如何在C#中复制F#区分联合类型?

时间:2010-02-23 19:06:39

标签: c# f# discriminated-union

我创建了一个名为Actor的新类,它处理传递给它的消息。 我遇到的问题是弄清楚将相关但不同的消息传递给Actor的最优雅方式是什么。我的第一个想法是使用继承,但它似乎是如此膨胀,但它是强烈的类型,这是一个明确的要求。

有任何想法吗?

实施例

private abstract class QueueMessage { }

private class ClearMessage : QueueMessage 
{
    public static readonly ClearMessage Instance = new ClearMessage();

    private ClearMessage() { }
}

private class TryDequeueMessage : QueueMessage 
{
    public static readonly TryDequeueMessage Instance = new TryDequeueMessage();

    private TryDequeueMessage() { }
}

private class EnqueueMessage : QueueMessage 
{
    public TValue Item { get; private set; }

    private EnqueueMessage(TValue item)
    {
        Item = item;
    }
}

演员类

/// <summary>Represents a callback method to be executed by an Actor.</summary>
/// <typeparam name="TReply">The type of reply.</typeparam>
/// <param name="reply">The reply made by the actor.</param>
public delegate void ActorReplyCallback<TReply>(TReply reply);

/// <summary>Represents an Actor which receives and processes messages in concurrent applications.</summary>
/// <typeparam name="TMessage">The type of message this actor accepts.</typeparam>
/// <typeparam name="TReply">The type of reply made by this actor.</typeparam>
public abstract class Actor<TMessage, TReply> : IDisposable
{
    /// <summary>The default total number of threads to process messages.</summary>
    private const Int32 DefaultThreadCount = 1;


    /// <summary>Used to serialize access to the message queue.</summary>
    private readonly Locker Locker;

    /// <summary>Stores the messages until they can be processed.</summary>
    private readonly System.Collections.Generic.Queue<Message> MessageQueue;

    /// <summary>Signals the actor thread to process a new message.</summary>
    private readonly ManualResetEvent PostEvent;

    /// <summary>This tells the actor thread to stop reading from the queue.</summary>
    private readonly ManualResetEvent DisposeEvent;

    /// <summary>Processes the messages posted to the actor.</summary>
    private readonly List<Thread> ActorThreads;


    /// <summary>Initializes a new instance of the Genex.Concurrency&lt;TRequest, TResponse&gt; class.</summary>
    public Actor() : this(DefaultThreadCount) { }

    /// <summary>Initializes a new instance of the Genex.Concurrency&lt;TRequest, TResponse&gt; class.</summary>
    /// <param name="thread_count"></param>
    public Actor(Int32 thread_count)
    {
        if (thread_count < 1) throw new ArgumentOutOfRangeException("thread_count", thread_count, "Must be 1 or greater.");

        Locker = new Locker();
        MessageQueue = new System.Collections.Generic.Queue<Message>();
        EnqueueEvent = new ManualResetEvent(true);
        PostEvent = new ManualResetEvent(false);
        DisposeEvent = new ManualResetEvent(true);
        ActorThreads = new List<Thread>();

        for (Int32 i = 0; i < thread_count; i++)
        {
            var thread = new Thread(ProcessMessages);
            thread.IsBackground = true;
            thread.Start();
            ActorThreads.Add(thread);
        }
    }


    /// <summary>Posts a message and waits for the reply.</summary>
    /// <param name="value">The message to post to the actor.</param>
    /// <returns>The reply from the actor.</returns>
    public TReply PostWithReply(TMessage message)
    {
        using (var wrapper = new Message(message))
        {
            lock (Locker) MessageQueue.Enqueue(wrapper);
            PostEvent.Set();
            wrapper.Channel.CompleteEvent.WaitOne();
            return wrapper.Channel.Value;
        }
    }

    /// <summary>Posts a message to the actor and executes the callback when the reply is received.</summary>
    /// <param name="value">The message to post to the actor.</param>
    /// <param name="callback">The callback that will be invoked once the replay is received.</param>
    public void PostWithAsyncReply(TMessage value, ActorReplyCallback<TReply> callback)
    {
        if (callback == null) throw new ArgumentNullException("callback");
        ThreadPool.QueueUserWorkItem(state => callback(PostWithReply(value)));
    }

    /// <summary>Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.</summary>
    public void Dispose()
    {
        if (DisposeEvent.WaitOne(10))
        {
            DisposeEvent.Reset();
            PostEvent.Set();

            foreach (var thread in ActorThreads)
            {
                thread.Join();
            }

            ((IDisposable)PostEvent).Dispose();
            ((IDisposable)DisposeEvent).Dispose();
        }
    }

    /// <summary>Processes a message posted to the actor.</summary>
    /// <param name="message">The message to be processed.</param>
    protected abstract void ProcessMessage(Message message);

    /// <summary>Dequeues the messages passes them to ProcessMessage.</summary>
    private void ProcessMessages()
    {
        while (PostEvent.WaitOne() && DisposeEvent.WaitOne(10))
        {
            var message = (Message)null;

            while (true)
            {
                lock (Locker)
                {
                    message = MessageQueue.Count > 0 ?
                        MessageQueue.Dequeue() :
                        null;

                    if (message == null)
                    {
                        PostEvent.Reset();
                        break;
                    }
                }

                try
                {
                    ProcessMessage(message);
                }
                catch
                {

                }
            }
        }
    }


    /// <summary>Represents a message that is passed to an actor.</summary>
    protected class Message : IDisposable
    {
        /// <summary>The actual value of this message.</summary>
        public TMessage Value { get; private set; }

        /// <summary>The channel used to give a reply to this message.</summary>
        public Channel Channel { get; private set; }


        /// <summary>Initializes a new instance of Genex.Concurrency.Message class.</summary>
        /// <param name="value">The actual value of the message.</param>
        public Message(TMessage value)
        {
            Value = value;
            Channel = new Channel();
        }


        /// <summary>Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.</summary>
        public void Dispose()
        {
            Channel.Dispose();
        }
    }

    /// <summary>Represents a channel used by an actor to reply to a message.</summary>         
    protected class Channel : IDisposable
    {
        /// <summary>The value of the reply.</summary>
        public TReply Value { get; private set; }

        /// <summary>Signifies that the message has been replied to.</summary>
        public ManualResetEvent CompleteEvent { get; private set; }


        /// <summary>Initializes a new instance of Genex.Concurrency.Channel class.</summary>
        public Channel()
        {
            CompleteEvent = new ManualResetEvent(false);
        }

        /// <summary>Reply to the message received.</summary>
        /// <param name="value">The value of the reply.</param>
        public void Reply(TReply value)
        {
            Value = value;
            CompleteEvent.Set();
        }

        /// <summary>Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.</summary>
        public void Dispose()
        {
            ((IDisposable)CompleteEvent).Dispose();
        }
    }
}

6 个答案:

答案 0 :(得分:12)

Steve Gilham总结了编译器如何实际处理受歧视的联合。对于您自己的代码,您可以考虑它的简化版本。鉴于以下F#:

type QueueMessage<T> = ClearMessage | TryDequeueMessage | EnqueueMessage of T

这是在C#中模拟它的一种方法:

public enum MessageType { ClearMessage, TryDequeueMessage, EnqueueMessage }

public abstract class QueueMessage<T>
{
    // prevents unwanted subclassing
    private QueueMessage() { }

    public abstract MessageType MessageType { get; }

    /// <summary>
    /// Only applies to EnqueueMessages
    /// </summary>
    public abstract T Item { get; }

    public static QueueMessage<T> MakeClearMessage() { return new ClearMessage(); }
    public static QueueMessage<T> MakeTryDequeueMessage() { return new TryDequeueMessage(); }
    public static QueueMessage<T> MakeEnqueueMessage(T item) { return new EnqueueMessage(item); }


    private sealed class ClearMessage : QueueMessage<T>
    {
        public ClearMessage() { }

        public override MessageType MessageType
        {
            get { return MessageType.ClearMessage; }
        }

        /// <summary>
        /// Not implemented by this subclass
        /// </summary>
        public override T Item
        {
            get { throw new NotImplementedException(); }
        }
    }

    private sealed class TryDequeueMessage : QueueMessage<T>
    {
        public TryDequeueMessage() { }

        public override MessageType MessageType
        {
            get { return MessageType.TryDequeueMessage; }
        }

        /// <summary>
        /// Not implemented by this subclass
        /// </summary>
        public override T Item
        {
            get { throw new NotImplementedException(); }
        }
    }

    private sealed class EnqueueMessage : QueueMessage<T>
    {
        private T item;
        public EnqueueMessage(T item) { this.item = item; }

        public override MessageType MessageType
        {
            get { return MessageType.EnqueueMessage; }
        }

        /// <summary>
        /// Gets the item to be enqueued
        /// </summary>
        public override T Item { get { return item; } }
    }
}

现在,在给定QueueMessage的代码中,您可以打开MessageType属性来代替模式匹配,并确保仅访问Item属性{ {1}}秒。

修改

这是另一种基于朱丽叶代码的替代方案。我试图简化一些事情,以便它从C#获得更有用的界面。这比以前的版本更好,因为您无法获得EnqueueMessage例外。

MethodNotImplemented

您可以使用以下代码:

public abstract class QueueMessage<T>
{
    // prevents unwanted subclassing
    private QueueMessage() { }

    public abstract TReturn Match<TReturn>(Func<TReturn> clearCase, Func<TReturn> tryDequeueCase, Func<T, TReturn> enqueueCase);

    public static QueueMessage<T> MakeClearMessage() { return new ClearMessage(); }
    public static QueueMessage<T> MakeTryDequeueMessage() { return new TryDequeueMessage(); }
    public static QueueMessage<T> MakeEnqueueMessage(T item) { return new EnqueueMessage(item); }

    private sealed class ClearMessage : QueueMessage<T>
    {
        public ClearMessage() { }

        public override TReturn Match<TReturn>(Func<TReturn> clearCase, Func<TReturn> tryDequeueCase, Func<T, TReturn> enqueueCase)
        {
            return clearCase();
        }
    }

    private sealed class TryDequeueMessage : QueueMessage<T>
    {
        public TryDequeueMessage() { }

        public override TReturn Match<TReturn>(Func<TReturn> clearCase, Func<TReturn> tryDequeueCase, Func<T, TReturn> enqueueCase)
        {
            return tryDequeueCase();
        }
    }

    private sealed class EnqueueMessage : QueueMessage<T>
    {
        private T item;
        public EnqueueMessage(T item) { this.item = item; }

        public override TReturn Match<TReturn>(Func<TReturn> clearCase, Func<TReturn> tryDequeueCase, Func<T, TReturn> enqueueCase)
        {
            return enqueueCase(item);
        }
    }
}

答案 1 :(得分:6)

联盟类型和模式匹配非常直接映射到访问者模式,我之前已经发布了几次:

因此,如果您想传递包含许多不同类型的邮件,那么您将无法实现访问者模式。

(警告,未经测试的代码,但应该让你知道它是如何完成的)

假设我们有这样的事情:

type msg =
    | Add of int
    | Sub of int
    | Query of ReplyChannel<int>


let rec counts = function
    | [] -> (0, 0, 0)
    | Add(_)::xs -> let (a, b, c) = counts xs in (a + 1, b, c)
    | Sub(_)::xs -> let (a, b, c) = counts xs in (a, b + 1, c)
    | Query(_)::xs -> let (a, b, c) = counts xs in (a, b, c + 1)

你最终得到了这个庞大的C#代码:

interface IMsgVisitor<T>
{
    T Visit(Add msg);
    T Visit(Sub msg);
    T Visit(Query msg);
}

abstract class Msg
{
    public abstract T Accept<T>(IMsgVistor<T> visitor)
}

class Add : Msg
{
    public readonly int Value;
    public Add(int value) { this.Value = value; }
    public override T Accept<T>(IMsgVisitor<T> visitor) { return visitor.Visit(this); }
}

class Sub : Msg
{
    public readonly int Value;
    public Add(int value) { this.Value = value; }
    public override T Accept<T>(IMsgVisitor<T> visitor) { return visitor.Visit(this); }
}

class Query : Msg
{
    public readonly ReplyChannel<int> Value;
    public Add(ReplyChannel<int> value) { this.Value = value; }
    public override T Accept<T>(IMsgVisitor<T> visitor) { return visitor.Visit(this); }
}

现在,只要您想对邮件执行某些操作,就需要实现访问者:

class MsgTypeCounter : IMsgVisitor<MsgTypeCounter>
{
    public readonly Tuple<int, int, int> State;    

    public MsgTypeCounter(Tuple<int, int, int> state) { this.State = state; }

    public MsgTypeCounter Visit(Add msg)
    {
        Console.WriteLine("got Add of " + msg.Value);
        return new MsgTypeCounter(Tuple.Create(1 + State.Item1, State.Item2, State.Item3));
    }

    public MsgTypeCounter Visit(Sub msg)
    {
        Console.WriteLine("got Sub of " + msg.Value);
        return new MsgTypeCounter(Tuple.Create(State.Item1, 1 + State.Item2, State.Item3));
    }

    public MsgTypeCounter Visit(Query msg)
    {
        Console.WriteLine("got Query of " + msg.Value);
        return new MsgTypeCounter(Tuple.Create(State.Item1, 1 + State.Item2, State.Item3));
    }
}

然后最后你可以像这样使用它:

var msgs = new Msg[] { new Add(1), new Add(3), new Sub(4), new ReplyChannel(null) };
var counts = msgs.Aggregate(new MsgTypeVisitor(Tuple.Create(0, 0, 0)),
    (acc, x) => x.Accept(acc)).State;

是的,它看起来很钝,但这就是你以类型安全的方式传递多个消息的方式,这也是我们不用C#实现联合的原因;)

答案 2 :(得分:6)

在您的示例代码中,您根据PostWithAsyncReply实施PostWithReply。这并不理想,因为这意味着当你调用PostWithAsyncReply并且actor需要一段时间来处理它时,实际上有两个线程被绑定:执行actor的那个和等待它完成的那个。让一个线程执行actor然后在异步情况下调用回调会更好。 (显然在同步的情况下,没有避免捆绑两个线程。)

<强>更新

更多关于上述内容:您构造一个带有参数的actor,告诉它要运行多少个线程。为简单起见,假设每个actor都运行一个线程(实际上是非常好的情况,因为actor可以具有内部状态而不会锁定它,因为只有一个线程直接访问它)。

演员A调用演员B,等待响应。为了处理请求,actor B需要调用actor C.所以现在A和B的唯一线程正在等待,而C是唯一一个实际给CPU做任何工作的线程。这么多线程!但如果你一直等待答案,这就是你得到的。

好的,你可以增加你在每个actor中开始的线程数。但是你要开始他们所以他们可以无所事事地坐着。堆栈占用大量内存,上下文切换可能很昂贵。

因此最好使用回调机制异步发送消息,以便您可以获取完成的结果。你的实现的问题是你从线程池中获取另一个线程,纯粹是坐下来等待。所以你基本上应用了增加线程数的解决方法。您将一个线程分配给从不运行的任务。

最好以PostWithReply的方式实施PostWithAsyncReply,即相反的方式。异步版本是低级别的。基于我的基于委托的示例(因为它涉及较少的代码输入!):

private bool InsertCoinImpl(int value) 
{
    // only accept dimes/10p/whatever it is in euros
    return (value == 10);
}

public void InsertCoin(int value, Action<bool> accepted)
{
    Submit(() => accepted(InsertCoinImpl(value)));
}

所以私有实现返回一个bool。公共异步方法接受将接收返回值的操作;私有实现和回调操作都在同一个线程上执行。

希望同步等待的需要将成为少数情况。但是当你需要它时,它可以由一个辅助方法提供,完全是通用的,不依赖于任何特定的actor或消息类型:

public static T Wait<T>(Action<Action<T>> activity)
{
    T result = default(T);
    var finished = new EventWaitHandle(false, EventResetMode.AutoReset);

    activity(r =>
        {
            result = r;
            finished.Set();
        });

    finished.WaitOne();
    return result;
}

所以现在在其他演员身上我们可以说:

bool accepted = Helpers.Wait<bool>(r => chocMachine.InsertCoin(5, r));

Wait的类型参数可能是不必要的,尚未尝试编译任何此类参数。但是Wait基本上为你做了一个回调,所以你可以把它传递给一些异步方法,而在外面你只需要把回传给回调的东西作为你的返回值。请注意,传递给Wait的lambda实际上仍然在调用Wait的同一线程上执行。

我们现在回到正常计划......

至于您询问的实际问题,您向演员发送消息以使其执行某些操作。代表们在这里很有帮助。它们让你有效地让编译器生成一个包含一些数据的类,一个你甚至不需要显式调用的构造函数以及一个方法。如果你不得不写一堆小班,请切换到代表。

abstract class Actor
{
    Queue<Action> _messages = new Queue<Action>();

    protected void Submit(Action action)
    {
        // take out a lock of course
        _messages.Enqueue(action);
    }

    // also a "run" that reads and executes the 
    // message delegates on background threads
}

现在一个特定的派生演员遵循这种模式:

class ChocolateMachineActor : Actor
{
    private void InsertCoinImpl(int value) 
    {
        // whatever...
    }

    public void InsertCoin(int value)
    {
        Submit(() => InsertCoinImpl(value));
    }
}

因此,要向actor发送消息,只需调用public方法即可。私有Impl方法可以完成实际工作。无需手动编写一堆消息类。

显然我已经省略了有关回复的内容,但这可以通过更多参数来完成。 (见上文更新)。

答案 3 :(得分:2)

远射,但无论如何..

我假设区分联合是ADT的F#(抽象数据类型)。这意味着类型可能是几件事之一。

如果有两个,你可以尝试将它放在一个带有两个类型参数的简单泛型类中:

 public struct DiscriminatedUnion<T1,T2>
 {   
      public DiscriminatedUnion(T1 t1) { value = t1; }
      public DiscriminatedUnion(T2 t1) { value = t2; }


      public static implicit operator T1(DiscriminatedUnion<T1,T2> du) {return (T1)du.value; }
      public static implicit operator T2(DiscriminatedUnion<T1,T2> du) {return (T2)du.value; }

      object value;
 }

为了让它适用于3个或更多,我们需要多次复制这个类。 任何人都有一个函数重载的解决方案,具体取决于运行时类型?

答案 4 :(得分:2)

如果你有这个

type internal Either<'a, 'b> =
  | Left of 'a
  | Right of 'b
在F#中

,然后为类Either<'a, 'b>生成的CLR的C#等价物具有内部类型,如

internal  class _Left : Either<a, b>
{
     internal readonly a left1;
     internal _Left(a left1);
}

每个都带有标签,吸气剂和工厂方法

internal const  int tag_Left = 0;
internal static  Either<a, b> Left(a Left1);
internal a Left1 {  get; }

加上鉴别器

internal int  Tag { get; }

以及一系列实现接口IStructuralEquatable, IComparable, IStructuralComparable

的方法

答案 5 :(得分:0)

Discriminated union in C#

处有一个编译时检查的区别联合类型
private class ClearMessage
{
    public static readonly ClearMessage Instance = new ClearMessage();    
    private ClearMessage() { }
}

private class TryDequeueMessage 
{
    public static readonly TryDequeueMessage Instance = new TryDequeueMessage();    
    private TryDequeueMessage() { }
}

private class EnqueueMessage
{
    public TValue Item { get; private set; }    
    private EnqueueMessage(TValue item) { Item = item; }
}

使用受歧视的联合可以按如下方式进行:

// New file
// Create an alias
using Message = Union<ClearMessage, TryDequeueMessage, EnqueMessage>;

int ProcessMessage(Message msg)
{
   return Message.Match(
      clear => 1,
      dequeue => 2,
      enqueue => 3);
}