ApprenticeFoundryMicroCore 1.0.0

dotnet add package ApprenticeFoundryMicroCore --version 1.0.0
                    
NuGet\Install-Package ApprenticeFoundryMicroCore -Version 1.0.0
                    
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="ApprenticeFoundryMicroCore" Version="1.0.0" />
                    
For projects that support PackageReference, copy this XML node into the project file to reference the package.
<PackageVersion Include="ApprenticeFoundryMicroCore" Version="1.0.0" />
                    
Directory.Packages.props
<PackageReference Include="ApprenticeFoundryMicroCore" />
                    
Project file
For projects that support Central Package Management (CPM), copy this XML node into the solution Directory.Packages.props file to version the package.
paket add ApprenticeFoundryMicroCore --version 1.0.0
                    
#r "nuget: ApprenticeFoundryMicroCore, 1.0.0"
                    
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
#:package ApprenticeFoundryMicroCore@1.0.0
                    
#:package directive can be used in C# file-based apps starting in .NET 10 preview 4. Copy this into a .cs file before any lines of code to reference the package.
#addin nuget:?package=ApprenticeFoundryMicroCore&version=1.0.0
                    
Install as a Cake Addin
#tool nuget:?package=ApprenticeFoundryMicroCore&version=1.0.0
                    
Install as a Cake Tool

ApprenticeFoundryMicroCore

Overview

ApprenticeFoundryMicroCore is a modern, high-performance .NET 10 component framework providing editor-pattern mutation control, type-keyed collections, message bus integration, and LINQ-like tree traversal. Built from the ground up with zero-allocation hot paths and capability-based security, this library serves as the foundation for hierarchical data modeling, workflow systems, and component-based architectures.

Current Version: 1.0.0 | Target: .NET 10.0 | Architecture: MxObject component tree with editor-pattern mutation control

๐Ÿš€ Key Features

Modern .NET 10 Architecture

  • Zero Dependencies: Only requires .NET 10 runtime - no external packages
  • Zero-Allocation Hot Paths: ReadOnlySpan<T>, FrozenDictionary, and inline arrays for maximum performance
  • Editor Pattern Security: Capability token-based mutation control with compile-time safety
  • Type-Keyed Collections: O(1) component storage and retrieval with MxCollection<T>
  • Message Bus Integration: Built-in PubSub system for real-time observability
  • Walker Pattern: LINQ-like fluent API for efficient tree traversal and querying

Component System Design

  • MxObject Base Class: 55% smaller memory footprint than legacy systems (~48 bytes vs ~90 bytes)
  • MxComponent Composite Pattern: Tree-structured hierarchies with parent-child relationships
  • StatusBitArray: High-performance 32-bit flag system for state tracking
  • Dual Identity System: Human-readable names + stable GlobalId for persistence
  • Metadata Container: Optional ControlParameters for extensible object data

Performance Optimizations

  • Stack-Based Iteration: No recursive calls, predictable memory usage
  • Flyweight Editors: Shared editor instances reduce memory allocation
  • Cached Folder Instances: Preserve UI state across tree view operations
  • ConditionalWeakTable: Zero per-instance cost for custom title functions
  • Frozen Collections: Immutable lookups with optimal performance

Developer Experience

  • Fluent API: Natural, chainable method calls for component creation
  • Find-or-Create Semantics: Establish<T>(name) pattern eliminates boilerplate
  • Automatic Type Safety: Generic methods with compile-time checking
  • Self-Documenting: Clear naming conventions and comprehensive XML documentation
  • Extension Points: Easy customization through inheritance and composition

๐Ÿ“ฆ Installation & Setup

NuGet Package

<PackageReference Include="ApprenticeFoundryMicroCore" Version="1.0.0" />

Basic Setup

using FoundryMicroCore.Core;

// Create component hierarchy
var gameTable = new MxComponent("PokerTable");

// Use throughout application via dependency injection or direct usage

๐Ÿ’ก Quick Start Examples

Creating Component Hierarchies

using FoundryMicroCore.Core;

// Create root component
var gameTable = new MxComponent("PokerTable");

// Use editor pattern for controlled mutations
using var editor = gameTable.EstablishEditor<MxComponentEditor>();

// Establish typed objects - creates and adds in one call
var dealer = editor.Establish<Dealer>("MainDealer");
var player1 = editor.Establish<Player>("Alice");
var player2 = editor.Establish<Player>("Bob");
var deck = editor.Establish<CardDeck>("StandardDeck");

// Components are automatically organized by type
Console.WriteLine($"Players: {gameTable.GetCollection<Player>().Count}"); // 2
Console.WriteLine($"Dealers: {gameTable.GetCollection<Dealer>().Count}"); // 1

High-Performance Queries

// Type-safe collection access
var allPlayers = gameTable.GetCollection<Player>();
var playerCount = allPlayers.Count;

// Zero-allocation enumeration
foreach (var player in allPlayers)
{
    Console.WriteLine($"Player: {player.Name}");
}

// Efficient lookups by name
var alice = allPlayers.FirstOrDefault(p => p.Name == "Alice");

Tree Traversal with Walker Pattern

// LINQ-like tree traversal
var allCards = gameTable.Walk<Card>()
    .Recursive()
    .Where(card => card.Suit == "Hearts")
    .ToList();

// Count items across entire tree
var totalComponents = gameTable.Walk<MxObject>()
    .Recursive()
    .Count();

// Find specific components with criteria
var activePlayers = gameTable.Walk<Player>()
    .MaxDepth(2)
    .Where(player => !player.HasFolded)
    .Collect();

Component Creation Patterns

// Factory-style creation with validation
using var editor = gameTable.EstablishEditor<MxComponentEditor>();

// Establish with custom factory function
var specialDealer = editor.Establish<Dealer>("SpecialDealer", () => new Dealer("Special")
{
    MaxPlayers = 10,
    ShuffleCount = 3
});

// Find-or-create semantics - safe to call multiple times
var mainDealer = editor.Establish<Dealer>("MainDealer"); // Returns existing if found
var anotherRef = editor.Establish<Dealer>("MainDealer"); // Same instance
Debug.Assert(ReferenceEquals(mainDealer, anotherRef));

Message Bus Integration

// Subscribe to component changes
gameTable.MessageBus.Subscribe<ComponentAddedMessage>(msg =>
{
    Console.WriteLine($"Added: {msg.ComponentName} of type {msg.ComponentType}");
});

// Publish custom messages
gameTable.MessageBus.Publish(new GameStateChanged 
{ 
    GameId = gameTable.GlobalId,
    State = "DealingCards"
});

Advanced Mutation Control

// Scoped mutations with automatic disposal
using (var editor = gameTable.EstablishEditor<MxComponentEditor>())
{
    // All changes tracked and can be reverted
    editor.Add(new Player("Charlie"));
    editor.Remove("Bob");
    editor.Clear<Card>(); // Clear all cards
    
    // Changes committed when editor disposed
}

// Bulk operations
using var editor = gameTable.EstablishEditor<MxComponentEditor>();
var newPlayers = new[] { "David", "Eve", "Frank" }
    .Select(name => new Player(name))
    .ToList();

foreach (var player in newPlayers)
{
    editor.Add(player);
}

Tree Structure and Navigation

// Parent-child relationships
var player = gameTable.GetCollection<Player>().First();
Debug.Assert(player.Parent == gameTable);

// Tree depth and navigation
Console.WriteLine($"Game table depth: {gameTable.Depth}"); // 0 (root)
Console.WriteLine($"Player depth: {player.Depth}"); // 1

// Tree view integration
foreach (var child in gameTable.GetTreeViewChildNodes())
{
    Console.WriteLine($"Child: {child.GetTreeViewNodeTitle()}");
}

๐Ÿ—๏ธ Architecture Overview

Core Class Hierarchy

MxObject (identity, status, metadata)
โ”œโ”€โ”€ MxComponent (collections, editor pattern, tree structure)
    โ”œโ”€โ”€ MxAction (workflow operations)
    โ”œโ”€โ”€ MxCommand (imperative commands)
    โ”œโ”€โ”€ MxProblem (error tracking)
    โ””โ”€โ”€ [Your Custom Components]

Component Storage Architecture

// Type-keyed storage - O(1) access
Dictionary<Type, IMxCollection> _collections = new();

// Each collection is strongly typed
MxCollection<Player> playerCollection;
MxCollection<Card> cardCollection;
MxCollection<Dealer> dealerCollection;

// Access via generic methods
var players = component.GetCollection<Player>(); // IReadOnlyList<Player>
var playerCount = component.GetCollection<Player>().Count;

Editor Pattern Implementation

// Capability token security model
public class MxComponent
{
    private readonly List<MutationToken> _issuedTokens = new();
    
    public T EstablishEditor<T>() where T : MxComponentEditor
    {
        var token = new MutationToken(this);
        _issuedTokens.Add(token);
        return new T(this, token); // Editor gets capability token
    }
}

// Editors require valid tokens for all mutations
public class MxComponentEditor
{
    internal MutationToken _token;
    
    public IMxComponentEditor Add<T>(T item) where T : MxObject
    {
        _component.AddMember<T>(item, _token); // Token required
        return this;
    }
}

๐Ÿ”„ Modern Architecture Patterns

Dependency Injection Support

// Service registration (e.g., in Program.cs)
services.AddSingleton<IComponentFactory, ComponentFactory>();
services.AddScoped<IGameService, GameService>();

// Usage in classes
public class GameService
{
    private readonly IComponentFactory _componentFactory;
    
    public GameService(IComponentFactory componentFactory)
    {
        _componentFactory = componentFactory;
    }
    
    public MxComponent CreateGame(string gameName)
    {
        var game = _componentFactory.CreateComponent(gameName);
        using var editor = game.EstablishEditor<MxComponentEditor>();
        
        // Setup game components
        var dealer = editor.Establish<Dealer>("Dealer");
        var deck = editor.Establish<CardDeck>("Deck");
        
        return game;
    }
}

Factory Pattern Integration

public interface IComponentFactory
{
    MxComponent CreateComponent(string name);
    T CreateComponent<T>(string name) where T : MxComponent, new();
}

public class ComponentFactory : IComponentFactory
{
    public MxComponent CreateComponent(string name)
    {
        return new MxComponent(name);
    }
    
    public T CreateComponent<T>(string name) where T : MxComponent, new()
    {
        var component = new T { Name = name };
        return component;
    }
}

Repository Pattern Example

public interface IComponentRepository
{
    Task<MxComponent> GetByIdAsync(string id);
    Task<MxComponent> SaveAsync(MxComponent component);
    Task<List<T>> FindComponentsAsync<T>() where T : MxObject;
}

public class ComponentRepository : IComponentRepository
{
    public async Task<MxComponent> SaveAsync(MxComponent component)
    {
        // Serialize component tree with all collections
        var json = JsonUtilities.SerializeWithFields(component);
        await _storage.SaveAsync(component.GlobalId, json);
        return component;
    }
    
    public async Task<List<T>> FindComponentsAsync<T>() where T : MxObject
    {
        var results = new MxCollection<T>();
        var rootComponents = await GetAllRootComponentsAsync();
        
        foreach (var root in rootComponents)
        {
            root.FindWhereRecursive<T>(item => true, results);
        }
        
        return results.ToList();
    }
}

๐ŸŽฏ Real-World Usage Patterns

Game Development

public class PokerGame : MxComponent
{
    public PokerGame(string name) : base(name) { }
    
    public void DealCards()
    {
        using var editor = EstablishEditor<MxComponentEditor>();
        var deck = GetCollection<CardDeck>().FirstOrDefault();
        var players = GetCollection<Player>();
        
        foreach (var player in players)
        {
            for (int i = 0; i < 5; i++)
            {
                var card = deck?.DrawCard();
                if (card != null)
                {
                    var playerEditor = player.EstablishEditor<MxComponentEditor>();
                    playerEditor.Add(card);
                }
            }
        }
    }
}

Workflow Management

public class WorkflowEngine : MxComponent
{
    public WorkflowEngine(string name) : base(name) { }
    
    public async Task<MxActionResult> ExecuteWorkflowAsync(string workflowName)
    {
        var workflow = GetCollection<Workflow>()
            .FirstOrDefault(w => w.Name == workflowName);
            
        if (workflow == null)
            return MxActionResult.Failure($"Workflow '{workflowName}' not found");
        
        var actions = workflow.Walk<MxAction>()
            .Where(a => a.State == MxActionState.Pending)
            .OrderBy(a => a.SortOrder)
            .ToList();
        
        foreach (var action in actions)
        {
            var result = await action.ExecuteAsync();
            if (!result.Success)
                return result;
        }
        
        return MxActionResult.Success("Workflow completed");
    }
}

Document Management System

public class DocumentLibrary : MxComponent
{
    public DocumentLibrary(string name) : base(name) { }
    
    public MxFolder CreateFolder(string folderName, MxFolder? parent = null)
    {
        using var editor = EstablishEditor<MxComponentEditor>();
        var folder = editor.Establish<MxFolder>(folderName);
        
        if (parent != null)
        {
            folder.Parent = parent;
        }
        
        return folder;
    }
    
    public List<Document> SearchDocuments(string searchTerm)
    {
        var results = new MxCollection<Document>();
        
        this.FindWhereRecursive<Document>(
            doc => doc.Content?.Contains(searchTerm, StringComparison.OrdinalIgnoreCase) == true,
            results
        );
        
        return results.ToList();
    }
}

๐Ÿงช Testing & Validation

Build Status

  • โœ… ApprenticeFoundryMicroCore: Builds successfully with zero warnings
  • โœ… All Unit Tests Passing: Comprehensive test coverage
  • โœ… Performance Benchmarks: Validated against legacy systems

Performance Benchmarks

// Component creation performance
var sw = Stopwatch.StartNew();
var component = new MxComponent("TestComponent");

using var editor = component.EstablishEditor<MxComponentEditor>();
for (int i = 0; i < 10000; i++)
{
    editor.Establish<TestObject>($"Object_{i}");
}
sw.Stop();

Console.WriteLine($"Created 10,000 components in {sw.ElapsedMilliseconds}ms");
// Typical result: ~50-100ms on modern hardware

Memory Usage Validation

// Measure memory efficiency
long startMemory = GC.GetTotalMemory(true);

var components = new List<MxComponent>();
for (int i = 0; i < 1000; i++)
{
    components.Add(new MxComponent($"Component_{i}"));
}

long endMemory = GC.GetTotalMemory(true);
long memoryPerComponent = (endMemory - startMemory) / 1000;

Console.WriteLine($"Memory per component: ~{memoryPerComponent} bytes");
// Typical result: ~48 bytes per MxObject instance

๐Ÿ“ Project Structure

FoundryMicroCore.Library/
โ”œโ”€โ”€ Core/
โ”‚   โ”œโ”€โ”€ MxObject.cs                   # Base class with dual identity + StatusBitArray
โ”‚   โ”œโ”€โ”€ MxComponent.cs                # Composite pattern with type-keyed collections
โ”‚   โ”œโ”€โ”€ MxCollection.cs               # High-performance generic collections
โ”‚   โ”œโ”€โ”€ MxComponentEditor.cs          # Editor pattern implementation
โ”‚   โ”œโ”€โ”€ MxAction.cs                   # First-class workflow actions
โ”‚   โ”œโ”€โ”€ MxCommand.cs                  # Imperative command pattern
โ”‚   โ”œโ”€โ”€ MxProblem.cs                  # Error tracking and reporting
โ”‚   โ”œโ”€โ”€ MxReference.cs                # Object relationships
โ”‚   โ”œโ”€โ”€ MxFolder.cs                   # Hierarchical organization
โ”‚   โ”œโ”€โ”€ StatusBitArray.cs             # 32-bit high-performance flag system
โ”‚   โ”œโ”€โ”€ MessageBus.cs                 # PubSub messaging infrastructure
โ”‚   โ”œโ”€โ”€ Messages.cs                   # Standard message types
โ”‚   โ”œโ”€โ”€ ITreeNode.cs                  # Tree view integration interface
โ”‚   โ”œโ”€โ”€ IMxCollection.cs              # Collection contract
โ”‚   โ”œโ”€โ”€ IMxComponentEditor.cs         # Editor contract
โ”‚   โ”œโ”€โ”€ EstablishResult.cs            # Fluent configuration result
โ”‚   โ”œโ”€โ”€ ControlParameters.cs          # Metadata container
โ”‚   โ”œโ”€โ”€ Extensions/                   # Utility extensions
โ”‚   โ”‚   โ”œโ”€โ”€ MxComponentExtensions.cs  # Recursive search operations
โ”‚   โ”‚   โ”œโ”€โ”€ MxDebuggingExtensions.cs  # Development tools
โ”‚   โ”‚   โ”œโ”€โ”€ CodingExtensions.cs       # General utilities
โ”‚   โ”‚   โ”œโ”€โ”€ StringExtensions.cs       # String manipulation
โ”‚   โ”‚   โ””โ”€โ”€ JsonUtilities.cs          # JSON serialization support
โ”‚   โ””โ”€โ”€ Walkers/                      # Tree traversal system
โ”‚       โ”œโ”€โ”€ IMxWalkerQuery.cs         # Walker interface
โ”‚       โ”œโ”€โ”€ IMxWalkerQueryT.cs        # Generic walker interface
โ”‚       โ””โ”€โ”€ MxWalkerQuery.cs          # LINQ-like implementation

๐Ÿค Contributing

Adding Custom Component Types

Follow the MxComponent inheritance pattern:

public class CustomGamePiece : MxComponent
{
    public CustomGamePiece(string name) : base(name) 
    {
        // Initialize component-specific properties
        Position = new Point(0, 0);
    }
    
    // Component-specific properties
    public Point Position { get; set; }
    public string Color { get; set; } = "Red";
    
    // Component-specific methods
    public void MoveTo(Point newPosition)
    {
        using var editor = EstablishEditor<MxComponentEditor>();
        Position = newPosition;
        
        // Optionally publish movement event
        MessageBus.Publish(new ComponentMovedMessage 
        { 
            ComponentId = GlobalId,
            OldPosition = Position,
            NewPosition = newPosition
        });
    }
}

Creating Custom Editors

public class GamePieceEditor : MxComponentEditor
{
    public GamePieceEditor(MxComponent component, MutationToken token) 
        : base(component, token) { }
    
    public GamePieceEditor MoveAllPieces(Point delta)
    {
        var pieces = _component.GetCollection<CustomGamePiece>();
        foreach (var piece in pieces)
        {
            piece.Position = new Point(
                piece.Position.X + delta.X,
                piece.Position.Y + delta.Y
            );
        }
        return this;
    }
    
    public GamePieceEditor SetAllColors(string color)
    {
        var pieces = _component.GetCollection<CustomGamePiece>();
        foreach (var piece in pieces)
        {
            piece.Color = color;
        }
        return this;
    }
}

Extension Method Patterns

public static class GameExtensions
{
    public static List<T> GetActiveComponents<T>(this MxComponent component) 
        where T : MxObject
    {
        return component.Walk<T>()
            .Where(item => !item.GetStatusBit(StatusBitArrayExtensions.Invisible))
            .ToList();
    }
    
    public static void BroadcastToChildren<T>(this MxComponent component, T message)
        where T : Message
    {
        component.Walk<MxComponent>()
            .ForEach(child => child.MessageBus.Publish(message));
    }
}

๐Ÿ“„ License

MIT License - See LICENSE file for details.

๐Ÿข Authors


  • ApprenticeFoundryRulesAndUnits: Advanced unit system with measurement operations
  • FoundryMentorModeler: Modeling toolkit using FoundryMicroCore architecture

Version: 1.0.0 | Target: .NET 10.0 | Updated: January 2026

Product Compatible and additional computed target framework versions.
.NET net10.0 is compatible.  net10.0-android was computed.  net10.0-browser was computed.  net10.0-ios was computed.  net10.0-maccatalyst was computed.  net10.0-macos was computed.  net10.0-tvos was computed.  net10.0-windows was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.
  • net10.0

    • No dependencies.

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Version Downloads Last Updated
1.0.0 53 1/16/2026

Initial release of FoundryMicroCore - modern component framework for .NET 10