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.
  • S Steve Messer

    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 Offline
    L Offline
    Leslie Sanford
    wrote on last edited by
    #29

    This is what I was getting at:

    public class Message
    {
    string subject;
    EventQueue queue;
    string data = string.Empty;

    public Message(string s, EventQueue queue)
    {
        this.subject = s;
        this.queue = queue;
    }
    
    public Send()
    {
        queue.Send(this.subject, this, data);
    }
    

    }

    S 1 Reply Last reply
    0
    • L Leslie Sanford

      This is what I was getting at:

      public class Message
      {
      string subject;
      EventQueue queue;
      string data = string.Empty;

      public Message(string s, EventQueue queue)
      {
          this.subject = s;
          this.queue = queue;
      }
      
      public Send()
      {
          queue.Send(this.subject, this, data);
      }
      

      }

      S Offline
      S Offline
      Steve Messer
      wrote on last edited by
      #30

      I thought that the eventQueue was part of the system object. Using your example the eventQueue will get disposed of each time a message is created and thereby losing any subscriptions. Also your still passing in the eventQueue which means the plugin will need that code to compile. Am I misunderstanding still? -- modified at 17:10 Tuesday 4th July, 2006

      L 1 Reply Last reply
      0
      • S Steve Messer

        I thought that the eventQueue was part of the system object. Using your example the eventQueue will get disposed of each time a message is created and thereby losing any subscriptions. Also your still passing in the eventQueue which means the plugin will need that code to compile. Am I misunderstanding still? -- modified at 17:10 Tuesday 4th July, 2006

        L Offline
        L Offline
        Leslie Sanford
        wrote on last edited by
        #31

        smesser wrote:

        I thought that the eventQueue was part of the system object.

        The System object owns an EventQueue object. It's the System's job to dispose of it. It's simply passing the EventQueue object along to the Message objects so that they can use it to send messages. Make sense?

        S 1 Reply Last reply
        0
        • L Leslie Sanford

          smesser wrote:

          I thought that the eventQueue was part of the system object.

          The System object owns an EventQueue object. It's the System's job to dispose of it. It's simply passing the EventQueue object along to the Message objects so that they can use it to send messages. Make sense?

          S Offline
          S Offline
          Steve Messer
          wrote on last edited by
          #32

          It makes perfect sense but it violates the coupling I mentioned several responses back when we were talking about hiding the eventqueue completely from the plugin. My intention is that the System object creates the eventqueue and any new messages and sends them to all plugins which have subscribed. The plugin would send reponses that the system object would turn into events and add them to the queue or send them. Thats what I thought we were trying to accomplish a few posts back.

          L 1 Reply Last reply
          0
          • S Steve Messer

            It makes perfect sense but it violates the coupling I mentioned several responses back when we were talking about hiding the eventqueue completely from the plugin. My intention is that the System object creates the eventqueue and any new messages and sends them to all plugins which have subscribed. The plugin would send reponses that the system object would turn into events and add them to the queue or send them. Thats what I thought we were trying to accomplish a few posts back.

            L Offline
            L Offline
            Leslie Sanford
            wrote on last edited by
            #33

            Hmm, I may not have a clear understanding of the architecture you're trying to implement. As far as coupling goes, if you have an IMessage interface that all message classes implement, then all the plugins have to know about is the interface. The concrete implementation will be hidden from them, and thus the EventQueue.

            S 1 Reply Last reply
            0
            • L Leslie Sanford

              Hmm, I may not have a clear understanding of the architecture you're trying to implement. As far as coupling goes, if you have an IMessage interface that all message classes implement, then all the plugins have to know about is the interface. The concrete implementation will be hidden from them, and thus the EventQueue.

              S Offline
              S Offline
              Steve Messer
              wrote on last edited by
              #34

              Yes, but then that brings me back to one of my orginal questions. If the System object creates and disposes of the event queue. Then where does the event queue inside of the message class fit it? Each instance of message would have it's own eventqueue that would get disposed of when the message was disposed of taking with it any subscriptions that may have been made to it. Simple overview: 1. System object creates messages and manages the global eventqueue 2. System object creates and sends events from plugins via the Message send method. This way there is one global event queue. 3. Plugin has no concept of event queue nor cares about it. Hope this makes sense.

              L 1 Reply Last reply
              0
              • S Steve Messer

                Yes, but then that brings me back to one of my orginal questions. If the System object creates and disposes of the event queue. Then where does the event queue inside of the message class fit it? Each instance of message would have it's own eventqueue that would get disposed of when the message was disposed of taking with it any subscriptions that may have been made to it. Simple overview: 1. System object creates messages and manages the global eventqueue 2. System object creates and sends events from plugins via the Message send method. This way there is one global event queue. 3. Plugin has no concept of event queue nor cares about it. Hope this makes sense.

                L Offline
                L Offline
                Leslie Sanford
                wrote on last edited by
                #35

                smesser wrote:

                Each instance of message would have it's own eventqueue that would get disposed of when the message was disposed of taking with it any subscriptions that may have been made to it.

                But the messages wouldn't dispose of the EventQueue given to them. It's all in how you implement the message class's Dispose method. Whatever the message does when it is disposed of, it knows not to dispose of the EventQueue because it doesn't belong to it.

                smesser wrote:

                Simple overview: 1. System object creates messages and manages the global eventqueue 2. System object creates and sends events from plugins via the Message send method. This way there is one global event queue. 3. Plugin has no concept of event queue nor cares about it.

                I think it's number 2 that's giving me trouble. Let's run through a scenario to see if I understand: 1. The System sends a message to a plugin via the OnMessage method. 2. The plugin does something with the message. 3. The plugin wants to send a message telling the System and any other plugins listening that something has happened. 4. The plugin asks the System for a message object representing a specific message, e.g. "PlayCompleted". 5. The plugin gets the message back from the System and sends it calling the message's Send method. Is this close?

                S 1 Reply Last reply
                0
                • L Leslie Sanford

                  smesser wrote:

                  Each instance of message would have it's own eventqueue that would get disposed of when the message was disposed of taking with it any subscriptions that may have been made to it.

                  But the messages wouldn't dispose of the EventQueue given to them. It's all in how you implement the message class's Dispose method. Whatever the message does when it is disposed of, it knows not to dispose of the EventQueue because it doesn't belong to it.

                  smesser wrote:

                  Simple overview: 1. System object creates messages and manages the global eventqueue 2. System object creates and sends events from plugins via the Message send method. This way there is one global event queue. 3. Plugin has no concept of event queue nor cares about it.

                  I think it's number 2 that's giving me trouble. Let's run through a scenario to see if I understand: 1. The System sends a message to a plugin via the OnMessage method. 2. The plugin does something with the message. 3. The plugin wants to send a message telling the System and any other plugins listening that something has happened. 4. The plugin asks the System for a message object representing a specific message, e.g. "PlayCompleted". 5. The plugin gets the message back from the System and sends it calling the message's Send method. Is this close?

                  S Offline
                  S Offline
                  Steve Messer
                  wrote on last edited by
                  #36

                  Leslie Sanford wrote:

                  I think it's number 2 that's giving me trouble. Let's run through a scenario to see if I understand: 1. The System sends a message to a plugin via the OnMessage method. 2. The plugin does something with the message. 3. The plugin wants to send a message telling the System and any other plugins listening that something has happened. 4. The plugin asks the System for a message object representing a specific message, e.g. "PlayCompleted". 5. The plugin gets the message back from the System and sends it calling the message's Send method. Is this close?

                  This is very close 1, 2, and 3 spot on. 4. The plugin would subscribe to messages that it is interested in. The plugin never explicitly asks the system for a message. It could by timer send messages via a stored reference to the system object or via a subscribed event the plugin could get it's OnMessage function called thus exposing the System object and the current message that is being sent. The plugin could either do the prescribed action and/or generate it's own event/message. I am trying to have the System object bare the burdon of the event queue. The plugins only exposure to the system is via it's OnMessage function which only exposed the system object which would do the actual message creation and then the message retrieved fromt the system object could then be sent. 5. Close, the plugin would get a the message from the System/EventQueue and either ignore it, respond to it by using the system object to create a new message and then sending that new message. The plugin's OnMessage function would return true if the message was consumed. You wouldn't resend a message sent via the OnMessage function but create a new one if a response it warranted.

                  L 1 Reply Last reply
                  0
                  • S Steve Messer

                    Leslie Sanford wrote:

                    I think it's number 2 that's giving me trouble. Let's run through a scenario to see if I understand: 1. The System sends a message to a plugin via the OnMessage method. 2. The plugin does something with the message. 3. The plugin wants to send a message telling the System and any other plugins listening that something has happened. 4. The plugin asks the System for a message object representing a specific message, e.g. "PlayCompleted". 5. The plugin gets the message back from the System and sends it calling the message's Send method. Is this close?

                    This is very close 1, 2, and 3 spot on. 4. The plugin would subscribe to messages that it is interested in. The plugin never explicitly asks the system for a message. It could by timer send messages via a stored reference to the system object or via a subscribed event the plugin could get it's OnMessage function called thus exposing the System object and the current message that is being sent. The plugin could either do the prescribed action and/or generate it's own event/message. I am trying to have the System object bare the burdon of the event queue. The plugins only exposure to the system is via it's OnMessage function which only exposed the system object which would do the actual message creation and then the message retrieved fromt the system object could then be sent. 5. Close, the plugin would get a the message from the System/EventQueue and either ignore it, respond to it by using the system object to create a new message and then sending that new message. The plugin's OnMessage function would return true if the message was consumed. You wouldn't resend a message sent via the OnMessage function but create a new one if a response it warranted.

                    L Offline
                    L Offline
                    Leslie Sanford
                    wrote on last edited by
                    #37

                    smesser wrote:

                    5. Close, the plugin would get a the message from the System/EventQueue and either ignore it, respond to it by using the system object to create a new message and then sending that new message. The plugin's OnMessage function would return true if the message was consumed. You wouldn't resend a message sent via the OnMessage function but create a new one if a response it warranted.

                    So you could have something like this in a plugin?

                    public bool OnMessage(ISystem system, IMessage message)
                    {
                    // Do something with message.
                    if(message...)
                    {
                    }

                    // Send a message to system and other plugins:
                    IMessage msg = system.NewMessage("Completed");
                    
                    msg.Send();
                    
                    return true;    
                    

                    }

                    One thing you may want to consider is to use the System class as a wrapper around the EventQueue class. So instead of using message objects, a plugin would call a method on the system object itself. So...

                    public bool OnMessage(ISystem system, IMessage message)
                    {
                    // Do something with message.
                    if(message...)
                    {
                    }

                    // Send a message to system and other plugins:
                    system.Send("Completed", this, someData);
                    
                    return true;    
                    

                    }

                    One thing that I think needs clearing up is the event handlers in the plugins. If a plugin sends an event to the other plugins, would you require those events to be handled in the OnMessage method, or would you have other methods for handling events from other plugins? I'm trying to find out if a plugin distinquishes between events sent from the System and from other plugins.

                    S 1 Reply Last reply
                    0
                    • L Leslie Sanford

                      smesser wrote:

                      5. Close, the plugin would get a the message from the System/EventQueue and either ignore it, respond to it by using the system object to create a new message and then sending that new message. The plugin's OnMessage function would return true if the message was consumed. You wouldn't resend a message sent via the OnMessage function but create a new one if a response it warranted.

                      So you could have something like this in a plugin?

                      public bool OnMessage(ISystem system, IMessage message)
                      {
                      // Do something with message.
                      if(message...)
                      {
                      }

                      // Send a message to system and other plugins:
                      IMessage msg = system.NewMessage("Completed");
                      
                      msg.Send();
                      
                      return true;    
                      

                      }

                      One thing you may want to consider is to use the System class as a wrapper around the EventQueue class. So instead of using message objects, a plugin would call a method on the system object itself. So...

                      public bool OnMessage(ISystem system, IMessage message)
                      {
                      // Do something with message.
                      if(message...)
                      {
                      }

                      // Send a message to system and other plugins:
                      system.Send("Completed", this, someData);
                      
                      return true;    
                      

                      }

                      One thing that I think needs clearing up is the event handlers in the plugins. If a plugin sends an event to the other plugins, would you require those events to be handled in the OnMessage method, or would you have other methods for handling events from other plugins? I'm trying to find out if a plugin distinquishes between events sent from the System and from other plugins.

                      S Offline
                      S Offline
                      Steve Messer
                      wrote on last edited by
                      #38

                      Leslie Sanford wrote:

                      One thing you may want to consider is to use the System class as a wrapper around the EventQueue class. So instead of using message objects, a plugin would call a method on the system object itself. So...

                      The only problem for me with this approach is that my message object inherits from a Data item and also can cantain a list of this data items. It is very flexible and can be used to send lists of any type of data.

                      Leslie Sanford wrote:

                      One thing that I think needs clearing up is the event handlers in the plugins. If a plugin sends an event to the other plugins, would you require those events to be handled in the OnMessage method, or would you have other methods for handling events from other plugins? I'm trying to find out if a plugin distinquishes between events sent from the System and from other plugins.

                      Yes, all plugins would receive events via the OnMessage function whether it be from the system or another plugin. I haven't mentioned it but there is a separate send function for sending a message to another plugin. bool SendTo( plugin handle ) Something to that effect, I haven't worked out the detail yet. So, a message is a message regardless of who send it. It could be from the system or any number of plugins. If you are subscribed to it you will get your OnMessage function called.

                      L 1 Reply Last reply
                      0
                      • S Steve Messer

                        Leslie Sanford wrote:

                        One thing you may want to consider is to use the System class as a wrapper around the EventQueue class. So instead of using message objects, a plugin would call a method on the system object itself. So...

                        The only problem for me with this approach is that my message object inherits from a Data item and also can cantain a list of this data items. It is very flexible and can be used to send lists of any type of data.

                        Leslie Sanford wrote:

                        One thing that I think needs clearing up is the event handlers in the plugins. If a plugin sends an event to the other plugins, would you require those events to be handled in the OnMessage method, or would you have other methods for handling events from other plugins? I'm trying to find out if a plugin distinquishes between events sent from the System and from other plugins.

                        Yes, all plugins would receive events via the OnMessage function whether it be from the system or another plugin. I haven't mentioned it but there is a separate send function for sending a message to another plugin. bool SendTo( plugin handle ) Something to that effect, I haven't worked out the detail yet. So, a message is a message regardless of who send it. It could be from the system or any number of plugins. If you are subscribed to it you will get your OnMessage function called.

                        L Offline
                        L Offline
                        Leslie Sanford
                        wrote on last edited by
                        #39

                        smesser wrote:

                        The only problem for me with this approach is that my message object inherits from a Data item and also can cantain a list of this data items. It is very flexible and can be used to send lists of any type of data.

                        Ok. Well, you could keep the message classes around but still move the event sending to the System class:

                        public bool OnMessage(ISystem system, IMessage message)
                        {
                        // Do something with message.
                        if(message...)
                        {
                        }

                        // Send a message to system and other plugins:    
                        system.Send("Completed", this, new SomeMessage()); 
                        
                        return true;    
                        

                        }

                        S 1 Reply Last reply
                        0
                        • L Leslie Sanford

                          smesser wrote:

                          The only problem for me with this approach is that my message object inherits from a Data item and also can cantain a list of this data items. It is very flexible and can be used to send lists of any type of data.

                          Ok. Well, you could keep the message classes around but still move the event sending to the System class:

                          public bool OnMessage(ISystem system, IMessage message)
                          {
                          // Do something with message.
                          if(message...)
                          {
                          }

                          // Send a message to system and other plugins:    
                          system.Send("Completed", this, new SomeMessage()); 
                          
                          return true;    
                          

                          }

                          S Offline
                          S Offline
                          Steve Messer
                          wrote on last edited by
                          #40

                          Thanks for all the input. I need to put some serious thought into all this with a fresh mind.

                          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