[转]Object Builder Application Block
文/黄忠成 ;2006/9/21
原文链接:http://blog.csdn.net/code6421/archive/2006/09/25/1282161.aspx
整理:吕震宇
五、Misc
5-1、SingletonStrategy
SingletonStrategy可于对象实体首次建立后,将实体保留在Context中的Locator内的ILifetimeContainer对象中,之后相同型态、id相同的对象建立动作,都是传回这个对象,这是Singleton模式的实现,如程序27。
程序27
using System; using System.Collections.Generic; using System.Text; using Microsoft.Practices.ObjectBuilder; namespace OB_SingletonTest { class Program { static void Main(string[] args) { MyBuilderContext context = new MyBuilderContext(); context.InnerChain.Add(new SingletonStrategy()); context.InnerChain.Add(new CreationStrategy()); context.Policies.Set<ISingletonPolicy>(new SingletonPolicy(true), typeof(TestObject), null); context.Policies.SetDefault<ICreationPolicy>(new DefaultCreationPolicy()); TestObject obj1 = (TestObject)context.HeadOfChain.BuildUp(context, typeof(TestObject), null, null); TestObject obj2 = (TestObject)context.HeadOfChain.BuildUp(context, typeof(TestObject), null, null); if (obj1 == obj2) Console.WriteLine("Singleton"); Console.Read(); } } internal class MyBuilderContext : BuilderContext { public IReadWriteLocator InnerLocator; public BuilderStrategyChain InnerChain = new BuilderStrategyChain(); public PolicyList InnerPolicies = new PolicyList(); public LifetimeContainer lifetimeContainer = new LifetimeContainer(); public MyBuilderContext() : this(new Locator()) { } public MyBuilderContext(IReadWriteLocator locator) { InnerLocator = locator; SetLocator(InnerLocator); StrategyChain = InnerChain; SetPolicies(InnerPolicies); if (!Locator.Contains(typeof(ILifetimeContainer))) Locator.Add(typeof(ILifetimeContainer), lifetimeContainer); } } public class TestObject { } }
要将一个『类型/id』标示为Singleton,设计者必须于Strategy串行中加入SingletonStrategy对象,并建立一个SingletonPolicy对象,这是一个实现了ISingletonPolicy接口的类别,其构造函数如下。
public SingletonPolicy(bool isSingleton);
CreatationStrategy在建立对象后,会从context.Policies中取出『类型/id』对应的ISingletonPolicy对象,以其IsSingleton属性来决定建立的对象是否为Singleton模式,是的话就将该对象实体填入ILifetimeContainer中,同时以DependencyResolutionLocatorKey包装该对象实体,放入Locator中,如下所示。
private void RegisterObject(IBuilderContext context, Type typeToBuild, object existing, string idToBuild) { if (context.Locator != null) { ILifetimeContainer lifetime = context.Locator.Get<ILifetimeContainer>( typeof(ILifetimeContainer), SearchMode.Local); if (lifetime != ;null) { ISingletonPolicy singletonPolicy = context.Policies.Get<ISingletonPolicy>( typeToBuild, idToBuild); if (singletonPolicy != null && singletonPolicy.IsSingleton) { context.Locator.Add(new DependencyResolutionLocatorKey( typeToBuild, idToBuild), existing); lifetime.Add(existing);
//................... } } } }
以上流程是当该对象实体尚未建立时的流程,假如以BuildUp建立的对象已经存在于Locator中,那么SingletonStrategy的BuildUp方法将直接传回Locator中的对象实体。
public override object BuildUp(IBuilderContext context, Type typeToBuild, object existing, string idToBuild) { DependencyResolutionLocatorKey key = new DependencyResolutionLocatorKey( typeToBuild, idToBuild); if (context.Locator != null && context.Locator.Contains(key, SearchMode.Local)) { TraceBuildUp(context, typeToBuild, idToBuild, ""); return context.Locator.Get(key); } return base.BuildUp(context, typeToBuild, existing, idToBuild); }
PS:注意,SingletonStrategy在该对象已经存在于Locator中时,是直接回传,并不会调用后面如MethodExecutionStrategy、PropertySetterStrategy等Strategy。
5-2、TypeMappingStrategy
前面的章节早已使用过TypeMappingStrategy这个对象了,它主要负责『类型/id』的对应,例如将IDataProcessor接口类型的建立,替换成PromptDataProcessor类型,如程序28所示。
程序28
using System; using System.Collections.Generic; using System.Text; using Microsoft.Practices.ObjectBuilder; namespace OB_TypeMappingTest { class Program { static void Main(string[] args) { MyBuilderContext context = new MyBuilderContext(); context.InnerChain.Add(new TypeMappingStrategy()); context.InnerChain.Add(new CreationStrategy()); ITypeMappingPolicy policy = new TypeMappingPolicy(typeof(TestObject), null); context.Policies.Set<ITypeMappingPolicy>(policy, typeof(ITestInterface), null); context.Policies.SetDefault<ICreationPolicy>(new DefaultCreationPolicy()); ITestInterface obj1 = (ITestInterface)context.HeadOfChain.BuildUp( context, typeof(ITestInterface), null, null); obj1.SayHello(); Console.Read(); } } internal class MyBuilderContext : BuilderContext { public IReadWriteLocator InnerLocator; public BuilderStrategyChain InnerChain = new BuilderStrategyChain(); public PolicyList InnerPolicies = new PolicyList(); public LifetimeContainer lifetimeContainer = new LifetimeContainer(); public MyBuilderContext() : this(new Locator()) { } public MyBuilderContext(IReadWriteLocator locator) { InnerLocator = locator; SetLocator(InnerLocator); StrategyChain = InnerChain; SetPolicies(InnerPolicies); if (!Locator.Contains(typeof(ILifetimeContainer))) Locator.Add(typeof(ILifetimeContainer), lifetimeContainer); } } public interface ITestInterface { void SayHello(); } public class TestObject : ITestInterface { public void SayHello() { Console.WriteLine("TEST"); } } }
TypeMappingStrategy必须搭配TypeMappingPolicy对象使用,TypeMappingPolicy是一个实现ITypeMappingPolicy接口的对象,构造函数声明如下。
public TypeMappingPolicy(Type type, string id)
第一个参数是映像的实体类型,以本例来说就是TestObject,第二个参数是识别id,接着将其加入context.Policies中,如下所示。
context.Policies.Set<ITypeMappingPolicy>(policy,
typeof(ITestInterface), null)
当TypeMappingStrategy的BuildUp方法被调用时,它会以『类型/id』取得对应的ITypeMappingPolicy对象,透过它来取得对应的类型,之后将使用这个类型调用下一个Strategy的BuildUp方法,这就是Type Mapping的流程。
PS:注意,Type Mapping类型必须兼容,如接口->实现、基础类别->衍生类别。
5-3、BuildAwareStrategy
BuildAwareStrategy可以于实现IBuilderAware接口对象建立或释放时,调用对应的OnBuildUp或OnTearDown方法,如程序29所示。
程序29
using System; using System.Collections.Generic; using System.Text; using Microsoft.Practices.ObjectBuilder; namespace OB_BuildAwareTest { class Program { static void Main(string[] args) { MyBuilderContext context = new MyBuilderContext(); context.InnerChain.Add(new CreationStrategy()); context.InnerChain.Add(new BuilderAwareStrategy()); context.Policies.SetDefault<ICreationPolicy>(new DefaultCreationPolicy()); TestObject obj = (TestObject)context.HeadOfChain.BuildUp(context, typeof(TestObject), null, null); context.HeadOfChain.TearDown(context, obj); Console.Read(); } } internal class MyBuilderContext : BuilderContext { public IReadWriteLocator InnerLocator; public BuilderStrategyChain InnerChain = new BuilderStrategyChain(); public PolicyList InnerPolicies = new PolicyList(); public LifetimeContainer lifetimeContainer = new LifetimeContainer(); public MyBuilderContext() : this(new Locator()) { } public MyBuilderContext(IReadWriteLocator locator) { InnerLocator = locator; SetLocator(InnerLocator); StrategyChain = InnerChain; SetPolicies(InnerPolicies); if (!Locator.Contains(typeof(ILifetimeContainer))) Locator.Add(typeof(ILifetimeContainer), lifetimeContainer); } } public class TestObject : IBuilderAware { #region IBuilderAware Members public void OnBuiltUp(string id) { Console.WriteLine("Object is build up"); } public void OnTearingDown() { Console.WriteLine("Object is TearDown"); } #endregion } }
与其它的Strategy对象不同,BuilderAwareStrategy并不需要Policy对象的协助,它只是判断建立的对象是否实现了IBuilderAware接口。
5-4、BuildUp的第三、四个参数
截至目前为止,我们的例子在调用BuildUp方法时,第三及四个参数都传入null,这两个参数的用途究竟为何呢?这要先从BuildUp方法的宣告谈起。
object BuildUp(IBuilderContext context, Type typeToBuild, object existing, string idToBuild);
当我们于调用BuildUp方法指定existing为一对象实体时,CreationStrategy将不会建立任何新的对象,只会进行Singleton模式对象的相关动作,然后就调用下一个Strategy对象的BuildUp方法,简单的说!在CreationStrategy后的Strategy仍然会运行,例如Method Injection、Setter Injection都会再次运行,程序30可以协助读者理解这两个参数的用途。
程序30
using System; using System.Collections.Generic; using System.Text; using Microsoft.Practices.ObjectBuilder; namespace OB_ExistingTest { class Program { static void Main(string[] args) { MyBuilderContext context = new MyBuilderContext(); context.InnerChain.Add(new CreationStrategy()); ConstructorPolicy policy = new ConstructorPolicy(new ValueParameter(typeof(string), "id")); context.Policies.Set<ICreationPolicy>(policy, typeof(TestObject), null); TestObject obj = (TestObject)context.HeadOfChain.BuildUp(context, typeof(TestObject), null, null); TestObject obj2 = (TestObject)context.HeadOfChain.BuildUp(context, typeof(TestObject), obj, null); if (obj == obj2) Console.WriteLine("is same object."); Console.Read(); } } internal class MyBuilderContext : BuilderContext { public IReadWriteLocator InnerLocator; public BuilderStrategyChain InnerChain = new BuilderStrategyChain(); public PolicyList InnerPolicies = new PolicyList(); public LifetimeContainer lifetimeContainer = new LifetimeContainer(); public MyBuilderContext() : this(new Locator()) { } public MyBuilderContext(IReadWriteLocator locator) { InnerLocator = locator; SetLocator(InnerLocator); StrategyChain = InnerChain; SetPolicies(InnerPolicies); if (!Locator.Contains(typeof(ILifetimeContainer))) Locator.Add(typeof(ILifetimeContainer), lifetimeContainer); } } public class TestObject { private string _id; public string ID { get { return _id; } } public TestObject(string id) { _id = id; } } }
BuildUp的第四个参数则主导着ObjectBuilder的类型识别及对象识别机制,请先看程序31的例子。
程序31
using System; using System.Collections.Generic; using System.Text; using Microsoft.Practices.ObjectBuilder; namespace OB_IDTesting { class Program { static void Main(string[] args) { MyBuilderContext context = new MyBuilderContext(); context.InnerChain.Add(new CreationStrategy()); context.InnerChain.Add(new PropertySetterStrategy()); context.Policies.SetDefault<ICreationPolicy>(new DefaultCreationPolicy()); PropertySetterInfo pi1 = new PropertySetterInfo("ID", new ValueParameter<string>("ID1")); PropertySetterPolicy pp1 = new PropertySetterPolicy(); pp1.Properties.Add("ID", pi1); context.Policies.Set<IPropertySetterPolicy>(pp1, typeof(TestObject), "TO1"); PropertySetterInfo pi2 = new PropertySetterInfo("ID", new ValueParameter<string>("ID2")); PropertySetterPolicy pp2 = new PropertySetterPolicy(); pp2.Properties.Add("ID", pi2); context.Policies.Set<IPropertySetterPolicy>(pp2, typeof(TestObject), "TO2"); TestObject obj1 = (TestObject)context.HeadOfChain.BuildUp(context, typeof(TestObject),null, "TO1"); TestObject obj2 = (TestObject)context.HeadOfChain.BuildUp(context, typeof(TestObject),null, "TO2"); Console.WriteLine(obj1.ID); Console.WriteLine(obj2.ID); Console.Read(); } } internal class MyBuilderContext : BuilderContext { public IReadWriteLocator InnerLocator; public BuilderStrategyChain InnerChain = new BuilderStrategyChain(); public PolicyList InnerPolicies = new PolicyList(); public LifetimeContainer lifetimeContainer = new LifetimeContainer(); public MyBuilderContext() : this(new Locator()) { } public MyBuilderContext(IReadWriteLocator locator) { InnerLocator = locator; SetLocator(InnerLocator); StrategyChain = InnerChain; SetPolicies(InnerPolicies); if (!Locator.Contains(typeof(ILifetimeContainer))) Locator.Add(typeof(ILifetimeContainer), lifetimeContainer); } } public class TestObject { public string _id; public string ID { get { return _id; } set { _id = value; } } } }
在这个例子中,我们建立了两个PropertySetterPolicy对象,分别以ID2、ID2为id加到了context.Policies中,当CreationStrategy建立对象时,它是以下面的程序代码来取得对应的Policy对象。
private object BuildUpNewObject(IBuilderContext context, Type typeToBuild, object existing, string idToBuild) { ICreationPolicy policy = context.Policies.Get<ICreationPolicy>(typeToBuild, idToBuild); .................. }
这段程序代码告诉我们一个重点,ObjectBuidler是以『类型/id』来做类型识别动作,也就是说TestObject+”ID1”、TestObject+”ID2”被ObjectBuilder视为两个不同的对象建立动作,你可以分别为其设定专属的Policy对象,也可以于调用BuildUp方法时,指定不同的id来建立同类型,但不同id的对象。另一个会使用『类型/id』来做识别的是DependencyResolutionLocatorKey对象,我们之前常使用它来完成Injection动作,而SingletonStrategy、DependencyParameter也都是运用它来完成所需完成的工作,其构造函数如下所示。
public DependencyResolutionLocatorKey(Type type, string id)
这意味着,当我们使用SingletonStrategy时,可以利用『类型/id』来建立两个同类型但不同id的Singleton对象,如程序32所示。
程序32
using System; using System.Collections.Generic; using System.Text; using Microsoft.Practices.ObjectBuilder; namespace OB_SingletonTwoTest { class Program { static void Main(string[] args) { MyBuilderContext context = new MyBuilderContext(); context.InnerChain.Add(new SingletonStrategy()); context.InnerChain.Add(new CreationStrategy()); context.Policies.Set<ISingletonPolicy>(new SingletonPolicy(true), typeof(TestObject), "ID1"); context.Policies.Set<ISingletonPolicy>(new SingletonPolicy(true), typeof(TestObject), "ID2"); context.Policies.SetDefault<ICreationPolicy>(new DefaultCreationPolicy()); TestObject obj1 = (TestObject)context.HeadOfChain.BuildUp(context, typeof(TestObject), null, "ID1"); TestObject obj2 = (TestObject)context.HeadOfChain.BuildUp(context, typeof(TestObject), null, "ID2"); if (obj1 == obj2) Console.WriteLine("Singleton"); Console.Read(); } } internal class MyBuilderContext : BuilderContext { public IReadWriteLocator InnerLocator; public BuilderStrategyChain InnerChain = new BuilderStrategyChain(); public PolicyList InnerPolicies = new PolicyList(); public LifetimeContainer lifetimeContainer = new LifetimeContainer(); public MyBuilderContext() : this(new Locator()) { } public MyBuilderContext(IReadWriteLocator locator) { InnerLocator = locator; SetLocator(InnerLocator); StrategyChain = InnerChain; SetPolicies(InnerPolicies); if (!Locator.Contains(typeof(ILifetimeContainer))) Locator.Add(typeof(ILifetimeContainer), lifetimeContainer); } } public class TestObject { } }
这个例子将TestObject+”ID1”、TestObject+”ID2”设定为两个不同的Singleton对象,所以当首次建立并指定id时,所建立出来的两个对象是相异的,也就是说,可以利用『类型/id』来建出两个Singleton系统。
5-5、StrategyList
在本文一开始的范例中,我们使用Builder对象来建立对象,它使用了一个StrategyList对象来处理Strategy串行,这个对象提供了两个重要的方法,一是MakeStrategyChain,它会将StrategyList中的Strategy输出成BuilderStrategyChain对象,这是一个实现了IBuilderStrategyChain接口的对象,也是IBuilderContext所要求的Strategy串行对象。第二个方法是MakeReverseStrategyChain,它会将内含的Strategys反相排序后输出成BuilderStrategyChain对象,这个动作是为了准备TearDown时所需的Strategy串行,还记得前面提过,TearDown的Strategy顺序应该与建立时完全相反,这样才能让对象与其相关的子对象适当的释放。
5-6、TStageEnum
StrategyList是一个泛型对象,它接受一个Enum类型,会依照Enum中所定义的元素来建立Strategy串行或是反相排序,要了解这个设计的原意,我们得先看看ObjectBuilder中所预定义,用来指定给StrategyList的列举。
public enum BuilderStage { PreCreation, Creation, Initialization, PostInitialization }
读者可以查觉,这与我们先前将Strategy分成四种类型的方式相呼应,StrategyList会依据PreCreation、Creation、Initialization、PostInitialization的顺序来产生BuilderStrategyChain对象,这样就不会因为错置Strategy的顺序,导致程序不正常(例如,先加入CreationStrategy再加入TypeMappingStrategy时,TypeMappingStrategy将无法运作)。Builder对象充份展示了BuilderStage与StrategyList的运用方式。
public Builder(IBuilderConfigurator<BuilderStage> configurator) { Strategies.AddNew<TypeMappingStrategy>(BuilderStage.PreCreation); Strategies.AddNew<SingletonStrategy>(BuilderStage.PreCreation); Strategies.AddNew<ConstructorReflectionStrategy>(BuilderStage.PreCreation); Strategies.AddNew<PropertyReflectionStrategy>(BuilderStage.PreCreation); Strategies.AddNew<MethodReflectionStrategy>(BuilderStage.PreCreation); Strategies.AddNew<CreationStrategy>(BuilderStage.Creation); Strategies.AddNew<PropertySetterStrategy>(BuilderStage.Initialization); Strategies.AddNew<MethodExecutionStrategy>(BuilderStage.Initialization); Strategies.AddNew<BuilderAwareStrategy>(BuilderStage.PostInitialization); Policies.SetDefault<ICreationPolicy>(new DefaultCreationPolicy()); if (configurator != nulll) configurator.ApplyConfiguration(this); }
只要传入的BuilderStage是正确的,不管TypeMappingStrategy是加在CreationStrategy前面或后面,皆可正常运作。不过同一类型的Strategy,但有顺序需求的情况下,仍然要小心调整顺序,程序32示范了运用BuilderStage所带来的优点。
程序32
using System; using System.Collections.Generic; using System.Text; using Microsoft.Practices.ObjectBuilder; namespace OB_StrategyListTest { class Program { static void Main(string[] args) { MyBuilder builder = new MyBuilder(); ITypeMappingPolicy policy = new TypeMappingPolicy(typeof(TestObject), null); builder.Policies.Set<ITypeMappingPolicy>(policy, typeof(ITestInterface), null); ITestInterface obj1 = builder.BuildUp<ITestInterface>(new Locator(), null, null); Console.Read(); } } public class MyBuilder : BuilderBase<BuilderStage> { public MyBuilder() : this(null) { } public MyBuilder(IBuilderConfigurator<BuilderStage> configurator) { Strategies.AddNew<CreationStrategy>(BuilderStage.Creation); Strategies.AddNew<TypeMappingStrategy>(BuilderStage.PreCreation); Strategies.AddNew<SingletonStrategy>(BuilderStage.PreCreation); Strategies.AddNew<ConstructorReflectionStrategy>(BuilderStage.PreCreation); Strategies.AddNew<PropertyReflectionStrategy>(BuilderStage.PreCreation); Strategies.AddNew<MethodReflectionStrategy>(BuilderStage.PreCreation); Strategies.AddNew<PropertySetterStrategy>(BuilderStage.Initialization); Strategies.AddNew<MethodExecutionStrategy>(BuilderStage.Initialization); Strategies.AddNew<BuilderAwareStrategy>(BuilderStage.PostInitialization); Policies.SetDefault<ICreationPolicy>(new DefaultCreationPolicy()); if (configurator != null) configurator.ApplyConfiguration(this); } } public interface ITestInterface { } public class TestObject : ITestInterface { } }
5-6、PolicyList
BuilderContext所定义的Policies对象类型为PolicyList,PolicyList对象以Dictionary对象来储存设计者所加入的Policy对象,其中用来作为键值的BuilderPolicyKey类别构造函数如下。
public BuilderPolicyKey(Type policyType, Type typePolicyAppliesTo, string idPolicyAppliesTo)
第一个参数为policyType,也就是ICrationPolicy、ITypeMappingPolicy等之类,第二个参数是对应的类型,第三个参数则是id。设计者可以调用PolicyList.Set方法来加入一个Policy至内部的存储器中,该方法会依据传入的参数建立BuilderPolicyKey做为键值,然后将Policy加到Dictionary中,如下所示。
public void Set(Type policyInterface, IBuilderPolicy policy, Type typePolicyAppliesTo, string idPolicyAppliesTo) { BuilderPolicyKey key = new BuilderPolicyKey(policyInterface, typePolicyAppliesTo, idPolicyAppliesTo); lock (lockObject) { policies[key] = policy; } }
另一个泛型类型的Set方法也可以达到同样的效果。
public void Set<TPolicyInterface>(TPolicyInterface policy, Type typePolicyAppliesTo,
string idPolicyAppliesTo) where TPolicyInterface : IBuilderPolicy { Set(typeof(TPolicyInterface), policy, typePolicyAppliesTo, idPolicyAppliesTo); }
设计者可以透过PolicyList.Get方法来取得对应的Policy对象,该方法如下所示。
public TPolicyInterface Get<TPolicyInterface>(Type typePolicyAppliesTo, string idPolicyAppliesTo) where TPolicyInterface : IBuilderPolicy { return (TPolicyInterface)Get(typeof(TPolicyInterface), typePolicyAppliesTo, idPolicyAppliesTo); } public IBuilderPolicy Get(Type policyInterface, Type typePolicyAppliesTo, string idPolicyAppliesTo) { BuilderPolicyKey key = new BuilderPolicyKey(policyInterface, typePolicyAppliesTo, idPolicyAppliesTo); lock (lockObject) { IBuilderPolicy policy; if (policies.TryGetValue(key, out policy)) return policy; BuilderPolicyKey defaultKey = new BuilderPolicyKey(policyInterface, null, null); if (policies.TryGetValue(defaultKey, out policy)) return policy; return null; } }
SetDefault则可以用一个Policy来提供给所有类型使用,Get方法在找不到对应『类型/id』对应的Policy时,就会以该Policy回传。
六、Locator
ObjectBuilder利用Locator对象来实现Service Locator,也利用Locator来进行Dependency Injection,在ObjectBuilder的架构上,Locator有两种类型,一是Readonly Locator,顾名思义,这类Locator只允许读取、不允许新增。二是ReadWriteLocator,它是允许新增、读取类的Locator。我们可以从Visual Studio 2005的Class Diagram来观察ObjectBuilder中的Locator阶层架构。
图7
6-1、Readonly Locator
ObjectBuidler定义了一个IReadableLocator接口,所有的Locator都必须直接或间接实现此接口,内建实现此接口的类别是ReadableLocator,它是一个抽象类。真正完成实现可用的是ReadOnlyLocator,这个Locator只允许读取,不允许新增。
6-2、ReadWrite Locator
ObjectBuilder中支持读与写的Locator是ReadWriterLocator,与ReadOnlyLocator一样,它也是一个抽象类,真正完成实现的是Locator类别。附带一提,虽然Locator定义了蛮清楚的阶层,但是BuilderContext只支持实现IReadWriterLocator接口的Locator。
6-3、WeakRefDictionary and Locator
Locator类别是我们一直都在使用的Locator,它是一个继承自ReadWriterLocator的类别,值得一提的是,它使用一个WeakRefDictionary来储存设计者所放入Locator的对象,WeakRefDictionary内部对于每个元素都会以WeakReference封装,这意味着,Locator中的元素并无法保证一直都存在,因为CLR会在内存拮据时,先行释放WeakRefernce所封装的对象,这点读者必须谨记。
七、Extending ObjectBuilder
ObjectBuilder除了支持三种Dependency Injection模式、Service Locator之外,最大的魅力应该来自于具高度延展性的架构,设计者可以透过撰写Strategy、Policy、Locator等类别来参与对象的建立动作,本章以两个范例来证明这点,一是EventSetterStrategy,它提供Event Injection功能,二是PoolStrategy,提供Pool模式的对象建立。
7-1、EventSetterStrategy
ObjectBuidler提供了Constructor Injection、Interface Injection(Method Ijection)、Setter Injection(Property Injection)三种Injection模式,虽然ObjectBuilder只提供了Propety式的Setter Injection,不过我们可以藉助于ObjectBuilder高度的延展性架构,让ObjectBuidler也能支持Event Injection。
Event Injection与Property Injection同属Setter Injection模式,两者运作的模式也极为相似,ObjectBuilder在Property Injection部份是由ProperySeterInfo、PropertySetterPolicy及PropertySetterStrategy三个类别所构筑而成,我们可以依循这个既定架构,实现Event Injection功能。首要必须定义一个IEventSetterInfo接口,这相对于IPropertySetterInfo接口之于Property Injection。
程序33
public interface IEventSetterInfo { object GetValue(IBuilderContext context, Type type, string id, EventInfo propInfo); EventInfo SelectEvent(IBuilderContext context, Type type, string id); }
IEventSetterInfo接口定义了两个方法,SelectEvent方法是用来取得欲Injection事件的EventInfo对象,EventSetterStrategy会调用此方法来取得欲Injection事件的EventInfo对象,然后透过EventInfo.AddHandler来进行注入动作,这个注入动作所使用的值是透过调用IEventSetterInfo.GetValue方法来取得,此接口的实现程序代码如34。
程序34
public sealed class EventSetterInfo : IEventSetterInfo { private string _name = null; private IParameter _value = null; #region IEventSetterInfo Members public object GetValue(IBuilderContext context, Type type, string id, EventInfo propInfo) { return _value.GetValue(context); } public EventInfo SelectEvent(IBuilderContext context, Type type, string id) { return type.GetEvent(_name); } #endregion public EventSetterInfo(string name, IParameter value) { _name = name; _value = value; } }
前面提过,Strategy是与类型无关的设计,因此需要Policy的协助,我们所设计的EventSetterStrategy也是一样,Event Injection必须具备针对不同『类型/id』进行Event Injection的能力,所以必须设计一个IEventSetterPolicy接口,该接口必须直接或间接继承自IBuilderPolicy接口,这是ObjectBuilder对于Policy的规范。
程序35
public interface IEventSetterPolicy : IBuilderPolicy { Dictionary<string, IEventSetterInfo> Events { get;} }
针对同一『类型/id』对象可能需要注入一个以上的事件,此接口定义了一个Dictionary<string,IEventSetterInfo>对象,让设计者可以指定一个以上的Event Injection动作,36是此接口的实现。
程序36
public sealed class EventSetterPolicy : IEventSetterPolicy { private Dictionary<string, IEventSetterInfo> _events = new Dictionary<string, IEventSetterInfo>(); #region IEventPolicy Members public Dictionary<string, IEventSetterInfo> Events { get { return _events; } } #endregion }
完成了基础类别的设计与实现后,剩下的就是Strategy,也就是EventSetterStrategy的设计与实现了,设计上,EventSetterStrategy只有一个任务,就是于BuildUp方法被调用时,透过『类型/id』经由context.Locator取得对应的IEventSetterPolicy对象,再透过它取得欲进行注入动作的IEventSetterInfo对象,接着调用IEventSetterInfo.SelectEvent方法取得EventInfo对象,最后调用IEventSetterInfo.GetValue取得欲注入的Event Handler对象,然后调用EventInfo.AddHandler方法完成注入动作。
程序37
public class EventSetterStrategy : BuilderStrategy { public override object BuildUp(IBuilderContext context, Type typeToBuild, object existing, string idToBuild) { if (existing != null) InjectEvents(context, existing, idToBuild); return base.BuildUp(context, typeToBuild, existing, idToBuild); } private void InjectEvents(IBuilderContext context, object obj, stringg id) { if (obj == null) return; Type type = obj.GetType();
IEventSetterPolicy policy = context.Policies.Get<IEventSetterPolicy>(type, id); if (policy == null) return; foreach (IEventSetterInfo eventSetterInfo in policy.Events.Values) {
EventInfo eventInfo = eventSetterInfo.SelectEvent(context, type, id); if (eventInfo != null) { if (TraceEnabled(context)) TraceBuildUp(context, type, id, "Event Setter", eventInfo.Name);
eventInfo.AddEventHandler(obj, eventSetterInfo.GetValue(context, type, id, eventInfo) as Delegate); }
} } }
EventSetterStrategy的使用方式与PropertySetterStrategy相似,如38所示。
程序38
using System; using System.ComponentModel; using System.Collections.Generic; using System.Text; using Microsoft.Practices.ObjectBuilder; namespace EventSetterTest { class Program { static void Main(string[] args) { Builder builder = new Builder(); builder.Strategies.AddNew<EventSetterStrategy>(BuilderStage.Initialization); IEventSetterPolicy policy = new EventSetterPolicy(); EventHandler handler = new EventHandler(CallHandler); policy.Events.Add("Call", new EventSetterInfo("Call", new ValueParameter(typeof(EventHandler), handler))); builder.Policies.Set<IEventSetterPolicy>(policy, typeof(TestObject), null); TestObject obj = builder.BuildUp<TestObject>(new Locator(), null, null); obj.RaiseCall(); Console.ReadLine(); } static void CallHandler(object sender, EventArgs args) { Console.WriteLine("Called"); } } public class TestObject { private EventHandlerList _events = new EventHandlerList(); private static object _onCall = new object(); public event EventHandler Call { add { _events.AddHandler(_onCall, value); } remove { _events.RemoveHandler(_onCall, value); } } protected virtual void OnCall(EventArgs args) { EventHandler handler = (EventHandler)_events[_onCall]; if (handler != null) handler(this, args); } public void RaiseCall() { OnCall(EventArgs.Empty); } } }
图8是此程序的运行结果。
图8
7-2、PoolStrategy
GoF的书中,提出了三种对象管理Pattern,一是Singleton,意味着对象一旦建立后,就存放于某个存储器中,之后所有要求对象的建立动作,都将会获得同样的对象实体,在ObjectBuilder中实现这个Pattern的就是SingletonStrategy。第二个Pattern是SingleCall模式,意味所有的对象建立动作都会获得一个新的对象实体,跟new、create等语言所定义的对象建立模式相同,在Service模式中,SingleCall也意味着Service对象会在要求到达时建立,结束后就立即的释放,这两个模式都可以用ObjectBuilder轻易的实现。第三种Pattern就是Pool,也就是说在特定存储器中维持一定数量的对象实体,当要求对象建立动作时,系统会遍寻存储器中的对象,如果有对象标示为未使用状态,那么系统就回传该对象,并将该对象标示为使用中,本节将实现一个PoolStrategy,让ObjectBuilder可以具备Pool的能力。
Pool Pattern的核心就是一个可以于存储器中管理对象的能力,此处使用笔者书中所设计的PoolFactory类别来完成这个目的。
程序39
using System; using System.Collections; using System.Collections.Generic; using System.Text; using Microsoft.Practices.ObjectBuilder; namespace Orphean.WinFormHelper.Framework.Factorys {
///<summary>
/// a interface to be implement by Object Factory,
/// DAL use object factory to speed object constructing.
///</summary>
public interface IObjectFactory {
///<summary>
/// acquire a object.
///</summary>
///<param name="type">object Type</param>
///<returns>object</returns>
object AcquireObject(Type type);
///<summary>
/// release a object.
///</summary>
///<param name="obj">a object to releasing</param>
void ReleaseObject(object obj); } public sealed class PoolObjectFactory : IObjectFactory, IDisposable { class PoolData { public bool InUse = falsee; public object obj; } private IList _storage; private int _max = 100; private bool _limit = false; private IBuilderContext _context = null; public PoolObjectFactory(IBuilderContext context, int max, bool limit, IList storage) : this(context) { _max = max; _limit = limit; _storage = storage; } public PoolObjectFactory(IBuilderContext context) { _context = context; } private PoolData GetPoolData(object obj) { lock (_storage.SyncRoot) { for (int i = 0; i < _storage.Count; i++) { PoolData p = (PoolData)_storage[i]; if (p.obj == obj) return p; } } return null; } private object GetObject(Type type) { lock (_storage.SyncRoot) { if (_storage.Count > 0) { if (((PoolData)_storage[0]).obj.GetType() != type) throw new Exception( string.Format("the Pool Factory only for Type :{0}", _storage[0].GetType().Name)); } for (int i = 0; i < _storage.Count; i++) { PoolData p = (PoolData)_storage[i]; if (!p.InUse) { p.InUse = true; return p.obj; } } if (_storage.Count > _max && _limit) throw new Exception("max limit is arrived."); object obj = _context.HeadOfChain.BuildUp(_context, type, null, null); PoolData p1 = new PoolData(); p1.InUse = true; p1.obj = obj; _storage.Add(p1); return obj; } } private void PutObject(object obj) { PoolData p = GetPoolData(obj); if (p != null) p.InUse = false; } #region IObjectFactory Members public object AcquireObject(Type type) { return GetObject(type); } public void ReleaseObject(object obj) { if (_storage.Count > _max) { if (obj is IDisposable) ((IDisposable)obj).Dispose(); PoolData p = GetPoolData(obj); lock (_storage.SyncRoot) _storage.Remove(p); return; } PutObject(obj); } #endregion #region IDisposable Members public void Dispose() { lock (_storage.SyncRoot) { for (int i = 0; i < _storage.Count; i++) { PoolData p = (PoolData)_storage[i]; if (p.obj is IDisposable) ((IDisposable)p.obj).Dispose(); } } } #endregion } }
本文的重点在于ObjectBuilder的应用与延伸,所以此处就不在赘述PoolFactory的实现细节。
PoolStrategy在架构上与SingletonStrategy类似,我们必须设计一个IPoolPolicy接口,该接口的定义如程序40。
程序40
public interface IPoolPolicy : IBuilderPolicy { bool IsPool { get;} }
此接口只定义了一个Pool属性,用来告诉PoolStrategy那个『类型/id』是需要Pool,那个又是不需要的,虽然设计者可以针对要Pool的『类型/id』来指定IPoolPolicy,如果有特定对象不需要Pool动作,那就不指定IPoolPocy即可,但是我们无法排除一种情况,那就是系统里大多数对象都需要Pool,仅有特定的对象不需要Pool,此时要特别对一个个对象设定IPoolPolicy的话,会相当的繁琐。此时设计者可以以SetDefault来加入IPoolPolicy对象,将所有对象标示为可Pool,再针对不需要Pool的对象来指定IPoolPolicy。程序41是实现此接口的程序代码列表。
程序41
public class PoolPolicy : IPoolPolicy { private bool _isPool = false; #region IPoolPolicy Members public bool IsPool { get { return _isPool; } } #endregion public PoolPolicy(bool isPool) { _isPool = isPool; } }
PoolStrategy必须在BuildUp方法运用PoolFactory来取得要求的对象,在设计上,我们会为每个『类型/id』建立独立的PoolFactory对象,这意味着每个『类型/id』的对象数量是独立管理的。
程序42
using System; using System.Collections; using System.Collections.Generic; using System.Text; using Microsoft.Practices.ObjectBuilder; using Orphean.WinFormHelper.Framework.Factorys; namespace OB_PoolStrategy { public class PoolStrategy : BuilderStrategy { private WeakRefDictionary<object, object> _factoryMap = new WeakRefDictionary<object, object>(); private bool _poolObjectCreating = false; public override object BuildUp(IBuilderContext context, Type typeToBuild, object existing, string idToBuild) { if (!_poolObjectCreating) { IPoolPolicy policy = context.Policies.Get<IPoolPolicy>(typeToBuild, idToBuild); if (policy != null && policy.IsPool) { PoolLocatorKey key = new PoolLocatorKey(typeToBuild, idToBuild); PoolObjectFactory factory = null; if (context.Locator.Contains(key)) { factory = context.Locator.Get<PoolObjectFactory>(key); lock (this) { _poolObjectCreating = true; try { existing = factory.AcquireObject(typeToBuild); } finally { _poolObjectCreating = false; } } } else { factory = new PoolObjectFactory(context, 15, false, new ArrayList()); _poolObjectCreating = true; try { existing = factory.AcquireObject(typeToBuild); } finally { _poolObjectCreating = false; } context.Locator.Add(key, factory); } if (!_factoryMap.ContainsKey(existing)) _factoryMap.Add(existing, factory); } } return base.BuildUp(context, typeToBuild, existing, idToBuild); } public override object TearDown(IBuilderContext context, object item) { if (_factoryMap.ContainsKey(item)) { PoolObjectFactory factory = _factoryMap[item] as PoolObjectFactory; if (factory != null) factory.ReleaseObject(item); _factoryMap.Remove(item); } return base.TearDown(context, item); } } public sealed class PoolLocatorKey { private Type type; private string id; public PoolLocatorKey() : this(null, null) { } public PoolLocatorKey(Type type, string id) { this.type = type; this.id = id; } public string ID { get { return id; } } public Type Type { get { return type; } } public override bool Equals(object obj) { PoolLocatorKey other = obj as PoolLocatorKey; if (other == null) return false; return (Equals(type, other.type) && Equals(id, other.id)); } public override int GetHashCode() { int hashForType = type == null ? 0 : type.GetHashCode(); int hashForID = id == null ? 0 : id.GetHashCode(); return hashForType ^ hashForID; } } }
在BuildUp方法被调用时,PoolStrategy会透过context.Policies取得『类型/id』对应的IPoolPolicy对象,判断此次建立动作是否使用Pool,是的话就以『类型/id』至Locator中取出PoolFactory,如果Locator已经有该PoolFactory时,就直接调用PoolFactory.AcquireObject方法来取得对象实体,如果Locator中无对应的PoolFactory时,就建立一个并放入Locator中。在这个建立流程中有几个重点,第一!我们将PoolFactory储存在Locator中,因此需要一个类似DependencyResolutionLocatorKey的对象,用来做为由Locator取出PoolFactory的键值,这个对象必须覆载Equal、GetHashCode两个方法,因为Locator会调用这两个方法来比对键值,这个对象就是PoolLocatorKey。第二!PoolFactory在存储器中没有可使用对象时,会调用BuilderContext.HeadChain.BuildUp方法来建立该对象,这会引发重进入的问题,BuilderContext.HeadChain.BuildUp方法将会再次触发PoolStrategy的BuildUp,而这里又会再次调用BuilderContext.HeadChain.BuildUp,造成重入的问题,所以此处利用一个旗标:poolObjectCreating来解决这个问题。第三!PoolStrategy必须在TearDown方法被调用时,调用PoolFactory.ReleaseObject来将该对象归还,此时会遭遇到一个问题,因为TearDown方法只会传入对象实体,没有id的信息,这使得PoolStrategy无法于此处取得对应的PoolFactory对象,为了解决此问题,PoolStrategy宣告了一个_factoryMap对象,它是一个WeakRefDictionary<object, object>类别对象,在对象实体于BuildUp方法被建立后,PoolStrategy会将object/PoolFactory成对放入_factoryMap中,这样就能于TearDown时以对象实体至_factoryMap中取出对应的PoolFactory对象了。
PoolStrategy的使用方式与SingletonStrategy类似,程序43是应用的程序代码列表。
程序43
using System; using System.Collections.Generic; using System.Text; using Microsoft.Practices.ObjectBuilder; namespace OB_PoolStrategy { class Program { static void Main(string[] args) { Builder builder = new Builder(); builder.Strategies.AddNew<PoolStrategy>(BuilderStage.PreCreation); IPoolPolicy policy = new PoolPolicy(true); builder.Policies.Set<IPoolPolicy>(policy, typeof(TestObject), null); Locator locator = new Locator(); TestObject obj1 = builder.BuildUp<TestObject>(locator, null, null); TestObject obj2 = builder.BuildUp<TestObject>(locator, null, null); builder.TearDown<TestObject>(locator, obj1); builder.TearDown<TestObject>(locator, obj2); TestObject obj3 = builder.BuildUp<TestObject>(locator, null, null); if (obj3 == obj1 || obj3 == obj2) Console.WriteLine("Pooled"); Console.ReadLine(); } } public class TestObject { } }
图9是执行结果。
图9