How does _bindingMap get populated? - mvvmcross

In MvxViewContainer there is a _bindingMap which is used to map ViewModels to Views so that "FirstViewModel" gets mapped to "FirstView". For my version of MvvmCross for Mac, I'd like to make the mapping "FirstViewController" instead. Indeed, somehow it knows when "FirstView" is a MvxViewController to do the right thing. How does this work?
public virtual IMvxMacView CreateView(MvxViewModelRequest request)
{
try
{
CurrentRequest = request;
var viewType = GetViewType(request.ViewModelType);
I'm asking for the current version (v3).

From the wiki, using [MvxViewFor(typeof(YourViewModel))] is probably the easiest solution:
Overriding View-ViewModel associations
By default, MvvmCross discovers the ViewModel that a View is associated with using the type of ViewModel discovered by name convention
This makes prototyping initial application generally very functionality straight-forward.
However, as applications grow in size and complexity, then sometimes developers like to override this lookup behaviour.
To do this they can instead:
provide a concrete type of the ViewModel where one is specified - e.g. as:
public new DetailViewModel ViewModel
{
get { return base.ViewModel as DetailViewModel; }
set { base.ViewModel = value; }
}
or provide an explicit type of the ViewModel specified using an MvxViewForAttribute
Further, in cases where every microsecond of startup time is essential, they can also help reduce the Reflection overhead by overriding the InitializeViewLookup method - e.g.
protected override void InitializeViewLookup()
{
var viewModelViewLookup = new Dictionary<Type, Type>()
{
{ typeof (FirstViewModel), typeof(FirstView) },
{ typeof (SecondViewModel), typeof(SecondView) },
//
{ typeof (UmpteenthViewModel), typeof(UmpteenthView) },
};
var container = Mvx.Resolve<IMvxViewsContainer>();
container.AddAll(viewModelViewLookup);
}

Related

In actionscript 3, what is the difference between using get and set for a variable and just making it public?

My question is specific to as3.
When I use this language, it seems to me that any variable with a getter and setter should be made public instead.
Whether you do this :
public class Test
{
private var _foo:String;
public function Test()
{
foo = "";
}
public function get foo():String
{
return _foo;
}
public function set foo(value:String):void
{
_foo = value;
}
}
or this :
public class Test
{
public var foo:String;
public function Test()
{
foo = "";
}
}
you will end up doing this eventually (to get or set your foo variable from another class) :
testObject.foo
And using a public variable looks much cleaner to me.
I know that I am missing something.
Could you please show me what it is?
Before we continue, understand that when you define getters and setters, they don't actually need to be associated with a property defined within the class. Getters simply have to return a value, and setters have to accept a value (but can do absolutely nothing if you wish).
Now to answer the question:
The most simple reason is that you can make properties read or write only, by declaring one without the other. In regards to read only, take a moment to consider the benefits of having a class expose a value without other parts of your application being able to modify it. As an example:
public class Person
{
public var firstName:String = "Marty";
public var lastName:String = "Wallace";
public function get fullName():String
{
return firstName + " " + lastName;
}
}
Notice that the property fullName is the result of firstName and lastName. This gives a consistent, accurate value that you would expect if firstName or lastName were to be modified:
person.firstName = "Daniel";
trace(person.fullName); // Daniel Wallace
If fullName was actually a public variable alongside the other two, you would end up with unexpected results like:
person.fullName = "Daniel Wallace";
trace(person.firstName); // Marty - Wait, what?
With that out of the way, notice that getters and setters are functions. Realize that a function can contain more than one line of code. This means that your getters and setters can actually do a lot of things on top of simply getting and setting a value - like validation, updating other values, etc. For example:
public class Slideshow
{
private var _currentSlide:int = 0;
private var _slides:Vector.<Sprite> = new <Sprite>[];
public function set currentSlide(value:int):void
{
_currentSlide = value;
if(_currentSlide < 0) _currentSlide = _slides.length - 1;
if(_currentSlide >= _slides.length) _currentSlide = 0;
var slide:Sprite = _slides[_currentSlide];
// Do something with the new slide, like transition to it.
//
}
public function get currentSlide():int
{
return _currentSlide;
}
}
Now we can transition between slides in the slideshow with a simple:
slideshow.currentSlide = 4;
And even continuously loop the slideshow with consistent use of:
slideshow.currentSlide ++;
There are actually many good reasons to consider using accessors rather than directly exposing fields of a class - beyond just the argument of encapsulation and making future changes easier.
Here are some of the reasons:
Encapsulation of behavior associated with getting or setting the property
this allows additional functionality (like validation) to be added more easily later.
Hiding the internal representation of the property while exposing a property using an alternative representation.
Insulating your public interface from change allowing the public interface to remain constant while the implementation changes without affecting existing consumers.
Controlling the lifetime and memory management (disposal) semantics of the property particularly important in non-managed memory environments (like C++ or Objective-C).
Providing a debugging interception point for when a property changes at runtime - debugging when and where a property changed to a particular value can be quite difficult without this in some languages.
Improved interoperability with libraries that are designed to operate against property getter/settersMocking, Serialization, and WPF come to mind.
Allowing inheritors to change the semantics of how the property behaves and is exposed by overriding the getter/setter methods.
Allowing the getter/setter to be passed around as lambda expressions rather than values.
Getters and setters can allow different access levels for example the get may be public, but the set could be protected.

Register interfaces with no concrete implementations to return a generated type/proxy

I want to auto register all interfaces which name ends with "Service" and also doesn't have concrete implementations to be resolved to a generated type/proxy (which off course differs per interface).
So when I want to resolve IContractService I want it to return a proxied object. I got this idea from this article where they implemented it in some way with Castle Windsor.
What would be the structuremap approach for achieving this. I tried all kind of things with custom conventions and all but I can't get my head around it.
I fixed this by using Castle's Dynamic Proxy and a StructureMap convention. BTW. I also renamed some of the classes mentioned in the article.
public class InfraRegistry : Registry
{
public InfraRegistry()
{
For<IClientProviderFactory>().Use<WcfClientProviderProviderFactory>();
Scan(scan =>
{
scan.AssemblyContainingType<MidleWareServiceConvention>();
scan.Convention<MidleWareServiceConvention>();
});
}
}
public class MidleWareServiceConvention : IRegistrationConvention
{
private readonly ProxyGenerator _proxyGen = new ProxyGenerator();
public void Process(Type type, Registry registry)
{
if (type.IsInterface && type.Name.EndsWith("Service", StringComparison.OrdinalIgnoreCase))
{
registry.For(type)
.HybridHttpOrThreadLocalScoped()
.Use(
context =>
_proxyGen.CreateInterfaceProxyWithoutTarget(type,
new WcfInterceptor(
context.GetInstance<IClientProviderFactory>())));
}
}
}

Castle Windsor 3 Interceptor not releasing components created by a typed factory but 2.5.4 did. Why?

This is a similar pattern to ones stated elsewhere and detailed in this blog post. I have this working using Windsor 2.5.4 pretty much as stated in the blogpost, but decided to switch to using Windsor 3. When I did this I noticed that the memory usage of the application go up over time - I guessed this would be that components were'nt being released.
There were a couple of modifications to the code in the blogpost, which may have caused the behaviour to differ.
Here is my AutoRelease interceptor (straight out of the blogpost, here for convenience and the lazy ;) )
[Transient]
public class AutoReleaseHandlerInterceptor : IInterceptor
{
private static readonly MethodInfo Execute = typeof(IDocumentHandler).GetMethod("Process");
private readonly IKernel _kernel;
public AutoReleaseHandlerInterceptor(IKernel kernel)
{
_kernel = kernel;
}
public void Intercept(IInvocation invocation)
{
if (invocation.Method != Execute)
{
invocation.Proceed();
return;
}
try
{
invocation.Proceed();
}
finally
{
_kernel.ReleaseComponent(invocation.Proxy);
}
}
}
One of my deviations from the blog post is the selector that the typed factory uses:-
public class ProcessorSelector : DefaultTypedFactoryComponentSelector
{
protected override Func<IKernelInternal, IReleasePolicy, object> BuildFactoryComponent(MethodInfo method,
string componentName,
Type componentType,
IDictionary additionalArguments)
{
return new MyDocumentHandlerResolver(componentName,
componentType,
additionalArguments,
FallbackToResolveByTypeIfNameNotFound,
GetType()).Resolve;
}
protected override string GetComponentName(MethodInfo method, object[] arguments)
{
return null;
}
protected override Type GetComponentType(MethodInfo method, object[] arguments)
{
var message = arguments[0];
var handlerType = typeof(IDocumentHandler<>).MakeGenericType(message.GetType());
return handlerType;
}
}
What might be noticeable is that I do not use the default resolver. (This is where, perhaps, the problem lies...).
public class MyDocumentHandlerResolver : TypedFactoryComponentResolver
{
public override object Resolve(IKernelInternal kernel, IReleasePolicy scope)
{
return kernel.Resolve(componentType, additionalArguments, scope);
}
}
(I omitted the ctor for brevity- nothing special happens there, it just calls the base ctor).
The reason I did this was because the default resolver would try to resolve by name and not by Type- and fail. In this case, I know I only ever need to resolve by type, so I just overrode the Resolve method.
The final piece of the puzzle will be the installer.
container.AddFacility<TypedFactoryFacility>()
.Register(
Component.For<AutoReleaseHandlerInterceptor>(),
Component.For<ProcessorSelector>().ImplementedBy<ProcessorSelector>(),
Classes.FromAssemblyContaining<MessageHandler>()
.BasedOn(typeof(IDocumentHandler<>))
.WithService.Base()
.Configure(c => c.LifeStyle.Is(LifestyleType.Transient)),
Component.For<IDocumentHandlerFactory>()
.AsFactory(c => c.SelectedWith<ProcessorSelector>()));
Stepping through the code, the interceptor is called and the finally clause is executed (e.g. I didn't get the method name wrong). However, the component does not seem to be released (using the performance counter shows this. Each invocation of the factory's create method increases the counter by one).
So far, my workaround has been to add a void Release(IDocumentHandler handler) method to my factory interface, and then after it executes the handler.Process() method, it explicitly releases the handler instance, and this seems to do the job- the performance counter goes up, and as the processing is done, it goes down).
Here is the factory:
public interface IDocumentHandlerFactory
{
IDocumentHandler GetHandlerForDocument(IDocument document);
void Release(IDocumentHandler handler);
}
And here is how I use it:
IDocumentHandlerFactory handler = _documentHandlerFactory.GetHandlerForDocument(document);
handler.Process();
_documentHandlerFactory.Release(handler);
Doing the Release explicitly therefore negates the need for the interceptor, but my real question is why this behaviour differs between the releases?
Note to self:- RTFM. Or in fact, read the Breakingchanges.txt file.
Here's the change that affects this behaviour (emphasis is mine):-
change - IReleasePolicy interface has a new method: IReleasePolicy
CreateSubPolicy(); usage of sub-policies changes how typed factories
handle out-of-band-release of components (see description)
impact - medium fixability - easy
description - This was added as an attempt to enable more fine grained
lifetime scoping (mostly for per-typed-factory right now, but in the
future also say - per-window in client app). As a side-effect of that
(and change to release policy behavior described above) it is no
longer possible to release objects resolved via typed factories, using
container.Release. As the objects are now tracked only in the scope
of the factory they will be released only if a call to factory
releasing method is made, or when the factory itself is released.
fix - Method should return new object that exposes the same behavior
as the 'parent' usually it is just best to return object of the same
type (as the built-in release policies do).
I didn't find the fix suggestion terribly helpful in my instance, however my solution in the question is what you should actually do (release using the factory). I'll leave it up in case anyone else has this (non) issue.

How can I create a subclass that takes in different parameters for the same function name?

So I have made this simple interface:
package{
public interface GraphADT{
function addNode(newNode:Node):Boolean;
}
}
I have also created a simple class Graph:
package{
public class Graph implements GraphADT{
protected var nodes:LinkedList;
public function Graph(){
nodes = new LinkedList();
}
public function addNode (newNode:Node):Boolean{
return nodes.add(newNode);
}
}
last but not least I have created another simple class AdjacancyListGraph:
package{
public class AdjacancyListGraph extends Graph{
public function AdjacancyListGraph(){
super();
}
override public function addNode(newNode:AwareNode):Boolean{
return nodes.add(newNode);
}
}
Having this setup here is giving me errors, namely:
1144: Interface method addNode in namespace GraphADT is implemented with an incompatible signature in class AdjacancyListGraph.
Upon closer inspection it was apparent that AS3 doesn't like the different parameter types from the different Graph classes newNode:Node from Graph , and newNode:AwareNode from AdjacancyListGraph
However I don't understand why that would be a problem since AwareNode is a subClass of Node.
Is there any way I can make my code work, while keeping the integrity of the code?
Simple answer:
If you don't really, really need your 'addNode()' function to accept only an AwareNode, you can just change the parameter type to Node. Since AwareNode extends Node, you can pass in an AwareNode without problems. You could check for type correctness within the function body :
subclass... {
override public function addNode (node:Node ) : Boolean {
if (node is AwareNode) return nodes.add(node);
return false;
}
}
Longer answer:
I agree with #32bitkid that your are getting an error, because the parameter type defined for addNode() in your interface differs from the type in your subclass.
However, the main problem at hand is that ActionScript generally does not allow function overloading (having more than one method of the same name, but with different parameters or return values), because each function is treated like a generic class member - the same way a variable is. You might call a function like this:
myClass.addNode (node);
but you might also call it like this:
myClass["addNode"](node);
Each member is stored by name - and you can always use that name to access it. Unfortunately, this means that you are only allowed to use each function name once within a class, regardless of how many parameters of which type it takes - nothing comes without a price: You gain flexibility in one regard, you lose some comfort in another.
Hence, you are only allowed to override methods with the exact same signature - it's a way to make you stick to what you decided upon when you wrote the base class. While you could obviously argue that this is a bad idea, and that it makes more sense to use overloading or allow different signatures in subclasses, there are some advantages to the way that AS handles functions, which will eventually help you solve your problem: You can use a type-checking function, or even pass one on as a parameter!
Consider this:
class... {
protected function check (node:Node) : Boolean {
return node is Node;
}
public function addNode (node:Node) : Boolean {
if (check(node)) return nodes.add(node);
return false;
}
}
In this example, you could override check (node:Node):
subclass... {
override protected function check (node:Node) : Boolean {
return node is AwareNode;
}
}
and achieve the exact same effect you desired, without breaking the interface contract - except, in your example, the compiler would throw an error if you passed in the wrong type, while in this one, the mistake would only be visible at runtime (a false return value).
You can also make this even more dynamic:
class... {
public function addNode (node:Node, check : Function ) : Boolean {
if (check(node)) return nodes.add(node);
return false;
}
}
Note that this addNode function accepts a Function as a parameter, and that we call that function instead of a class method:
var f:Function = function (node:Node) : Boolean {
return node is AwareNode;
}
addNode (node, f);
This would allow you to become very flexible with your implementation - you can even do plausibility checks in the anonymous function, such as verifying the node's content. And you wouldn't even have to extend your class, unless you were going to add other functionality than just type correctness.
Having an interface will also allow you to create implementations that don't inherit from the original base class - you can write a whole different class hierarchy, it only has to implement the interface, and all your previous code will remain valid.
I guess the question is really this: What are you trying to accomplish?
As to why you are getting an error, consider this:
public class AnotherNode extends Node { }
and then:
var alGraph:AdjacancyListGraph = new AdjacancyListGraph();
alGraph.addNode(new AnotherNode());
// Wont work. AnotherNode isn't compatable with the signature
// for addNode(node:AwareNode)
// but what about the contract?
var igraphADT:GraphADT = GraphADT(alGraph);
igraphADT.addNode(new AnotherNode()); // WTF?
According to the interface this should be fine. But your implemenation says otherwise, your implemenation says that it will only accept a AwareNode. There is an obvious mismatch. If you are going to have an interface, a contract that your object should follow, then you might as well follow it. Otherwise, whats the point of the interface in the first place.
I submit that architecture messed up somewhere if you are trying to do this. Even if the language were to support it, I would say that its a "Bad Idea™"
There's an easier way, then suggested above, but less safe:
public class Parent {
public function get foo():Function { return this._foo; }
protected var _foo:Function = function(node:Node):void { ... }}
public class Child extends Parent {
public function Child() {
super();
this._foo = function(node:AnotherNode):void { ... }}}
Of course _foo needs not be declared in place, the syntax used is for shortness and demonstration purposes only.
You will loose the ability of the compiler to check types, but the runtime type matching will still apply.
Yet another way to go about it - don't declare methods in the classes they specialize on, rather make them static, then you will not inherit them automatically:
public class Parent {
public static function foo(parent:Parent, node:Node):Function { ... }}
public class Child extends Parent {
public static function foo(parent:Child, node:Node):Function { ... }}
Note that in second case protected fields are accessible inside the static method, so you can achieve certain encapsulation. Besides, if you have a lot of Parent or Child instances, you will save on individual instance memory footprint (as static methods therefore static there exists only one copy of them, but instance methods would be copied for each instance). The disadvantage is that you won't be able to use interfaces (can be actually an improvement... depends on your personal preferences).

Mixin or Trait implementation in AS3?

I'm looking for ideas on how to implement a Mixin/Trait style system in AS3.
I want to be able to compose a number of classes together into a single object. Of course this is not a language level feature of AS3, but I'm hoping that there is maybe some way to do this using prototype based techniques or maybe some bytecode hacking that I believe AsMock uses to implement it's functionality.
An existing Java example is Qi4J where the user define interfaces that the Qi4j framework implements based on metadata tags and coding by convention.
Has anyone any ideas on how to get the Mixin/Trait concept working within AS3?
Zero solutions presented on this, so I looked into a few methods. There are ECMA script style mixins by adding methods defined on other objects to the base objects prototype. But this means that the advantages of static typing are gone.
I was looking for a solution that didn't sidestep the static type system. I knew that ASMock used bytecode injection to create proxy classes. I hacked around ASMock for the past few days and came up with a possible solution implemented by creating a class with composed classes (through bytecode injection).
From the users point of view this involves defining your object that uses mixins through many interfaces:
public interface Person extends RoomObject, Moveable
public interface RoomObject
{
function joinRoom(room:Room):void
function get room():Room
}
public interface Moveable
{
function moveTo(location:Point):void
function get location():Point
}
Then you define classes to represent these interfaces:
public class MoveableImpl implements Moveable
{
private var _location:Point = new Point()
public function get location():Point { return _location }
public function move(location:Point):void
{
_location = location.clone()
}
}
public class RoomObjectImpl implements RoomObject
{
private var _room:Room
public function get room():Room { return _room }
public function joinRoom(room:Room):void
{
_room = room
}
}
In a normal situation where you want to compose classes you would write:
public class PersonImpl implements Person
{
private var _roomObject:RoomObject = new RoomObjectImpl()
private var _moveable:Moveable = new MoveableImpl()
public function get room():Room { return _roomObject.room }
public function joinRoom(room:Room):void { _roomObject.joinRoom(room) }
public function get location():Point { return _moveable.location }
public function move(location:Point):void { _moveable.move(location) }
}
This is easily written using code due to it's regular layout. And that is exactly what my solution does, by injecting the equivilant bytecode into a new class. With this bytecode injection system we can create a Person object like so:
public class Main
{
private var mixinRepo:MixinRepository = new MixinRepository()
public function Main()
{
with(mixinRepo)
{
defineMixin(RoomObject, RoomObjectImpl) // associate interfaces with concreate classes
defineMixin(Moveable, MoveableImpl)
defineBase(Person)
prepare().completed.add(testMixins) // the injection is a async process, just liek in ASMock
}
}
private function testMixins():void
{
var person:Person = mixinRepo.create(Person)
var room:Room = new Room('room you can play in')
person.joinRoom(room)
trace('person.room:', person.room)
person.move(new Point(1, 2))
trace('person.location:', person.location)
}
}
At the moment this system is a proof of concept and is therefore very basic and brittle. But it shows that it is possible to come close to a Scala mixin/traits style system to AS3. I've made a github project to hold the code if anyone is interested in running the solution and poking around at how it was done.
A more complete example is given on the project wiki.
Look here, this works, mixes in methods and is simple.
http://github.com/specialunderwear/as3-mixin
o, and it works when you compile in as3 mode.
I found this one in Realaxy -- http://realaxy.com/