That looks like you're expecting a approach - to which 
the answer is "no" and will continue to be "no".

The C# support will continue to be based on generated code, but there's a 
new code generator and runtime now in the master branch. The main changes 
from the previous code are:

- proto3-only support (no proto2 at all)
- mutable generated types rather than the Java-style builders and immutable 


On Monday, 3 August 2015 22:50:06 UTC+1, The Nguyen Xuan wrote:
> Does this version support object type in C# ?
> ex:
> [ProtoMember(1)]
> public object A {get;set;}
> thank.
> Vào 11:51:01 UTC+7 Thứ Năm, ngày 11 tháng 12 năm 2014, Feng Xiao đã viết:
>> Hi all,
>> I just published protobuf v3.0.0-alpha-1 on our github site:
>> This is the first alpha release of protobuf v3.0.0. In protobuf v3.0.0, 
>> we will add a new protobuf language version (aka proto3) and support a 
>> wider range of programming languages (to name a few: ruby, php, node.js, 
>> objective-c). This alpha version contains C++ and Java implementation with 
>> partial proto3 support (see below for details). In future releases we will 
>> add support for more programming languages and implement the full proto3 
>> feature set. Besides proto3, this alpha version also includes two other new 
>> features: map fields and arena allocation. They are implemented for both 
>> proto3 and the old protobuf language version (aka proto2).
>> We are currently working on the documentation of these new features and 
>> when it's ready it will be updated to our protobuf developer guide 
>> <>. For the 
>> time being if you have any questions regarding proto3 or other new 
>> features, please post your question in the discussion group.
>> =======
>> Version 3.0.0-alpha-1 (C++/Java):
>>   General
>>   * Introduced Protocol Buffers language version 3 (aka proto3).
>>     When protobuf was initially opensourced it implemented Protocol 
>> Buffers
>>     language version 2 (aka proto2), which is why the version number
>>     started from v2.0.0. From v3.0.0, a new language version (proto3) is
>>     introduced while the old version (proto2) will continue to be 
>> supported.
>>     The main intent of introducing proto3 is to clean up protobuf before
>>     pushing the language as the foundation of Google's new API platform.
>>     In proto3, the language is simplified, both for ease of use and  to
>>     make it available in a wider range of programming languages. At the
>>     same time a few features are added to better support common idioms
>>     found in APIs.
>>     The following are the main new features in language version 3:
>>       1. Removal of field presence logic for primitive value fields, 
>> removal
>>          of required fields, and removal of default values. This makes 
>> proto3
>>          significantly easier to implement with open struct 
>> representations,
>>          as in languages like Android Java, Objective C, or Go.
>>       2. Removal of unknown fields.
>>       3. Removal of extensions, which are instead replaced by a new 
>> standard
>>          type called Any.
>>       4. Fix semantics for unknown enum values.
>>       5. Addition of maps.
>>       6. Addition of a small set of standard types for representation of 
>> time,
>>          dynamic data, etc.
>>       7. A well-defined encoding in JSON as an alternative to binary proto
>>          encoding.
>>     This release (v3.0.0-alpha-1) includes partial proto3 support for C++ 
>> and
>>     Java. Items 6 (well-known types) and 7 (JSON format) in the above 
>> feature
>>     list are not implemented.
>>     A new notion "syntax" is introduced to specify whether a .proto file
>>     uses proto2 or proto3:
>>       // foo.proto
>>       syntax = "proto3";
>>       message Bar {...}
>>     If omitted, the protocol compiler will generate a warning and 
>> "proto2" will
>>     be used as the default. This warning will be turned into an error in a
>>     future release.
>>     We recommend that new Protocol Buffers users use proto3. However, we 
>> do not
>>     generally recommend that existing users migrate from proto2 from 
>> proto3 due
>>     to API incompatibility, and we will continue to support proto2 for a 
>> long
>>     time.
>>   * Added support for map fields (implemented in C++/Java for both proto2 
>> and
>>     proto3).
>>     Map fields can be declared using the following syntax:
>>       message Foo {
>>         map<string, string> values = 1;
>>       }
>>     Data of a map field will be stored in memory as an unordered map and 
>> it
>>     can be accessed through generated accessors.
>>   C++
>>   * Added arena allocation support (for both proto2 and proto3).
>>     Profiling shows memory allocation and deallocation constitutes a 
>> significant
>>     fraction of CPU-time spent in protobuf code and arena allocation is a
>>     technique introduced to reduce this cost. With arena allocation, new
>>     objects will be allocated from a large piece of preallocated memory 
>> and
>>     deallocation of these objects is almost free. Early adoption shows 
>> 20% to
>>     50% improvement in some Google binaries.
>>     To enable arena support, add the following option to your .proto file:
>>       option cc_enable_arenas = true;
>>     Protocol compiler will generate additional code to make the generated
>>     message classes work with arenas. This does not change the existing 
>> API
>>     of protobuf messages and does not affect wire format. Your existing 
>> code
>>     should continue to work after adding this option. In the future we 
>> will
>>     make this option enabled by default.
>>     To actually take advantage of arena allocation, you need to use the 
>> arena
>>     APIs when creating messages. A quick example of using the arena API:
>>       {
>>         google::protobuf::Arena arena;
>>         // Allocate a protobuf message in the arena.
>>         MyMessage* message = Arena::CreateMessage<MyMessage>(&arena);
>>         // All submessages will be allocated in the same arena.
>>         if (!message->ParseFromString(data)) {
>>           // Deal with malformed input data.
>>         }
>>         // Must not delete the message here. It will be deleted 
>> automatically
>>         // when the arena is destroyed.
>>       }
>>     Currently arena does not work with map fields. Enabling arena in a 
>> .proto
>>     file containing map fields will result in compile errors in the 
>> generated
>>     code. This will be addressed in a future release.
>> =======
>> Thanks,
>> Feng

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