Based on this article by Joe Duffy. (Shoutz to Mario Lionello for his collaboration on this.)
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 | using System; using System.Threading; namespace PatternExplorer { /// <summary> /// Provides a base implementation of <see cref="IDisposable"/>. /// </summary> /// <remarks> /// /// Derived classes that need finalizers should implement the following /// AND be sealed. /// /// /// <summary> /// /// Finalizer. /// /// </summary> /// ~MyClass() { /// Dispose(false); /// } /// /// Derived classes that need to protect against access of disposed state /// can use the following example: /// /// /// <summary> /// /// Member accessing potentially disposed state. /// /// </summary> /// public void MyMethod() { /// ThrowIfDisposed(); /// // ... /// } /// /// </remarks> public abstract class Disposable : IDisposable { /// <summary> /// "Not Disposed" state. /// </summary> private const int NOT_DISPOSED = 0; /// <summary> /// "Disposing" state. /// </summary> private const int DISPOSING = 1; /// <summary> /// "Disposed" state. /// </summary> private const int DISPOSED = 2; /// <summary> /// A flag to indicate state of disposal. /// </summary> private int _State; /// <summary> /// Constructor. /// </summary> protected Disposable() {} /// <summary> /// <c>true</c> if the instance has been disposed; otherwise, <c>false</c>. /// </summary> public bool IsDisposed { get { return Thread.VolatileRead(ref _State) != DISPOSED; } } /// <summary> /// Occurs when the instance is being disposed. /// </summary> public event EventHandler Disposing; /// <summary> /// Occurs when the instance has been disposed. /// </summary> public event EventHandler Disposed; /// <summary> /// Notifies listeners that the instance is being disposed. /// </summary> protected virtual void OnDisposing() { if( Disposing != null ) { Disposing.Invoke(this, EventArgs.Empty); } } /// <summary> /// Notifies listeners that the instance has been disposed. /// </summary> protected virtual void OnDisposed() { if( Disposed != null ) { Disposed.Invoke(this, EventArgs.Empty); } } /// <summary> /// Performs application-defined tasks associated with freeing, /// releasing, or resetting resources held by the current instance. /// </summary> public void Dispose() { Dispose(true); } /// <summary> /// Disposes the instance. /// </summary> /// <param name="disposing"><c>true</c> to indicate explicit /// cleanup (i.e. <see cref="IDisposable.Dispose"/>()), otherwise /// <c>false</c> (i.e. implicit cleanup from finalizer)</param> protected void Dispose( bool disposing ) { // if( _State == NOT_DISPOSED ) { if( Interlocked.CompareExchange(ref _State, DISPOSING, NOT_DISPOSED) == NOT_DISPOSED ) { // _State = DISPOSING; if( disposing ) { try { OnDisposing(); } catch { // intentional suppression } try { DisposeManagedFields(); } catch { // intentional suppression } try { RemoveDelegates(); } catch { // intentional suppression } } try { ReleaseUnmanagedResources(); } catch { // intentional suppression } Interlocked.Increment(ref _State); // _State = DISPOSED; if( disposing ) { try { GC.SuppressFinalize(this); } catch { // intentional suppression } try { OnDisposed(); } catch { // intentional suppression } } } } /// <summary> /// When overridden in a derived class, this method should dispose /// all <see cref="IDisposable"/> fields. /// </summary> protected virtual void DisposeManagedFields() {} /// <summary> /// When overridden in a derived class, this method should remove /// all delegate invocations and references. /// </summary> protected virtual void RemoveDelegates() {} /// <summary> /// When overridden in a derived class, this method should clean up /// any unmanaged resources. /// </summary> protected virtual void ReleaseUnmanagedResources() {} /// <summary> /// Derived classes may use this method to prevent member access /// on a disposed instance. /// </summary> protected void ThrowIfDisposed() { if( IsDisposed ) { throw new ObjectDisposedException(GetType().FullName, @"Access to a disposed object is not allowed."); } } } } |
Get the code here.
Hi Peter-John
Interesting post and I like the website. Perhaps this is a silly question, but what is the purpose of the Disposable class – i.e. is it for illustration purposes, or should classes derive from it? In the latter case, would it not clash with OO design concepts in many cases – as you can’t have multiple inheritance, you’re basically stating that the defining feature of the derived class is that it’s disposable?
Thanks
Hi Brendon, thanks for the valuable question!
Yes, the class is intended to be inherited (as will be illustrated in my follow-up post). But, in an of itself that should not clash with any OO design concepts, and neither does any base class determine the defining feature of its derived classes. When we talk OO, we say that derived classes “specialize” the type of the base class, that they are “more specialized” than the base, or that the base class is “more general” or “less specific” than the derived classes. As such, the base class can at most determine some characteristics of the derived class. There is in principle no limit on how the derived class can extend the base.
Nevertheless your alarm is quite rightly placed. In this particular case one has to consider the derived class in detail, before deciding to inherit from Disposable. If there is contention in that the class may also rightly derive from a different base, then one has done well to pause.
If Disposable was at all difficult to implement or widely used, I’m sure the framework would have had its own implementation. But, while there are no doubt valid reasons for the framework to only provide the IDisposable interface, that does not imply that we MUST always implement the interface from scratch.
To conclude (and hopefully satisfy your query) – this kind of abstract base class is probably not something that you’d ship as part of a public library, but can be a very useful addition to an internal framework, where you are at once the publisher and consumer of the class. In such a scenario you are free to both inherit the base functionality on the occasions where you have classes that are in themselves of a fairly primitive nature (does not inherit base functionality – ironically these are usually the ones where you’d want IDisposable functionality), or alternatively simply use the code as a template for the manual implementation of the IDisposable interface (i.e. for illustration purposes).
Just an afterthought about the possible intent of your question… I would say classes “may” derive from it, not that classes “should” derive from it (i.e. don’t simply make all classes disposable). Also, classes deriving from it (and for that matter any classes implementing IDisposable) shouldn’t necessarily add a finalizer unless it’s specifically required by the state or owned objects of that class. Finally, when a class does implement IDisposable or inherit this base, if it defines a finalizer it should be sealed, as further consumers will not necessarily be aware of the finalizer and may add additional finalizers into the hierarchy, which would start to make the derived object very expensive to use.
Thanks for taking the time to provide such a detailed response.
Yeah, “may derive” was the correct interpretation. Good explanation – it’s quite clear now.