Skip to content
  • Categories
  • Recent
  • Tags
  • Popular
  • World
  • Users
  • Groups
Skins
  • Light
  • Cerulean
  • Cosmo
  • Flatly
  • Journal
  • Litera
  • Lumen
  • Lux
  • Materia
  • Minty
  • Morph
  • Pulse
  • Sandstone
  • Simplex
  • Sketchy
  • Spacelab
  • United
  • Yeti
  • Zephyr
  • Dark
  • Cyborg
  • Darkly
  • Quartz
  • Slate
  • Solar
  • Superhero
  • Vapor

  • Default (No Skin)
  • No Skin
Collapse
Code Project
  1. Home
  2. General Programming
  3. C#
  4. How do you implement a message queuing system?

How do you implement a message queuing system?

Scheduled Pinned Locked Moved C#
data-structuresjsonhelpquestion
40 Posts 3 Posters 0 Views 1 Watching
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • L Leslie Sanford

    smesser wrote:

    The system object will be running in the main application thread, which will load all the plugins. Also, I am a C++ coder semi-recently moved to C# so marshalling is still confusing to me.

    Marshaling just means that you take an event that happened on one thread and handle it on another thread. I'm not familiar with WinFx, so I can't comment on it specifically. Are you familiar with C# events? One possibility is for the plugins to implement events. When something interesting happens to a plugin, it raises an event. The system object could subscribe to these events and respond to them accordingly. That takes care of the communication that takes place from the plugin to the system object. To go from the system to the plugin, the system could keep track of the plugins and simply call a method on them when it needs to tell a plugin something important. Since I'm not familiar with WinFx, I'm not really sure how you would do this, but if you have a main window, you could use it's message pump for handling the messages. With Windows Forms, you use the Invoke and BeginInvoke methods. So since your system object runs on your application thread, you could think of the Window itself as being this system object, the object that receives messages from your plugins. Well, I hope some of this is helpful. Plugins are a bit of a mystery to me here, so I'm kind of guessing in giving you advice.

    S Offline
    S Offline
    Steve Messer
    wrote on last edited by
    #9

    Yes, I am familiar with events. I am wanting my system object to be the place where plugins subscribe to my application events. I believe I know who to handle the events from Winfx. The system object would translate them into events my application understands. Continuing with the music plugin example, Lets say a song ends, it would send a message in the form of an event "music.event.endofsong" to the system object, a message/event could include or not data along with it. A plugin could subscribe to "music.event.*" The system would forword/dispatch this message to anyone interested or that has subscribed and then remove it from the queue. I guess what I am really trying to do is create a message/event pump like the windows forms message pump you mentioned. Thanks for the dialog as it is more helpful than you realize. You make me think about this in ways that I may overlook. It's always nice to bouce idea around.

    L 1 Reply Last reply
    0
    • S Steve Messer

      Yes, I am familiar with events. I am wanting my system object to be the place where plugins subscribe to my application events. I believe I know who to handle the events from Winfx. The system object would translate them into events my application understands. Continuing with the music plugin example, Lets say a song ends, it would send a message in the form of an event "music.event.endofsong" to the system object, a message/event could include or not data along with it. A plugin could subscribe to "music.event.*" The system would forword/dispatch this message to anyone interested or that has subscribed and then remove it from the queue. I guess what I am really trying to do is create a message/event pump like the windows forms message pump you mentioned. Thanks for the dialog as it is more helpful than you realize. You make me think about this in ways that I may overlook. It's always nice to bouce idea around.

      L Offline
      L Offline
      Leslie Sanford
      wrote on last edited by
      #10

      smesser wrote:

      Thanks for the dialog as it is more helpful than you realize. You make me think about this in ways that I may overlook. It's always nice to bouce idea around.

      I'm glad it's helpful. :-) It's got me thinking, too. I think the messaging you've described may be complex enough that using C# events may not be appropriate. It could become a kind of a tangled mess to pass around plugins so that other objects can subscribe to their events. You mentioned the MessageQueue class in your original post. I think you were on the right track to begin with. Maybe you need a class that provides that type of functionality for your application, but as you say the MessageQueue class isn't exactly what you're looking for. So how about one that's designed for local communication instead? Here's my idea of what the methods for this class could look like, let's call it EventQueue to avoid clashing with the .NET's MessageQueue class: Methods:

      void CreateEvent(string eventName);

      void Subscribe(string eventName, SendOrPostCallback callback);

      void Unsubscribe(string eventName, SendOrPostCallback callback);

      void Send(string eventName, object state);

      Ok, here's it works: The CreateEvent method creates an event (not in the C# sense, just in the general sense) with the specified event name. After this event is created, those objects, in this case the plugins and the system, can subscribe to the event with the Subscribe method and unsubscribe with the Unsubscribe method. When one object needs to send an event, it calls the Send method, specifying the event name. It also passes along an object representing the information about that event. The EventQueue then looks up all of the subscribers for that event and calls the SendOrPostCallback delegate for each subscriber, passing along the state object that was passed to Send. The receivers of any event will need to know how to unpack the state object passed to Send. This object could be null if no additional information is needed for the event, or it could represent some object that has all the details the receivers need to understand the event. Each plugin as well as the system would have access to an EventQueue for sending and receiving events. Care would need to be taken so that s

      S 1 Reply Last reply
      0
      • L Leslie Sanford

        smesser wrote:

        Thanks for the dialog as it is more helpful than you realize. You make me think about this in ways that I may overlook. It's always nice to bouce idea around.

        I'm glad it's helpful. :-) It's got me thinking, too. I think the messaging you've described may be complex enough that using C# events may not be appropriate. It could become a kind of a tangled mess to pass around plugins so that other objects can subscribe to their events. You mentioned the MessageQueue class in your original post. I think you were on the right track to begin with. Maybe you need a class that provides that type of functionality for your application, but as you say the MessageQueue class isn't exactly what you're looking for. So how about one that's designed for local communication instead? Here's my idea of what the methods for this class could look like, let's call it EventQueue to avoid clashing with the .NET's MessageQueue class: Methods:

        void CreateEvent(string eventName);

        void Subscribe(string eventName, SendOrPostCallback callback);

        void Unsubscribe(string eventName, SendOrPostCallback callback);

        void Send(string eventName, object state);

        Ok, here's it works: The CreateEvent method creates an event (not in the C# sense, just in the general sense) with the specified event name. After this event is created, those objects, in this case the plugins and the system, can subscribe to the event with the Subscribe method and unsubscribe with the Unsubscribe method. When one object needs to send an event, it calls the Send method, specifying the event name. It also passes along an object representing the information about that event. The EventQueue then looks up all of the subscribers for that event and calls the SendOrPostCallback delegate for each subscriber, passing along the state object that was passed to Send. The receivers of any event will need to know how to unpack the state object passed to Send. This object could be null if no additional information is needed for the event, or it could represent some object that has all the details the receivers need to understand the event. Each plugin as well as the system would have access to an EventQueue for sending and receiving events. Care would need to be taken so that s

        S Offline
        S Offline
        Steve Messer
        wrote on last edited by
        #11

        Now this is really getting exciting... Programming is exciting right ???? One thing is starting to get a little fuzzy for me. That is the difference betweek a message and an event. I have been kind of picturing them as one in the same. In my framework my message class derives from and IDataItem class which basically wraps key/value pairs. In my mind any message without data could be viewed as an event by it's subject.

        // Event
        
        IMessage message = System.NewMessage( "music.event.endofsong");
        message.Send();
        
        // Message send from somewhere wanting to tell the music play to play a playlist.
        IMessage message = System.NewMessage( "music.queue.list" );
        message[ "song 1"] = "song.mp3";
        message{ "song 2"] = "song2.mp3";
        
        IMessage message = System.NewMessage( "music.play" );
        message.Send()
        
        // Subscribe to an event done while plugin is being loaded at app startup.
        System.Subscribe( "music.event.*");
        
        // In the meantime the song get to the end so the music plugin sends
        IMessage message = System.NewMessage( "music.event.endofsong" );
        message.Send();
        
        
        By convention given my continuing example.
        
        music.play            // message to tell plugin to play whats in it queue
        music.stop            // message to tell plugin to stop playing music
        music.event.endoflist // message/event from plugin to subscribers notifying of end of playlist 
        music.event.endofsong // message/event from plugin to subscribers notifying of end of a song
        

        I like where your going with your approach. I believe that this is starting to come together.

        L 1 Reply Last reply
        0
        • S Steve Messer

          Now this is really getting exciting... Programming is exciting right ???? One thing is starting to get a little fuzzy for me. That is the difference betweek a message and an event. I have been kind of picturing them as one in the same. In my framework my message class derives from and IDataItem class which basically wraps key/value pairs. In my mind any message without data could be viewed as an event by it's subject.

          // Event
          
          IMessage message = System.NewMessage( "music.event.endofsong");
          message.Send();
          
          // Message send from somewhere wanting to tell the music play to play a playlist.
          IMessage message = System.NewMessage( "music.queue.list" );
          message[ "song 1"] = "song.mp3";
          message{ "song 2"] = "song2.mp3";
          
          IMessage message = System.NewMessage( "music.play" );
          message.Send()
          
          // Subscribe to an event done while plugin is being loaded at app startup.
          System.Subscribe( "music.event.*");
          
          // In the meantime the song get to the end so the music plugin sends
          IMessage message = System.NewMessage( "music.event.endofsong" );
          message.Send();
          
          
          By convention given my continuing example.
          
          music.play            // message to tell plugin to play whats in it queue
          music.stop            // message to tell plugin to stop playing music
          music.event.endoflist // message/event from plugin to subscribers notifying of end of playlist 
          music.event.endofsong // message/event from plugin to subscribers notifying of end of a song
          

          I like where your going with your approach. I believe that this is starting to come together.

          L Offline
          L Offline
          Leslie Sanford
          wrote on last edited by
          #12

          smesser wrote:

          Now this is really getting exciting... Programming is exciting right ????

          Yeah, this is fun stuff. :-D Since posting, I've already banging out most of an EventQueue class for fun. I'll get into the details in a moment. :)

          smesser wrote:

          One thing is starting to get a little fuzzy for me. That is the difference betweek a message and an event. I have been kind of picturing them as one in the same.

          Same here. I use event and message interchangeably. I guess if we really wanted to nail down a definition, we could say that an event is something that happens, and a message is the information that accompanies the event. But honestly, I use them both to mean the same thing. Let me run through how the EventQueue class can be used, and we'll see where your approach and mine can meet. First, create an EventQueue and also create an event.

          EventQueue eventQueue = new EventQueue();
          int endOfSongEventID = eventQueue.CreateEvent("EndOfSong");

          Now, subscribers can subscribe to this event. The EventQueue can provide a list of all of the events available on demand. Next, in some other object, we subscribe to the "EndOfSong" event.

          eventQueue.Subscribe("EndOfSong", new EventQueueEventHandler(HandleEndOfSong));

          The second argument is a delegate to the method that will handle the "EndOfSong" event. It looks like this:

          private void HandleEndOfSong(object sender, EventQueueEventArgs e)
          {
          // Do stuff in response to EndOfSong event.
          }

          The EventQueueEventArgs class is a class representing information about any event raised by the EventQueue. So somewhere else in our code, whereever the EndOfSong event originates, we send an event to our EventQueue:

          eventQueue.Send(endOfSongEventID, this, null);

          The endOfSongEventID is the integer value returned when we first created the event. So instead of passing the event name when we send an event, we use the integer event ID. This is more efficient for the EventQueue to deal with. At some point later in time, the EventQueue dequeues the event and notifies all of the subscribers that have subscribed to that event.

          S 1 Reply Last reply
          0
          • L Leslie Sanford

            smesser wrote:

            Now this is really getting exciting... Programming is exciting right ????

            Yeah, this is fun stuff. :-D Since posting, I've already banging out most of an EventQueue class for fun. I'll get into the details in a moment. :)

            smesser wrote:

            One thing is starting to get a little fuzzy for me. That is the difference betweek a message and an event. I have been kind of picturing them as one in the same.

            Same here. I use event and message interchangeably. I guess if we really wanted to nail down a definition, we could say that an event is something that happens, and a message is the information that accompanies the event. But honestly, I use them both to mean the same thing. Let me run through how the EventQueue class can be used, and we'll see where your approach and mine can meet. First, create an EventQueue and also create an event.

            EventQueue eventQueue = new EventQueue();
            int endOfSongEventID = eventQueue.CreateEvent("EndOfSong");

            Now, subscribers can subscribe to this event. The EventQueue can provide a list of all of the events available on demand. Next, in some other object, we subscribe to the "EndOfSong" event.

            eventQueue.Subscribe("EndOfSong", new EventQueueEventHandler(HandleEndOfSong));

            The second argument is a delegate to the method that will handle the "EndOfSong" event. It looks like this:

            private void HandleEndOfSong(object sender, EventQueueEventArgs e)
            {
            // Do stuff in response to EndOfSong event.
            }

            The EventQueueEventArgs class is a class representing information about any event raised by the EventQueue. So somewhere else in our code, whereever the EndOfSong event originates, we send an event to our EventQueue:

            eventQueue.Send(endOfSongEventID, this, null);

            The endOfSongEventID is the integer value returned when we first created the event. So instead of passing the event name when we send an event, we use the integer event ID. This is more efficient for the EventQueue to deal with. At some point later in time, the EventQueue dequeues the event and notifies all of the subscribers that have subscribed to that event.

            S Offline
            S Offline
            Steve Messer
            wrote on last edited by
            #13

            I guess the difference for me is that event seems to be some action that has happened without any state information while my version of a message can be both. That is why I want to create a message to send that would get added to the EventerrMessageQueue. Since my message inherits from a data object it can be a message, while if you create a message with only a subject then it acts as an event. I like the idea of having an event id but I see a problem with it. As you mention you could request a list of all events available. Since the list would probably return human readable strings it would make sense to have a plugin face that used strings to refer to them and an id for internal house keeping. If I requested a list of music events and the resulting list was 100, 123, 235 then you would have to maintain another list as to what they mean. And if the id aren't constant each time the app runs it could break the plugin. For example if id 5 means play. My code looks for a 5 the next time but now it's a 6. Just a thought. I think there is definitely room for two approaches here. The Callback delegate would be a good approach for most applications but for mine I think it would be better to let the System object have access to the eventqueue and the plugin manager and send out the messages via that path. Each plugin has a function called bool OnMessage( ISystem SystemObject, IMessage Message); It could return true/false if consumed or not and use the system object to create message to send the replies or responses. Just rambling a bit but this is sounding great.

            L 1 Reply Last reply
            0
            • S Steve Messer

              I guess the difference for me is that event seems to be some action that has happened without any state information while my version of a message can be both. That is why I want to create a message to send that would get added to the EventerrMessageQueue. Since my message inherits from a data object it can be a message, while if you create a message with only a subject then it acts as an event. I like the idea of having an event id but I see a problem with it. As you mention you could request a list of all events available. Since the list would probably return human readable strings it would make sense to have a plugin face that used strings to refer to them and an id for internal house keeping. If I requested a list of music events and the resulting list was 100, 123, 235 then you would have to maintain another list as to what they mean. And if the id aren't constant each time the app runs it could break the plugin. For example if id 5 means play. My code looks for a 5 the next time but now it's a 6. Just a thought. I think there is definitely room for two approaches here. The Callback delegate would be a good approach for most applications but for mine I think it would be better to let the System object have access to the eventqueue and the plugin manager and send out the messages via that path. Each plugin has a function called bool OnMessage( ISystem SystemObject, IMessage Message); It could return true/false if consumed or not and use the system object to create message to send the replies or responses. Just rambling a bit but this is sounding great.

              L Offline
              L Offline
              Leslie Sanford
              wrote on last edited by
              #14

              smesser wrote:

              I like the idea of having an event id but I see a problem with it. As you mention you could request a list of all events available. Since the list would probably return human readable strings it would make sense to have a plugin face that used strings to refer to them and an id for internal house keeping.

              I agree. The reason I was using an integer event ID is that it makes it more efficient for the EventQueue than having to do a string look up. However, it would be easy to use strings instead and have the EventQueue use a hash table with the event names as keys.

              smesser wrote:

              If I requested a list of music events and the resulting list was 100, 123, 235 then you would have to maintain another list as to what they mean. And if the id aren't constant each time the app runs it could break the plugin. For example if id 5 means play. My code looks for a 5 the next time but now it's a 6. Just a thought.

              Oh, this would be easy. You could retrieve the event ID for any event as long as you know the name. Something like this:

              int eventID = eventQueue["EndOfSong"];

              Then once you have this event ID, you can use it to send the EndOfSong event. But you're right, using strings for event IDs would be simpler and more consistent, if less efficient for the EventQueue.

              smesser wrote:

              I think there is definitely room for two approaches here. The Callback delegate would be a good approach for most applications but for mine I think it would be better to let the System object have access to the eventqueue and the plugin manager and send out the messages via that path.

              The system and well as plugin manager could have access to the EventQueue. They could create their own events that plugins could subscribe to. However, all of this may be overkill for what you want.

              smesser wrote:

              Each plugin has a function called bool OnMessage( ISystem SystemObject, IMessage Message); It could return true/false if consumed or not and use the system object to create message to send the replies or responses.

              That sounds good. I guess the question is how to route the messages to the specific plugins? What part of this approach are you fuzzy on as to how to implement it?

              S 1 Reply Last reply
              0
              • L Leslie Sanford

                smesser wrote:

                I like the idea of having an event id but I see a problem with it. As you mention you could request a list of all events available. Since the list would probably return human readable strings it would make sense to have a plugin face that used strings to refer to them and an id for internal house keeping.

                I agree. The reason I was using an integer event ID is that it makes it more efficient for the EventQueue than having to do a string look up. However, it would be easy to use strings instead and have the EventQueue use a hash table with the event names as keys.

                smesser wrote:

                If I requested a list of music events and the resulting list was 100, 123, 235 then you would have to maintain another list as to what they mean. And if the id aren't constant each time the app runs it could break the plugin. For example if id 5 means play. My code looks for a 5 the next time but now it's a 6. Just a thought.

                Oh, this would be easy. You could retrieve the event ID for any event as long as you know the name. Something like this:

                int eventID = eventQueue["EndOfSong"];

                Then once you have this event ID, you can use it to send the EndOfSong event. But you're right, using strings for event IDs would be simpler and more consistent, if less efficient for the EventQueue.

                smesser wrote:

                I think there is definitely room for two approaches here. The Callback delegate would be a good approach for most applications but for mine I think it would be better to let the System object have access to the eventqueue and the plugin manager and send out the messages via that path.

                The system and well as plugin manager could have access to the EventQueue. They could create their own events that plugins could subscribe to. However, all of this may be overkill for what you want.

                smesser wrote:

                Each plugin has a function called bool OnMessage( ISystem SystemObject, IMessage Message); It could return true/false if consumed or not and use the system object to create message to send the replies or responses.

                That sounds good. I guess the question is how to route the messages to the specific plugins? What part of this approach are you fuzzy on as to how to implement it?

                S Offline
                S Offline
                Steve Messer
                wrote on last edited by
                #15

                Yes, now were down to the harder part. Okay so we have an EventQueue which has a number of events in it. Since the EventQueue itself does not do the dispatching of the messages there needs to be some mechinism for seeing if there are any queued meesages and if so dispatch them. This is the fuzzy part for me. That is why I orginally had mentioned threads/timers. I would prefer not to have something polling the message queue but it may be the only way. Are you going to share your EventQueue that you have been hammering out?

                L 1 Reply Last reply
                0
                • S Steve Messer

                  Yes, now were down to the harder part. Okay so we have an EventQueue which has a number of events in it. Since the EventQueue itself does not do the dispatching of the messages there needs to be some mechinism for seeing if there are any queued meesages and if so dispatch them. This is the fuzzy part for me. That is why I orginally had mentioned threads/timers. I would prefer not to have something polling the message queue but it may be the only way. Are you going to share your EventQueue that you have been hammering out?

                  L Offline
                  L Offline
                  Leslie Sanford
                  wrote on last edited by
                  #16

                  smesser wrote:

                  Okay so we have an EventQueue which has a number of events in it. Since the EventQueue itself does not do the dispatching of the messages there needs to be some mechinism for seeing if there are any queued meesages and if so dispatch them.

                  Oh, but the EventQueue does take care of that for us. :) It runs in its own thread. Actually, it uses my DelegateQueue class, which runs in its own thread. The dispatching of the events is taken care of by the EventQueue. Without that functionality, it wouldn't be of much use to us.

                  smesser wrote:

                  Are you going to share your EventQueue that you have been hammering out?

                  Yes. I'll try to post a link to where you can download it within the hour or so. It will be an untested version, but at least you'll get to play around with the class to see if it's what you're looking for.

                  S 1 Reply Last reply
                  0
                  • L Leslie Sanford

                    smesser wrote:

                    Okay so we have an EventQueue which has a number of events in it. Since the EventQueue itself does not do the dispatching of the messages there needs to be some mechinism for seeing if there are any queued meesages and if so dispatch them.

                    Oh, but the EventQueue does take care of that for us. :) It runs in its own thread. Actually, it uses my DelegateQueue class, which runs in its own thread. The dispatching of the events is taken care of by the EventQueue. Without that functionality, it wouldn't be of much use to us.

                    smesser wrote:

                    Are you going to share your EventQueue that you have been hammering out?

                    Yes. I'll try to post a link to where you can download it within the hour or so. It will be an untested version, but at least you'll get to play around with the class to see if it's what you're looking for.

                    S Offline
                    S Offline
                    Steve Messer
                    wrote on last edited by
                    #17

                    Cool on both parts. The EventQueue runing on it's own thread and the download I look forward to it.

                    L 1 Reply Last reply
                    0
                    • S Steve Messer

                      Cool on both parts. The EventQueue runing on it's own thread and the download I look forward to it.

                      L Offline
                      L Offline
                      Leslie Sanford
                      wrote on last edited by
                      #18

                      Here[^] is the download for the EventQueue class. In addition, you'll need to download the source code for my DelegateQueue[^] class. And the code for my Deque[^] class. You can compile all of this together into one assembly, though you'll want to change the namespace names so that they all match, and maybe move the using LSCollections directive. An alternative would be to use the assemblies that I have compiled. I can email you those if you'd like. Let me know how it goes and if you have any questions. Again, the EventQueue class is completely untested.

                      S 1 Reply Last reply
                      0
                      • L Leslie Sanford

                        Here[^] is the download for the EventQueue class. In addition, you'll need to download the source code for my DelegateQueue[^] class. And the code for my Deque[^] class. You can compile all of this together into one assembly, though you'll want to change the namespace names so that they all match, and maybe move the using LSCollections directive. An alternative would be to use the assemblies that I have compiled. I can email you those if you'd like. Let me know how it goes and if you have any questions. Again, the EventQueue class is completely untested.

                        S Offline
                        S Offline
                        Steve Messer
                        wrote on last edited by
                        #19

                        Thanks, I have downloaded your code and put all of the required files into one project so that I would at least build. It will take some time for all this to sink in and for me to understand the code. I don't understand invoke as I have not used it yet. At a quick glance I don't understand how the EventQueue is running in a thread but I only have 10 minutes vested thus far. Are you just banging this out for me or will you have an example to use the EventQueue class? Thanks much for your efforts and discussion.

                        L 1 Reply Last reply
                        0
                        • S Steve Messer

                          Thanks, I have downloaded your code and put all of the required files into one project so that I would at least build. It will take some time for all this to sink in and for me to understand the code. I don't understand invoke as I have not used it yet. At a quick glance I don't understand how the EventQueue is running in a thread but I only have 10 minutes vested thus far. Are you just banging this out for me or will you have an example to use the EventQueue class? Thanks much for your efforts and discussion.

                          L Offline
                          L Offline
                          Leslie Sanford
                          wrote on last edited by
                          #20

                          smesser wrote:

                          Are you just banging this out for me or will you have an example to use the EventQueue class?

                          I may devote an article to it at some point. I'll definitely put it in the next version of my state machine toolkit for others to use. Let's see if I can give you a quick example of using the EventQueue.

                          public class MySystem
                          {
                          private EventQueue eventQueue = new EventQueue();

                          private MusicPlugin musicPlugin;
                          
                          public MySystem()
                          {
                              // Create events.
                              eventQueue.CreateEvent("Play");
                              eventQueue.CreateEvent("PlayingStopped");
                          
                              // Create music plugin and give it the event queue.
                              musicPlugin = new MusicPlugin(eventQueue);
                          
                              // Subscribe to the playing stop event.
                              eventQueue.Subscribe("PlayingStopped", new EventQueueEventHandler(HandlePlayingStopped);
                          }
                          
                          private void HandlePlayingStopped(object sender, EventQueueEventArgs e)
                          {
                              // Logic for handling playing stopped event.
                          }
                          

                          }

                          Here, the system object handles an event sent to it from the music plugin telling the system that it has stopped playing. Also, the system takes on the responsibility for creating all of the events before passing the event queue on to the plugin(s).

                          public class MusicPlugin
                          {
                          private EventQueue eventQueue;

                          public MusicPlugin(EventQueue eventQueue)
                          {
                              this.eventQueue = eventQueue;
                          
                              eventQueue.Subscribe("Play", new EventQueueEventHandler(HandlePlayEvent));
                          }
                          
                          private void HandlePlayEvent(object sender, EventQueueEventArgs e)
                          {
                              // Logic for starting playback.
                          }
                          
                          public void StopPlaying()
                          {
                              eventQueue.Send("PlayingStopped", this, null);
                          }
                          

                          }

                          Now with an example this small, there's not much of an advantage here over using C#'s built in events. However, if you have a lot of plugins that are sending events to each other as well as to the system, this approach could help keep the plugins decoupled. You would have one central event queue for handling all of the event notification.

                          S 1 Reply Last reply
                          0
                          • L Leslie Sanford

                            smesser wrote:

                            Are you just banging this out for me or will you have an example to use the EventQueue class?

                            I may devote an article to it at some point. I'll definitely put it in the next version of my state machine toolkit for others to use. Let's see if I can give you a quick example of using the EventQueue.

                            public class MySystem
                            {
                            private EventQueue eventQueue = new EventQueue();

                            private MusicPlugin musicPlugin;
                            
                            public MySystem()
                            {
                                // Create events.
                                eventQueue.CreateEvent("Play");
                                eventQueue.CreateEvent("PlayingStopped");
                            
                                // Create music plugin and give it the event queue.
                                musicPlugin = new MusicPlugin(eventQueue);
                            
                                // Subscribe to the playing stop event.
                                eventQueue.Subscribe("PlayingStopped", new EventQueueEventHandler(HandlePlayingStopped);
                            }
                            
                            private void HandlePlayingStopped(object sender, EventQueueEventArgs e)
                            {
                                // Logic for handling playing stopped event.
                            }
                            

                            }

                            Here, the system object handles an event sent to it from the music plugin telling the system that it has stopped playing. Also, the system takes on the responsibility for creating all of the events before passing the event queue on to the plugin(s).

                            public class MusicPlugin
                            {
                            private EventQueue eventQueue;

                            public MusicPlugin(EventQueue eventQueue)
                            {
                                this.eventQueue = eventQueue;
                            
                                eventQueue.Subscribe("Play", new EventQueueEventHandler(HandlePlayEvent));
                            }
                            
                            private void HandlePlayEvent(object sender, EventQueueEventArgs e)
                            {
                                // Logic for starting playback.
                            }
                            
                            public void StopPlaying()
                            {
                                eventQueue.Send("PlayingStopped", this, null);
                            }
                            

                            }

                            Now with an example this small, there's not much of an advantage here over using C#'s built in events. However, if you have a lot of plugins that are sending events to each other as well as to the system, this approach could help keep the plugins decoupled. You would have one central event queue for handling all of the event notification.

                            S Offline
                            S Offline
                            Steve Messer
                            wrote on last edited by
                            #21

                            Thanks for the example. This is exaclty what I needed to get my project back on track again. I have been mulling over this issue for too long.Having the plugins loosely coupled has been one of my goals since the beginning of my project. I have many parts completely coded and now finally I have a way to tie it all together. Once again, I am very greatful for your discussion and your help.

                            L 1 Reply Last reply
                            0
                            • S Steve Messer

                              Thanks for the example. This is exaclty what I needed to get my project back on track again. I have been mulling over this issue for too long.Having the plugins loosely coupled has been one of my goals since the beginning of my project. I have many parts completely coded and now finally I have a way to tie it all together. Once again, I am very greatful for your discussion and your help.

                              L Offline
                              L Offline
                              Leslie Sanford
                              wrote on last edited by
                              #22

                              I've been testing out my EventQueue class, and I've noticed a bug:

                              delegateQueue.Invoke(new SendOrPostCallback(delegate(object state)
                              {
                              List subscribers = (List)events[eventName];

                              if(subscribers == null)
                              {
                                  throw new InvalidOperationException("Event does not exist.");
                              }
                              else
                              {
                                  subscribers.Add(new Subscriber(handler, context));
                              }
                              

                              }), null);

                              Get rid of the null that's getting passed to the annonymous method. It confuses the runtime when it starts to invoke the delegate. So it should look like this:

                              delegateQueue.Invoke(new SendOrPostCallback(delegate(object state)
                              {
                              List subscribers = (List)events[eventName];

                              if(subscribers == null)
                              {
                                  throw new InvalidOperationException("Event does not exist.");
                              }
                              else
                              {
                                  subscribers.Add(new Subscriber(handler, context));
                              }
                              

                              }), new object());

                              [EDIT] I will have a new and improved version up later today as I test it more thoroughly. Also, that should be "new object()" getting passed to the anonymous method. [/EDIT] -- modified at 11:32 Monday 26th June, 2006

                              S 2 Replies Last reply
                              0
                              • L Leslie Sanford

                                I've been testing out my EventQueue class, and I've noticed a bug:

                                delegateQueue.Invoke(new SendOrPostCallback(delegate(object state)
                                {
                                List subscribers = (List)events[eventName];

                                if(subscribers == null)
                                {
                                    throw new InvalidOperationException("Event does not exist.");
                                }
                                else
                                {
                                    subscribers.Add(new Subscriber(handler, context));
                                }
                                

                                }), null);

                                Get rid of the null that's getting passed to the annonymous method. It confuses the runtime when it starts to invoke the delegate. So it should look like this:

                                delegateQueue.Invoke(new SendOrPostCallback(delegate(object state)
                                {
                                List subscribers = (List)events[eventName];

                                if(subscribers == null)
                                {
                                    throw new InvalidOperationException("Event does not exist.");
                                }
                                else
                                {
                                    subscribers.Add(new Subscriber(handler, context));
                                }
                                

                                }), new object());

                                [EDIT] I will have a new and improved version up later today as I test it more thoroughly. Also, that should be "new object()" getting passed to the anonymous method. [/EDIT] -- modified at 11:32 Monday 26th June, 2006

                                S Offline
                                S Offline
                                Steve Messer
                                wrote on last edited by
                                #23

                                Thanks for the bug fix. I look forward to the new and improved version.

                                1 Reply Last reply
                                0
                                • S Steve Messer

                                  I am trying to implement a message queuing system in my applicaton. I have a main application which dynamically loads plugins that implement a required interface. In order to send out message to and from plugins I have an OnMessage() function that receives any message sent to it. Here is how it works. The main application has a central object called lets say System which the plugins have access to. One the the methods of system allows you to create a message. IMessage message = System.NewMessage() ... message.Send(); All messages are to be created, dispatched, and disposed of my the system object. How should I approach this problem. I'm sure I will need a message queue, but I am not sure about the rest. Any ideas welcome. PS: I don't want to use MS Message queue and all communication is only on the local machine.

                                  L Offline
                                  L Offline
                                  Leslie Sanford
                                  wrote on last edited by
                                  #24

                                  Here[^] is the updated version. I made a few changes, cleaned up the code, and added comments. I think this is a fairly stable version.

                                  S 1 Reply Last reply
                                  0
                                  • L Leslie Sanford

                                    Here[^] is the updated version. I made a few changes, cleaned up the code, and added comments. I think this is a fairly stable version.

                                    S Offline
                                    S Offline
                                    Steve Messer
                                    wrote on last edited by
                                    #25

                                    Thanks you are most kind.

                                    L 1 Reply Last reply
                                    0
                                    • L Leslie Sanford

                                      I've been testing out my EventQueue class, and I've noticed a bug:

                                      delegateQueue.Invoke(new SendOrPostCallback(delegate(object state)
                                      {
                                      List subscribers = (List)events[eventName];

                                      if(subscribers == null)
                                      {
                                          throw new InvalidOperationException("Event does not exist.");
                                      }
                                      else
                                      {
                                          subscribers.Add(new Subscriber(handler, context));
                                      }
                                      

                                      }), null);

                                      Get rid of the null that's getting passed to the annonymous method. It confuses the runtime when it starts to invoke the delegate. So it should look like this:

                                      delegateQueue.Invoke(new SendOrPostCallback(delegate(object state)
                                      {
                                      List subscribers = (List)events[eventName];

                                      if(subscribers == null)
                                      {
                                          throw new InvalidOperationException("Event does not exist.");
                                      }
                                      else
                                      {
                                          subscribers.Add(new Subscriber(handler, context));
                                      }
                                      

                                      }), new object());

                                      [EDIT] I will have a new and improved version up later today as I test it more thoroughly. Also, that should be "new object()" getting passed to the anonymous method. [/EDIT] -- modified at 11:32 Monday 26th June, 2006

                                      S Offline
                                      S Offline
                                      Steve Messer
                                      wrote on last edited by
                                      #26

                                      I finally had a chance to look at your code, I was on vacation. I really like it but I want to use it a little differently than your example. I don't want to expose the eventQueue directly to plugins. I don't want them to have to have that code in order to compile a plugin. Maybe you can help me out. I want my system object to be responsible for creating events and subscribing plugins to them. If you remember my setup Plugins have an bool OnMessage( ISystem sys, IMessage msg ); The plugin can create a message using: IMessage m = sys.NewMessage( "music.play" ); // and then send it. m.Send(); My problem is that the message object gets created over and over again and therefore not persistent. The Send method in the Message class needs to be able to create and send the events. How can I accomplish this? Thanks -- modified at 14:44 Tuesday 4th July, 2006

                                      1 Reply Last reply
                                      0
                                      • S Steve Messer

                                        Thanks you are most kind.

                                        L Offline
                                        L Offline
                                        Leslie Sanford
                                        wrote on last edited by
                                        #27

                                        For some reason, I keep getting an error when trying to reply to your latest message, so I'm trying here instead. The System object could have a hash table where it keeps its messages. When a message is created, the name of the message is stored as a key in the hash table and the message object is stored as its value. Next time someone calls the NewMessage method asking for the same message, instead of creating a new message, the original message is retrieved from the hash table. So only one message of each type is created. When a message object is created, it can be passed the EventQueue along with the name of the message. When its Send method is called, the Message sends the message using the EventQueue. So the EventQueue is hidden inside the Message class. The plugins don't have to know anything about it.

                                        S 1 Reply Last reply
                                        0
                                        • L Leslie Sanford

                                          For some reason, I keep getting an error when trying to reply to your latest message, so I'm trying here instead. The System object could have a hash table where it keeps its messages. When a message is created, the name of the message is stored as a key in the hash table and the message object is stored as its value. Next time someone calls the NewMessage method asking for the same message, instead of creating a new message, the original message is retrieved from the hash table. So only one message of each type is created. When a message object is created, it can be passed the EventQueue along with the name of the message. When its Send method is called, the Message sends the message using the EventQueue. So the EventQueue is hidden inside the Message class. The plugins don't have to know anything about it.

                                          S Offline
                                          S Offline
                                          Steve Messer
                                          wrote on last edited by
                                          #28

                                          This part I understand

                                          Leslie Sanford wrote:

                                          The System object could have a hash table where it keeps its messages. When a message is created, the name of the message is stored as a key in the hash table and the message object is stored as its value. Next time someone calls the NewMessage method asking for the same message, instead of creating a new message, the original message is retrieved from the hash table. So only one message of each type is created.

                                          This part I don't understand

                                          Leslie Sanford wrote:

                                          When a message object is created, it can be passed the EventQueue along with the name of the message. When its Send method is called, the Message sends the message using the EventQueue. So the EventQueue is hidden inside the Message class. The plugins don't have to know anything about it.

                                          class System
                                              {
                                                  Hashtable hashList = new Hashtable();
                                                  EventQueue eventQueue = new EventQueue();  
                                                  
                                                  public Message NewMessage( string sub )
                                                  {
                                                      Message m = null; // = new Message( "music.play" );
                                                      
                                                      if( !hashList.ContainsKey( sub ) )
                                                      {
                                                          m = new Message( "music.play" );
                                                          hashList.Add( sub, m );
                                                          eventQueue.CreateEvent( sub );     
                                                      }
                                                      else
                                                      {
                                                         m = (Message)hashList[sub];
                                                      }
                                                      
                                                      return m;
                                                  }     
                                              }
                                              
                                              class Message
                                              {
                                                  string subject;
                                                  string data;
                                          
                                                  public Message(string s)
                                                  {
                                                      this.subject = s;
                                                  }
                                                  
                                                  public void Send()
                                                  {
                                                      string sub = this.subject;
                                                      string datium = this.data;
                                          
                                                      // what should happen here?
                                                  }
                                              }
                                          
                                          L 1 Reply Last reply
                                          0
                                          Reply
                                          • Reply as topic
                                          Log in to reply
                                          • Oldest to Newest
                                          • Newest to Oldest
                                          • Most Votes


                                          • Login

                                          • Don't have an account? Register

                                          • Login or register to search.
                                          • First post
                                            Last post
                                          0
                                          • Categories
                                          • Recent
                                          • Tags
                                          • Popular
                                          • World
                                          • Users
                                          • Groups