I use it with DeviceIOControl for interoperating with a driver.
I didn't learn by following someone's example, in my case, I have to work with so many different structs in a high performance use case that I took the time to re-learn pointers. (Haven't used them in years.)
1: Memory is allocated using new byte[bufferSize]
2: That byte[] is pinned to a byte* or void* via fixed
3: The pointer is passed to DeviceIOControl
4: Traditional c-style typecasting inside of fixed
5: Traditional GC cleans up your byte[]. This avoids problems with managed programs that allocate lots of native memory.
I don't know how to use pointers with Span<T>...
BUT: I do similar things with ArraySegment<byte[]>. All that's needed is pointer arithmetic:
ArraySegment<byte> arraySegment = ...
fixed (byte* dataArrayPtr = arraySegment.Array)
{
var dataPtr = dataArrayPtr + arraySegment.Offset;
var ptr = (SomeStruct*)dataPtr;
}
I only mention it because I'm not entirely clear on what is going on or how it works (largely because I tend to only be able to learn things by doing them, which is my own issue, not your failure to describe it), but after reading the docs on MemoryMappedFiles, I wonder if it's something that could be useful to you.
I didn't learn by following someone's example, in my case, I have to work with so many different structs in a high performance use case that I took the time to re-learn pointers. (Haven't used them in years.)
1: Memory is allocated using new byte[bufferSize]
2: That byte[] is pinned to a byte* or void* via fixed
3: The pointer is passed to DeviceIOControl
4: Traditional c-style typecasting inside of fixed
5: Traditional GC cleans up your byte[]. This avoids problems with managed programs that allocate lots of native memory.
I don't know how to use pointers with Span<T>...
BUT: I do similar things with ArraySegment<byte[]>. All that's needed is pointer arithmetic:
ArraySegment<byte> arraySegment = ...
fixed (byte* dataArrayPtr = arraySegment.Array)
{