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Development Lifecycle » Design and Architecture » Design Patterns     Intermediate

Commonly Used .NET Coding Patterns in CodeDom

By Omer van Kloeten

A library of CodeDom templates of commonly used coding practices in .NET.
C#, Windows, .NET 1.1, .NETVS, VS.NET2003, Dev

Posted: 1 Nov 2005
Updated: 31 Oct 2006
Views: 79,899
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Table of contents

Introduction

The CLR and other .NET code contains many recurring patterns. As these patterns appear in code, they may also appear in code generated by CodeDom graphs, yet generating these patterns requires lot of work, which is quite repetitive. This library contains many pattern implementations for use in your own CodeDom generator, which could help you in decreasing the amount of code you write by thousands of lines.
If you believe there is a pattern that would be perfect for the library, leave a comment and chances are good it will be available, come the next release.

As of October 23, 2006, the project is hosted on CodePlex, with this article serving as an introduction to its abilities.

Argument Assertion patterns

The Argument Assertion patterns are recurring patterns from the CLR in which arguments are checked and exceptions such as ArgumentNullException are raised accordingly. The currently supported assertions are: NotNull, InRange, InLowerBound, InUpperBound, IsInstanceOf, EnumIsDefined and StringNotNullOrEmpty.

In order to include this pattern in your code, your code should look like this:

myMethod.Statements.Add(
    new CodePatternArgumentAssertNotNullStatement("myArgument"));
myMethod.Statements.Add(
    new CodePatternArgumentAssertInRangeStatement("myArgument",
        new CodeFieldReferenceExpression(
            new CodeTypeReferenceExpression("MyType"), "MinValue"), 
        new CodeFieldReferenceExpression(
            new CodeTypeReferenceExpression("MyType"), "MaxValue")));
myMethod.Statements.Add(
    new CodePatternArgumentAssertIsInstanceOfStatement(
                                         "myArgument", typeof(int)));

The code generated by above will be:

if ((myArgument == null))
{
    throw new System.ArgumentNullException("myArgument");
}
if (((myArgument > MyType.MaxValue) 
    || (myArgument < MyType.MinValue)))
{
    throw new System.ArgumentOutOfRangeException("myArgument");
}
if ((myArgument.GetType().IsInstanceOfType(typeof(int)) == false))
{
    throw new System.ArgumentException(string.Format(
              "The argument myArgument must be of type {0}.", 
              typeof(int).FullName), "myArgument");
}

The Assembly Information pattern

Added automatically by Visual Studio, an assembly is identifiable by a set of attributes. This pattern simplifies access to these attributes as properties of a class deriving from CodeCompileUnit.

In order to include this pattern in your code, your code should look like this:

CodePatternCompileUnit unit = new CodePatternCompileUnit();
unit.AssemblyVersion = new Version(1, 0);
unit.AssemblyTitle = "My assembly";
unit.CLSCompliant = true;

The code generated by above will be:

[assembly: System.Reflection.AssemblyVersionAttribute("1.0")]
[assembly: System.Reflection.AssemblyFileVersionAttribute("1.0")]
[assembly: System.Reflection.AssemblyTitleAttribute("My assembly")]
[assembly: System.CLSCompliantAttribute(true)]

The Asynchronous Operation pattern

A recurring pattern from the CLR, asynchronous invocation of methods is required by many systems and components. The implementation presented here is the simplest one, which uses delegates. Documentation on the members generated can be controlled using the HasComments property.

In order to include this pattern in your code, your code should look like this:

type.Members.AddRange(new CodePatternAsyncOperation(myMethod));

The code generated by above will be:

/// <summary>

/// Represents the delegate instance

/// for asynchronous calls to MyMethod.

/// </summary>

private MyMethodAsyncCallback m_MyMethodCallback;

/// <summary>

/// Executes the MyMethod method asynchronously with a callback.

/// </summary>

/// <param name="foo">See original method, MyMethod,

/// for more information about this parameter.</param>

/// <param name="callback">A method to be called when

/// the asynchronous action completes.</param>

/// <returns>An <see cref="System.IAsyncResult" />

/// object detailing the asynchronous action.</returns>

public System.IAsyncResult BeginMyMethod(int foo, 
                           System.AsyncCallback callback)
{
    if ((this.m_MyMethodCallback == null))
    {
        this.m_MyMethodCallback = 
                new MyMethodAsyncCallback(this.MyMethod);
    }
    return this.m_MyMethodCallback.BeginInvoke(foo, callback, null);
}

/// <summary>

/// Executes the MyMethod method asynchronously.

/// </summary>

/// <param name="foo">See original method, MyMethod,

/// for more information about this parameter.</param>

/// <returns>An <see cref="System.IAsyncResult" />

/// object detailing the asynchronous action.</returns>

public System.IAsyncResult BeginMyMethod(int foo)
{
    return this.BeginMyMethod(foo, null);
}

/// <summary>

/// Synchronously completes an asynchronous call to MyMethod.

/// </summary>

/// <param name="asyncResult">The <see cref="System.IAsyncResult" />

/// retrieved from the call to <see cref="BeginMyMethod" />.</param>

/// <exception cref="System.InvalidOperationException">Thrown

/// when the method is called before the

/// <see cref="BeginMyMethod" /> method.</exception>

public void EndMyMethod(System.IAsyncResult asyncResult)
{
    if ((this.m_MyMethodCallback == null))
    {
        throw new System.InvalidOperationException("End of asynchronous" + 
                  " operation attempted when one has not yet begun.");
    }
    this.m_MyMethodCallback.EndInvoke(asyncResult);
}

/// <summary>

/// Represents the delegate for asynchronous calls to MyMethod.

/// </summary>

public delegate void MyMethodAsyncCallback(int foo);

The BeginProcess/EndProcess pattern

A recurring pattern from System.Data and System.Windows.Forms is the BeginProcess/EndProcess pattern, such as BeginLoad/EndLoad and BeginInit/EndInit. This pattern enables silencing of events with an intuitive interface. Documentation on the members generated can be controlled using the HasComments property.

In order to include this pattern in your code, your code should look like this:

type.Members.AddRange(new CodePatternBeginEndProcess("Init"));

The code generated by above will be:

/// <summary>

/// See <see cref="IsInInit" />

/// for information about this field.

/// </summary>

private int m_IsInInit;

/// <summary>

/// Begins the Init process.

/// </summary>

public virtual void BeginInit()
{
    this.m_IsInInit = (this.m_IsInInit + 1);
}

/// <summary>

/// Ends the Init process.

/// </summary>

public virtual void EndInit()
{
    if ((this.m_IsInInit != 0))
    {
        this.m_IsInInit = (this.m_IsInInit - 1);
    }
}

/// <summary>

/// Gets whether the Init process has begun.

/// </summary>

/// <value>Whether the init process has begun.</value>

protected bool IsInInit()
{
    return (this.m_IsInInit != 0);
}

Binary Operator patterns

Most binary operators are built into CodeDom, but some aren't. This pattern extends the normal CodeBinaryOperatorExpression to add more operators. Currently supported operator/s: BooleanExclusiveOr.

In order to include this pattern in your code, your code should look like this:

method.Statements.Add(
    new CodeConditionStatement(
        new CodePatternBinaryOperatorExpression(
           new CodeVariableReferenceExpression("bool1"), 
           CodePatternBinaryOperatorType.BooleanExclusiveOr,
           new CodeVariableReferenceExpression("bool2"))
        /* , Contained statements */));

The code generated by above will be:

if (((bool1 == true) && (bool2 == false)) || 
                ((bool1 == false) && (bool2 == true)))
{
    // Contained statements...

}

Code Access Security Decorator patterns

The model of declarative Code Access Security is widespread in the CLR and also very important in many differing situations.

In order to include this pattern in your code, your code should look like this:

UI ui = new DotNetZen.CodeDom.Patterns.Permissions.UI();
ui.Clipboard = 
  System.Security.Permissions.UIPermissionClipboard.AllClipboard;
myMethod.CustomAttributes.Add(new CodePatternCasAttribute(ui));

The code generated by above will be:

[System.Security.Permissions.UIPermissionAttribute(
   System.Security.Permissions.SecurityAction.Demand, 
   Clipboard=System.Security.Permissions.
             UIPermissionClipboard.AllClipboard)]
private void MyMethod()
{
}
Currently all of the Framework's declarative CAS attributes are supported and custom attribute abstractions can be created simply by inheriting from DotNetZen.CodeDom.Patterns.Permissions.Permission.

Compound Assignment patterns

No compound assignment operators are built into CodeDom. This pattern extends the normal CodeAssignStatement to add more operators. Currently supported operator/s: Add, Subtract, Multiply, Divide, Modulus, BitwiseAnd, BitwiseOr.

In order to include this pattern in your code, your code should look like this:

method.Statements.Add(
    new CodePatternCompoundAssignStatement(
        new CodeVariableReferenceExpression("foo"),
        CodePatternCompoundAssignmentOperatorType.Add,
        new CodeVariableReferenceExpression("bar")));

The code generated by above will be:

foo = (foo + bar);

The Cursor Lock pattern

A recurring pattern from System.Windows.Forms is the locking of a Form's Cursor property. This pattern is useful when the process contained within it is quite long.

In order to include this pattern in your code, your code should look like this:

method.Statements.AddRange(
    new CodePatternCursorLock(/* Contained statements */));

The code generated by above will be:

System.Windows.Forms.Cursor cursor0 = this.Cursor;

try
{
    this.Cursor = System.Windows.Forms.Cursors.WaitCursor;
    
    // More code here...

}
finally
{
    this.Cursor = cursor0;
}

The Custom Attribute pattern

Most custom attributes derive from the same template. As a result, creating custom attributes can be a menial task. Documentation on the members generated can be controlled using the HasComments property and the SetComment method.

In order to include this pattern in your code, your code should look like this:

CodePatternCustomAttributeDeclaration attrib = 
      new CodePatternCustomAttributeDeclaration(
          "CoolMetaData",
          AttributeTargets.Struct | 
             AttributeTargets.Class | AttributeTargets.Enum,
          false, true,
          new CodeParameterDeclarationExpression(typeof(int), 
                                               "MetaData"));

attrib.SetComment("MetaData", "The metadata for the attribute");

The code generated by above will be:

[System.AttributeUsageAttribute(((System.AttributeTargets.Enum | 
                                  System.AttributeTargets.Struct) 
        | System.AttributeTargets.Class), 
        AllowMultiple=false, Inherited=true)]
public sealed class CoolMetaDataAttribute : System.Attribute
{
    /// <summary>

    /// Value for the property <see cref="MetaData" />.

    /// </summary>

    private int m_MetaData;

    /// <summary>

    /// Initializes a new instance of the

    /// <see cref="CoolMetaDataAttribute" /> class.

    /// </summary>

    public CoolMetaDataAttribute()
    {
    }

    /// <summary>

    /// Initializes a new instance of the

    /// <see cref="CoolMetaDataAttribute" /> class.

    /// </summary>

    /// <param name="MetaData">The metadata

    /// for the attribute.</param>

    public CoolMetaDataAttribute(int MetaData)
    {
        this.m_MetaData = MetaData;
    }

    /// <summary>

    /// Gets the metadata for the attribute.

    /// </summary>

    /// <value>The metadata for the attribute.</value>

    public int MetaData
    {
        get
        {
            return this.m_MetaData;
        }
    }
}

The Custom Exception pattern

Most custom exceptions derive from the same template. As a result, creating custom exceptions can be a menial task. Documentation on the members generated can be controlled using the HasComments property and the SetComment method.

In order to include this pattern in your code, your code should look like this:

CodePatternCustomExceptionDeclaration exception = 
    new CodePatternCustomExceptionDeclaration("Foo",
        new CodeParameterDeclarationExpression(
                               typeof(int), "Bar"));

exception.SetComment("Bar", "A healthy snack-bar");

The code generated by above will be:

[System.SerializableAttribute()]
public class FooException : System.Exception
{
    /// <summary>

    /// Value for the property <see cref="Bar" />.

    /// </summary>

    private int m_Bar;

    /// <summary>

    /// Initializes a new instance of the <see cref="FooException" /> class.

    /// </summary>

    /// <param name="Bar">A healthy snack-bar.</param>

    public FooException(int Bar)
    {
        this.m_Bar = Bar;
    }

    /// <summary>

    /// Initializes a new instance of the <see cref="FooException" /> class.

    /// </summary>

    /// <param name="Bar">A healthy snack-bar.</param>

    /// <param name="message">The message in the exception.</param>

    public FooException(int Bar, string message) : 
        base(message)
    {
        this.m_Bar = Bar;
    }

    /// <summary>

    /// Initializes a new instance of the <see cref="FooException" /> class.

    /// </summary>

    /// <param name="info">The data needed to serialize

    /// or deserialize an object.</param>

    /// <param name="context">The source and destination

    /// of a given serialized stream.</param>

    /// <remarks>This member supports the .NET Framework infrastructure

    /// and is not intended to be used directly from your code.</remarks>

    protected FooException(System.Runtime.Serialization.SerializationInfo info, 
              System.Runtime.Serialization.StreamingContext context) : 
              base(info, context)
    {
        this.m_Bar = ((int)(info.GetValue("m_Bar", typeof(int))));
    }

    /// <summary>

    /// Initializes a new instance of the <see cref="FooException" /> class.

    /// </summary>

    /// <param name="Bar">A healthy snack-bar.</param>

    /// <param name="message">The message in the exception.</param>

    /// <param name="innerException">An exception

    /// encapsulated in the new exception.</param>

    public FooException(int Bar, string message, 
           System.Exception innerException) : 
           base(message, innerException)
    {
        this.m_Bar = Bar;
    }

    /// <summary>

    /// Gets a healthy snack-bar.

    /// </summary>

    /// <value>A healthy snack-bar.</value>

    public int Bar
    {
        get
        {
            return this.m_Bar;
        }
    }

    /// <summary>

    /// Populates a <see
    /// cref="System.Runtime.Serialization.SerializationInfo" />

    /// with the data needed to serialize the target object.

    /// </summary>

    /// <param name="info">The <see 
    ///      cref="System.Runtime.Serialization.SerializationInfo" />

    /// to populate with data.</param>

    /// <param name="context">The destination

    /// (see <see cref="System.Runtime.Serialization.StreamingContext" />)

    /// for this serialization.</param>

    /// <exception cref="System.ArgumentNullException">Thrown when

    /// the <paramref name="info" /> parameter is a null reference

    /// (Nothing in Visual Basic).</exception>

    [System.Security.Permissions.SecurityPermissionAttribute(
        System.Security.Permissions.SecurityAction.LinkDemand, 
        Flags=System.Security.Permissions.
              SecurityPermissionFlag.SerializationFormatter)]
    public override void GetObjectData(
                    System.Runtime.Serialization.SerializationInfo 
                    info, 
                    System.Runtime.Serialization.StreamingContext context)
    {
        base.GetObjectData(info, context);
        info.AddValue("m_Bar", this.m_Bar, typeof(int));
    }
}

The Delegate pattern

The Delegate pattern, also known as the EventHandler pattern, is a recurring pattern from the CLR, in which a delegate is created with an object and EventArgs, with a specialized EventArgs class. This pattern is useful for the quick creation of any delegate. Documentation on the members generated can be controlled using the HasComments property and the SetComment method.

In order to include this pattern in your code, your code should look like this:

CodePatternDelegate delegateType = new CodePatternDelegate(
    "ItemChanged",
    new CodeParameterDeclarationExpression(typeof(int), "OldValue"),
    new CodeParameterDeclarationExpression(typeof(int), "NewValue"));

delegateType.SetComment("OldValue", "The value before the change");
delegateType.SetComment("NewValue", "The value after the change");

nameSpace.Types.AddRange(delegateType);

The code generated by above will be:

/// <summary>

/// Represents a method that takes a <see cref="System.Object" />

/// and <see cref="ItemChangedEventArgs" />.

/// </summary>

/// <param name="sender">The event's originating object.</param>

/// <param name="e">The event's arguments.</param>

public delegate void ItemChangedEventHandler(object sender, 
                                    ItemChangedEventArgs e);

/// <summary>

/// Contains the arguments for events based

/// on the <see cref="ItemChangedEventHandler" /> delegate.

/// </summary>

public class ItemChangedEventArgs : System.EventArgs
{
    
    /// <summary>

    /// Value for the property <see cref="OldValue" />.

    /// </summary>

    private int m_OldValue;
    
    /// <summary>

    /// Value for the property <see cref="NewValue" />.

    /// </summary>

    private int m_NewValue;
    
    /// <summary>

    /// Initializes a new instance of the

    /// <see cref="ItemChangedEventArgs" /> class.

    /// </summary>

    /// <param name="OldValue">The value before the change.</param>

    /// <param name="NewValue">The value after the change.</param>

    public ItemChangedEventArgs(int OldValue, int NewValue)
    {
        this.m_OldValue = OldValue;
        this.m_NewValue = NewValue;
    }
    
    /// <summary>

    /// Gets the value before the change.

    /// </summary>

    /// <value>The value before the change.</value>

    public virtual int OldValue
    {
        get
        {
            return this.m_OldValue;
        }
    }
    
    /// <summary>

    /// Gets the value after the change.

    /// </summary>

    /// <value>The value after the change.</value>

    public virtual int NewValue
    {
        get
        {
            return this.m_NewValue;
        }
    }
}

The Disposable Type pattern

A recurring pattern from the CLR, this recommended pattern for use of the IDisposable interface is used to keep finalizers from running when the object has already been disposed. Documentation on the members generated can be controlled using the automaticComments parameter.
In order to implement the pattern in types that derive from types already implementing this pattern, use the DisposeImplementationType.Inherited value and only an override for void Dispose(bool) will be created.

In order to include this pattern in your code, your code should look like this:

CodePatternTypeDeclaration declaration = 
            new CodePatternTypeDeclaration("MyType");
// ...

declaration.ApplyDisposablePattern(
     new CodeInstanceReferenceExpression(new 
     CodeFieldReferenceExpression(new CodeThisReferenceExpression(), 
     "myReferenceTypeField"), typeof(object)), 
     new CodeInstanceReferenceExpression(new 
     CodeFieldReferenceExpression(new CodeThisReferenceExpression(), 
     "myValueTypeField"), typeof(int)));

The code generated by above will be:

public class MyType : System.IDisposable
{
    /// <summary>

    /// Releases all resources used by the object.

    /// </summary>

    public void Dispose()
    {
        this.Dispose(true);
        System.GC.SuppressFinalize(this);
    }

    /// <summary>

    /// Releases the unmanaged resources used by the object

    /// and optionally releases the managed resources.

    /// </summary>

    /// <param name="disposing">true to release both managed

    /// and unmanaged resources; false

    /// to release only unmanaged resources.</param>

    /// <remarks>This method is called by the public

    /// <see cref="Dispose()" /> method and the Finalize method.

    /// <see cref="Dispose" /> invokes the protected

    /// <see cref="Dispose(System.Boolean)" /> method with

    /// the <paramref name="disposing" /> parameter set to true.

    /// Finalize invokes Dispose with

    /// <paramref name="disposing" /> set to false.

    /// When the <paramref name="disposing" /> parameter is true,

    /// this method releases all resources held

    /// by any managed objects that this object references.

    /// This method invokes the <see cref="Dispose()" />

    /// method of each referenced object.

    /// Notes to Inheritors: This method can be called multiple times

    /// by other objects. When overriding it, be careful not to reference

    /// objects that have been previously

    /// disposed of in an earlier call.</remarks>

    protected virtual void Dispose(bool disposing)
    {
        if ((disposing == true))
        {
            if ((this.myReferenceTypeField != null))
            {
                ((System.IDisposable)(this.myReferenceTypeField)).Dispose();
            }
            ((System.IDisposable)(this.myValueTypeField)).Dispose();
        }
    }
}

Please note that due to a bug in the .NET Framework, Creation of finalizers is impossible! Please vote on this issue on LadyBug.

The Event pattern

The Event pattern is a recurring pattern from System.Windows.Forms, in which an event has a special invoking method. This pattern is useful for the quick creation of any event. Documentation on the members generated can be controlled using the HasComments property.

In order to include this pattern in your code, your code should look like this:

type.Members.AddRange(new CodePatternEvent(
    "EventHappened", Scope.Instance, typeof(EventHandler)));

The code generated by above will be:

public event System.EventHandler EventHappened;

/// <summary>

/// Raises the <see cref="EventHappened" /> event.

/// </summary>

/// <param name="e">The value passed

/// for the event's e parameter.</param>

protected virtual int OnEventHappened(System.EventArgs e)
{
    if ((this.EventHappened != null))
    {
        this.EventHappened(this, e);
    }
}

Please note that due to a bug in the .NET Framework, static events cannot be generated! Please vote on this issue on LadyBug.

Language restrictions: Visual Basic does not allow return values from events.

The Flags pattern

The Flags pattern is a recurring pattern from the entire CLR, in which an enum is flagged with the FlagsAttribute attribute. This pattern allocates values automatically and supports up to 63 values.
Each member's CodeMemberField object can be accessed using the Flags indexer.

In order to include this pattern in your code, your code should look like this:

nameSpace.Types.Add(new CodePatternFlags("MyFlags", 
                                      "A", "B", "C"));

The code generated by above will be:

[System.FlagsAttribute()]
public enum MyFlags : int
{
    A = 1,
    B = 2,
    C = 4,
}

The For Each pattern

The For Each pattern is built into C#, but is not native to IL. The pattern iterates over a collection that implements the System.IEnumerable interface. As the C# specification states, the implementation of the said interface is not required, but the implementation of the methods such as MoveNext and GetEnumerator are.

In order to include this pattern in your code, your code should look like this:

method.Statements.AddRange(new CodePatternForEach(
    new CodeTypeReference(typeof(int)), 
    new CodeVariableReferenceExpression("myCollection"),
    new CodeTypeReference("EnumeratorType")
    /* , Contained statements */));

The code generated by above will be:

System.Collections.IEnumerator enumerator0 = 
  ((System.Collections.IEnumerator)(myCollection)).GetEnumerator();

try
{
    for (; enumerator0.MoveNext();)
    {
        int element0 = ((int)(enumerator0.Current));
        // Contained statements ...

    }
}
finally
{
    if (((enumerator0 != null) && 
          enumerator0.GetType().IsInstanceOfType(
                      typeof(System.IDisposable))))
    {
        ((System.IDisposable)(enumerator0)).Dispose();
    }
}

The Get Property/Field pattern

The Get Property/Field pattern is a recurring pattern from the entire CLR, in which a private field is exposed using a property with a get accessor.

In order to include this pattern in your code, your code should look like this:

type.Members.AddRange(new CodePatternGetField("Value", 
    new CodeTypeReference(typeof(int)), Scope.Instance));

The code generated by above will be:

private int m_Value;

public int Value
{
    get
    {
        return this.m_Value;
    }
}

The Is Instance Of pattern

The Is Instance Of pattern is built into C# as the is keyword, and is also native to IL, yet it is not implemented in CodeDom. The pattern checks whether an object's type implements, inherits or is the queried type.

In order to include this pattern in your code, your code should look like this:

method.Statements.Add(new CodePatternIsInstExpression(
          new CodeVariableReferenceExpression("myVariable"),
          new CodeTypeReference(typeof(IMyInterface))));

The code generated by above will be:

myVariable.GetType().IsInstanceOfType(typeof(IMyInterface))

The Lock pattern

The Lock pattern is built into C#, but is not native to IL. The pattern locks a resource using the System.Threading.Monitor class.

In order to include this pattern in your code, your code should look like this:

method.Statements.AddRange(new CodePatternLock(
          new CodeFieldReferenceExpression(
               new CodeThisReferenceExpression(), "SyncRoot")
          /* , Contained statements... */));

The code generated by above will be:

object lockCachedExpr0 = this.SyncRoot;
System.Threading.Monitor.Enter(lockCachedExpr0);

try
{
    // Contained statements...

}
finally
{
    System.Threading.Monitor.Exit(lockCachedExpr0);
}

The Nullable Value Type Property pattern

The Nullable Value Type Property pattern is used in CLR 1.x (pre-generics and Nullable<T>) to denote a value type property with a null value. This pattern is used predominately in Typed DataSets.

In order to include this pattern in your code, your code should look like this:

type.Members.AddRange(new CodePatternNullableProperty("Value", 
         new CodeTypeReference(typeof(int)), Scope.Instance));

The code generated by above will be:

private int m_Value;

/// <summary>

/// See <see cref="IsValueNull" /> for information about this field.

/// </summary>

private bool m_IsValueNull = true;

public int Value
{
    get
    {
        if ((this.m_IsValueNull == true))
        {
            throw new System.InvalidOperationException("Can not" + 
                  " get value when it is null. Check for " + 
                  "nullability by calling IsValueNull.");
        }
        return this.m_Value;
    }
    set
    {
        this.m_Value = value;
        this.m_IsValueNull = false;
    }
}

/// <summary>

/// Gets whether the value of <see cref="Value" /> is null.

/// </summary>

/// <value>Whether the value of <see cref="Value" /> is null.</value>

public bool IsValueNull
{
    get
    {
        return this.m_IsValueNull;
    }
}

/// <summary>

/// Sets the value of <see cref="Value" /> to null.

/// </summary>

public void SetValueNull()
{
    this.m_IsValueNull = true;
}

The Observer pattern

The Observer pattern is a classic pattern which allows subscribers to be notified of the changes to a value. This implementation allows changes to the value of a property to be announced using an event. Documentation on the members generated can be controlled using the HasComments property.

In order to include this pattern in your code, your code should look like this:

type.Members.AddRange(new CodePatternObserver("MyValue", 
    new CodeTypeReference(typeof(int)), Scope.Instance));

The code generated by above will be:

/// <summary>

/// Value for the property <see cref="MyValue" />.

/// </summary>

private int m_MyValue;

public int MyValue
{
    get
    {
        return this.m_MyValue;
    }
    set
    {
        if ((this.m_MyValue != value))
        {
            int oldValue = this.m_MyValue;
            this.m_MyValue = value;
            this.OnMyValueChanged(new MyValueChangedEventArgs(oldValue, 
                                                        this.m_MyValue));
        }
    }
}

/// <summary>

/// Occurs when the <see cref="MyValue" /> property is changed.

/// </summary>

public event MyValueChangedEventHandler MyValueChanged;

/// <summary>

/// Raises the <see cref="MyValueChanged" /> event.

/// </summary>

/// <param name="e">The value passed

/// for the event's e parameter.</param>

protected virtual void OnMyValueChanged(MyValueChangedEventArgs e)
{
    if ((this.MyValueChanged != null))
    {
        this.MyValueChanged(this, e);
    }
}

/// <summary>

/// Represents a method that takes a <see cref="System.Object" />

/// and <see cref="MyValueChangedEventArgs" />.

/// </summary>

/// <param name="sender">The event's originating object.</param>

/// <param name="e">The event's arguments.</param>

public delegate void MyValueChangedEventHandler(object sender, 
                                   MyValueChangedEventArgs e);

/// <summary>

/// Contains the arguments for events based

/// on the <see cref="MyValueChangedEventHandler" /> delegate.

/// </summary>

public class MyValueChangedEventArgs : System.EventArgs
{
    /// &l