T4 Template for a “Contents” projects, that searches for Textures or Bitmaps in the project, and generates a Class that strong-types the names and/or paths of those textures. Creating your own Content Manager.
  • You can generate your own classes to give strong-type access to your Data-Sets, in a totally customized way.
  • Or you can generate a class that bases it’s strong type access in an enumeration, instead properties, something like the following:
internal class TexturesByEnum
    {
        private static global::System.Resources.ResourceManager resourceMan;
 
        /// <summary>
        ///   Returns the cached ResourceManager instance used by this class.
        /// </summary>
        [global::System.ComponentModel.EditorBrowsableAttribute
                                        (global::System.ComponentModel.EditorBrowsableState.Advanced)]
        private static global::System.Resources.ResourceManager ResourceManager
        {
            get
            {
                if (object.ReferenceEquals(resourceMan, null))
                {
                    global::System.Resources.ResourceManager temp =
                                                     new global::System.Resources.ResourceManager
                                                     ("GDNA.Render.Repository.Textures", typeof(Textures).Assembly);
                    resourceMan = temp;
                }
                return resourceMan;
            }
        }
 
        /// <summary>
        /// Returns the formatted resource string, passing the enum value as parameter
        /// </summary>
        [global::System.ComponentModel.EditorBrowsableAttribute
                                          (global::System.ComponentModel.EditorBrowsableState.Advanced)]
        private static string GetResourceString(eTextureIDs key, params string[] tokens)
        {
            var culture = Thread.CurrentThread.CurrentCulture;
            var str = ResourceManager.GetString(key.ToString(), culture);
 
            for (int i = 0; i < tokens.Length; i += 2)
                str = str.Replace(tokens[i], tokens[i + 1]);
 
            return str;
        }
 
        public enum eTextureIDs
        {
            Button1,
            Button2,
        }
 
        ///<summary>
        /// Indexed access to class
        ///</summary>
        public static string this[eTextureIDs id]
        {
            get
            {
                    return GetResourceString(id);
            }
        }
    }
 
This way, access to resources would be:
string aux = Textures[eTextureIDs.Button1];
 
instead of…
 
string aux = Textures.Button1;
As you can see, the customization possibilities are huge, and the examples countless.
So use your imagination !!
Cheers !