Found some more remaining traces of Microsoft's scrapyard and killed them; removed WinRT support

git-svn-id: file:///srv/devel/repo-conversion/nusu@315 d2e56fa2-650e-0410-a79f-9358c0239efd
This commit is contained in:
Markus Ewald 2014-07-22 08:56:33 +00:00
parent b1b1f02e6f
commit b6fe183994
12 changed files with 22 additions and 640 deletions

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@ -276,10 +276,6 @@
<Compile Include="Source\TypeHelper.Test.cs"> <Compile Include="Source\TypeHelper.Test.cs">
<DependentUpon>TypeHelper.cs</DependentUpon> <DependentUpon>TypeHelper.cs</DependentUpon>
</Compile> </Compile>
<Compile Include="Source\Semaphore.cs" />
<Compile Include="Source\Semaphore.Test.cs">
<DependentUpon>Semaphore.cs</DependentUpon>
</Compile>
<Compile Include="Source\FloatHelper.cs" /> <Compile Include="Source\FloatHelper.cs" />
<Compile Include="Source\FloatHelper.Test.cs"> <Compile Include="Source\FloatHelper.Test.cs">
<DependentUpon>FloatHelper.cs</DependentUpon> <DependentUpon>FloatHelper.cs</DependentUpon>
@ -309,9 +305,6 @@
<DependentUpon>StringSegment.cs</DependentUpon> <DependentUpon>StringSegment.cs</DependentUpon>
</Compile> </Compile>
<Compile Include="Source\WeakReference.cs" /> <Compile Include="Source\WeakReference.cs" />
<Compile Include="Source\WeakReference.Phone7.cs">
<DependentUpon>WeakReference.cs</DependentUpon>
</Compile>
<Compile Include="Source\WeakReference.Test.cs"> <Compile Include="Source\WeakReference.Test.cs">
<DependentUpon>WeakReference.cs</DependentUpon> <DependentUpon>WeakReference.cs</DependentUpon>
</Compile> </Compile>

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@ -21,7 +21,7 @@ using System.Runtime.InteropServices;
// The following GUID is for the ID of the typelib if this project is exposed to COM // The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("1308e4c3-a0c1-423a-aaae-61c7314777e0")] [assembly: Guid("1308e4c3-a0c1-423a-aaae-61c7314777e0")]
#if !(WINDOWS_PHONE || XBOX360) && UNITTEST #if UNITTEST
// This is required to NMock can derive its proxies from interfaces in // This is required to NMock can derive its proxies from interfaces in
// the internal unit test classes // the internal unit test classes
[assembly: InternalsVisibleTo(NMock.Constants.InternalsVisibleToDynamicProxy)] [assembly: InternalsVisibleTo(NMock.Constants.InternalsVisibleToDynamicProxy)]

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@ -49,11 +49,7 @@ namespace Nuclex.Support {
public static class AffineThreadPool { public static class AffineThreadPool {
/// <summary>Number of CPU cores available on the system</summary> /// <summary>Number of CPU cores available on the system</summary>
#if XBOX360
public static readonly int Processors = 4;
#else
public static readonly int Processors = Environment.ProcessorCount; public static readonly int Processors = Environment.ProcessorCount;
#endif
/// <summary>Delegate used by the thread pool to report unhandled exceptions</summary> /// <summary>Delegate used by the thread pool to report unhandled exceptions</summary>
/// <param name="exception">Exception that has not been handled</param> /// <param name="exception">Exception that has not been handled</param>
@ -88,25 +84,16 @@ namespace Nuclex.Support {
// as we may run into situations where multiple operations need to be atomic. // as we may run into situations where multiple operations need to be atomic.
// We keep track of the threads we've created just for good measure; not actually // We keep track of the threads we've created just for good measure; not actually
// needed for any core functionality. // needed for any core functionality.
#if XBOX360 || WINDOWS_PHONE
workAvailable = new Semaphore();
#else
workAvailable = new System.Threading.Semaphore(0, int.MaxValue); workAvailable = new System.Threading.Semaphore(0, int.MaxValue);
#endif
userWorkItems = new Queue<UserWorkItem>(Processors * 4); userWorkItems = new Queue<UserWorkItem>(Processors * 4);
workerThreads = new List<Thread>(Processors); workerThreads = new List<Thread>(Processors);
inUseThreads = 0; inUseThreads = 0;
#if XBOX360
// We can only use these hardware thread indices on the XBox 360
hardwareThreads = new Queue<int>(new int[] { 5, 4, 3, 1 });
#else
// We can use all cores on a PC, starting from index 1 // We can use all cores on a PC, starting from index 1
hardwareThreads = new Queue<int>(Processors); hardwareThreads = new Queue<int>(Processors);
for(int core = Processors; core >= 1; --core) { for(int core = Processors; core >= 1; --core) {
hardwareThreads.Enqueue(core); hardwareThreads.Enqueue(core);
} }
#endif
// Create all of the worker threads // Create all of the worker threads
for(int index = 0; index < Processors; index++) { for(int index = 0; index < Processors; index++) {
@ -211,12 +198,7 @@ namespace Nuclex.Support {
hardwareThreadIndex = hardwareThreads.Dequeue(); hardwareThreadIndex = hardwareThreads.Dequeue();
} }
#if XBOX360 #if WINDOWS
// On the XBox 360, the only way to get a thread to run on another core is to
// explicitly move it to that core. MSDN states that SetProcessorAffinity() should
// be called from the thread whose affinity is being changed.
Thread.CurrentThread.SetProcessorAffinity(new int[] { hardwareThreadIndex });
#elif WINDOWS
if(Environment.OSVersion.Platform == PlatformID.Win32NT) { if(Environment.OSVersion.Platform == PlatformID.Win32NT) {
// Prevent this managed thread from impersonating another system thread. // Prevent this managed thread from impersonating another system thread.
// In .NET, managed threads can supposedly be moved to different system threads // In .NET, managed threads can supposedly be moved to different system threads
@ -303,11 +285,7 @@ namespace Nuclex.Support {
/// <summary> /// <summary>
/// Used to let the threads in the thread pool wait for new work to appear. /// Used to let the threads in the thread pool wait for new work to appear.
/// </summary> /// </summary>
#if XBOX360 || WINDOWS_PHONE
private static Semaphore workAvailable;
#else
private static System.Threading.Semaphore workAvailable; private static System.Threading.Semaphore workAvailable;
#endif
/// <summary>List of all worker threads at the disposal of the thread pool.</summary> /// <summary>List of all worker threads at the disposal of the thread pool.</summary>
private static List<Thread> workerThreads; private static List<Thread> workerThreads;
/// <summary>Number of threads currently active.</summary> /// <summary>Number of threads currently active.</summary>

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@ -161,11 +161,7 @@ namespace Nuclex.Support.Cloning {
/// <returns>A clone of the original instance</returns> /// <returns>A clone of the original instance</returns>
private static object shallowCloneComplexFieldBased(object original) { private static object shallowCloneComplexFieldBased(object original) {
Type originalType = original.GetType(); Type originalType = original.GetType();
#if (XBOX360 || WINDOWS_PHONE)
object clone = Activator.CreateInstance(originalType);
#else
object clone = FormatterServices.GetUninitializedObject(originalType); object clone = FormatterServices.GetUninitializedObject(originalType);
#endif
FieldInfo[] fieldInfos = originalType.GetFieldInfosIncludingBaseClasses( FieldInfo[] fieldInfos = originalType.GetFieldInfosIncludingBaseClasses(
BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance
@ -243,11 +239,7 @@ namespace Nuclex.Support.Cloning {
/// <returns>A clone of the original instance</returns> /// <returns>A clone of the original instance</returns>
private static object deepCloneComplexFieldBased(object original) { private static object deepCloneComplexFieldBased(object original) {
Type originalType = original.GetType(); Type originalType = original.GetType();
#if (XBOX360 || WINDOWS_PHONE)
object clone = Activator.CreateInstance(originalType);
#else
object clone = FormatterServices.GetUninitializedObject(originalType); object clone = FormatterServices.GetUninitializedObject(originalType);
#endif
FieldInfo[] fieldInfos = originalType.GetFieldInfosIncludingBaseClasses( FieldInfo[] fieldInfos = originalType.GetFieldInfosIncludingBaseClasses(
BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance

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@ -18,8 +18,6 @@ License along with this library
*/ */
#endregion #endregion
#if !(XBOX360 || WINDOWS_PHONE)
using System; using System;
using System.IO; using System.IO;
using System.Reflection; using System.Reflection;
@ -328,5 +326,3 @@ namespace Nuclex.Support.Cloning {
} }
} // namespace Nuclex.Support.Cloning } // namespace Nuclex.Support.Cloning
#endif // !(XBOX360 || WINDOWS_PHONE)

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@ -1,3 +1,23 @@
#region CPL License
/*
Nuclex Framework
Copyright (C) 2002-2014 Nuclex Development Labs
This library is free software; you can redistribute it and/or
modify it under the terms of the IBM Common Public License as
published by the IBM Corporation; either version 1.0 of the
License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
IBM Common Public License for more details.
You should have received a copy of the IBM Common Public
License along with this library
*/
#endregion
#if !NO_CONCURRENT_COLLECTIONS #if !NO_CONCURRENT_COLLECTIONS
using System; using System;
@ -13,11 +33,7 @@ namespace Nuclex.Support {
public abstract class ParallelBackgroundWorker<TTask> : IDisposable { public abstract class ParallelBackgroundWorker<TTask> : IDisposable {
/// <summary>Number of CPU cores available on the system</summary> /// <summary>Number of CPU cores available on the system</summary>
#if XBOX360
public static readonly int Processors = 4;
#else
public static readonly int Processors = Environment.ProcessorCount; public static readonly int Processors = Environment.ProcessorCount;
#endif
/// <summary> /// <summary>
/// Timeout after which Dispose() will stop waiting for unfinished tasks and /// Timeout after which Dispose() will stop waiting for unfinished tasks and

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@ -1,127 +0,0 @@
#region CPL License
/*
Nuclex Framework
Copyright (C) 2002-2014 Nuclex Development Labs
This library is free software; you can redistribute it and/or
modify it under the terms of the IBM Common Public License as
published by the IBM Corporation; either version 1.0 of the
License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
IBM Common Public License for more details.
You should have received a copy of the IBM Common Public
License along with this library
*/
#endregion
#if UNITTEST
using System;
using System.Collections.Generic;
using System.Threading;
using NUnit.Framework;
namespace Nuclex.Support {
/// <summary>Unit Test for the Semaphore class</summary>
[
TestFixture,
Obsolete("Not obsolete, prevents warning when unit-testing custom Semaphore on Windows")
]
internal class SemaphoreTest {
/// <summary>
/// Test whether a semaphore can be initialized with reverse counting
/// </summary>
[Test]
public void TestReverseCountingConstructor() {
using(Semaphore semaphore = new Semaphore()) {
Assert.IsNotNull(semaphore); // nonsense, avoids compiler warning
}
}
/// <summary>
/// Test whether a semaphore can be initialized with a maximum user count
/// </summary>
[Test]
public void TestLimitConstructor() {
using(Semaphore semaphore = new Semaphore(16)) {
Assert.IsNotNull(semaphore); // nonsense, avoids compiler warning
}
}
/// <summary>
/// Test whether a semaphore can be initialized with an initial user
/// count and a maximum user count
/// </summary>
[Test]
public void TestFullConstructor() {
using(Semaphore semaphore = new Semaphore(8, 16)) {
Assert.IsNotNull(semaphore); // nonsense, avoids compiler warning
}
}
/// <summary>
/// Verifies that the right exception is thrown if a semaphore is initialized
/// with a larger number of initial users than the maximum number of users.
/// </summary>
[Test]
public void TestThrowOnMoreInitialUsersThanMaximumUsers() {
Assert.Throws<ArgumentOutOfRangeException>(
delegate() {
Semaphore semaphore = new Semaphore(2, 1);
semaphore.Close();
}
);
}
/// <summary>
/// Verifies that the semaphore can time out if the resource does not become
/// available within the time limit specified by the user
/// </summary>
[Test]
public void TestWaitTimeout() {
using(Semaphore semaphore = new Semaphore(1)) {
Assert.IsTrue(semaphore.WaitOne(1000));
Assert.IsFalse(semaphore.WaitOne(0));
}
}
/// <summary>
/// Verifies that the semaphore can time out if the resource does not become
/// available within the time limit specified by the user, if the time limit
/// is specified using the TimeSpan class
/// </summary>
[Test]
public void TestWaitTimeoutWithTimeSpan() {
using(Semaphore semaphore = new Semaphore(1)) {
Assert.IsTrue(semaphore.WaitOne(TimeSpan.FromSeconds(1)));
Assert.IsFalse(semaphore.WaitOne(TimeSpan.FromSeconds(0)));
}
}
/// <summary>
/// Tests whether an exception is thrown if the WaitOne() method is called
/// with a time span that is too large for the underlying synchronization API
/// </summary>
[Test]
public void TestThrowOnWaitWithTooLargeTimeSpan() {
using(Semaphore semaphore = new Semaphore(1)) {
Assert.Throws<ArgumentOutOfRangeException>(
delegate() {
semaphore.WaitOne(TimeSpan.FromMilliseconds(1L << 32));
}
);
}
}
}
} // namespace Nuclex.Support
#endif // UNITTEST

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@ -1,248 +0,0 @@
#region CPL License
/*
Nuclex Framework
Copyright (C) 2002-2014 Nuclex Development Labs
This library is free software; you can redistribute it and/or
modify it under the terms of the IBM Common Public License as
published by the IBM Corporation; either version 1.0 of the
License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
IBM Common Public License for more details.
You should have received a copy of the IBM Common Public
License along with this library
*/
#endregion
using System;
using System.Collections.Generic;
using System.Threading;
namespace Nuclex.Support {
/// <summary>A reverse counting semaphore</summary>
/// <remarks>
/// <para>
/// This semaphore counts in reverse, which means you can Release() the semaphore
/// as often as you'd like a thread calling WaitOne() to be let through. You
/// can use it in the traditional sense and have any Thread calling WaitOne()
/// make sure to call Release() afterwards, or you can, for example, Release() it
/// whenever work becomes available and let threads take work from the Semaphore
/// by calling WaitOne() alone.
/// </para>
/// <para>
/// Implementation notes (ignore this if you just want to use the Semaphore)
/// </para>
/// <para>
/// We could design a semaphore that uses an auto reset event, where the thread
/// that gets to pass immediately sets the event again if the semaphore isn't full
/// yet to let another thread pass.
/// </para>
/// <para>
/// However, this would mean that when a semaphore receives a large number of
/// wait requests, assuming it would allow, for example, 25 users at once, the
/// thread scheduler would see only 1 thread become eligible for execution. Then
/// that thread would unlock the next and so on. In short, we wait 25 times
/// for the thread scheduler to wake up a thread until all users get through.
/// </para>
/// <para>
/// So we chose a ManualResetEvent, which will wake up more threads than
/// neccessary and possibly cause a period of intense competition for getting
/// a lock on the resource, but will make the thread scheduler see all threads
/// become eligible for execution.
/// </para>
/// </remarks>
#if WINDOWS
[Obsolete("Prefer the normal semaphore on Windows builds.")]
internal class Semaphore : WaitHandle {
#else
public class Semaphore : WaitHandle {
#endif
/// <summary>Initializes a new semaphore</summary>
public Semaphore() {
createEvent();
}
/// <summary>Initializes a new semaphore</summary>
/// <param name="count">
/// Number of users that can access the resource at the same time
/// </param>
public Semaphore(int count) {
this.free = count;
createEvent();
}
/// <summary>Initializes a new semaphore</summary>
/// <param name="initialCount">
/// Initial number of users accessing the resource
/// </param>
/// <param name="maximumCount">
/// Maximum numbr of users that can access the resource at the same time
/// </param>
public Semaphore(int initialCount, int maximumCount) {
if(initialCount > maximumCount) {
throw new ArgumentOutOfRangeException(
"initialCount", "Initial count must not be larger than the maximum count"
);
}
this.free = maximumCount - initialCount;
createEvent();
}
/// <summary>Immediately releases all resources owned by the instance</summary>
/// <param name="explicitDisposing">
/// Whether Dispose() has been called explictly
/// </param>
protected override void Dispose(bool explicitDisposing) {
if(this.manualResetEvent != null) {
base.SafeWaitHandle = null;
this.manualResetEvent.Close();
this.manualResetEvent = null;
}
base.Dispose(explicitDisposing);
}
/// <summary>
/// Waits for the resource to become available and locks it
/// </summary>
/// <param name="millisecondsTimeout">
/// Number of milliseconds to wait at most before giving up
/// </param>
/// <param name="exitContext">
/// True to exit the synchronization domain for the context before the wait (if
/// in a synchronized context), and reacquire it afterward; otherwise, false.
/// </param>
/// <returns>
/// True if the resource was available and is now locked, false if
/// the timeout has been reached.
/// </returns>
#if NO_EXITCONTEXT
public override bool WaitOne(int millisecondsTimeout) {
#else
public override bool WaitOne(int millisecondsTimeout, bool exitContext) {
#endif
for (; ; ) {
// Lock the resource - even if it is full. We will correct out mistake later
// if we overcomitted the resource.
int newFree = Interlocked.Decrement(ref this.free);
// If we got the resource, let the thread pass without further processing.
if(newFree >= 0) {
if(newFree > 0) {
this.manualResetEvent.Set();
}
return true;
}
// We overcomitted the resource, count it down again. We know that, at least
// moments ago, the resource was busy, so block the event.
this.manualResetEvent.Reset();
Thread.MemoryBarrier();
newFree = Interlocked.Increment(ref this.free);
// Unless we have been preempted by a Release(), we now have to wait for the
// resource to become available.
if(newFree >= 0) {
#if NO_EXITCONTEXT
if(!this.manualResetEvent.WaitOne(millisecondsTimeout)) {
#else
if(!this.manualResetEvent.WaitOne(millisecondsTimeout, exitContext)) {
#endif
return false;
}
}
} // for(; ; )
}
/// <summary>
/// Waits for the resource to become available and locks it
/// </summary>
/// <returns>
/// True if the resource was available and is now locked, false if
/// the timeout has been reached.
/// </returns>
public override bool WaitOne() {
#if NO_EXITCONTEXT
return WaitOne(-1);
#else
return WaitOne(-1, false);
#endif
}
/// <summary>
/// Waits for the resource to become available and locks it
/// </summary>
/// <param name="timeout">
/// Time span to wait for the lock before giving up
/// </param>
/// <param name="exitContext">
/// True to exit the synchronization domain for the context before the wait (if
/// in a synchronized context), and reacquire it afterward; otherwise, false.
/// </param>
/// <returns>
/// True if the resource was available and is now locked, false if
/// the timeout has been reached.
/// </returns>
#if NO_EXITCONTEXT
public override bool WaitOne(TimeSpan timeout) {
#else
public override bool WaitOne(TimeSpan timeout, bool exitContext) {
#endif
long totalMilliseconds = (long)timeout.TotalMilliseconds;
if((totalMilliseconds < -1) || (totalMilliseconds > int.MaxValue)) {
throw new ArgumentOutOfRangeException(
"timeout", "Timeout must be either -1 or positive and less than 2^31"
);
}
#if NO_EXITCONTEXT
return WaitOne((int)totalMilliseconds);
#else
return WaitOne((int)totalMilliseconds, exitContext);
#endif
}
/// <summary>
/// Releases a lock on the resource. Note that for a reverse counting semaphore,
/// it is legal to Release() the resource before locking it.
/// </summary>
public void Release() {
// Release one lock on the resource
Interlocked.Increment(ref this.free);
// Wake up any threads waiting for the resource to become available
this.manualResetEvent.Set();
}
/// <summary>Creates the event used to make threads wait for the resource</summary>
private void createEvent() {
this.manualResetEvent = new ManualResetEvent(false);
base.SafeWaitHandle = this.manualResetEvent.SafeWaitHandle;
}
/// <summary>Event used to make threads wait if the semaphore is full</summary>
private ManualResetEvent manualResetEvent;
/// <summary>Number of users currently accessing the resource</summary>
/// <remarks>
/// Since this is a reverse counting semaphore, it will be negative if
/// the resource is available and 0 if the semaphore is full.
/// </remarks>
private int free;
}
} // namespace Nuclex.Support

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@ -332,14 +332,8 @@ namespace Nuclex.Support {
/// <param name="builder">String builder the number will be appended to</param> /// <param name="builder">String builder the number will be appended to</param>
/// <param name="remaining">Remaining digits that will be recursively processed</param> /// <param name="remaining">Remaining digits that will be recursively processed</param>
private static void recursiveAppend(StringBuilder builder, int remaining) { private static void recursiveAppend(StringBuilder builder, int remaining) {
#if !(XBOX360 || WINDOWS_PHONE)
int digit; int digit;
int tenth = Math.DivRem(remaining, 10, out digit); int tenth = Math.DivRem(remaining, 10, out digit);
#else
int digit = remaining % 10;
int tenth = remaining / 10;
#endif
if(tenth > 0) { if(tenth > 0) {
recursiveAppend(builder, tenth); recursiveAppend(builder, tenth);
} }
@ -351,14 +345,8 @@ namespace Nuclex.Support {
/// <param name="builder">String builder the number will be appended to</param> /// <param name="builder">String builder the number will be appended to</param>
/// <param name="remaining">Remaining digits that will be recursively processed</param> /// <param name="remaining">Remaining digits that will be recursively processed</param>
private static void recursiveAppend(StringBuilder builder, long remaining) { private static void recursiveAppend(StringBuilder builder, long remaining) {
#if !(XBOX360 || WINDOWS_PHONE)
long digit; long digit;
long tenth = Math.DivRem(remaining, 10, out digit); long tenth = Math.DivRem(remaining, 10, out digit);
#else
long digit = remaining % 10;
long tenth = remaining / 10;
#endif
if(tenth > 0) { if(tenth > 0) {
recursiveAppend(builder, tenth); recursiveAppend(builder, tenth);
} }

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@ -58,65 +58,6 @@ namespace Nuclex.Support {
#endregion // class MemberInfoComparer #endregion // class MemberInfoComparer
#if WINRT
/// <summary>
/// Returns all the fields of a type, including those defined in the type's base classes
/// </summary>
/// <param name="type">Type whose fields will be returned</param>
/// <param name="bindingFlags">Binding flags to use when querying the fields</param>
/// <returns>All of the type's fields, including its base types</returns>
public static FieldInfo[] GetFieldInfosIncludingBaseClasses(this Type type) {
var fieldInfoSet = new HashSet<FieldInfo>(fieldInfos, FieldInfoComparer.Default);
while(type != typeof(object)) {
TypeInfo typeInfo = type.GetTypeInfo();
foreach(FieldInfo fieldInfo in typeInfo.DeclaredFields) {
fieldInfoSet.Add(fieldInfo);
}
type = typeInfo.BaseType;
}
FieldInfo[] fieldInfos = new FieldInfo[fieldInfoSet.Count];
fieldInfoSet.CopyTo(fieldInfos, 0);
return fieldInfos;
}
#elif !(XBOX360 || WINDOWS_PHONE)
/// <summary>
/// Returns all the fields of a type, including those defined in the type's base classes
/// </summary>
/// <param name="type">Type whose fields will be returned</param>
/// <param name="bindingFlags">Binding flags to use when querying the fields</param>
/// <returns>All of the type's fields, including its base types</returns>
public static FieldInfo[] GetFieldInfosIncludingBaseClasses(
this Type type, BindingFlags bindingFlags
) {
FieldInfo[] fieldInfos = type.GetFields(bindingFlags);
// If this class doesn't have a base, don't waste any time
if(type.BaseType != typeof(object)) {
var fieldInfoSet = new HashSet<FieldInfo>(fieldInfos, FieldInfoComparer.Default);
while(type.BaseType != typeof(object)) {
type = type.BaseType;
fieldInfos = type.GetFields(bindingFlags);
for(int index = 0; index < fieldInfos.Length; ++index) {
fieldInfoSet.Add(fieldInfos[index]);
}
}
fieldInfos = new FieldInfo[fieldInfoSet.Count];
fieldInfoSet.CopyTo(fieldInfos);
}
return fieldInfos;
}
#else // !(XBOX360 || WINDOWS_PHONE)
/// <summary> /// <summary>
/// Returns all the fields of a type, including those defined in the type's base classes /// Returns all the fields of a type, including those defined in the type's base classes
/// </summary> /// </summary>
@ -164,25 +105,6 @@ namespace Nuclex.Support {
} }
} }
#endif // !(XBOX360 || WINDOWS_PHONE)
#if WINRT
/// <summary>Determines whether the given type has a default constructor</summary>
/// <param name="type">Type which is to be checked</param>
/// <returns>True if the type has a default constructor</returns>
public static bool HasDefaultConstructor(this Type type) {
foreach(ConstructorInfo constructorInfo in type.GetTypeInfo().DeclaredConstructors) {
if(constructorInfo.IsPublic && (constructorInfo.GetParameters().Length == 0)) {
return true;
}
}
return false;
}
#else
/// <summary>Determines whether the given type has a default constructor</summary> /// <summary>Determines whether the given type has a default constructor</summary>
/// <param name="type">Type which is to be checked</param> /// <param name="type">Type which is to be checked</param>
/// <returns>True if the type has a default constructor</returns> /// <returns>True if the type has a default constructor</returns>
@ -199,8 +121,6 @@ namespace Nuclex.Support {
return false; return false;
} }
#endif
/// <summary>Determines whether the type has the specified attribute</summary> /// <summary>Determines whether the type has the specified attribute</summary>
/// <typeparam name="TAttribute">Attribute the type will be checked for</typeparam> /// <typeparam name="TAttribute">Attribute the type will be checked for</typeparam>
/// <param name="type"> /// <param name="type">
@ -211,20 +131,6 @@ namespace Nuclex.Support {
return type.HasAttribute(typeof(TAttribute)); return type.HasAttribute(typeof(TAttribute));
} }
#if WINRT
/// <summary>Determines whether the type has the specified attribute</summary>
/// <param name="type">
/// Type that will be checked for presence of the specified attribute
/// </param>
/// <param name="attributeType">Attribute the type will be checked for</typeparam>
/// <returns>True if the type has the specified attribute, otherwise false</returns>
public static bool HasAttribute(this Type type, Type attributeType) {
return (type.GetTypeInfo().GetCustomAttribute(attributeType) != null);
}
#else
/// <summary>Determines whether the type has the specified attribute</summary> /// <summary>Determines whether the type has the specified attribute</summary>
/// <param name="type"> /// <param name="type">
/// Type that will be checked for presence of the specified attribute /// Type that will be checked for presence of the specified attribute
@ -236,8 +142,6 @@ namespace Nuclex.Support {
return (attributes != null) && (attributes.Length > 0); return (attributes != null) && (attributes.Length > 0);
} }
#endif
} }
} // namespace Nuclex.Support } // namespace Nuclex.Support

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@ -1,106 +0,0 @@
#region CPL License
/*
Nuclex Framework
Copyright (C) 2002-2014 Nuclex Development Labs
This library is free software; you can redistribute it and/or
modify it under the terms of the IBM Common Public License as
published by the IBM Corporation; either version 1.0 of the
License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
IBM Common Public License for more details.
You should have received a copy of the IBM Common Public
License along with this library
*/
#endregion
using System;
using System.Collections.Generic;
namespace Nuclex.Support {
#if WINDOWS_PHONE
/// <summary>
/// Type-safe weak reference, referencing an object while still allowing
/// that object to be garbage collected.
/// </summary>
public class WeakReference<ReferencedType>
where ReferencedType : class {
/// <summary>
/// Initializes a new instance of the WeakReference class, referencing
/// the specified object.
/// </summary>
/// <param name="target">The object to track or null.</param>
public WeakReference(ReferencedType target) {
this.weakReference = new WeakReference(target);
}
/// <summary>
/// Initializes a new instance of the WeakReference class, referencing
/// the specified object optionally using resurrection tracking.
/// </summary>
/// <param name="target">An object to track.</param>
/// <param name="trackResurrection">
/// Indicates when to stop tracking the object. If true, the object is tracked
/// after finalization; if false, the object is only tracked until finalization.
/// </param>
public WeakReference(ReferencedType target, bool trackResurrection) {
this.weakReference = new WeakReference(target, trackResurrection);
}
/// <summary>
/// Implicitly converts a typed WeakReference into a non-typesafe WeakReference
/// </summary>
/// <param name="self">The types WeakReference that will be converted</param>
/// <returns>The non-typesafe WeakReference</returns>
public static implicit operator WeakReference(WeakReference<ReferencedType> self) {
return self.weakReference;
}
/// <summary>
/// Gets or sets the object (the target) referenced by the current WeakReference
/// object.
/// </summary>
/// <remarks>
/// Is null if the object referenced by the current System.WeakReference object
/// has been garbage collected; otherwise, a reference to the object referenced
/// by the current System.WeakReference object.
/// </remarks>
/// <exception cref="System.InvalidOperationException">
/// The reference to the target object is invalid. This can occur if the current
/// System.WeakReference object has been finalized
/// </exception>
public ReferencedType Target {
get { return this.weakReference.Target as ReferencedType; }
set { this.weakReference.Target = value; }
}
/// <summary>
/// whether the object referenced by the WeakReference has been garbage collected
/// </summary>
public virtual bool IsAlive {
get { return this.weakReference.IsAlive; }
}
/// <summary>
/// Whether the object referenced by the WeakReference is tracked after it is finalized
/// </summary>
public virtual bool TrackResurrection {
get { return this.weakReference.TrackResurrection; }
}
/// <summary>The non-typesafe WeakReference being wrapped</summary>
private WeakReference weakReference;
}
#endif // WINDOWS_PHONE
} // namespace Nuclex.Support

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@ -24,8 +24,6 @@ using System.Runtime.Serialization;
namespace Nuclex.Support { namespace Nuclex.Support {
#if !WINDOWS_PHONE
/// <summary> /// <summary>
/// Type-safe weak reference, referencing an object while still allowing /// Type-safe weak reference, referencing an object while still allowing
/// that object to be garbage collected. /// that object to be garbage collected.
@ -98,6 +96,4 @@ namespace Nuclex.Support {
} }
#endif // !WINDOWS_PHONE
} // namespace Nuclex.Support } // namespace Nuclex.Support