Example #1
0
        /// <summary>
        /// Binds the key type to a singleton <paramref name="type"/> on a GameObject
        /// of a given <paramref name="name"/>.
        ///
        /// If the GameObject of a given <paramref name="name"/> is not found, it's added to the scene.
        ///
        /// If <paramref name="type"/> is <see cref="UnityEngine.GameObject"/>, binds the
        /// key to the GameObject itself.
        ///
        /// If <paramref name="type"/> is see cref="UnityEngine.Component"/>, binds the key
        /// to the the instance of the component.
        ///
        /// If the <see cref="UnityEngine.Component"/> is not found on the GameObject, it will be added.
        /// </summary>
        /// <remarks>
        /// To prevent references to destroyed objects, only bind to game objects that won't
        /// be destroyed in the scene.
        /// </remarks>
        /// <param name="bindingFactory">The original binding factory.</param>
        /// <param name="type">The component type.</param>
        /// <param name="name">The GameObject name.</param>
        /// <returns>The binding condition object related to this binding.</returns>
        public static UnityBindingConditionFactory ToGameObject(this IBindingFactory bindingFactory, Type type, string name)
        {
            if (!TypeUtils.IsAssignable(bindingFactory.bindingType, type))
            {
                throw new BindingException(BindingException.TYPE_NOT_ASSIGNABLE);
            }

            var isGameObject = TypeUtils.IsAssignable(TYPE_GAME_OBJECT, type);
            var isComponent  = TypeUtils.IsAssignable(TYPE_COMPONENT, type);

            if (!isGameObject && !isComponent)
            {
                throw new BindingException(TYPE_NOT_COMPONENT);
            }

            GameObject gameObject = null;

            if (string.IsNullOrEmpty(name))
            {
                gameObject = new GameObject(type.Name);
            }
            else
            {
                gameObject = GameObject.Find(name);

                if (gameObject == null)
                {
                    gameObject = new GameObject(name);
                }
            }

            return(CreateSingletonBinding(bindingFactory, gameObject, type, isGameObject));
        }
        /// <summary>
        /// Binds the key type to a transient <see cref="UnityEngine.Component"/>
        /// of <paramref name="type"/> on the prefab.
        ///
        /// If the <see cref="UnityEngine.Component"/> is not found on the prefab
        /// at the moment of the instantiation, it will be added.
        /// </summary>
        /// <remarks>
        /// Every resolution of a transient prefab will generate a new instance. So, even
        /// if the component resolved from the prefab is destroyed, it won't generate any
        /// missing references in the container.
        /// </remarks>
        /// <param name="bindingFactory">The original binding factory.</param>
        /// <param name="type">The component type.</param>
        /// <param name="name">Prefab name. It will be loaded using <c>Resources.Load<c/>.</param>
        /// <returns>The binding condition object related to this binding.</returns>
        public static IBindingConditionFactory ToPrefab(this IBindingFactory bindingFactory, Type type, string name)
        {
            if (!TypeUtils.IsAssignable(bindingFactory.bindingType, type))
            {
                throw new BindingException(BindingException.TYPE_NOT_ASSIGNABLE);
            }

            var isGameObject = TypeUtils.IsAssignable(typeof(GameObject), type);
            var isComponent  = TypeUtils.IsAssignable(typeof(Component), type);

            if (!isGameObject && !isComponent)
            {
                throw new BindingException(TYPE_NOT_COMPONENT);
            }

            var prefab = Resources.Load(name);

            if (prefab == null)
            {
                throw new BindingException(PREFAB_IS_NULL);
            }

            var prefabBinding = new PrefabBinding(prefab, type);

            return(bindingFactory.AddBinding(prefabBinding, BindingInstance.Transient));
        }
Example #3
0
 internal protected Proxy(IBindingFactory bindingFactory, System.Uri uriEndpoint)
 {
     this.bindingFactory    = bindingFactory;
     this.uriEndpoint       = uriEndpoint;
     this.MaxClientAttempts = DefaultMaxClientAttempts;
     this.WaitForNextClientAttemptInMilliseconds = DefaultWaitForNextClientAttemptInMilliseconds;
 }
Example #4
0
        public static UnityBindingConditionFactory ToPrefab(this IBindingFactory bindingFactory, Type type, string name)
        {
            if (!TypeUtils.IsAssignable(bindingFactory.bindingType, type))
            {
                throw new BindingException(BindingException.TYPE_NOT_ASSIGNABLE);
            }

            var isGameObject = TypeUtils.IsAssignable(TYPE_GAME_OBJECT, type);
            var isComponent  = TypeUtils.IsAssignable(TYPE_COMPONENT, type);

            if (!isGameObject && !isComponent)
            {
                throw new BindingException(TYPE_NOT_COMPONENT);
            }

            var prefab = Resources.Load(name);

            if (prefab == null)
            {
                throw new BindingException(string.Format(PREFAB_NAME_TYPE_IS_NULL, name, type.ToString()));
            }

            var prefabBinding = new PrefabBinding(prefab, type);

            return(new UnityBindingConditionFactory(bindingFactory.AddBinding(prefabBinding, BindingInstance.Transient), prefab.name));
        }
Example #5
0
        public static UnityBindingConditionFactory ToPrefabSingleton(this IBindingFactory bindingFactory, Type type, string name)
        {
            if (!TypeUtils.IsAssignable(bindingFactory.bindingType, type))
            {
                throw new BindingException(BindingException.TYPE_NOT_ASSIGNABLE);
            }

            var isGameObject = TypeUtils.IsAssignable(TYPE_GAME_OBJECT, type);
            var isComponent  = TypeUtils.IsAssignable(TYPE_COMPONENT, type);

            if (!isGameObject && !isComponent)
            {
                throw new BindingException(TYPE_NOT_COMPONENT);
            }

            var prefab = Resources.Load(name);

            if (prefab == null)
            {
                throw new BindingException(string.Format(PREFAB_NAME_TYPE_IS_NULL, name, type.ToString()));
            }

            var gameObject = (GameObject)MonoBehaviour.Instantiate(prefab);

            return(CreateSingletonBinding(bindingFactory, gameObject, type, isGameObject));
        }
 public AltinnDownloaderService(IBindingFactory bindingFactory, IOptions <AltinnDownloadQueueConnectionSettings> connectionOptions
                                , IOptions <MessageProcessingSettings> messageProcessingOptions)
 {
     _bindingFactory           = bindingFactory;
     _connectionOptions        = connectionOptions;
     _messageProcessingOptions = messageProcessingOptions;
 }
        /// <summary>
        /// Creates a singleton binding.
        /// </summary>
        /// <param name="bindingFactory">The binding factory.</param>
        /// <param name="gameObject">The GameObject to bind to.</param>
        /// <param name="type">The type of the binding.</param>
        /// <param name="typeIsGameObject">Indicates whether the type is a GameObject.</param>
        /// <returns>The binding condition object related to the binding.</returns>
        private static IBindingConditionFactory CreateSingletonBinding(IBindingFactory bindingFactory,
                                                                       GameObject gameObject,
                                                                       Type type,
                                                                       bool typeIsGameObject)
        {
            if (gameObject == null)
            {
                throw new BindingException(GAMEOBJECT_IS_NULL);
            }

            if (typeIsGameObject)
            {
                return(bindingFactory.AddBinding(gameObject, BindingInstance.Singleton));
            }
            else
            {
                var component = gameObject.GetComponent(type);

                if (component == null)
                {
                    component = gameObject.AddComponent(type);
                }

                return(bindingFactory.AddBinding(component, BindingInstance.Singleton));
            }
        }
Example #8
0
        /// <summary>
        /// Binds the key type to singletons <see cref="UnityEngine.Component"/>
        /// of itself on game objects of a given <paramref name="tag"/>.
        ///
        /// If <paramref name="type"/> is <see cref="UnityEngine.GameObject"/>, binds the
        /// key to the GameObject itself.
        ///
        /// If <paramref name="type"/> is see cref="UnityEngine.Component"/>, binds the key
        /// to the the instance of the component.
        ///
        /// If the <see cref="UnityEngine.Component"/> is not found on the GameObject, it will be added.
        /// </summary>
        /// <remarks>
        /// To prevent references to destroyed objects, only bind to game objects that won't
        /// be destroyed in the scene.
        /// </remarks>
        /// <param name="bindingFactory">The original binding factory.</param>
        /// <param name="type">The component type.</param>
        /// <param name="tag">The GameObject tag.</param>
        /// <returns>The binding condition object related to this binding.</returns>
        public static IBindingConditionFactory ToGameObjectsWithTag(this IBindingFactory bindingFactory, Type type, string tag)
        {
            if (!TypeUtils.IsAssignable(bindingFactory.bindingType, type))
            {
                throw new BindingException(BindingException.TYPE_NOT_ASSIGNABLE);
            }

            var isGameObject = TypeUtils.IsAssignable(TYPE_GAME_OBJECT, type);
            var isComponent  = TypeUtils.IsAssignable(TYPE_COMPONENT, type);

            if (!isGameObject && !isComponent)
            {
                throw new BindingException(TYPE_NOT_COMPONENT);
            }

            var gameObjects      = GameObject.FindGameObjectsWithTag(tag);
            var bindingFactories = new IBindingConditionFactory[gameObjects.Length];

            for (int gameObjectIndex = 0; gameObjectIndex < gameObjects.Length; gameObjectIndex++)
            {
                bindingFactories[gameObjectIndex] =
                    CreateSingletonBinding(bindingFactory, gameObjects[gameObjectIndex], type, isGameObject);
            }

            return(new MultipleBindingConditionFactory(bindingFactories, bindingFactory.binder));
        }
 public ServiceModelDiscoveryService(IServiceModelDiscoveryClientWrapper discoveryClient, IChannelFactoryWrapper channelFactory, IBindingFactory bindingFactory, IOptions <ServiceModelDiscoveryOptions> options, ILogger <ServiceModelDiscoveryService> logger)
 {
     _discoveryClient = discoveryClient ?? throw new ArgumentNullException(nameof(discoveryClient));
     _channelFactory  = channelFactory ?? throw new ArgumentNullException(nameof(channelFactory));
     _bindingFactory  = bindingFactory ?? throw new ArgumentNullException(nameof(bindingFactory));
     _logger          = logger ?? throw new ArgumentNullException(nameof(logger));
     _options         = options?.Value ?? throw new ArgumentNullException(nameof(options));
 }
 public XmlSiteMapResultFactoryContainer(ConfigurationSettings settings)
 {
     var siteMapLoaderContainer = new SiteMapLoaderContainer(settings);
     this.siteMapLoader = siteMapLoaderContainer.ResolveSiteMapLoader();
     this.mvcContextFactory = new MvcContextFactory();
     this.bindingFactory = new BindingFactory();
     this.bindingProvider = new BindingProvider(this.bindingFactory, this.mvcContextFactory);
     this.urlPath = new UrlPath(this.mvcContextFactory, this.bindingProvider);
     this.cultureContextFactory = new CultureContextFactory();
 }
Example #11
0
        public void GetProducerBindingTypesMismatchTest()
        {
            BoilersSetFixture _boiler = new BoilersSetFixture();

            using (DataGenerator _generator = new DataGenerator(_boiler))
            {
                IBindingFactory  _bindingFactory = _generator;
                IProducerBinding _binding        = _bindingFactory.GetProducerBinding("repositoryGroup", "processValueName", new UATypeInfo(BuiltInType.Int16));
            }
        }
Example #12
0
        /// <summary>
        /// Binds the key type to a singleton <paramref name="type"/> to a given <paramref name="gameObject"/>.
        ///
        /// If <paramref name="type"/> is <see cref="UnityEngine.GameObject"/>, binds the
        /// key to the GameObject itself.
        ///
        /// If <paramref name="type"/> is see cref="UnityEngine.Component"/>, binds the key
        /// to the the instance of the component.
        ///
        /// If the <see cref="UnityEngine.Component"/> is not found on the GameObject, it will be added.
        /// </summary>
        /// <remarks>
        /// To prevent references to destroyed objects, only bind to game objects that won't
        /// be destroyed in the scene.
        /// </remarks>
        /// <param name="bindingFactory">The original binding factory.</param>
        /// <param name="type">The component type.</param>
        /// <param name="gameObject">The GameObject object.</param>
        /// <returns>The binding condition object related to this binding.</returns>
        public static UnityBindingConditionFactory ToGameObject(this IBindingFactory bindingFactory, Type type, GameObject gameObject)
        {
            var isGameObject = TypeUtils.IsAssignable(TYPE_GAME_OBJECT, type);
            var isComponent  = TypeUtils.IsAssignable(TYPE_COMPONENT, type);

            if (!isGameObject && !isComponent)
            {
                throw new BindingException(TYPE_NOT_COMPONENT);
            }

            return(CreateSingletonBinding(bindingFactory, gameObject, type, isGameObject));
        }
        public BindingProvider(
            IBindingFactory bindingFactory,
            IMvcContextFactory mvcContextFactory
            )
        {
            if (bindingFactory == null)
                throw new ArgumentNullException("bindingFactory");
            if (mvcContextFactory == null)
                throw new ArgumentNullException("mvcContextFactory");

            this.bindingFactory = bindingFactory;
            this.mvcContextFactory = mvcContextFactory;
        }
Example #14
0
 static private void BuildProxy <TProxyInterface>(System.Uri uriEndpoint, IBindingFactory bindingFactory, out TProxyInterface proxy, out System.ServiceModel.ICommunicationObject comms
                                                  , uint maxTries, int wait)
     where TProxyInterface : class
 {
     System.ServiceModel.Channels.Binding binding = bindingFactory.Create();
     System.ServiceModel.ChannelFactory <TProxyInterface> factory = new System.ServiceModel.ChannelFactory <TProxyInterface>(
         binding
         , new System.ServiceModel.EndpointAddress(uriEndpoint)
         );
     proxy = factory.CreateChannel();
     comms = proxy as System.ServiceModel.ICommunicationObject;
     AttemptClientOpen(ref comms, ref proxy, factory, maxTries, wait);
 }
            internal ExtensionState(
                IPatternInfo extendingProduct,
                IExtensionPointInfo extensionPoint,
                IBindingFactory bindingFactory)
            {
                this.ExtendingProduct = extendingProduct;
                this.ExtensionPoint   = extensionPoint;
                this.bindingFactory   = bindingFactory;

                this.BindingContext = bindingFactory.CreateContext();
                this.BindingContext.AddExportsFromInterfaces(extendingProduct);
                this.BindingContext.AddExportsFromInterfaces(extensionPoint);
            }
        public void Initialize()
        {
            this.tracer = Mock.Of<ITracer>();
            this.context = Mock.Of<IDynamicBindingContext>();
            this.valueProvider = Mock.Of<IValueProvider>(vp => (string)vp.Evaluate() == "Foo");

            this.binding = Mock.Of<IDynamicBinding<IValueProvider>>(binding =>
                binding.Evaluate(It.IsAny<IDynamicBindingContext>()) == true &&
                binding.Value == this.valueProvider &&
                binding.CreateDynamicContext() == this.context);

            this.bindingFactory = Mock.Of<IBindingFactory>(factory =>
                factory.CreateBinding<IValueProvider>(It.IsAny<IBindingSettings>()) == this.binding);
        }
        public void Initialize()
        {
            this.tracer        = Mock.Of <ITracer>();
            this.context       = Mock.Of <IDynamicBindingContext>();
            this.valueProvider = Mock.Of <IValueProvider>(vp => (string)vp.Evaluate() == "Foo");

            this.binding = Mock.Of <IDynamicBinding <IValueProvider> >(binding =>
                                                                       binding.Evaluate(It.IsAny <IDynamicBindingContext>()) == true &&
                                                                       binding.Value == this.valueProvider &&
                                                                       binding.CreateDynamicContext() == this.context);

            this.bindingFactory = Mock.Of <IBindingFactory>(factory =>
                                                            factory.CreateBinding <IValueProvider>(It.IsAny <IBindingSettings>()) == this.binding);
        }
 /// <summary>
 /// Initializes a new instance of the <see cref="ProducerAssociation"/> class.
 /// </summary>
 /// <param name="data">The semantic data description.</param>
 /// <param name="aliasName">Name of the alias - .</param>
 /// <param name="dataSet">The data set configuration.</param>
 /// <param name="bindingFactory">The binding factory.</param>
 /// <param name="encodingFactory">The encoding factory.</param>
 internal ProducerAssociation(ISemanticData data, string aliasName, DataSetConfiguration dataSet, IBindingFactory bindingFactory, IEncodingFactory encodingFactory)
     : base(data, dataSet.AssociationName)
 {
     m_ConfigurationVersion = dataSet.ConfigurationVersion;
       m_DataSetBindings =
     dataSet.DataSet.Select<FieldMetaData, IProducerBinding>
     ((_fieldMetadata) =>
     {
       IProducerBinding _ret = _fieldMetadata.GetProducerBinding4DataMember(dataSet.RepositoryGroup, bindingFactory, encodingFactory);
       _ret.PropertyChanged += ProducerBinding_PropertyChanged;
       return _ret;
     }).ToArray<IProducerBinding>();
       m_Timer = new Timer(1000) { AutoReset = true };
       m_Timer.Elapsed += M_Timer_Elapsed;
       m_Timer.Start();
 }
Example #19
0
        public static UnityBindingConditionFactory ToResource(this IBindingFactory bindingFactory, string name)
        {
            if (!TypeUtils.IsAssignable(typeof(UnityEngine.Object), bindingFactory.bindingType))
            {
                throw new BindingException(TYPE_NOT_OBJECT);
            }

            var resource = Resources.Load(name);

            if (resource == null)
            {
                throw new BindingException(RESOURCE_IS_NULL);
            }

            return(new UnityBindingConditionFactory(bindingFactory.AddBinding(resource, BindingInstance.Singleton), resource.name));
        }
Example #20
0
        public DependencyProperty(
            [NotNull] IBindingFactory bindingFactory,
            [CanBeNull] T value,
            [CanBeNull] PropertyChangedCallback <T> propertyChangedCallback,
            [CanBeNull] CoerceValueCallback <T> coerceValueCallback)
        {
            if (bindingFactory == null)
            {
                throw new ArgumentNullException("bindingFactory");
            }

            _bindingFactory          = bindingFactory;
            _value                   = value;
            _propertyChangedCallback = propertyChangedCallback;
            _coerceValueCallback     = coerceValueCallback;
        }
 public UaooiMessageBus(
     IConfigurationFactory configurationFactory,
     IEncodingFactory encodingFactory,
     IBindingFactory subscriptionFactory,
     IMessageHandlerFactory messageHandlerFactory,
     ILogger logger)
 {
     ConfigurationFactory = configurationFactory
                            ?? throw new ComponentNotInitialisedException(nameof(configurationFactory));
     EncodingFactory = encodingFactory
                       ?? throw new ComponentNotInitialisedException(nameof(encodingFactory));
     BindingFactory = subscriptionFactory
                      ?? throw new ComponentNotInitialisedException(nameof(subscriptionFactory));
     MessageHandlerFactory = messageHandlerFactory
                             ?? throw new ComponentNotInitialisedException(nameof(messageHandlerFactory));
     _logger = logger;
 }
        public BindingProvider(
            IBindingFactory bindingFactory,
            IMvcContextFactory mvcContextFactory
            )
        {
            if (bindingFactory == null)
            {
                throw new ArgumentNullException("bindingFactory");
            }
            if (mvcContextFactory == null)
            {
                throw new ArgumentNullException("mvcContextFactory");
            }

            this.bindingFactory    = bindingFactory;
            this.mvcContextFactory = mvcContextFactory;
        }
        public ApplicationController(
            IBindingFactory<MainController> mainControllerFactory,
            IOptionsManager optionsManager,
            IHostEnviromentConnection hostEnviroment,
            ISettingsManager settingsManager,
            IEventService eventService)
        {
            _optionsManager = optionsManager;
            _hostEnviroment = hostEnviroment;
            _settingsManager = settingsManager;
            _eventService = eventService;

            HookGlobalExceptionHandlers();

            _eventService.Subscribe(this);

            _mainController = mainControllerFactory.CreateWithBindings(_hostEnviroment.Events);
        }
Example #24
0
        /// <summary>
        /// Binds the key type to a transient <see cref="UnityEngine.Component"/>
        /// of <paramref name="type"/> on the prefab.
        ///
        /// If the <see cref="UnityEngine.Component"/> is not found on the prefab
        /// at the moment of the instantiation, it will be added.
        /// </summary>
        /// <remarks>
        /// Every resolution of a transient prefab will generate a new instance. So, even
        /// if the component resolved from the prefab is destroyed, it won't generate any
        /// missing references in the container.
        /// </remarks>
        /// <param name="bindingFactory">The original binding factory.</param>
        /// <param name="type">The component type.</param>
        /// <param name="prefab">Prefab object.</param>
        /// <returns>The binding condition object related to this binding.</returns>
        public static UnityBindingConditionFactory ToPrefab(this IBindingFactory bindingFactory, Type type, GameObject prefab)
        {
            if (!TypeUtils.IsAssignable(bindingFactory.bindingType, type))
            {
                throw new BindingException(BindingException.TYPE_NOT_ASSIGNABLE);
            }

            var isGameObject = TypeUtils.IsAssignable(TYPE_GAME_OBJECT, type);
            var isComponent  = TypeUtils.IsAssignable(TYPE_COMPONENT, type);

            if (!isGameObject && !isComponent)
            {
                throw new BindingException(TYPE_NOT_COMPONENT);
            }

            return(new UnityBindingConditionFactory(bindingFactory.AddBinding(new PrefabBinding(prefab, type),
                                                                              BindingInstance.Transient), prefab.name));
        }
Example #25
0
        public ApplicationController(
            IBindingFactory <MainController> mainControllerFactory,
            IOptionsManager optionsManager,
            IHostEnviromentConnection hostEnviroment,
            ISettingsManager settingsManager,
            IEventService eventService)
        {
            _optionsManager  = optionsManager;
            _hostEnviroment  = hostEnviroment;
            _settingsManager = settingsManager;
            _eventService    = eventService;

            HookGlobalExceptionHandlers();

            _eventService.Subscribe(this);

            _mainController = mainControllerFactory.CreateWithBindings(_hostEnviroment.Events);
        }
Example #26
0
        /// <summary>
        /// Binds the key type to a singleton  <paramref name="type"/> on a GameObject
        /// with a given <paramref name="tag"/>.
        ///
        /// If more than one object is returned, just the first one will be binded.
        ///
        /// If <paramref name="type"/> is <see cref="UnityEngine.GameObject"/>, binds the
        /// key to the GameObject itself.
        ///
        /// If <paramref name="type"/> is see cref="UnityEngine.Component"/>, binds the key
        /// to the the instance of the component.
        ///
        /// If the <see cref="UnityEngine.Component"/> is not found on the GameObject, it will be added.
        /// </summary>
        /// <remarks>
        /// To prevent references to destroyed objects, only bind to game objects that won't
        /// be destroyed in the scene.
        /// </remarks>
        /// <param name="bindingFactory">The original binding factory.</param>
        /// <param name="type">The component type.</param>
        /// <param name="tag">The GameObject tag.</param>
        /// <returns>The binding condition object related to this binding.</returns>
        public static IBindingConditionFactory ToGameObjectWithTag(this IBindingFactory bindingFactory, Type type, string tag)
        {
            if (!TypeUtils.IsAssignable(bindingFactory.bindingType, type))
            {
                throw new BindingException(BindingException.TYPE_NOT_ASSIGNABLE);
            }

            var isGameObject = TypeUtils.IsAssignable(typeof(GameObject), type);
            var isComponent  = TypeUtils.IsAssignable(typeof(Component), type);

            if (!isGameObject && !isComponent)
            {
                throw new BindingException(TYPE_NOT_COMPONENT);
            }

            var gameObject = GameObject.FindWithTag(tag);

            return(CreateSingletonBinding(bindingFactory, gameObject, type, isGameObject));
        }
Example #27
0
        /// <summary>
        /// Binds the key type to a singleton <see cref="UnityEngine.Component"/>
        /// of <paramref name="type"/> on a newly instantiated prefab.
        ///
        /// If the <see cref="UnityEngine.Component"/> is not found on the prefab
        /// at the moment of the instantiation, it will be added.
        /// </summary>
        /// <remarks>
        /// To prevent references to destroyed objects, only bind to prefabs that won't
        /// be destroyed in the scene.
        /// </remarks>
        /// <param name="bindingFactory">The original binding factory.</param>
        /// <param name="type">The component type.</param>
        /// <param name="prefab">Prefab object.</param>
        /// <returns>The binding condition object related to this binding.</returns>
        public static UnityBindingConditionFactory ToPrefabSingleton(this IBindingFactory bindingFactory, Type type, GameObject prefab)
        {
            if (!TypeUtils.IsAssignable(bindingFactory.bindingType, type))
            {
                throw new BindingException(BindingException.TYPE_NOT_ASSIGNABLE);
            }

            var isGameObject = TypeUtils.IsAssignable(TYPE_GAME_OBJECT, type);
            var isComponent  = TypeUtils.IsAssignable(TYPE_COMPONENT, type);

            if (!isGameObject && !isComponent)
            {
                throw new BindingException(TYPE_NOT_COMPONENT);
            }

            var gameObject = (GameObject)MonoBehaviour.Instantiate(prefab);

            return(CreateSingletonBinding(bindingFactory, gameObject, type, isGameObject));
        }
Example #28
0
        public static string Evaluate(this IPropertyBindingSettings settings, IBindingFactory bindingFactory, ITracer tracer, Action <IDynamicBindingContext> contextInitializer = null)
        {
            string result;

            if (settings.ValueProvider != null)
            {
                var binding = bindingFactory.CreateBinding <IValueProvider>(settings.ValueProvider);
                // Make the entire set of element interfaces available to VP bindings.
                // We add the owner with its full interfaces. And we add the IProperty as well.
                using (var context = binding.CreateDynamicContext())
                {
                    if (contextInitializer != null)
                    {
                        contextInitializer(context);
                    }

                    if (binding.Evaluate(context))
                    {
                        result = binding.Value.Evaluate() as string;
                    }
                    else
                    {
                        var failMessage = string.Format(CultureInfo.CurrentCulture,
                                                        Resources.ValueProviderBinding_FailedToEvaluate,
                                                        settings.Name,
                                                        settings.Name,
                                                        ObjectDumper.ToString(binding.EvaluationResults, 5));

                        tracer.Error(failMessage);

                        throw new InvalidOperationException(failMessage);
                    }
                }
            }
            else
            {
                result = settings.Value;
            }

            return(result);
        }
 public SiteMapLoaderContainer(ConfigurationSettings settings)
 {
     // Singleton instances
     if (settings.EnableSiteMapFile)
     {
         this.absoluteFileName = HostingEnvironment.MapPath(settings.SiteMapFileName);
     }
     this.mvcContextFactory = new MvcContextFactory();
     #if NET35
     this.siteMapCache = new SiteMapCache(new AspNetCacheProvider<ISiteMap>(this.mvcContextFactory));
     #else
     this.siteMapCache = new SiteMapCache(new RuntimeCacheProvider<ISiteMap>(System.Runtime.Caching.MemoryCache.Default));
     #endif
     this.cacheDependency = this.ResolveCacheDependency(settings);
     this.requestCache = this.mvcContextFactory.GetRequestCache();
     this.bindingFactory = new BindingFactory();
     this.bindingProvider = new BindingProvider(this.bindingFactory, this.mvcContextFactory);
     this.urlPath = new UrlPath(this.mvcContextFactory, this.bindingProvider);
     this.siteMapCacheKeyGenerator = new SiteMapCacheKeyGenerator(this.mvcContextFactory);
     this.siteMapCacheKeyToBuilderSetMapper = new SiteMapCacheKeyToBuilderSetMapper();
     this.reservedAttributeNameProvider = new ReservedAttributeNameProvider(settings.AttributesToIgnore);
     var siteMapNodeFactoryContainer = new SiteMapNodeFactoryContainer(settings, this.mvcContextFactory, this.urlPath, this.reservedAttributeNameProvider);
     this.siteMapNodeToParentRelationFactory = new SiteMapNodeToParentRelationFactory();
     this.nodeKeyGenerator = new NodeKeyGenerator();
     this.siteMapNodeFactory = siteMapNodeFactoryContainer.ResolveSiteMapNodeFactory();
     this.siteMapNodeCreatorFactory = this.ResolveSiteMapNodeCreatorFactory();
     this.cultureContextFactory = new CultureContextFactory();
     this.dynamicSiteMapNodeBuilderFactory = new DynamicSiteMapNodeBuilderFactory(this.siteMapNodeCreatorFactory, this.cultureContextFactory);
     this.siteMapHierarchyBuilder = new SiteMapHierarchyBuilder();
     this.siteMapNodeHelperFactory = this.ResolveSiteMapNodeHelperFactory();
     this.siteMapNodeVisitor = this.ResolveSiteMapNodeVisitor(settings);
     this.siteMapXmlNameProvider = new SiteMapXmlNameProvider();
     this.attributeAssemblyProviderFactory = new AttributeAssemblyProviderFactory();
     this.mvcSiteMapNodeAttributeDefinitionProvider = new MvcSiteMapNodeAttributeDefinitionProvider();
     this.siteMapNodeProvider = this.ResolveSiteMapNodeProvider(settings);
     this.siteMapBuiderSetStrategy = this.ResolveSiteMapBuilderSetStrategy(settings);
     var siteMapFactoryContainer = new SiteMapFactoryContainer(settings, this.mvcContextFactory, this.urlPath);
     this.siteMapFactory = siteMapFactoryContainer.ResolveSiteMapFactory();
     this.siteMapCreator = new SiteMapCreator(this.siteMapCacheKeyToBuilderSetMapper, this.siteMapBuiderSetStrategy, this.siteMapFactory);
 }
        public static string Evaluate(this IPropertyBindingSettings settings, IBindingFactory bindingFactory, ITracer tracer, Action<IDynamicBindingContext> contextInitializer = null)
        {
            string result;

            if (settings.ValueProvider != null)
            {
                var binding = bindingFactory.CreateBinding<IValueProvider>(settings.ValueProvider);
                // Make the entire set of element interfaces available to VP bindings.
                // We add the owner with its full interfaces. And we add the IProperty as well.
                using (var context = binding.CreateDynamicContext())
                {
                    if (contextInitializer != null)
                        contextInitializer(context);

                    if (binding.Evaluate(context))
                    {
                        result = binding.Value.Evaluate() as string;
                    }
                    else
                    {
                        var failMessage = string.Format(CultureInfo.CurrentCulture,
                            Resources.ValueProviderBinding_FailedToEvaluate,
                            settings.Name,
                            settings.Name,
                            ObjectDumper.ToString(binding.EvaluationResults, 5));

                        tracer.Error(failMessage);

                        throw new InvalidOperationException(failMessage);
                    }
                }
            }
            else
            {
                result = settings.Value;
            }

            return result;
        }
Example #31
0
        public void GetProducerBindingTest()
        {
            BoilersSetFixture _boiler = new BoilersSetFixture();

            using (DataGenerator _generator = new DataGenerator(_boiler))
            {
                IBindingFactory  _bindingFactory = _generator;
                IProducerBinding _binding        = _bindingFactory.GetProducerBinding("repositoryGroup", "processValueName", new UATypeInfo(BuiltInType.Boolean));
                Assert.IsNotNull(_binding);
                _binding.Encoding.IsEqual(new UATypeInfo(BuiltInType.Boolean));
                Assert.IsFalse(_binding.NewValue);
                Assert.IsNull(_binding.Parameter);
                int _newValueInvocationCount = 0;
                _binding.PropertyChanged += (x, evetArgs) => _newValueInvocationCount++;
                _boiler.Variable.Change();
                Assert.AreEqual <int>(1, _newValueInvocationCount);
                Assert.IsTrue(_binding.NewValue);
                Assert.IsTrue((bool)_binding.GetFromRepository());
                Assert.IsFalse(_binding.NewValue);
                Assert.AreEqual <int>(1, _newValueInvocationCount);
            }
            Assert.AreEqual <int>(1, _boiler.DisposeCount);
        }
Example #32
0
        private void ResolveLocalOrGlobal(Expr referringExpr, Token name)
        {
            // Loop over all the scopes, from the innermost and outwards, trying to find a registered "binding factory"
            // that matches this name.
            for (int i = scopes.Count - 1; i >= 0; i--)
            {
                if (scopes[i].ContainsKey(name.Lexeme))
                {
                    IBindingFactory bindingFactory = scopes[i][name.Lexeme];

                    if (bindingFactory == VariableBindingFactory.None)
                    {
                        nameResolutionErrorHandler(
                            new NameResolutionError("Cannot read local variable in its own initializer.", name));
                        return;
                    }

                    bindingHandler.AddLocalExpr(bindingFactory.CreateBinding(scopes.Count - 1 - i, referringExpr));

                    return;
                }
            }

            // The identifier was not found in any of the local scopes. If it cannot be found in the globals, we can
            // safely assume it is non-existent.
            if (!globals.ContainsKey(name.Lexeme))
            {
                return;
            }

            // Note: the extra block here is actually not just "for fun". We get a conflict with the bindingFactory
            // in the for-loop above if we skip it.
            {
                IBindingFactory bindingFactory = globals[name.Lexeme];
                bindingHandler.AddGlobalExpr(bindingFactory.CreateBinding(-1, referringExpr));
            }
        }
Example #33
0
        /// <summary>
        /// Binds the key type to a singleton  <paramref name="type"/> on a GameObject
        /// with a given <paramref name="tag"/>.
        ///
        /// If more than one object is returned, just the first one will be binded.
        ///
        /// If <paramref name="type"/> is <see cref="UnityEngine.GameObject"/>, binds the
        /// key to the GameObject itself.
        ///
        /// If <paramref name="type"/> is see cref="UnityEngine.Component"/>, binds the key
        /// to the the instance of the component.
        ///
        /// If the <see cref="UnityEngine.Component"/> is not found on the GameObject, it will be added.
        /// </summary>
        /// <remarks>
        /// To prevent references to destroyed objects, only bind to game objects that won't
        /// be destroyed in the scene.
        /// </remarks>
        /// <param name="bindingFactory">The original binding factory.</param>
        /// <param name="type">The component type.</param>
        /// <param name="tag">The GameObject tag.</param>
        /// <returns>The binding condition object related to this binding.</returns>
        public static UnityBindingConditionFactory ToGameObjectWithTag(this IBindingFactory bindingFactory, Type type, string tag)
        {
            if (!TypeUtils.IsAssignable(bindingFactory.bindingType, type))
            {
                throw new BindingException(BindingException.TYPE_NOT_ASSIGNABLE);
            }

            var isGameObject = TypeUtils.IsAssignable(TYPE_GAME_OBJECT, type);
            var isComponent  = TypeUtils.IsAssignable(TYPE_COMPONENT, type);

            if (!isGameObject && !isComponent)
            {
                throw new BindingException(TYPE_NOT_COMPONENT);
            }

            var gameObject = GameObject.FindWithTag(tag);

            if (gameObject == null)
            {
                throw new BindingException(string.Format(GAMEOBJECT_TAG_TYPE_IS_NULL, tag, type.ToString()));
            }

            return(CreateSingletonBinding(bindingFactory, gameObject, type, isGameObject));
        }
Example #34
0
 private void InitializeDependencies()
 {
     _weakEventManagerFactory = ServiceProvider.GetRequiredService <IWeakEventManagerFactory>();
     _bindingFactory          = ServiceProvider.GetRequiredService <IBindingFactory>();
     _weakEventManager        = _weakEventManagerFactory.Create();
 }
 /// <summary>
 /// Initializes a new instance of the <see cref="ConsumerAssociation" /> class.
 /// </summary>
 /// <param name="data">The data.</param>
 /// <param name="dataSet">The members.</param>
 /// <param name="bindingFactory">The binding factory.</param>
 /// <param name="encodingFactory">The encoding factory.</param>
 internal ConsumerAssociation(ISemanticData data, DataSetConfiguration dataSet, IBindingFactory bindingFactory, IEncodingFactory encodingFactory)
     : base(data, dataSet.AssociationName)
 {
     m_DataSetBindings = dataSet.DataSet.Select<FieldMetaData, IConsumerBinding>(x => x.GetConsumerBinding4DataMember(dataSet.RepositoryGroup, bindingFactory, encodingFactory)).ToArray<IConsumerBinding>();
 }
Example #36
0
 protected BindingSourceProcessor(IBindingFactory bindingFactory)
 {
     this.bindingFactory = bindingFactory;
 }
Example #37
0
 public BindingRegistry(IErrorProvider errorProvider, IBindingFactory bindingFactory)
 {
     this.errorProvider = errorProvider;
     this.bindingFactory = bindingFactory;
 }
 /// <summary>
 /// Initializes a new instance of the <see cref="ConsumerAssociation" /> class.
 /// </summary>
 /// <param name="data">The data.</param>
 /// <param name="dataSet">The members.</param>
 /// <param name="bindingFactory">The binding factory.</param>
 /// <param name="encodingFactory">The encoding factory.</param>
 internal ConsumerAssociation(ISemanticData data, DataSetConfiguration dataSet, IBindingFactory bindingFactory, IEncodingFactory encodingFactory) :
     base(data, dataSet.AssociationName)
 {
     m_DataSetBindings = dataSet.DataSet.Select <FieldMetaData, IConsumerBinding>(x => x.GetConsumerBinding4DataMember(dataSet.RepositoryGroup, bindingFactory, encodingFactory)).ToArray <IConsumerBinding>();
 }
 protected BindingSourceProcessor(IBindingFactory bindingFactory)
 {
     this.bindingFactory = bindingFactory;
 }
Example #40
0
        public void DiscoverServiceUsingAdapter_registers_service_using_discovery(ServiceCollection services, ServiceLifetime lifetime, ITestService testService, IDiscoveryService discoveryService, IBindingFactory bindingFactory)
        {
            services.DiscoverServiceUsingAdapter <ITestService>(lifetime);

            services.AddSingleton <IBindingFactory>(bindingFactory);

            services.AddSingleton <IDiscoveryService>(discoveryService);

            Mock.Get(discoveryService).Setup(p => p.Discover <ITestService>(It.IsAny <NetTcpBinding>())).Returns(testService);

            var serviceProvider = services.BuildServiceProvider();

            var service = serviceProvider.GetRequiredService <ITestService>();

            Assert.That(service, Is.SameAs(testService));
        }
 public RuntimeBindingSourceProcessor(IBindingFactory bindingFactory, IBindingRegistry bindingRegistry, IErrorProvider errorProvider, ITestTracer testTracer) : base(bindingFactory)
 {
     this.bindingRegistry = bindingRegistry;
     this.errorProvider = errorProvider;
     this.testTracer = testTracer;
 }
 /// <summary>
 /// Gets the consumer binding for data member.
 /// </summary>
 /// <param name="member">The field description captured bu object of type <see cref="FieldMetaData"/> .</param>
 /// <param name="repositoryGroup">The repository group.</param>
 /// <param name="bindingFactory">The binding factory.</param>
 /// <param name="encodingFactory">The encoding factory.</param>
 /// <returns>An instance of <see cref="IProducerBinding" /> type.</returns>
 internal static IProducerBinding GetProducerBinding4DataMember(this FieldMetaData member, string repositoryGroup, IBindingFactory bindingFactory, IEncodingFactory encodingFactory)
 {
     IProducerBinding _binding = bindingFactory.GetProducerBinding(repositoryGroup, member.ProcessValueName, member.TypeInformation);
       encodingFactory.UpdateValueConverter(_binding, repositoryGroup, member.TypeInformation);
       return _binding;
 }