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One reason a developer would use a technology like MEF is to, as the name implies, make an application extensible through a process called discovery. Discovery is simply a method for locating classes, types, or other resources in an assembly. MEF uses the Export tag to flag items for discovery, and the composition process then aggregates those items and provides them to the entities requesting them via the Import tag.

Download the source code for this example

It occurred to me when working with PRISM and MEF (see the recap of my short series here) that some of this can be done through traditional means and I might be abusing the overhead of a framework if all I'm doing is something simple like marrying a view to a region.

Challenges with PRISM include both determining how views make it into regions and how to avoid magic strings and have strict type compliance when dealing with regions. This post will address one possible solution using custom attributes and some fluent interfaces.

Fluent Interfaces

Fluent interfaces simply refers to the practice of using the built-in support for an object-oriented language to create more "human-readable" code. It's really a topic in and of itself, but I felt it made sense to simplify some of the steps in this post and introduce some higher level concepts and examples along the way.

There are several ways to provide fluent interfaces. One that is built-in to the C# language is simply using the type initializer feature. Instead of this:


public class MyClass 
{
   public string Foo { get; set; }
   public string Bar { get; set; }

   public MyClass() 
   {
   }

   public MyClass(string foo, string bar) 
   {
       Foo = foo; 
       Bar = bar;
   } 
}

Which results in code like this:


...
MyClass myClass = new MyClass(string1, string2); 
...

Question: which string is foo, and which string is bar, based on the above snippet? Would you consider this to be more readable and "self-documenting"?


...
MyClass myClass = new MyClass { Foo = string1, Bar = string2 };
...

It works for me! So let's do something simple in our PRISM project. If you've worked with PRISM, then you'll know the pattern of creating a Shell and then assinging it to the root visual in a Bootstrapper. The typical code looks like this in your Bootstrapper class:


protected override DependencyObject CreateShell()
{
   Shell shell = new Shell(); 
   Application.Current.RootVisual = shell;
   return shell; 
}

That's nice, but wouldn't it also be nice if you could do something simple and readable, like this? Keep in mind we're not cutting down on generated code (and in fact, sometimes fluent interfaces may increase the amount of generated code, which is a consideration to keep in mind), but we're focused on the maintainability and readability of the source code.


protected override DependencyObject CreateShell()
{
   return Container.Resolve<Shell>().AsRootVisual();             
}

In one line of code I'm asking the container to provide me with the shell (I do this as a common practice as opposed to creating a new instance so that any dependencies I may have in the shell will be resolved), then return it "as root visual." I think that is pretty readable, but how do we get there?

The answer in this case is using extension methods. In my "common" project I created a static class called Fluent which contains my fluent interfaces (this is for the example only and would not scale in production ... you will want to segregate your interfaces into separate classes related to the modules they act upon). In this static class, I create the following extension method:


public static UserControl AsRootVisual(this UserControl control)
{
    Application.Current.RootVisual = control;
    return control;
}

An extension method does a few things. By using the keyword this on the parameter, it tells the compiler this method will extend the type. The semantics in the code look you are calling something on the UserControl, but the compiler is really taking the user control, then calling the method on the static class and passing the instance in. It is common for the extension methods to return the same instance so they can be chained. In this case, we simply assign the control to the root visual, then return it so it can be used elsewhere. We're really doing the same thing we did before, but adding a second method call, in order to make the code that much more readable.

One important concern to have and address with fluent interfaces is the potential for "hidden magic." What I mean by this is the extension methods aren't available on the base class and only appear when you include a reference to the class with the extensions. This may make them less discoverable based on how you manage your code. It also means you will look at methods that aren't part of the known interface. It's not difficult to determine where the method comes from. Intellisense will flag extension methods as extensions, and you can always right click and "go to definition" to see where the method was declared.

Auto-discoverable Views

I have two main goals with this project: the first is to be able to tag views so they are automatically discovered and placed into a region, and the second is to type the region so I'm not using magic strings all over the place. My ideal solution would allow me to add a view to a project, tag it with a region, and run it, and have it magically appear in that region. Possible? Of course!

Typing the Regions

I am going to type the regions to avoid magic strings. Because the main shell defines the regions, I'm fine with the strings there ... that is sort of the "overall definition", but then I want to make sure elsewhere in the code I can't accidentally refer to a region that doesn't exist. My first step is to create a common project that all other modules can reference, and then add an enumeration for the regions. The enumeration for this examle is simple:


namespace ViewDiscovery.Common
{
   public enum Regions
    {
        TopLeft,
        TopRight,
        BottomLeft,
        BottomRight
    }
}

Enumerations are nice because I can call ToString() and turn it into the string value of the enumeration itself. I decided to adopt the convention "Region." when tagging it in the shell, so my shell looks like this:


<UserControl x:Class="ViewDiscovery.Shell"
    xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" 
    xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" 
    xmlns:region="clr-namespace:Microsoft.Practices.Composite.Presentation.Regions;assembly=Microsoft.Practices.Composite.Presentation"
    >
    <Grid x:Name="LayoutRoot" Background="White">
        <Grid.RowDefinitions>
            <RowDefinition Height="Auto"/>
            <RowDefinition Height="Auto"/>
            <RowDefinition Height="Auto"/>
        </Grid.RowDefinitions>
        <Grid.ColumnDefinitions>
            <ColumnDefinition Width="Auto"/>
            <ColumnDefinition Width="Auto"/>
        </Grid.ColumnDefinitions>
        <TextBlock Grid.Row="0" Grid.Column="0" Grid.ColumnSpan="2" HorizontalAlignment="Center" Text="View Discovery"/>       
        <ItemsControl Grid.Row="1" Grid.Column="0" region:RegionManager.RegionName="Region.TopLeft"/>
        <ItemsControl Grid.Row="1" Grid.Column="1" region:RegionManager.RegionName="Region.TopRight"/>
        <ItemsControl Grid.Row="2" Grid.Column="0" region:RegionManager.RegionName="Region.BottomLeft"/>
        <ItemsControl Grid.Row="2" Grid.Column="1" region:RegionManager.RegionName="Region.BottomRight"/>
    </Grid>
</UserControl>

This is just a simple 2x2 grid with a region per cell. I used the ItemsControl so each cell can host multiple views. We're off to a good start! Now let's figure out how to tag our views.

The Custom Attribute

Custom attributes are powerful and easy to implement. I want to be able to tag a view as a region using my enumeration, so I define this custom attribute:


namespace ViewDiscovery.Common
{
    [AttributeUsage(AttributeTargets.Class,AllowMultiple=false)]
    public class RegionAttribute : System.Attribute
    {
        const string REGIONTEMPLATE = "Region.{0}";

        public readonly string Region;

        public RegionAttribute(Regions region)
        {
            Region = region.ToString().FormattedWith(REGIONTEMPLATE);              
        }
    }
}

Notice that I don't allow multiple attributes and that this attribute is only valid when placed on a class. Attributes can take both positional parameters (defined in the constructor) and named parameters (defined as properties). In this case, I only have one value so I chose to make it positional. When the region enumeration is passed in, I cast it to a string and then format it with the prefix, so that Regions.TopLeft becomes the string Region.TopLeft. Notice I snuck in another fluent interface, the FormattedWith. To me, that's a sight prettier than "string.Format" if I'm only dealing with a single parameter. The extension to make this happen looks like this:


public static string FormattedWith(this string src, string template)
{
    return string.Format(template, src);
}

Now that we have a tag, we can create a new module and get it wired in. I created a new project as a Silverlight Class Library (sorry, this example doesn't do any fancy dynamic module loading), built a folder for views, and tossed in a view. The view simply contains a grid with some text:


<Grid x:Name="LayoutRoot" Background="White">
        <Grid.RowDefinitions>
            <RowDefinition/>
            <RowDefinition/>
        </Grid.RowDefinitions>
        <TextBlock Text="I am in ModuleOne." Grid.Row="0"/>
        <TextBlock Text="I want to be at the top left." Grid.Row="1"/>
    </Grid>

Tagging the view was simple. I went into the code-behind, added a using statement to reference the common project where my custom attribute is defined and then tagged the view with the attribute. Here's the code-behind with the tag:


namespace ViewDiscovery.ModuleOne.Views
{
    [Region(Regions.TopLeft)] 
    public partial class View : UserControl
    {
        public View()
        {
            InitializeComponent();
        }       
    }
}

So now it's clear where we want the view to go. Now how do we get it there?

Discovering the Views

The pattern in PRISM for injecting a module is for the module to have an initialization class that implements IModule and then adds the views in the module to the region. We want to do this through discovery. To facilitate this, I created a base abstract class for any module that wants auto-discovered views. The class looks like this:


public abstract class ViewModuleBase : IModule
{
    protected IRegionManager _regionManager;

    public ViewModuleBase(IRegionManager regionManager)
    {
        _regionManager = regionManager;
    }

    #region IModule Members

    public virtual void Initialize()
    {
        IEnumerable<Type> views = GetType().Assembly.GetTypes().Where(t => t.HasRegionAttribute());

        foreach (Type view in views)
        {
            RegionAttribute regionAttr = view.GetRegionAttribute(); 
            _regionManager.RegisterViewWithRegion(regionAttr.Region, view); 
        }
    }

    #endregion
}

The code should be very readable. We enforce that the region manager must be passed in by creating a constructor that takes it and stores it. We implement Initialize as virtual so it can be overridden when needed. First, we get the assembly the module lives in, then grab a collection of types that have our custom attribute. Yes, our fluent interface makes this obvious because we can do type.HasRegionAttribute(). The extension method looks like this:


public static bool HasRegionAttribute(this Type t)
{
    return t.GetCustomAttributes(true).Where(a => a is RegionAttribute).Count() > 0; 
}

This takes the type, grabs the collection of custom attributes (using inheritance in case we're dealing with a derived type) and returns true if the count of our attribute, the RegionAttribute, is greater than zero.

Next, we iterate those types and get the region attribute, again with a nice, friendly interface (GetRegionAttribute) that looks like this:


public static RegionAttribute GetRegionAttribute(this Type t)
{
    return (RegionAttribute)t.GetCustomAttributes(true).Where(a => a is RegionAttribute).SingleOrDefault();
}

Now we have exactly what we need to place the view into the region: the region it belongs to, and the type. So, we register the view with the region and we're good to go!

In my module, I add a class for the module initializer called ModuleInit. I'm only using the auto-discovery so there is nothing more than an implementation of the base class that passes the region manager down:


namespace ViewDiscovery.ModuleOne
{
    public class ModuleInit : ViewModuleBase
    {
        public ModuleInit(IRegionManager regionManager)
            : base(regionManager)
        {
        }
    }
}

Now we go back to the main project and wire in the module catalog. I'm not using dynamic modules so I just reference my modules from the main project and register them by type:


protected override IModuleCatalog GetModuleCatalog()
{
    return new ModuleCatalog()
        .WithModule(typeof(ModuleOne.ModuleInit).AssemblyQualifiedName.AsModuleWithName("Module One"));            
}      

OK, so I had some fun here as well. I wanted to extend the module catalog to allow chaining WithModule for adding multiple modules, and be able to take a type name as a string, then make it a module with a name. Working backwards, we turn a string into a named ModuleInfo class like this:


public static ModuleInfo AsModuleWithName(this string strType, string moduleName)
{
    return new ModuleInfo(moduleName, strType);
}

Next, we extend the catalog to allow chaining on new modules like this:


public static ModuleCatalog WithModule(this ModuleCatalog catalog, ModuleInfo module)
{
    catalog.AddModule(module);
    return catalog;
}

Notice this simply adds the module then returns the original catalog.

At this point, we can run the project and see that the view appears in the upper left.

View Discovery with One View

I then added a second view with a rectangle:


<UserControl x:Class="ViewDiscovery.ModuleOne.Views.Rectangle"
    xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" 
    xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" 
    >
    <Grid x:Name="LayoutRoot" Background="White">
        <Rectangle Width="100" Height="100" Fill="Red" Stroke="Black"/>
    </Grid>
</UserControl>

... and tagged it:


namespace ViewDiscovery.ModuleOne.Views
{
    [Region(Regions.TopRight)] 
    public partial class Rectangle : UserControl
    {
        public Rectangle()
        {
            InitializeComponent();
        }
    }
}

An finally compiled and re-ran it. The rectangle shows up in the upper right, as expected:

View Discovery with Two Views

Next, I added a second module with several views ... including a few registered to the same cell. Adding the new module to the catalog was easy with the extension for chaining modules:


protected override IModuleCatalog GetModuleCatalog()
{
    return new ModuleCatalog()
        .WithModule(typeof(ModuleOne.ModuleInit).AssemblyQualifiedName.AsModuleWithName("Module One"))
        .WithModule(typeof(ModuleTwo.ModuleInit).AssemblyQualifiedName.AsModuleWithName("Module Two"));            
}   

Compiling and running this gives me the final result:

View Discovery with Multiple Views

And now we've successfully created auto-discoverable views that we can strongly type to a region and feel confident will end up being rendered where they belong.

Download the source code for this example

Jeremy Likness

PRISM, also known as Composite WPF, has established itself as a very popular framework for building modular, scalable Silverlight applications. A newer contender, the Managed Extensibility Framework (MEF), has also grown in popularity. In fact, these two frameworks have left people scratching their heads wondering which one to use, when, how, and why.

Download the source code for this project.

Special note: the source won't run "as is." You need to take two steps: first, right click the PRISMMEF.Web project and choose, "set as start project." Second, right click the PRISMMEFTestPage.aspx and choose "set as start page." Then the project will run fine.

MEF will be packaged with Silverlight 4, and indeed has several preview releases available that will work on Silverlight 3 and 4. PRISM is coming out with newer releases that embrace the MEF framework. In fact, both frameworks work well together and know how to talk to each other's containers.

In this series of posts I want to explore some concepts and aspects of solving the Silverlight application problem using both PRISM and MEF. I will use PRISM primarily for its ability to integrate views into regions, to dynamically load modules, and to provide an abstract messaging contract with the event aggregator. MEF will be used for extensibility and to really tap into the ability to go out, find exports, and glue them into imports.

My primary goal in this short series will be to establish patterns for binding the view model to the view, and to dynamically load views and modules. We'll look at how to do this in the current version of Silverlight 3. It's important to note that future MEF releases may address some of the issues I tackle here and will make some workarounds obsolete, so stay tuned with that. I also want to express my sincere gratitude to Glenn Block (or, if you prefer, @gblock), a key member of the MEF team (and former member of the PRISM team, I believe, as well) for helping me with some of these examples and providing invaluable insights related to the inner workings of MEF.

Today we're going to leave MEF to the side and focus on what PRISM and the IoC container that comes with it, Unity, provide. The challenge is something I see discussed quite often, and that is how to meld the view model and the view together. Some people seem to abhor using code-behind at all, so I want to tackle a few solutions to this while also providing my own pragmatic way that, ahem, does use a little bit of code behind (and explain why I really don't care).

So, let's get started. We're going to have three main views today. The first will be the outer shell, which binds to a message and a button to dynamically load a second module. The module will have a second view that, in turn, will activate a third view. I am also going to show you three ways to bind your view model to your view using Unity. I will use view models with depedencies because these are the ones that cannot be referenced directly in XAML because the XAML parser doesn't implicitly know how to resolve dependencies.

The pattern for establishing a PRISM project is fairly well-established by now. We create a new Silverlight Application, blow away the default user control provided, then make a shell and a bootstrapper class that inherits from UnityBootstrapper.

I'll also add a class project called "common" to hold interfaces, base clases, and other services or parts that are used by the entire application.

In common, we'll define our service behavior. This could be wired to a "real" service but for now is just a mock one to demonstrate how these various methods work. The service contract looks like this:

public interface IService
{
   void GetStuff(Action<List<string>> action);

   void GetMoreStuff(Action<List<string>> action); 
}

I'm using the method outlined in Simplifying Asynchronous Calls in Silverlight Using Action. We call the service, and send it a method to call back on us with the returned value. In this case, it is just two different lists of strings.

I created a separate project "service" to implement the interface. The code is simple, and is also the first place I use a little MEF. I'm simply exporting the service so that if I want to use MEF to import it, I can. Today we'll let Unity wire it up and I'll show you how.

The service implementation is straightforward. Again, we'll add some MEF so it's ready when we look into it. In this case, instead of calling a "real" service, I just hit the callback with a pre-determined list of numbers that most will recognize. The second method does the same, only in Spanish. The class looks like this:

[Export(typeof(IService))]
public class Service : IService
{
    public void GetStuff(Action<List<string>> action)
    {
        action(new List<string> { "One", "One", "Two", "Three", "Five", "Eight", "Thirteen" });
    }

   public void GetMoreStuff(Action<List<string>> action)
    {
        action(new List<string> { "Uno", "Uno", "Dos", "Tres", "Cinco", "Ocho", "Trece" }); 
    }

    #endregion
}

Method 1: Provider

So now we can work on our view models. The main shell simply shows a title and exposes a button to click to dynamically load another module. The model looks like this:

public class ShellViewModel 
{
    const string APPLICATION = "This is the PRISM/MEF project demonstration.";

   public ShellViewModel(IModuleManager moduleManager) 
    {
        ModuleCommand = new DelegateCommand<object>(o =>
        {
            moduleManager.LoadModule("Module");
        });           
    }

    public ShellViewModel()
    {            
    }

    public string Title
    {
        get { return APPLICATION; }
    }

    public DelegateCommand<object> ModuleCommand { get; set; }    
}

Our problem with instantiating this in XAML is that the XAML parser doesn't understand how to resolve the dependency for IModuleManager. This is needed because I am going to dynamically load another module when you click the button bound to the ModuleCommand. As I mentioned, there are several ways to make the glue and one way is to use a provider.

The provider is a base class which has only two purposes. First, it is typed to a class so that multiple view models will generate multiple type instances. We need this so we can have different ways to resolve our classes. Second, it exposes a mechanism to resolve our models. In this way, I'm not tightly coupled to Unity. I recognize that there has to be some external force supplying me with the object to resolve dependencies, but I'll hold off on understanding just what that is.

This leaves me with something like this:

public abstract class ViewModelProviderBase<T> : INotifyPropertyChanged where T: class
{
    public static Func<T> Resolve { get; set; }

    public ViewModelProviderBase()
    {
        T viewModel = Resolve();
        if (viewModel != null)
        {
            _viewModel = viewModel; 
        }
    }

    private T _viewModel;

    public T ViewModel
    {
        get { return _viewModel; }
        set
        {
            _viewModel = value;
            OnPropertyChanged("ViewModel");
        }
    }        

    protected void OnPropertyChanged(string propertyName)
    {
        PropertyChangedEventHandler handler = PropertyChanged;
        if (handler != null)
        {
            handler(this, new PropertyChangedEventArgs(propertyName)); 
        }
    }

    #region INotifyPropertyChanged Members

    public event PropertyChangedEventHandler PropertyChanged;

    #endregion
}

So what we have is a base class typed to something. It exposes a static method to resolve that something. This is why the generic type works, so we have one method for resolution per type. It holds a reference to "whatever" and exposes it in the ViewModel property, all the while playing nice with the property changed notifications to update any bindings. What does this buy us?

Now, to resolve my main view model, I can create a provider like this:

public class ShellViewModelProvider : ViewModelProviderBase<ShellViewModel>
{        
}

Fairly straightforward, now we have a typed instance. In my bootstrapper or somewhere that "knows" what I've chosen to manage my objects, I can assign the resolver function like this:

ShellViewModelProvider.Resolve = Container.Resolve<ShellViewModel>;

Now the provider knows how to ask for a new instance of the type, with all dependencies sorted out. Then, in the XAML, we can simply bind the view model with no code behind by pointing to the provider, like this:

<UserControl.Resources>
   <vm:ShellViewModelProvider x:Key="ViewModelProvider"/>
</UserControl.Resources>
<Grid x:Name="LayoutRoot" DataContext="{Binding Source={StaticResource ViewModelProvider},Path=ViewModel}">

The resource creates a new instance of the provider. This calls to our resolver (in this case, the Unity container) and returns the view model, then binds it through the exposed ViewModel property.

We've achieved a binding without code behind, but it feels a little "artificial." While there wasn't code behind, we did have to do some extra work up front to glue the resolver to the type. Let's try something a little more natural in our dynamic module.

Method 2: View Injection

To me, this method feels like it makes the most sense. It is able to facilitate giving me objects and resolving dependency trees without the classes really knowing "how" it's done. In the last example, we had a base provider that was a sort of liason and had knowledge of the model and the way the model is resolved. With constructor injection, you simply have a class and are given your concrete instances. You program to the interface, and don't worry about how those interfaces were resolved. It's the pure essence of a Unity pattern where the bootstrapper wires it up, then starts making objects and injecting what they need.

To make our dynamically loaded module, we add a new project as a Silverlight Application (this is important, it's added as an application, not as a class library). I called this just "Module." I can add all of the references that the parent project has, then right click and set "copy local" to false. The references will be there when the module is loaded, so doing this lets you code to the references without having a bloated XAP file. Most of the modular XAPs with dynamic PRISM are a few kilobytes as opposed to the 100K+ "main" XAPs that get generated due to this layering and reuse.

Set up a module catalog by adding a type of "Silverlight Resource Dictionary" which generates a XAML file with no code behind and a content type of "page." You can change this to extend to the PRISM module namespace and declare your modules, like this (mine is in a subfolder called Modules, and I called the file ModuleCatalog.xaml).

<m:ModuleCatalog xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
                 xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
                 xmlns:sys="clr-namespace:System;assembly=mscorlib"
                 xmlns:m="clr-namespace:Microsoft.Practices.Composite.Modularity;assembly=Microsoft.Practices.Composite">
    <m:ModuleInfoGroup Ref="PRISMMEF.Module.xap" InitializationMode="OnDemand">
        <m:ModuleInfo ModuleName="Module"
                      ModuleType="PRISMMEF.Module.ModuleInit, PRISMMEF.Module, Version=1.0.0.0"/>
    </m:ModuleInfoGroup>   
</m:ModuleCatalog>

Here, I'm giving the module all it needs: a name, the XAP it will load from, and how the assembly and types marry in. PRISM wants the type of the module class to call to initialize everything once the XAP file is loaded. You wire this type of catalog into PRISM by doing this in the bootstrapper:

protected override IModuleCatalog GetModuleCatalog()
{
   return ModuleCatalog.CreateFromXaml(
       new Uri("PRISMMEF;component/Modules/ModuleCatalog.xaml", UriKind.Relative));
}

If you don't remember, in the main view model we took in a reference to the module manager and wired a command to do this: moduleManager.LoadModule("Module");. This causes the module manager to look up in the catalog, find the entry, note that it is not yet loaded, then pull in and parse the XAP. This is the dynamic loading.

Let's hop over to the dynamically loaded module. This module is going to use the service and bind a list of controls to the first method (the one that returns numbers in English). The view model looks like this:

public class StuffViewModel : INotifyPropertyChanged
{
    public StuffViewModel(IService service)
    {
        ListOfStuff = new ObservableCollection<string>();
        service.GetStuff(stuff =>
            {
                foreach (string thing in stuff)
                {
                    ListOfStuff.Add(thing);
                }
            });       
    }

    private DelegateCommand<object> _dynamicViewCommand;

    public DelegateCommand<object> DynamicViewCommand
    {
        get { return _dynamicViewCommand; }
        set
        {
            _dynamicViewCommand = value;
            PropertyChangedEventHandler handler = PropertyChanged;
            if (handler != null)
            {
                handler(this, new PropertyChangedEventArgs("DynamicViewCommand"));
            }
        }
    }
 
   public ObservableCollection<string> ListOfStuff { get; set; }


    #region INotifyPropertyChanged Members

    public event PropertyChangedEventHandler PropertyChanged;

    #endregion
}

A few things to notice here. First, there is a dependency on the service and when constructed, it will immediately call to the service to get the list of strings. Second, we have a command to dynamically load view (in this case, the view is loaded with the module, so a better term would be dynamically display the view), but we leave the resolution or implementation of the command up to external forces to decide.

Back in our Bootstrapper class, I need to tell Unity how to resolve the service. I override ConfigureContainer and give it this code:

protected override void ConfigureContainer()
{
    base.ConfigureContainer();
    Container.RegisterType&type;IService, Service.Service>();                                                                  
}     

Now Unity knows that when I ask for IService, I want Service.

In my new module, everything is set up in the ModuleInit. This is the type referenced in the catalog, and also implements IModule. We're going to to do two key things here. First, we'll take in a region manager and register the main view for this module. Second, we're going to tell Unity how to give us the view we'll show dynamically when we ask for it. This happens here:

public class ModuleInit : IModule
{
    IRegionManager _regionManager;
                    
    public ModuleInit(IUnityContainer container, IRegionManager regionManager)
    {
        container.RegisterType<UserControl, DynamicView>("DynamicView"); 
        _regionManager = regionManager;          
    }

    #region IModule Members

    public void Initialize()
    {            
        _regionManager.RegisterViewWithRegion("MainRegion", typeof(StuffView));
    }

    #endregion
}

Don't worry about the DynamicView control just let. We set up Unity to say, "If I want a UserControl, labeled DynamicView, give me the DynamicView type." We could just as easily made the label "foo" and provided the type "bar". The module initializer is a great place to configure the parts of the container specific to that module. The StuffView is what is displayed.

You've seen the view model, so let's talk about the view. The XAML looks like this:

<Grid x:Name="LayoutRoot" Background="White">   
        <Grid.ColumnDefinitions>
            <ColumnDefinition/>
            <ColumnDefinition/>
        </Grid.ColumnDefinitions>
        <ListBox ItemsSource="{Binding ListOfStuff}"/>
        <Button Grid.Column="1"
                Content="Add View"
                cal:Click.Command="{Binding DynamicViewCommand}"/>
    </Grid>

Two columns, one for the list of stuff, and the other a button to show the next view.

How do we glue our view model? As I mentioned, this does involve code behind but makes the most sense to me. We take advantage of the way Unity resolves dependencies and code our view like this:

public partial class StuffView : UserControl
{            
    public StuffView()
    {
        InitializeComponent();          
    }

    public StuffView(StuffViewModel viewModel, IUnityContainer container) : this()
    {
        LayoutRoot.DataContext = viewModel;
        viewModel.DynamicViewCommand = new DelegateCommand<object>(o =>
        {
            container.Resolve<IRegionManager>().RegisterViewWithRegion("MainRegion",
                () => container.Resolve<UserControl>("DynamicView")); 
        });
    }      
}

We could do this with properties and attribute them with the Dependency attribute as well. In this case, we reference the view model so it is wired in by Unity with any dependencies. Because we get the container, we're also able to resolve the IRegionManager and tell it to add the dynamic view to the region when the command is executed. Notice that here we are resolving UserControl, which we set up in the module initialization function. The important part is that my view doesn't have to understand how a region manager does what it does or know what the other view is, it simply calls the contract and passes along what the container resolves for us.

Of course, that command is not going to do much unless we have the actual view.

The dynamic view will share the same view model and show the same list for the sake of simplicity, but I wanted to show another way of wiring the view model to the view.

Method 3: Behaviors

Again, our challenge is that XAML doesn't know how to resolve dependencies. So, we can use constructors or decorated properties and let Unity wire them in, or create our own constructs that have to be notified about what to do and then supply the needed classes.

This method uses an attached property to create the view model and attach it to the view. This time instead of keeping it overly generic, I went ahead and referenced the unity container. The behavior needs to be wired up with the container so it can resolve view models, but the view model type is passed dynamically.

The behavior looks like this:

public static class ViewModelBehavior
{
    // this is the part I like the least, could abstract it
    // but this example is long enough already!
    public static IUnityContainer Container { get; set; }

    public static DependencyProperty ViewModelProperty = DependencyProperty.RegisterAttached(
        "ViewModel",
        typeof(string),
        typeof(ViewModelBehavior),
        new PropertyMetadata(string.Empty, new PropertyChangedCallback(OnModelAttached)));

    public static string GetViewModel(DependencyObject obj)
    {
        return obj.GetValue(ViewModelProperty).ToString();
    }

    public static void SetViewModel(DependencyObject obj, string value)
    {
        obj.SetValue(ViewModelProperty, value);
    }

    public static void OnModelAttached(object sender, DependencyPropertyChangedEventArgs args)
    {
        FrameworkElement element = sender as FrameworkElement;

        if (element != null)
        {
            if (args.NewValue is string)
            {
                string viewModelContract = args.NewValue.ToString();
                if (!string.IsNullOrEmpty(viewModelContract))
                {
                    Type type = Type.GetType(viewModelContract);
                    element.DataContext = Container.Resolve(type); 
                }
            }
        }
    }
}

So what's interesting here is that we have a reference to the unity container, and what happens when the property is attached. It is expecting a fully qualified type passed in a string. We use the Type class to resolve the type, then use the containe to resolve the instance and bind it to the data context of the element that had the behavior attached.

This leaves our code-behind clean:

public partial class DynamicView : UserControl
{
    public DynamicView()
    {
        InitializeComponent();
    }
}

And gives us flexibility to use the behavior to wire in whatever we want in the XAML:

<Grid x:Name="LayoutRoot" Background="White">
    <Grid.RowDefinitions>
        <RowDefinition/>
        <RowDefinition/>
    </Grid.RowDefinitions>
    <TextBlock Text="This list was bound using the behavior."/>
    <ListBox 
        Grid.Row="1" 
        vm:ViewModelBehavior.ViewModel="PRISMMEF.Module.ViewModel.StuffViewModel, PRISMMEF.Module, Version=1.0.0.0" 
        ItemsSource="{Binding ListOfStuff}"/>


Notice the fully qualified view model type on the ListBox, which uses the behavior to resolve and then bind the view model. Wrapping Up

What we can do now is show a view with a button that was bound with no code behind and let Unity wire in dependencies. Clicking the button dynamically loads a new module that takes in a service reference, calls the service, and shows items returned from the service. This is wired in and bound in the code behind and uses constructor injection. This new view then displays the list next to a button that adds another view, bound to the same list.

All of these scenarios require a bit of work to get where we need to go. Will MEF give us something better? Perhaps. Next post, I will explore why out of the box in Silverlight 3 we can't simply glue pieces together using MEF without digging into the internals and providing some infrastructure. Much of that infrastructure will be out of the box in future versons, but this will help us understand what is going on behind the scenes. We will set up the infrastructure in anticipation of using MEF, then the third and final installment will involve another dynamically loaded module that wires it all together using MEF with a little help from Unity.

Stay tuned!

Download the source code for this project.

Special note: the source won't run "as is." You need to take two steps: first, right click the PRISMMEF.Web project and choose, "set as start project." Second, right click the PRISMMEFTestPage.aspx and choose "set as start page." Then the project will run fine.

Jeremy Likness

For all of the Prism fans out there, a newer version has been released. You can download it here.

Jeremy Likness

Thanks to those of you who read my Twist on the Observer pattern and gave me the feedback. You said,

"Hey, Jeremy, that's neat, but there is already a pattern established for what you're talking about, and a few great solutions ready to use. Besides, they are much, much more powerful..."

Thanks to Microsoft MVP Jason Rainwater for taking the time to give me an excellent explanation and for really delving into the inner workings of the solution.

The solution is the event aggregator pattern. For a good introduction, check out Jeremy Miller's brain dump on the topic.

The PRISM/CAL comes with its own event aggregator. It supplies a IEventAggregator that you can wire into your dependency injection container, then reference throughout the project.

In my base service class (seen by all) I create an event like this:

...
public class EntitySelectedEvent : CompositePresentationEvent<MyEntity>
{
}
...

In the view model for the module that has to "wake up" when the entity is selected, I inject the aggregator into the constructor and then do this:

...
eventAggregator.GetEvent<EntitySelectedEvent>().Subscribe(u=>this.entity=u); 
...

When the entity is selected (in a completely different module), I can simply publish:

...
eventAggregator.GetEvent<EntitySelectedEvent>().Publish(entity);
...

That's it! One module listens for the selection and reacts, not caring where/who or how it is published (which means we can publish a test entity in our unit test and test the subscription mechanism) ... while another module publishes the event and doesn't care who is out there listening.

For those of you who weren't familiar with the pattern or the implementation, I hope this helps get you excited and adds another element to your arsenal of coding techniques!

Jeremy Likness

The observer pattern is well established and used. The typical scenario is to register to an class and then allow your Notify method to be called. This often involves keeping an internal list of observers and then iterating them to notify that something has changed. I had a situation recently that warranted a lighter weight approach that allows a many-to-many observation (multiple listeners, multiple objects to observe).

I was working with the Composite WPF/PRISM framework and had an interesting situation. One of my regions is implemented as a TabControl, so modules that register with the RegionManager inject their views into the tabs. This is a very powerful model because now I can add as many modules/views as I like and not worry about the implementation details of wiring up the tab control. I created a view interface IViewable to implement with my controls that exposes the name of the view along with a boolean indicating whether the view should be enabled (this allows me to restrict going to certain tabs if they depend on data from another tab).

The issue was figuring out the best way to handle the tab focused event. By default, the views are wired up and ready to go when you click the tab. I tried searching for a solution to allowing my view to know when it was "active" but didn't find much that was satisfactory. It could be I'm completely off on my approach because there is some pattern already existing, but I decided to go with something very lightweight ... even lighter than the observer pattern. I don't want to know the details of what the other views or modules are, I just want to know when I'm getting focus and that is controlled by my parent container (I also shouldn't know that my parent container is a TabControl - it could be any ItemsControl for that matter).

The pattern was quite simple, really. First, I created an interface:

public interface IObservableHelper 
{
   void Notify(object obj); 
   event EventHandler<EventArgs> Notified; 
}

The implementation was easy too:

public class ObservableHelper : IObservableHelper
{
   public void Notify(object obj) 
   {
      if (Notified != null) { Notified(obj, EventArgs.Empty); }
   }

   public event EventHandler<EventArgs> Notified;
}

See, very easy. I don't have to keep track of the objects observing because objects who want to know about this event simply register to the event. In my boot strapper class I make sure there is exactly one instance of the helper:

...
Container.RegisterInstance<IObservableHelper>(new ObservableHelper()); 
...

With the dependency injection, the helper can be injected simply by asking for it in the constructor. That means in my view, I can do this:

public MyView(IObservableHelper helper)
{
   helper.Notified += (obj,args) =>
   {
      if (obj == this) { DoSomething(); }
      else if (obj is ISomeInterface) { DoSomethingElse((ISomeInterface)obj); }
   }; 
}

// observe "me" 
public void DoSomething()
{
} 

// observe "ISomeInterface" 
public void DoSomethingElse(ISomeInterface someInterface)
{
}

I've just registered to, eh, observe "myself." That's OK ... as a view, what I really want to know is when I am activated. So in the shell, I simply tap into the selection changed event for the Tab Control. That will resolve IObservableHelper then call notify with the element that was selected. Notified will fire, I'll see its "me" and then call DoSomething. Very lightweight and decoupled ... and if there are other objects participating, I can interact with them as well!

Jeremy Likness