Moved licensing classes to proper namespace; rethought the progression result design (removed outcome reporting entirely); Began implementation of a progression set class for grouping progressions

git-svn-id: file:///srv/devel/repo-conversion/nusu@10 d2e56fa2-650e-0410-a79f-9358c0239efd
This commit is contained in:
Markus Ewald 2007-04-16 18:31:59 +00:00
parent 2d145ca867
commit f38a0bc1ea
10 changed files with 148 additions and 67 deletions

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@ -131,9 +131,9 @@
<XNAUseContentPipeline>false</XNAUseContentPipeline>
<Name>IAbortable</Name>
</Compile>
<Compile Include="Source\Tracking\MultiProgression.cs">
<Compile Include="Source\Tracking\SetProgression.cs">
<XNAUseContentPipeline>false</XNAUseContentPipeline>
<Name>MultiProgression</Name>
<Name>SetProgression</Name>
</Compile>
<Compile Include="Source\Tracking\Operation.cs">
<XNAUseContentPipeline>false</XNAUseContentPipeline>
@ -155,6 +155,14 @@
<XNAUseContentPipeline>false</XNAUseContentPipeline>
<Name>ThreadedMethodOperation</Name>
</Compile>
<Compile Include="Source\Tracking\WeightedProgression.cs">
<XNAUseContentPipeline>false</XNAUseContentPipeline>
<Name>WeightedProgression</Name>
</Compile>
<Compile Include="Source\Tracking\WeightedProgressionCollection.cs">
<XNAUseContentPipeline>false</XNAUseContentPipeline>
<Name>WeightedProgressionCollection</Name>
</Compile>
</ItemGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA\Game Studio Express\v1.0\Microsoft.Xna.ContentPipeline.targets" />

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@ -5,7 +5,7 @@ using System.Collections;
using NUnit.Framework;
namespace Nuclex.Licensing {
namespace Nuclex.Support.Licensing {
/// <summary>Unit test for the license key class</summary>
[TestFixture]
@ -70,6 +70,6 @@ namespace Nuclex.Licensing {
}
} // namespace Nuclex.Licensing
} // namespace Nuclex.Support.Licensing
#endif // UNITTEST

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@ -3,7 +3,7 @@ using System.Collections;
using System.IO;
using System.Text;
namespace Nuclex.Licensing {
namespace Nuclex.Support.Licensing {
/// <summary>Typical license key with 5x5 alphanumerical characters</summary>
/// <remarks>
@ -225,4 +225,4 @@ namespace Nuclex.Licensing {
}
} // namespace Nuclex.Licensing
} // namespace Nuclex.Support.Licensing

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@ -1,12 +0,0 @@
using System;
using System.Collections.Generic;
using System.Text;
namespace Nuclex.Support.Tracking {
public class MultiProgression<ProgressionType> : Progression
where ProgressionType : Progression {
}
} // namespace Nuclex.Support.Tracking

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@ -7,44 +7,9 @@ namespace Nuclex.Support.Tracking {
/// <summary>Base class for observable operations running in the background</summary>
public abstract class Operation : Progression {
/// <summary>Possible outcomes of an operation</summary>
public enum Outcomes {
/// <summary>The operation has not ended yet</summary>
Pending,
/// <summary>The operation has succeeded</summary>
Success,
/// <summary>The operation has failed</summary>
Failure,
}
/*
/// <summary>Begins executing the operation</summary>
public abstract void BeginExecute();
/// <summary>Executes the operation</summary>
public abstract void Execute();
public virtual void Execute() {
try {
BeginExecute();
this.outcome = EndExecute();
}
catch(Exception exception) {
this.outcome = Outcomes.Failure;
}
}
/// <summary>Ends the </summary>
public virtual Outcomes EndExecute() {
WaitHandle.WaitOne();
return this.outcome;
}
/// <summary>The Outcome of the operation when it has finished</summary>
public Outcomes Outcome {
get { return this.outcome; }
}
/// <summary>Outcome of the operation</summary>
protected Outcomes outcome;
*/
}
} // namespace Nuclex.Support.Tracking

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@ -10,13 +10,13 @@ namespace Nuclex.Support.Tracking {
/// a background thread in a class that's derived from Progression you can wait
/// for the completion of the operation and receive feedback on the achieved
/// progress. This is useful for displaying a progress bar, loading screen or
/// some means of entertaining the user while he waits for the operation to
/// some other means of entertaining the user while he waits for the operation to
/// complete. It is also possible to register callbacks which will be fired once
/// the progression has ended.
/// </para>
/// <para>
/// This class deliberately does not provide an Execute() or similar method to
/// clearly seperate the initiation of an operation from just monitoring it.
/// This class deliberately does not provide an Execute() method or anything similar
/// to clearly seperate the initiation of an operation from just monitoring it.
/// By omitting an Execute() method, it also becomes possible to construct a
/// progression just-in-time when it is explicitely asked for.
/// </para>
@ -53,17 +53,24 @@ namespace Nuclex.Support.Tracking {
/// <summary>Whether the progression has ended already</summary>
public virtual bool Ended {
get { return ended; }
get { return this.ended; }
}
/// <summary>WaitHandle that can be used to wait for the progression to end</summary>
public WaitHandle WaitHandle {
get {
lock(this) {
// The WaitHandle will only be created when someone asks for it!
// See the Double-Check Locking idiom on why the condition is checked twice
// (primarily, it avoids an expensive lock when it isn't needed)
if(this.doneEvent == null) {
// The WaitHandle will only be created when someone asks for it!
if(this.doneEvent == null)
this.doneEvent = new ManualResetEvent(this.ended);
lock(this.syncRoot) {
if(this.doneEvent == null)
this.doneEvent = new ManualResetEvent(this.ended);
}
}
@ -102,9 +109,9 @@ namespace Nuclex.Support.Tracking {
/// seperately.
/// </remarks>
protected virtual void OnAsyncEnded() {
lock(this) {
ended = true;
this.ended = true;
lock(this.syncRoot) {
if(this.doneEvent != null)
this.doneEvent.Set();
}
@ -114,6 +121,8 @@ namespace Nuclex.Support.Tracking {
copy(this, EventArgs.Empty);
}
/// <summary>Used to synchronize multithreaded accesses to this object</summary>
private object syncRoot = new object();
/// <summary>Event that will be set when the progression is completed</summary>
/// <remarks>
/// This event is will only be created when it is specifically asked for using

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@ -0,0 +1,24 @@
using System;
using System.Collections.Generic;
using Nuclex.Support.Collections;
namespace Nuclex.Support.Tracking {
/// <summary>Forms a single progression from a set of progressions</summary>
/// <typeparam name="ProgressionType">Type of progressions to manage as a set</typeparam>
public class SetProgression<ProgressionType> : Progression
where ProgressionType : Progression {
// TODO
}
/*
public class SetOperation<OperationType> : Operation
where OperationType : OperationType
QueueOperation
*/
} // namespace Nuclex.Support.Tracking

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@ -3,8 +3,8 @@ using System.Collections.Generic;
using System.Text;
namespace Nuclex.Support.Tracking {
/*
public class ThreadedMethodOperation : Operation {
}
*/
} // namespace Nuclex.Support.Tracking

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@ -0,0 +1,74 @@
using System;
using System.Collections.Generic;
using System.Text;
namespace Nuclex.Support.Tracking {
/// <summary>Progression with an associated weight for the total progress</summary>
internal class WeightedProgression<ProgressionType> : IDisposable
where ProgressionType : Progression {
/// <summary>Initializes a new weighted progression</summary>
/// <param name="callback">Callback to pass progress updates on to</param>
/// <param name="progression">Progression whose progress to monitor</param>
/// <param name="weight">Weighting of the progression's progress</param>
public WeightedProgression(
ProgressionType progression,
EventHandler<ProgressUpdateEventArgs> callback,
float weight
) {
this.progression = progression;
this.weight = weight;
this.callback = callback;
progression.AsyncProgressUpdated += new EventHandler<ProgressUpdateEventArgs>(
asyncProgressUpdated
);
}
/// <summary>Disposes of the resources used by this instance immediately</summary>
public void Dispose() {
if(this.progression != null) {
progression.AsyncProgressUpdated -= new EventHandler<ProgressUpdateEventArgs>(
asyncProgressUpdated
);
this.progression = null;
}
}
/// <summary>Progression being wrapped by this weighted progression</summary>
public ProgressionType Progression {
get { return this.progression; }
}
/// <summary>Progress this progression has achieved so far</summary>
public float Progress {
get { return this.progress; }
}
/// <summary>The weighting of this progression in the total progress</summary>
public float Weight {
get { return this.weight; }
}
/// <summary>Handles progress reports by the progression</summary>
/// <param name="sender">Progression that has made progress</param>
/// <param name="e">Contains the currently achieved progress</param>
private void asyncProgressUpdated(object sender, ProgressUpdateEventArgs e) {
this.progress = e.Progress;
this.callback(sender, e);
}
/// <summary>Progression whose progress we're tracking</summary>
private ProgressionType progression;
/// <summary>Callback to which any progress reports will be passed on</summary>
private EventHandler<ProgressUpdateEventArgs> callback;
/// <summary>Most recent progress reported by the progression</summary>
private volatile float progress;
/// <summary>Weighting of this progression in the total progress</summary>
private float weight;
}
} // namespace Nuclex.Support.Tracking

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@ -0,0 +1,13 @@
using System;
using System.Collections.Generic;
using System.Text;
using Nuclex.Support.Collections;
namespace Nuclex.Support.Tracking {
internal class WeightedProgressionCollection<ProgressionType>
: ObservableCollection<WeightedProgression<ProgressionType>>
where ProgressionType : Progression { }
} // namespace Nuclex.Support.Tracking