/// <summary> /// Unregister all factories<br/> /// 注销所有工厂函数<br/> /// </summary> public void UnregisterAll() { Factories.Clear(); #pragma warning disable S1215 GC.Collect(); #pragma warning restore S1215 }
public async Task LoadTestsAsync() { IsBusy = true; // Factories var factoriesResult = await Task.Run(() => { List <FactoryViewModel> factories = new List <FactoryViewModel>(); foreach (var factory in _engine.GetProviderFactories()) { var vm = new FactoryViewModel { Factory = factory }; try { using (var provider = vm.Factory.CreateProvider()) vm.Version = provider.GetVersion(); } catch (Exception ex) { vm.Version = $"ERR: {ex.Message}"; } factories.Add(vm); } return(factories); }); Factories.Clear(); foreach (var f in factoriesResult) { Factories.Add(f); } // Tests var testsResult = await Task.Run(() => { List <TestViewModel> tests = new List <TestViewModel>(); foreach (var test in _engine.GetTests()) { var vm = new TestViewModel { Test = test, IsSelected = true }; tests.Add(vm); } return(tests); }); Tests.Clear(); foreach (var t in testsResult) { Tests.Add(t); } IsBusy = false; }
/// <summary> /// Unregister all factories /// </summary> public void UnregisterAll() { FactoriesLock.EnterWriteLock(); try { Factories.Clear(); } finally { FactoriesLock.ExitWriteLock(); } GC.Collect(); }
/// <summary> /// Remove all game assets from the parcel /// </summary> public virtual void RemoveAllGameAssets() { lock (GameAssets) { lock (Game.GameAssets) foreach (AbstractGameAsset ga in GameAssets.Values) { Game.GameAssets.Remove(ga.Uuid); } GameAssets.Clear(); Cropss.Clear(); Housess.Clear(); Factories.Clear(); ChosenGameAssetTemplate = AbstractGameAsset.None; } }
public void ClearInstances() { Factories.Clear(); Instances.Clear(); }
public ILNodeDiagram() { Factories.Clear(); }
private void Reset() { Factories.Clear(); _disposables.Clear(); }
protected override void BuildServiceInfoFactories() { Factories.Clear(); Factories.Add(new TestServiceInfoFactory()); }