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    <p>I'd probably knock together something using attributes, then a conversion class to convert suitably attributed structures to the bitfield primitives. Something like...</p> <pre><code>using System; namespace BitfieldTest { [global::System.AttributeUsage(AttributeTargets.Field, AllowMultiple = false)] sealed class BitfieldLengthAttribute : Attribute { uint length; public BitfieldLengthAttribute(uint length) { this.length = length; } public uint Length { get { return length; } } } static class PrimitiveConversion { public static long ToLong&lt;T&gt;(T t) where T : struct { long r = 0; int offset = 0; // For every field suitably attributed with a BitfieldLength foreach (System.Reflection.FieldInfo f in t.GetType().GetFields()) { object[] attrs = f.GetCustomAttributes(typeof(BitfieldLengthAttribute), false); if (attrs.Length == 1) { uint fieldLength = ((BitfieldLengthAttribute)attrs[0]).Length; // Calculate a bitmask of the desired length long mask = 0; for (int i = 0; i &lt; fieldLength; i++) mask |= 1 &lt;&lt; i; r |= ((UInt32)f.GetValue(t) &amp; mask) &lt;&lt; offset; offset += (int)fieldLength; } } return r; } } struct PESHeader { [BitfieldLength(2)] public uint reserved; [BitfieldLength(2)] public uint scrambling_control; [BitfieldLength(1)] public uint priority; [BitfieldLength(1)] public uint data_alignment_indicator; [BitfieldLength(1)] public uint copyright; [BitfieldLength(1)] public uint original_or_copy; }; public class MainClass { public static void Main(string[] args) { PESHeader p = new PESHeader(); p.reserved = 3; p.scrambling_control = 2; p.data_alignment_indicator = 1; long l = PrimitiveConversion.ToLong(p); for (int i = 63; i &gt;= 0; i--) { Console.Write( ((l &amp; (1l &lt;&lt; i)) &gt; 0) ? "1" : "0"); } Console.WriteLine(); return; } } } </code></pre> <p>Which produces the expected ...000101011. Of course, it needs more error checking and a slightly saner typing, but the concept is (I think) sound, reusable, and lets you knock out easily maintained structures by the dozen.</p> <p>adamw</p>
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