Event.create in f#? - events

I'm trying to compile the source code from : Custom WPF Controls in F#
How ever this line :
let (handler, event) = Event.create<EventArgs>()
raises an error :
The value, constructor, namespace or type 'create' is not defined
The MSDN's Control.Event Module (F#) page does speak about such a function :
The additional functionality provided by the Event module is
illustrated here. The following code example illustrates the basic use
of Event.create to create an event and a trigger method, add two
event handlers in the form of lambda expressions, and then trigger the
event to execute both lambda expressions.
type MyType() =
let myEvent = new Event<_>()
member this.AddHandlers() =
Event.add (fun string1 -> printfn "%s" string1) myEvent.Publish
Event.add (fun string1 -> printfn "Given a value: %s" string1) myEvent.Publish
member this.Trigger(message) =
myEvent.Trigger(message)
let myMyType = MyType()
myMyType.AddHandlers()
myMyType.Trigger("Event occurred.")
However note that it's only mentionned in the description, not in the example.
Also, the Control.Event Module (F#) page has no reference to such a create function.
I guess it might be an old function or something, but I'm new to F# so I can't see what it should be replaced with..

Event.create is a fairly old API for events, from before F# 2.0 judging by what's on MSDN. It gave you a trigger function and a published event - both of which now live as Publish and Trigger members of Event class.
So if you wanted to implement create in the 'modern' terms, it might look somewhat like this:
module Event =
let create<'T> () =
let event = Event<'T>()
event.Trigger, event.Publish
I don't suggest you use it universally, but perhaps that's good enough to bring that old code back to life (the correct approach here being refactoring it to use Publish and Trigger instead of create).

Related

How to `Trigger` in Reactive Extension in F#?

I did this in F# for FRP that works simply as expected:
let print = fun a -> printf "%A\n" a
let event = new Event<_>()
let stream = event.Publish
stream |> Observable.add (fun event -> event |> print)
event.Trigger 5
Although I don't like much about event.publish system, at least, event.Trigger is somewhat straight forward to understand.
Now, I try to get to used to https://reactivex.io/
I have recognized Rx for a long time since its beta release, and I also know this API is very complicated just to do FRP, like with many "rules" like observable / observer and subjectetc., in my view, this is against KISS principle, so haven't touched.
In fact, a weird thing is for an unknown reason, I can't figure out how to do event.Trigger in Rx.
Surely, I googled a lot, and found a little information for this:
RxJS: How would I "manually" update an Observable?
According to this QA, the code for RxJS is
var eventStream = new Rx.Subject();
var subscription = eventStream.subscribe(
function (x) {
console.log('Next: ' + x);
},
function (err) {
console.log('Error: ' + err);
},
function () {
console.log('Completed');
});
var my_function = function() {
eventStream.next('foo');
}
After many trials, I finally discovered that the code below works, with luck
let stream2 = 7 |> Subject.behavior
stream2
|> Observable.map id
|> Observable.subscribe print
|> ignore
stream2.OnNext 99
However, unfortunately, this is only my Guess simply because there's no such a documentation in https://reactivex.io/documentation/subject.html and there is an external documentation http://xgrommx.github.io/rx-book/content/subjects/subject/index.html
The all I know is this code works as intended.
So, my question here is
Is this the only way to "trigger the value" based on the Rx API design?
You seem to undestand Rx basic terms: IObservable and IObserver. These API:s aren't really that complicated. F# makes it even easier since Events implement IObservable out of the box.
It seems that by trigger you mean "make an Observable emit a value" ( OnNext):
If your Observable is created from certain events, triggering such an event will produce a value.
If you want to programatically produce a value using a Subject is fine. As stated in the documentation you pasted, it implements both IObservable and IObserver. E.g. you can call OnNext and Subscribe for the object.
I suggest you consider if and why you really need to programatically produce a value in the Observable. Usually you don't since Observables are created from event sources outside your code. Some cases justify using a Subject such as writing unit tests.

GUI update patterns in F#

I'm looking for the best way to propagate model updates to the GUI, using a "classic" (as in: non reactive functional) GUI toolkit: Terminal.GUI. Currently I have this code (simplified):
type Tui(state: StateManager) =
let state = state
let window = Window(bla bla bla)
let lblPath = Label(bla bla bla)
let lstView =
{ new ListView(bla bla bla) with
member this.ProcessKey(k: KeyEvent) =
let updateViews() =
Application.MainLoop.Invoke(fun () ->
this.SetSource model.CurrentState.LstData
lblPath.Text <- ustr model.CurrentState.CurrPath)
match k.Key with
| Key.CursorRight ->
state.changeTheState()
updateViews()
true
| _ -> true }
do
Application.Init()
// add all GUI components: window.add(lblPath), etc
Application.Run()
// XXX repetition of updateViews() above!
Application.MainLoop.Invoke(fun () ->
lstView.SetSource model.CurrentState.LstData
lblPath.Text <- ustr model.CurrentState.CurrPath)
The issue here is that the code to update the view components is duplicated. I believe this is because:
in that ProcessKey method of the ListView object expression I cannot access any external method of the Tui class (this is probably also because F# compiler is one-pass only (?))
outside that method I cannot access the updateView function
Is there a better way of doing this that would avoid code repetition? Am I using the wrong pattern GUI update pattern?
(Complete code is here)
Of course, it doesn't need to be too complicated - refactor your update to just take in a listview parameter:
let updateViews (lstView: ListView) =
Application.MainLoop.Invoke(fun () ->
lstView.SetSource state.CurrentState.LstData
...
)
And inside the member definition, call:
updateViews(this)
And below, you can use updateViews lstView.
When you use an object expression, the type of the expression becomes the type you specify in new <type>, so any type augmentations you do inside won't make it outside. For a more OOP approach, declare an intermediate type:
[<AbstractClass>]
type UpdateableList() =
inherit ListView([||])
abstract member Update: unit -> unit
implement your update logic:
{ new UpdateableList(X = Pos.At(0), Y = Pos.At(2), ...) with
member this.Update() =
...
and in your setup, you have access to a public method:
lstView.Update()

How to weakly subscribe to events/observables

I have a static-like (publisher lifetime = application lifetime) event I need to subscribe to from views. I have no way of reliably determining when the view is navigated away from (navbar back button pressed in a Xamarin.Forms NavigationPage being one example), so I can't determine when the view should unsubscribe from the observable. (I know it's possible to subscribe/unsubscribe in OnAppearing/OnDisappearing, but that carries its own set of problems I won't go into detail about here.)
Thus, I find myself in need of having the view subscribe weakly to the event, i.e. allow the view to be garbage collected without having to unsubscribe from the event. Ideally I'd like something that can be used along the lines of myObj.myEvent |> Observable.AsWeak |> Observable.Subscribe ..., or myObj.myEvent |> Observable.SubscribeWeakly ..., or simply myObj.myEvent.SubscribeWeakly ....
Unfortunately I have no idea how to implement this. I have heard of the System.WeakReference class, but this is all very new to me and I have no idea how to properly use it - most examples I've seen seem overly complicated for what I'm trying to do, which means that either I want something different, or there's many more pitfalls beneath the surface than I suspect.
How can I subscribe to events/observables in F# while allowing the subscriber to be garbage collected without unsubscribing?
Similar but not duplicate questions:
Do F# observable events obviate, mediate, or are not related to the need for weak references? The question asks whether weak references are needed at all in F#, not how to implement the functionality as described above. The only answer to the question is also not helpful in this regard.
I have arrived at a relatively simple function that seems to work correctly, though I don't really know what I'm doing, so I've put this up at Code Review SE. It's based on information from Samuel Jack's Weak Events in .Net, the easy way as well as solution 4 in CodeProject's Weak Events in C#.
Implementation
module Observable =
open System
// ('a -> 'b -> unit) -> 'a -> IObservable<'b>
let subscribeWeakly callback target source =
let mutable sub:IDisposable = null
let mutable disposed = false
let wr = new WeakReference<_>(target)
let dispose() =
lock (sub) (fun () ->
if not disposed then sub.Dispose(); disposed <- true)
let callback' x =
let isAlive, target = wr.TryGetTarget()
if isAlive then callback target x else dispose()
sub <- Observable.subscribe callback' source
sub
Usage example
See the WeakSubscriber type below.
Important
You have to use the callback's me parameter to invoke the relevant method. If you use this inside the callback, you'll still end up with a strong reference for reasons described in the aforementioned articles. For the same reason (I guess?), you can't invoke a "plain" function in the class defined using let. (You can, however, define the method as private.)
Testing
Helper classes:
type Publisher() =
let myEvent = new Event<_>()
[<CLIEvent>] member this.MyEvent = myEvent.Publish
member this.Trigger(x) = myEvent.Trigger(x)
type StrongSubscriber() =
member this.MyMethod x =
printfn "Strong: method received %A" x
member this.Subscribe(publisher:Publisher) =
publisher.MyEvent |> Observable.subscribe this.MyMethod
publisher.MyEvent |> Observable.subscribe
(fun x -> printfn "Strong: lambda received %A" x)
type WeakSubscriber() =
member this.MyMethod x =
printfn "Weak: method received %A" x
member this.Subscribe(publisher:Publisher) =
publisher.MyEvent |> Observable.subscribeWeakly
(fun (me:WeakSubscriber) x -> me.MyMethod x) this
publisher.MyEvent |> Observable.subscribeWeakly
(fun _ x -> printfn "Weak: lambda received %A" x) this
The actual test:
[<EntryPoint>]
let main argv =
let pub = Publisher()
let doGc() =
System.GC.Collect()
System.GC.WaitForPendingFinalizers()
System.GC.Collect()
printfn "\nGC completed\n"
let someScope() =
let strong = StrongSubscriber()
let weak = WeakSubscriber()
strong.Subscribe(pub)
weak.Subscribe(pub)
doGc() // should not remove weak subscription since it's still in scope
printfn "All subscribers should still be triggered:"
pub.Trigger(1)
someScope()
doGc() // should remove weak subscriptions
printfn "Weak subscribers should not be triggered:"
pub.Trigger(2)
System.Console.ReadKey() |> ignore
0
Output:
GC completed
All subscribers should still be triggered:
Strong: method received 1
Strong: lambda received 1
Weak: method received 1
Weak: lambda received 1
GC completed
Weak subscribers should not be triggered:
Strong: method received 2
Strong: lambda received 2

F# constructor syntax - overiding and augmenting new

I have a non-disposable class with Open/Close syntax that I'd like to be able to use, so I'm trying to inherit from it, and work the Open into the new and the Close into Dispose.
The second part is ok, but I can't work out how to do the Open:
type DisposableOpenCloseClass(openargs) =
inherit OpenCloseClass()
//do this.Open(openargs) <-- compiler no like
interface IDisposable
with member this.Dispose() = this.Close()
(cf. this question which I asked a long time ago, but I can't join the dots to this one)
Key is as this:
type OpenCloseClass() =
member this.Open(x) = printfn "opened %d" x
member this.Close() = printfn "closed"
open System
type DisposableOpenCloseClass(openargs) as this =
inherit OpenCloseClass()
do this.Open(openargs)
interface IDisposable
with member this.Dispose() = this.Close()
let f() =
use docc = new DisposableOpenCloseClass(42)
printfn "inside"
f()
As Brian suggests, you can use the as this clause. However, in F#, it is usually recomended to use subclassing (inheritance) only when there is a really good reason for that (e.g. you need to implement some virtual class and pass it to a .NET library).
If I was implementing your example, I would probably prefer function returning IDisposable using a simple object expression:
let disposableOpenClose(openargs) =
let oc = new OpenCloseClass()
oc.Open(openargs)
{ new IDisposable with
member this.Dispose() = oc.Close() }
let f() =
use docc = disposableOpenClose(42)
printfn "inside"
To some point, this is just a personal preference, but I think it is a preferred option, because it is simpler than using inheritance (although I don't have any document to link here :-)). Also, the compiled code may be a bit simpler, because handling as this may require some runtime checks.

What's so great about Func<> delegate?

Sorry if this is basic but I was trying to pick up on .Net 3.5.
Question: Is there anything great about Func<> and it's 5 overloads? From the looks of it, I can still create a similar delgate on my own say, MyFunc<> with the exact 5 overloads and even more.
eg: public delegate TResult MyFunc<TResult>() and a combo of various overloads...
The thought came up as I was trying to understand Func<> delegates and hit upon the following scenario:
Func<int,int> myDelegate = (y) => IsComposite(10);
This implies a delegate with one parameter of type int and a return type of type int. There are five variations (if you look at the overloads through intellisense). So I am guessing that we can have a delegate with no return type?
So am I justified in saying that Func<> is nothing great and just an example in the .Net framework that we can use and if needed, create custom "func<>" delegates to suit our own needs?
Thanks,
The greatness lies in establishing shared language for better communication.
Instead of defining your own delegate types for the same thing (delegate explosion), use the ones provided by the framework. Anyone reading your code instantly grasps what you are trying to accomplish.. minimizes the time to 'what is this piece of code actually doing?'
So as soon as I see a
Action = some method that just does something and returns no output
Comparison = some method that compares two objects of the same type and returns an int to indicate order
Converter = transforms Obj A into equivalent Obj B
EventHandler = response/handler to an event raised by some object given some input in the form of an event argument
Func = some method that takes some parameters, computes something and returns a result
Predicate = evaluate input object against some criteria and return pass/fail status as bool
I don't have to dig deeper than that unless it is my immediate area of concern. So if you feel the delegate you need fits one of these needs, use them before rolling your own.
Disclaimer: Personally I like this move by the language designers.
Counter-argument : Sometimes defining your delegate may help communicate intent better. e.g. System.Threading.ThreadStart over System.Action. So it’s a judgment call in the end.
The Func family of delegates (and their return-type-less cousins, Action) are not any greater than anything else you'd find in the .NET framework. They're just there for re-use so you don't have to redefine them. They have type parameters to keep things generic. E.g., a Func<T0,bool> is the same as a System.Predicate<T> delegate. They were originally designed for LINQ.
You should be able to just use the built-in Func delegate for any value-returning method that accepts up to 4 arguments instead of defining your own delegate for such a purpose unless you want the name to reflect your intention, which is cool.
Cases where you would absolutely need to define your delegate types include methods that accept more than 4 arguments, methods with out, ref, or params parameters, or recursive method signatures (e.g., delegate Foo Foo(Foo f)).
In addition to Marxidad's correct answer:
It's worth being aware of Func's related family, the Action delegates. Again, these are types overloaded by the number of type parameters, but declared to return void.
If you want to use Func/Action in a .NET 2.0 project but with a simple route to upgrading later on, you can cut and paste the declarations from my version comparison page. If you declare them in the System namespace then you'll be able to upgrade just by removing the declarations later - but then you won't be able to (easily) build the same code in .NET 3.5 without removing the declarations.
Decoupling dependencies and unholy tie-ups is one singular thing that makes it great. Everything else one can debate and claim to be doable in some home-grown way.
I've been refactoring slightly more complex system with an old and heavy lib and got blocked on not being able to break compile time dependency - because of the named delegate lurking on "the other side". All assembly loading and reflection didn't help - compiler would refuse to just cast a delegate() {...} to object and whatever you do to pacify it would fail on the other side.
Delegate type comparison which is structural at compile time turns nominal after that (loading, invoking). That may seem OK while you are thinking in terms of "my darling lib is going to be used forever and by everyone" but it doesn't scale to even slightly more complex systems. Fun<> templates bring a degree of structural equivalence back into the world of nominal typing . That's the aspect you can't achieve by rolling out your own.
Example - converting:
class Session (
public delegate string CleanBody(); // tying you up and you don't see it :-)
public static void Execute(string name, string q, CleanBody body) ...
to:
public static void Execute(string name, string q, Func<string> body)
Allows completely independent code to do reflection invocation like:
Type type = Type.GetType("Bla.Session, FooSessionDll", true);
MethodInfo methodInfo = type.GetMethod("Execute");
Func<string> d = delegate() { .....} // see Ma - no tie-ups :-)
Object [] params = { "foo", "bar", d};
methodInfo.Invoke("Trial Execution :-)", params);
Existing code doesn't notice the difference, new code doesn't get dependence - peace on Earth :-)
One thing I like about delegates is that they let me declare methods within methods like so, this is handy when you want to reuse a piece of code but you only need it within that method. Since the purpose here is to limit the scope as much as possible Func<> comes in handy.
For example:
string FormatName(string pFirstName, string pLastName) {
Func<string, string> MakeFirstUpper = (pText) => {
return pText.Substring(0,1).ToUpper() + pText.Substring(1);
};
return MakeFirstUpper(pFirstName) + " " + MakeFirstUpper(pLastName);
}
It's even easier and more handy when you can use inference, which you can if you create a helper function like so:
Func<T, TReturn> Lambda<T, TReturn>(Func<T, TReturn> pFunc) {
return pFunc;
}
Now I can rewrite my function without the Func<>:
string FormatName(string pFirstName, string pLastName) {
var MakeFirstUpper = Lambda((string pText) => {
return pText.Substring(0,1).ToUpper() + pText.Substring(1);
});
return MakeFirstUpper(pFirstName) + " " + MakeFirstUpper(pLastName);
}
Here's the code to test the method:
Console.WriteLine(FormatName("luis", "perez"));
Though it is an old thread I had to add that func<> and action<> also help us use covariance and contra variance.
http://msdn.microsoft.com/en-us/library/dd465122.aspx

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