I'm learning RX and would like to use Console.ReadLine as a source for observable sequences.
I know that I can create "IEnumerable" using "yield return", but for my concrete use case I've decided to create a C# event, so that potentially many observers will be able to share the same keyboard input.
Here is my code:
class Program
{
private delegate void OnNewInputLineHandler(string line);
private static event OnNewInputLineHandler OnNewInputLineEvent = _ => {};
static void Main(string[] args)
{
Task.Run((Action) GetInput);
var input = ConsoleInput();
input.Subscribe(s=>Console.WriteLine("1: " + s));
Thread.Sleep(30000);
}
private static void GetInput()
{
while (true)
OnNewInputLineEvent(Console.ReadLine());
}
private static IObservable<string> ConsoleInput()
{
return Observable.Create<string>(
(IObserver<string> observer) =>
{
OnNewInputLineHandler h = observer.OnNext;
OnNewInputLineEvent += h;
return Disposable.Create(() => { OnNewInputLineEvent -= h; });
});
}
}
My problem - when I run the GetInput method as it is shown above, the very first input line is not sent to the sequence (but it is sent to the event handler).
However, if I replace it with the following version, everything works as expected:
private static void GetInput()
{
while (true)
{
var s = Console.ReadLine();
OnNewInputLineEvent(s);
}
}
Could someone shed some light on why this might happen?
You're trying to make life difficult for yourself. There is almost always a way to make things simple with Rx. It's just a matter of learning to think more functionally rather than procedurally.
This is all you need:
class Program
{
static void Main(string[] args)
{
var subscription = ConsoleInput().Subscribe(s => Console.WriteLine("1: " + s));
Thread.Sleep(30000);
subscription.Dispose();
}
private static IObservable<string> ConsoleInput()
{
return
Observable
.FromAsync(() => Console.In.ReadLineAsync())
.Repeat()
.Publish()
.RefCount()
.SubscribeOn(Scheduler.Default);
}
}
This lets multiple subscribers share the one input through the .Publish().RefCount(). And the .SubscribeOn(Scheduler.Default) pushes the subscription out to a new thread - without it you block on a subscription.
If you move Task.Run((Action) GetInput); to after the subscription your code will work as desired. This is because in your original version, the first call of OnNewInputEvent(Console.ReadLine()) is run before you've hooked OnNewInputLineEvent to the observer.OnNext.
Related
I have a problem with the behavior switch model.
I have a simple receive actor with 2 behaviors: Ready & DoJob.
The Ready one contains a message handler plus one instruction I need to be evaluated at each behavior switch (cpt++).
Below is the code of the actor:
public class BecomeUnbecome : ReceiveActor
{
private int cpt=0;
public BecomeUnbecome()
{
this.Become(this.Ready);
}
public void Ready()
{
cpt++;
Receive<BeginWork>(msg =>
{
Console.WriteLine($"Go and work!");
BecomeStacked(this.DoJob);
});
}
public void DoJob()
{
Receive<Work>(msg =>
{
Console.WriteLine("Start working...");
Console.WriteLine($"Counter: {cpt}\nWork done\n");
UnbecomeStacked();
});
}
}
The main code is:
int counter = 0;
while (counter < 10)
{
actor.Tell(new BeginWork());
actor.Tell(new Work());
counter++;
}
The program execution shows cpt++ in Ready() is evaluated once next to the call to Become in the constructor.
I cannot find any reasonable workaround to that.
Does anyone have any idea ?
Let's go straight to an example. Let's say we have:
Update(){
if (value.Equals("circular")) moveGameObjectInACircularWay();
else if (value.Equals("linear")) moveGameObjectInALinearWay();
}
I think that is not very elegant solution. Unity needs to perform a comparison every frame. That does not sound very optimal to me. I'm just guessing it should be some other way to implement the same like:
Start () {
if (value.Equals("circular")) movement += moveGameObjectInACircularWay;
else if (value.Equals("linear")) movement += moveGameObjectInALinearWay;
}
Update () {
movement();
}
I guess the solution is related with delegates. That's why my proposed solution looks like delegates. I don't understand what delegates are well yet.
From MSDN "A delegate in C# is similar to a function pointer in C or C++. Using a delegate allows the programmer to encapsulate a reference to a method inside a delegate object." (https://msdn.microsoft.com/en-us/library/aa288459(v=vs.71).aspx) In short is a pointer to a method. What you want to do is the following:
using UnityEngine;
using System.Collections;
public delegate void MovementDelegate();
public class Movement : MonoBehaviour {
MovementDelegate movementFunction=null;
public string value = "linear";
void Start () {
if (value.Equals("circular")) movementFunction = moveGameObjectInACircularWay;
else if (value.Equals("linear")) movementFunction = moveGameObjectInALinearWay;
}
// Update is called once per frame
void Update()
{
if (movementFunction != null)
{
movementFunction();
}
}
void moveGameObjectInACircularWay()
{
Debug.Log("do circular movement here");
}
void moveGameObjectInALinearWay()
{
Debug.Log("do linear movement here");
}
}
The functions you declare must have the same signature as the delegate signature. If you want to add parameters to it, ex. an int, decalre your delegate as
public delegate void MovementDelegate(int speed);
and your implementation functions as
void moveGameObjectInACircularWay(int speed)
void moveGameObjectInALinearWay(int speed)
and change the call to
movementFunction(yourIntHere)
UPDATED!: Thanks to Joe Blow suggestion here is another solution:
public class Movement : MonoBehaviour
{
Action<int> movementFunction = null;
public string value = "linear";
void Start()
{
if (value.Equals("circular")) movementFunction = moveGameObjectInACircularWay;
else if (value.Equals("linear")) movementFunction = moveGameObjectInALinearWay;
}
// Update is called once per frame
void Update()
{
if (movementFunction != null)
{
movementFunction(2);
}
}
void moveGameObjectInACircularWay(int speed)
{
Debug.Log("do circular movement here "+ speed);
}
void moveGameObjectInALinearWay(int speed)
{
Debug.Log("do linear movement here " + speed);
}
}
My favorite answer has been written by Joe Blow in the comments:
Unity is components based. We better switch to Component-Based Thinking instead working with delegates.
So make two (or more) different scripts, and put those on the game object in question. Then, turn on and off these components as you wish.
So we would have to scripts added to our game object: MoveGameObjectInACircularWay.cs and MoveGameObjectInALinearWay.cs. Then a MainGameObjectScript.cs also added to our game object with the following code:
void Start () {
GetComponent()<MoveGameObjectInACircularWay>.active = true;
GetComponent()<MoveGameObjectInALinearWay>.active = false;
}
I'm trying to understand Vala delegates with Gtk3.
I tested callback and lambda with no problem.
I wanna test a delegate callback, here my code :
using Gtk;
delegate void typeDelegate(Button button);
int main (string[] args) {
Gtk.init (ref args);
typeDelegate cb = cbLabelf;
var window = new Window ();
window.title = "First GTK+ Program";
window.border_width = 10;
window.window_position = WindowPosition.CENTER;
window.set_default_size (350, 70);
window.destroy.connect (Gtk.main_quit);
var button = new Button.with_label ("Click me!");
//button.clicked.connect (cb);
//button.clicked+= cb;
button.clicked.connect+=cb;
window.add (button);
window.show_all ();
Gtk.main ();
return 0;
}
void cbLabelf(Button button)
{
button.label = "tank yu";
}
I also red generated C code ( when i use lambda) to understand.
Here the compil error :
GTKsampleDelegate.vala:20.5-20.30: error: Arithmetic operation not supported for types Gtk.Button.clicked.connect' andtypeDelegate'
button.clicked.connect+=cb;
Well,
Seems that you want to get the intrinsic variable that holds the instance that emitted the signal, I find strange that vala doesn't let you use a delegate variable to obtain it via parameter, yet, you can use one of the forms below: using no delegation variable (A) or bypassing the error with a closure (B).
public class FooSignalClass : Object {
/* Gtk Button.clicked signal has the void f(void) signature */
public signal void on_foo ();
public void foo() {
on_foo();
}
}
public delegate void FooSignalFunc (FooSignalClass fooer);
void on_foo_handler (FooSignalClass fooer) {
long fooer_memory_address = (long)fooer;
GLib.message(#"fooer exists? $(fooer!=null).");
GLib.message(#"address=$fooer_memory_address.");
}
int main () {
var foo_signal = new FooSignalClass();
long fooer_memory_address = (long)foo_signal;
GLib.message(#"foo_signal address=$fooer_memory_address.");
/* Option A: Connect directly without the delegate variable */
foo_signal.on_foo.connect(on_foo_handler);
/* Option B: You cant use a delegate directly, bypass it with a closure */
FooSignalFunc func = on_foo_handler;
foo_signal.on_foo.connect((instance) => {
func(instance);
});
foo_signal.foo();
return 0;
}
i have a doubt..
i would like to create a function and it will look like this...
public class A //this is just a class file
{
function dowork()
{
//work 1
INPUT = here in this line it should call a delegate function or raise event etc...
//work 2 using INPUT
}
}
public class B
{
function myfn()
{
A objA = new A();
objA.dowork();
}
}
In the "Class A" we will raise event or so & it will display a windows form to user and then user will input some value & we need to return that value to Class A -> dowork method.... then only we should continue "work 2"
this should also support multi threading... anyone have idea how we can implement this??
thanks :)
You can use ManulResetEvent for this purpose: You run your input form and when it done that form set the event so you can catch it from A.dowork method. While the input in action you run the infinite loop, check event state and process application event to make you app responsible in this time:
public class A //this is just a class file
{
private ManualResetEvent _event;
public void dowork()
{
//work 1
_event = new ManualResetEvent(false);
//INPUT = here in this ...
Worker worker = new Worker();
worker.DoInput(_event);
while(true)
{
if(_event.WaitOne())
break;
Application.DoEvents();
}
//work 2 using INPUT
}
}
class Worker
{
private ManualResetEvent _event;
public void DoInput(ManualResetEvent #event)
{
_event = #event;
// Show input form here.
// When it done, you call: _event.Set();
}
}
Also, I suggest you (if you can) use Async library (it is available as a standalone setup). There you can implement it in much more straightforward way:
public class A //this is just a class file
{
public async void dowork()
{
//work 1
//INPUT = here in this ...
Worker worker = new Worker();
wait worker.DoInput();
//work 2 using INPUT
}
}
class Worker
{
public async void DoInput()
{
InputForm form = new InputForm();
wait form.ShowInput();
}
}
public class B
{
async void myfn()
{
A objA = new A();
wait objA.dowork();
}
}
As you see you just wait while other piece of code get executed without any UI locking and events.
I can provide deeper explanation of how async/wait works here if you need.
I recently finished a 6-month internship at a company that uses C# for the most part of their programming. During this time I first used and got accustomed to the C# way of doing events. Like shown below:
acc.AccountBalanceLow += new AccountBalanceDelegate(atm.AccountToLow);
acc.AccountBalanceLow +=new AccountBalanceDelegate(atm.AccountToLowAgain);
Does D support such constructs? I'd imagine one could be created by the user by using operator overloading, but I'm not entirely sure. If it's not possible what would then be a common excepted way of doing it then?
The equivalent construct in D is to use Signals and Slots. This is a different means of implementing the Observer Pattern, which is effectively what a C# event does.
D (and C++) use an analogous pattern called signals and slots.
If you're feeling the need to use the C# style-events instead of signals and slots, they're extremely simple to implement:
module fluidity.core.event;
class Event {
alias void delegate(EventArgs) handler_t;
handler_t[] handlers;
Object owner;
this() {}
this(Object o) { owner = o; }
void attach(handler_t handler) {
if (handler)
handlers ~= handler;
}
void detach(handler_t handler) {
int i = -1;
foreach (j, h; handlers)
{
if (h is handler)
{
i = j;
break;
}
}
if (i > -1)
handlers = handlers[0..i] ~ handlers[i+1..$];
}
void raise() { raise(new EventArgs(owner)); }
void raise(EventArgs e) {
// call all handlers
foreach (handler; handlers)
{
if (handler)
handler(e);
}
}
void opAddAssign(handler_t handler) {
attach(handler);
}
void opSubAssign(handler_t handler) {
detach(handler);
}
}
class EventArgs {
Object source;
bool handled;
void handle() { handled = true; }
this() {}
this(Object s) {
source = s;
}
}
Here is an example of c# style events using signals, slots, and a templates:
events.d:
import std.signals;
class Event(T...){
mixin Signal!(T);
void broadcast(T args){
emit(args);
}
void opAddAssign(slot_t slot){
connect(slot);
}
void opSubAssign(slot_t slot) {
disconnect(slot);
}
}
declaration:
public Event!(int) onSomeEventOfInt;
public Event!(string, int) onSomeEventOfStringAndInt;
instantiation:
this.onSomeEventOfInt = new Event!(int)();
this.onSomeEventOfStringAndInt = new Event!(string, int)();
fire event:
int i = 4;
string str = "hello";
this.onSomeEventOfInt.broadcast(i);
this.onSomeEventOfStringAndInt.broadcast(str, 4);
observer registration:
obj1.onSomeEventOfInt += &handleEventOfInt
obj1.onSomeEventOfStringAndInt += &handleEventOfStringAndInt
void handleEventOfInt(int g)
{ /*do something */ }
void handleEventOfStringAndInt(string str, int g)
{ /*do something */ }
Check out DFL's event system. It works EXACTLY the same way as C# .NET.
DFL Event Example
Download DFL, grab the events module and use it the way you like. I modified it to use variadic template arguments. This gives maximum flexibility.
http://www.dprogramming.com/dfl098.zip