首页 > 编程 > .NET > 正文

.NET Delegates: A C# Bedtime Story中文版(上篇)转

2024-07-10 13:02:16
字体:
来源:转载
供稿:网友
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()
     {
         worker  peter = 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
*/
】 

最大的网站源码资源下载站,

发表评论 共有条评论
用户名: 密码:
验证码: 匿名发表