作者:Chris Sells 译者:荣耀 【译注:C#进阶文章。Chris Sells是《ATL Internals》一书作者之一。译文中所有程 序调试环境均为Microsoft Visual Studio.NET 7.0 Beta2和 Microsoft .NET Framewo rk SDK Beta2。代码就是文章,请仔细阅读代码J】 类型耦合 从前,在南方的一个异国他乡,有一个叫peter的勤劳的工人。他对boss百依百顺,但他 的boss却是个卑鄙无信的小人,他坚持要求peter不断汇报工作情况。由于peter不希望 被boss盯着干活,于是他向boss承诺随时汇报工作进度。peter利用类型引用定期回调b oss来实现这个承诺: using System;//【译注:译者补充】 class Worker { public void Advise(Boss boss) { _boss = boss; } public void DoWork() { Console.WriteLine("Worker: work started"); if( _boss != null ) _boss.WorkStarted(); Console.WriteLine("Worker: work progressing"); if( _boss != null ) _boss.WorkProgressing(); Console.WriteLine("Worker: work completed"); if( _boss != null ) { int grade = _boss.WorkCompleted(); Console.WriteLine("Worker grade = " + grade); } } private Boss _boss; } class Boss { public void WorkStarted() { /*boss不关心. */ } public void WorkProgressing() { /*boss不关心. */ } public int WorkCompleted() { Console.WriteLine("It's about time!"); return 2; /* out of 10 */ } } class Universe { static void Main() { Worker peter = new Worker(); Boss boss = new Boss(); peter.Advise(boss); peter.DoWork(); Console.WriteLine("Main: worker completed work"); Console.ReadLine(); } } /*【译注:以下是上段程序输出结果: Worker: work started Worker: work progressing Worker: work completed It's about time! Worker grade = 2 Main: worker completed work 】*/ 接口 现在,peter成了一个特殊人物,他不但能够忍受卑鄙的boss,和universe也建立 了紧密的联系。peter感到universe对他的工作进程同样感兴趣。不幸的是,除了保证b oss能够被通知外,如果不为universe添加一个特殊的通知方法和回调,peter无法向un iverse通知其工作进程。Peter希望能从那些通知方法的实现中分离出潜在的通知约定, 为此,他决定将方法剥离到接口中: using System; //【译注:译者补充】 interface IWorkerEvents //【译注:这就是分离出来的接口】 { void WorkStarted(); void WorkProgressing(); int WorkCompleted(); } class Worker { public void Advise(IWorkerEvents events) //【译注:现在传递的参数类型为 接口引用】 { _events = events; } public void DoWork() { Console.WriteLine("Worker: work started"); if( _events != null ) _events.WorkStarted(); Console.WriteLine("Worker: work progressing"); if(_events != null ) _events.WorkProgressing(); Console.WriteLine("Worker: work completed"); if(_events != null ) { int grade = _events.WorkCompleted(); Console.WriteLine("Worker grade = " + grade); } } private IWorkerEvents _events; } class Boss : IWorkerEvents //【译注:Boss实现该接口】 { public void WorkStarted(){ /*boss不关心. */ } public void WorkProgressing(){ /*boss不关心. */ } public int WorkCompleted() { Console.WriteLine("It's about time!"); return 3; /* out of 10 */ } } class Universe { static void Main() { Worker peter = new Worker(); Boss boss = new Boss(); peter.Advise(boss); //【译注:或peter.Advise((IWorkerEvents)boss); 】 peter.DoWork(); Console.WriteLine("Main: worker completed work"); Console.ReadLine(); } } /*【译注:以下是上段程序输出结果: Worker: work started Worker: work progressing Worker: work completed It's about time! Worker grade = 3 Main: worker completed work 】*/ 委托 不幸的是,由于peter忙于通知boss实现这个接口,以至于没有顾得上通知univer se也实现该接口,但他知道不久就需如此,至少,他已经抽象了对boss的引用,因此, 别的实现了IworkerEvents接口的什么人都可以收到工作进度通知。【译注:请参见上一 节代码示例及译注】 然而,peter的boss依然极度不满,“Peter!”boss咆哮者,“你为什么要通知我 什么时候开始工作、什么时候正在进行工作?我不关心这些事件,你不但强迫我实现这 些方法,你还浪费了你的宝贵的工作时间等我从事件中返回。当我实现的方法需占用很 长时间时,你等我的时间也要大大延长!你难道不能想想别的办法不要老是来烦我吗? ” 此时,peter意识到尽管在很多情况下接口很有用,但在处理事件时,接口的粒度 还不够精细。他还要能做到仅仅通知监听者真正感兴趣的事件。因此,peter决定把接口 里的方法肢解成若干个独立的委托函数,每一个都好象是只有一个方法的小接口。 using System; //【译注:译者补充】 delegate void WorkStarted(); delegate void WorkProgressing(); delegate int WorkCompleted(); class Worker { public void DoWork() { Console.WriteLine("Worker: work started"); if( started != null ) started(); Console.WriteLine("Worker: work progressing"); if( progressing != null ) progressing(); Console.WriteLine("Worker: work completed"); if( completed != null ) { int grade = completed(); Console.WriteLine("Worker grade = " + grade); } } public WorkStarted started; //【译注:这样写更规矩:public WorkStarted started = null;】 public WorkProgressing progressing; //【译注:这样写更规矩:public Work Progressing progressing = null;】 public WorkCompleted completed; //【译注:这样写更规矩:public WorkComp leted completed = null;】 } class Boss { public int WorkCompleted() { Console.WriteLine("Better..."); return 4; /* out of 10 */ } } class Universe { static void Main() { Workerpeter = new Worker(); Boss boss = new Boss(); peter.completed = new WorkCompleted(boss.WorkCompleted); peter.DoWork(); Console.WriteLine("Main: worker completed work"); Console.ReadLine(); } } /*【译注:以下是上段程序输出结果: Worker: work started Worker: work progressing Worker: work completed Better... Worker grade = 4 Main: worker completed work 】 */ 【译注:对“但在处理事件时,接口的粒度还不够精细”的理解可用下例说明,请仔细 观察一下程序,思考一下这样做的不利之处J using System; interface IWorkStartedEvent { void WorkStarted(); } interface IWorkProgressingEvent { void WorkProgressing(); } interface IWorkCompletedEvent { int WorkCompleted(); } class Worker { public void Advise(IWorkCompletedEvent AEvent) { _event = AEvent; } public void DoWork() { Console.WriteLine("Worker: work completed"); if(_event != null ) { int grade = _event.WorkCompleted(); Console.WriteLine("Worker grade = " + grade); } } private IWorkCompletedEvent _event; } class Boss : IWorkCompletedEvent { public int WorkCompleted() { Console.WriteLine("Better..."); return 4; /* out of 10 */ } } class Universe { static void Main() { Worker peter = new Worker(); Boss boss = new Boss(); peter.Advise(boss); peter.DoWork(); Console.WriteLine("Main: worker completed work"); Console.ReadLine(); } } /*以下是上段程序输出结果: Worker: work completed Better... Worker grade = 4 Main: worker completed work */ 】 静态监听者 这就达到了不用boss不关心的事件去烦他的目标。但是,peter还是不能够使univ erse成为其监听者。因为universe是一个全封闭的实体,所以将委托挂钩在universe的 实例上不妥的(设想一下Universe的多个实例需要多少资源...)。peter意识到应将委 托挂钩于universe的静态成员上,因为委托也完全适应于静态成员: using System; delegate void WorkStarted(); delegate void WorkProgressing(); delegate int WorkCompleted(); class Worker { public void DoWork() { Console.WriteLine("Worker: work started"); if( started != null ) started(); Console.WriteLine("Worker: work progressing"); if( progressing != null ) progressing(); Console.WriteLine("Worker: work completed"); if( completed != null ) { int grade = completed(); Console.WriteLine("Worker grade= " + grade); } } public WorkStarted started = null; public WorkProgressing progressing = null; public WorkCompleted completed = null; } class Boss { public int WorkCompleted() { Console.WriteLine("Better..."); return 4; /* out of 10 */ } } //【译注:以上代码为译者补充】 class Universe { static void WorkerStartedWork() { Console.WriteLine("Universe notices worker starting work"); } static int WorkerCompletedWork() { Console.WriteLine("Universe pleased with worker's work"); return 7; } static void Main() { Worker peter = new Worker(); Boss boss = new Boss(); peter.completed = new WorkCompleted(boss.WorkCompleted); //【译注:× 】 peter.started = new WorkStarted(Universe.WorkerStartedWork); peter.completed = new WorkCompleted(Universe.WorkerCompletedWork);// 【译注:这一行代码使得“×”那一行代码白做了L】 peter.DoWork(); Console.WriteLine("Main: worker completed work"); Console.ReadLine(); } } /*【译注:以下是上段程序输出结果: Worker: work started Universe notices worker starting work Worker: work progressing Worker: work completed Universe pleased with worker's work Worker grade = 7 Main: worker completed work 】*/ 事件 不幸的是,universe现在变得太忙并且不习惯于注意某一个人—universe用自己的 委托取代了peter的boss的委托,这显然是将Worker类的委托字段设为public的意外的副 作用。【译注:请参见上节例子代码及译注】同样地,如果peter的boss不耐烦了,他自 己就可以触发peter的委托(peter的boss可是有暴力倾向的) // peter的boss自己动手了 if( peter.completed != null ) peter.completed(); peter希望确保不会发生这两种情况。他意识到必须为每一个委托加入注册和反注册函数 ,这样监听者就可以添加或移去它们,但谁都不能够清空整个事件列表。peter自己没去 实现这些方法,相反,他使用event关键字让C#编译器帮他达到这个目的: class Worker { //... public event WorkStarted started; public event WorkProgressing progressing; public event WorkCompleted completed; } peter懂得关键字event使得委托具有这样的特性:只允许C#客户用+=或-=操作符添 加或移去它们自己,这样就迫使boss和universe举止文雅一些: static void Main() { Worker peter = new Worker(); Boss boss = new Boss(); peter.completed += new WorkCompleted(boss.WorkCompleted); peter.started += new WorkStarted(Universe.WorkerStartedWork); peter.completed += new WorkCompleted(Universe.WorkerCompletedWork); peter.DoWork(); Console.WriteLine("Main: worker completed work"); Console.ReadLine(); } 【译注:以下是完整代码: using System; delegate void WorkStarted(); delegate void WorkProgressing(); delegate int WorkCompleted(); class Worker { public void DoWork() { Console.WriteLine("Worker: work started"); if( started != null ) started(); Console.WriteLine("Worker: work progressing"); if( progressing != null ) progressing(); Console.WriteLine("Worker: work completed"); if( completed != null ) { int grade = completed(); Console.WriteLine("Worker grade = " + grade); } } public event WorkStarted started ; public event WorkProgressing progressing; public event WorkCompleted completed; } class Boss { public int WorkCompleted() { Console.WriteLine("Better..."); return 4; /* out of 10 */ } } class Universe { static void WorkerStartedWork() { Console.WriteLine("Universe notices worker starting work"); } static int WorkerCompletedWork() { Console.WriteLine("Universe pleased with worker's work"); return 7; } static void Main() { Worker peter = new Worker(); Boss boss = new Boss(); peter.completed += new WorkCompleted(boss.WorkCompleted); //【译注: √】 peter.started += new WorkStarted(Universe.WorkerStartedWork); peter.completed += new WorkCompleted(Universe.WorkerCompletedWork); peter.DoWork(); Console.WriteLine("Main: worker completed work"); Console.ReadLine(); } } /*
以下是上段程序输出结果: Worker: work started Universe notices worker starting work Worker: work progressing Worker: work completed Better...// 【译注:boss也通知到啦J“√”那一行代码有用啦J,但是且慢,boss打 的那4分没有得到,后面只得到了Universe给的7分L】 Universe pleased with worker's work Worker grade = 7 Main: worker completed work */ <> |
关键词: .NET Delegates: A C# Bedtime Story中文版(上篇)转