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The Super Pool Framework

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31 Aug 2010CPOL26 min read 101.4K   1.5K   178  
The Super Pool is a framework for decoupled communication and management of components. The Super Pool introduces a natural asynchronous communication environment into your solution that can be fluently spread over different components, threads, processes, or even computers or networks.
// -----
// Copyright 2010 Deyan Timnev
// This file is part of the Matrix Platform (www.matrixplatform.com).
// The Matrix Platform is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation, 
// either version 3 of the License, or (at your option) any later version. The Matrix Platform is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; 
// without even the implied warranty of  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
// You should have received a copy of the GNU Lesser General Public License along with the Matrix Platform. If not, see http://www.gnu.org/licenses/lgpl.html
// -----
using System;
using System.Net;
using System.Windows.Forms;
using Matrix.Common.Diagnostics;
using Matrix.Common.Diagnostics.TracerCore;
using Matrix.Framework.MessageBus.Clients.ExecutionStrategies;
using Matrix.Framework.MessageBus.Net;
using Matrix.Framework.SuperPool.Clients;
using Matrix.Framework.SuperPool.Core;

namespace Matrix.Framework.SuperPool.Demonstration
{
    public partial class FormClient : Form, ICommunicationInterface
    {
        public string ClientName { get; set; }

        Matrix.Framework.SuperPool.Core.SuperPool _pool;
        SuperPoolClient _poolClient;

        /// <summary>
        /// Constructor.
        /// </summary>
        public FormClient()
        {
            InitializeComponent();
        }

        protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);
            this.Text += " - " + this.ClientName;

            // The steps here are exactly the same, as in server side, only difference is the ClientMessageBus 
            // instead of ServerMessageBus. Since this is the only difference, all the remaining source code
            // is completely independent of whether its a server or a client side.

            //// Assign the default tracer, to provide system wide tracing functionality.
            //SystemMonitor.AssignTracer(new Tracer());
            //this.tracerControl1.Tracer = SystemMonitor.Tracer;

            IPEndPoint endPoint = new IPEndPoint(IPAddress.Loopback, ServerMessageBus.DefaultPort);

            // Create the underlying (client) message bus, that takes care of transporting the 
            // actual communication messages; the message bus TCP communication is created
            // at default port, at localhost.
            ClientMessageBus messageBus = new ClientMessageBus(endPoint, this.ClientName, null);

            // Initialize the super pool with this message bus.
            _pool = new Matrix.Framework.SuperPool.Core.SuperPool(messageBus);

            // Create the client that will server as a connection between this
            // class and the super pool and add the client to the pool.
            _poolClient = new SuperPoolClient("Client." + this.ClientName, this);
            _pool.AddClient(_poolClient);

            // Use this to assign a specific execution strategy to a given client.
            // _poolClient.SetupExecutionStrategy(new FrameworkThreadPoolExecutionStrategy());
        }

        /// <summary>
        /// Helper method.
        /// </summary>
        /// <param name="message"></param>
        void Report(string message)
        {
            textBoxReport.AppendText(message + Environment.NewLine);
        }

        #region ICommunicationInterface Members

        public event HelperDelegate EventOne;

        public string DoWork(string parameter1)
        {
            // It is safe to directly access the UI elements here; since we are inside a [Win.Forms.Control] class child,
            // the super pool will automatically execute the calls we receive on the UI thread. This default behaviour 
            // is controllable trough the MessageSuperPoolClient.AutoControlInvoke flag, and can be disabled.
            Report("Doing work [" + parameter1 + "].");
            return string.Format("Client [{0}] did some work.", this.ClientName);
        }

        #endregion

        private void toolStripButtonRaiseEvent_Click(object sender, EventArgs e)
        {
            HelperDelegate del = EventOne;
            if (del != null)
            {
                string param = "client: " + _poolClient.Id.ToString() + ", param: " + this.toolStripTextBox1.Text;
                del(param);
                Report("Raised [" + param + "].");
            }
        }

        private void toolStripButtonCall_Click(object sender, EventArgs e)
        {
            Report("Sending work to server ...");
            
            // This will send a shout call to all those visible on the current super pool, that implement the interface.
            // Since we are single client on the local super pool, and connected to the server super pool, the call
            // will be sent to the server.
            _poolClient.CallAll<ICommunicationInterface>().DoWork(string.Format("Client[{0}] sends work [{1}].", this.ClientName, toolStripTextBox1.Text));
        }
    }
}

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This article, along with any associated source code and files, is licensed under The Code Project Open License (CPOL)


Written By
Product Manager Ingenious Ltd, Bulgaria
Bulgaria Bulgaria
I worked for a few years as a C++/Win32 developer and software architect, and then moved on to the .NET environment where I was able to discover the beauty of managed programming.

I am currently involved in the development and management of Open Forex Platform (www.openforexplatform.com) and the Matrix Platform (www.matrixplatform.com).

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