Virtual Input Keyboard & Behaviours for Silverlight

Posted by Rishi on 09-Nov-09 9:04 AM - Comments (28)

You would already know this, but in Silverlight when in full-screen mode keyboard input is by design constrained to a limited set of keys - this often takes an end-user by surprise and leaves them with a perception than it's an application problem. To overcome this Silverlight limitation I've created a Virtual Input Keyboard and accompanying behaviours, that allows you to attach an on-screen keyboard to any receptive UI control.

VirtualInputKeyboard

View the demo app here.

The Input Keyboard

It is important to appreciate that the Silverlight Keyboard presented here is an Input Keyboard, which is different from a general purpose Virtual Keyboard found in most Operating Systems. The input keyboard is specifically only made visible on-screen when directly editing/inputting to an attached UI control (e.g. a TextBox), when not editing/inputting it is automatically hidden from view - this is very much like in mobile phones. So for example with the PasswordBox shown above the Input Keyboard will be made visible when the PasswordBox has focus, and in the "focus" state it allows you to "key-in" characters but anytime the PasswordBox looses the focus the keyboard also vanishes.

 K for Keyboard

Symbols Keys

Key Features

  • All character-keys feature iPhone'que callouts/popouts when pressed
  • A symbols mode (bottom right key) features most of the commonly used symbol and non-alphabetic characters (shown above) - however currently there is no support for customizing or appending custom symbols
  • There is a sticky shift-key (bottom left) that allows for capitalized alphabets
  • The keyboard also allows for a Title, above it is set to "User Password"
  • The keyboard is collapsable, see the arrow key show above (top right)
  • The keyboard is dragable, and is not constrained to its parent's bounds
  • The keyboard is based on the Popup Primitive in Silverlight, so it is not effected by z-index based layering
  • A single keyboard control instance can be registered and used throughout the application as the default keyboard
  • You avail the keyboard by attaching behaviours to UI controls, included are behaviours for attaching to a Textbox or a PasswordBox control
  • You can create custom behaviours to consume the Keyboard with other kinds of UI controls such as a Grid or ListBox (I will post separately about how to do this)
  • The behaviours also allow you to configure as to if the Keyboard is only available when in full-screen mode (the default setting)

Behaviours

Like I mentioned included are three behaviours based on the Blend SDK, which allow you the configure and attach the Keyboard with various UI controls.

ApplicationInputKeyboardBehavior

You put this behaviour onto an Input Keyboard, and it makes it the default application-wide keyboard for use by one or more UI controls. Without this, you'll need to specify onto each attached control the keyboard you want to use it. Further, to make life easy it has no configurable settings, so simply drag and drop this onto an Input Keyboard.

TextBoxInputKeyboardBehavior TextBoxInputKeyboardBehavior

This behaviour is applied onto a TextBox, and it in turn attaches a Keyboard onto it. Using this behaviours is very simple, it has three properties - one to specify the Title that is shown atop the Keyboard (note its use is optional). The second property, takes in the Target Keyboard name, as shown in the screenshot on your right. However, if you wanted to use the default application wide keyboard (as described above), then you leave this empty and it will resolve it automatically. Lastly, the VisibleInNonFullScreenMode property, allows the Keyboard to be visible when not in full-screen mode. Note again, the default behaviour will only show the keyboard when in full-screen mode, so turn this on if you want it available independent of the full-screen mode.

PasswordBoxInputKeyboardBehavior

As the name suggests this behaviour is applicable to PasswordBox controls, and the use API is identical to the TextBoxInputKeyboardBehaviour. However, the use-semantics are quite different - the TextBox keyboard behaviour can identify and use text-selection and cursor position information, and therefore the interaction with the Input Keyboard fully mimics the use-semantics we are accustomed too with a physical keyboard and mouse. Now, the PasswordBox control doesn't expose text-selection or cursor position information, which leads to somewhat counter-intuitive use interaction. For example, if you've partially selected some part of the password text and press a key with your physical keyboard it would overwrite the selection with the keyed character. However, with the Virtual Input Keyboard you can only append any keyed character to the end of the password string, because we are not party to selection or cursor-position information with the PasswordBox control. Also the automation API in Silverlight suffers from the same information deficiencies, which is why I've forgone its use.

Future Enhancements

Since this is just the first shot at this, there are plenty of possible enhancements. Some of the ones I am considering are:

  • Customizable key-sets, using predefined profiles - kind of like how iPhone offers a different key-set for entering Urls
  • An optional default action key, like one to trigger a "Google" - this is also akin to iPhones
  • Key press sounds option
  • Configurable relative positioning of Keyboard to any attached UI control
  • A numeric-pad version of the Input Keyboard, that only offers numeral characters
  • Templat'able Keyboard and Keys UI
  • A sharper/better default skin

If you have any other suggestions or ideas, do let me know.

You can download the Input Keyboard dll (16 kb) from the Expression Gallery Site,
and again you can view the demo app here.

UPDATE (17-Dec):

The following are two classes that allow you to attach the Keyboard to an AutoCompleteBox Control (found in Silverlight Toolkit). However do note that the AutoCompleteBox does not expose selection information so the keys are added and removed from the end of the text-string only - which unfortunately is not all that intuitive.

   1: // Keyboard Input Handler for AutoCompleteBox
   2: public class AutoCompleteBoxInputHandler : IInputKeyboardHandler
   3: {
   4:     
   5:     readonly AutoCompleteBox _autoCompleteBox;
   6:     
   7:     public event EventHandler InputKeyboardAttached;
   8:     public event EventHandler InputKeyboardDetached;
   9:  
  10:     public AutoCompleteBoxInputHandler(AutoCompleteBox autoCompleteBox)
  11:     {
  12:         if (autoCompleteBox == null) throw new ArgumentNullException("autoCompleteBox");
  13:         _autoCompleteBox = autoCompleteBox;
  14:     }
  15:     
  16: #region IKeyboardHandler Implementation
  17:     
  18:     public void KeyboadAttached() 
  19:     { 
  20:         if (InputKeyboardAttached != null) 
  21:             InputKeyboardAttached(this, EventArgs.Empty);
  22:     }
  23:         
  24:     public void KeyboardDetached() 
  25:     { 
  26:         if (InputKeyboardDetached != null) 
  27:             InputKeyboardDetached(this, EventArgs.Empty);            
  28:     }
  29:     
  30:     public void CharacterKeyed(Char character)
  31:     {
  32:         // we append to the end the added character, also notice there is no max length on auto-complete
  33:         _autoCompleteBox.Text = _autoCompleteBox.Text + character.ToString();
  34:     }
  35:     
  36:     public void BackspaceKeyed()
  37:     {
  38:         // we remove one letter from the end
  39:         var _existingText = _autoCompleteBox.Text;
  40:            if (_existingText.Length > 0)
  41:             _autoCompleteBox.Text = _existingText.Substring(0, _existingText.Length - 1);    
  42:     }
  43:     
  44: #endregion
  45:     
  46: }
  47:  
  48: // Behaviour Class to Attach to AutoCompleteBox
  49: public class AutoCompleteBoxKeyboardBehavior : InputKeyboardBehaviorBase<AutoCompleteBox>
  50: {
  51:     
  52: #region Override
  53:  
  54:     protected override IInputKeyboardHandler ResolveKeyboardHandler()
  55:     {
  56:         return new AutoCompleteBoxInputHandler(this.AssociatedObject);
  57:     }
  58:     
  59:     protected override void OnAttached()
  60:     {
  61:         base.OnAttached();
  62:         
  63:         // we attach to the textbox
  64:         AssociatedObject.GotFocus += new System.Windows.RoutedEventHandler(AssociatedObject_GotFocus);
  65:         AssociatedObject.LostFocus += new System.Windows.RoutedEventHandler(AssociatedObject_LostFocus);
  66:     }
  67:     
  68:     protected override void OnDetaching()
  69:     {
  70:         base.OnDetaching();
  71:         
  72:         // detach the handlers
  73:         AssociatedObject.GotFocus -= new System.Windows.RoutedEventHandler(AssociatedObject_GotFocus);
  74:         AssociatedObject.LostFocus -= new System.Windows.RoutedEventHandler(AssociatedObject_LostFocus);
  75:     }
  76:  
  77: #endregion
  78:  
  79: #region Handler
  80:  
  81:     void AssociatedObject_GotFocus(object sender, RoutedEventArgs e)
  82:     {
  83:         base.AttachToKeyboard();
  84:     }
  85:     
  86:     void AssociatedObject_LostFocus(object sender, RoutedEventArgs e)
  87:     {
  88:         base.DetachFromKeyboard();
  89:     }
  90:     
  91: #endregion
  92:     
  93: }

Also remember, you can create IInputKeyboardHandler implementation along with a matching Behavior for other types of input controls you require.

In the first part I introduced nRoute.Toolkit as nRoute vNext sans Navigation and Composition components - whilst it lacks two of the key features, it introduces a boat-load of new features including Bindable Dependency Objects, Bindable Triggers, Actions and Behaviours for Blend, an IObservable-based Messaging Framework, Services component, View Services component, Modules component, ViewModel component and more. Extending that feature-set, in this post I'll cover some of the other more component-oriented features in the toolkit, like ICommand implementations, ICommand extensions, Weak Eventing handlers, Eventing extensions, and various Relays.

Action(able) ICommands

With regards to MVVM in Silverlight, I believe two interfaces carry a disproportionate share of the "architectural burden"  - with the two interface being ICommand and INotifyPropertyChanged. Both these interfaces bridge the chasm between the View and the ViewModel - one signifies an action occurrence, and the other signals a value change. Now, as far as the ICommand related functionality is concerned, they are well represented in the toolkit by two implementations named ActionCommand<T> and ActionableCommand<T>. Both of these implementations are actually refinements of what was earlier available in nRoute, however now they derive from a common interface called IActionCommand.

IActionCommands

With reference to the IActionCommand interface, the 'IsActive' property allows you to enable or disable the command, whereas the 'RequeryCanExecute' method allows you re-evaluate as to if the command can be executed, and CommandExecuted event is, well, quite self-explanatory. Both the ActionCommand<T> and ActionableCommand<T> support strongly-type parameters, and take in an Action<T> delegate to handle the command execution. The difference between Action and Actionable Commands is that the latter allows you to designate another delegate to determine as to if the command can be executed. Here's a simple example:

   1: // declared
   2: public ActionableCommand<string> SearchCommand { get; private set; }
   3:  
   4: // defined
   5: SearchCommand = new ActionableCommand<string>((s) => Repository.Search(s),
   6:                 (s) => !string.IsNullOrEmpty(s));

In the example above, we have defined a command that can take in a string value and uses it to search some repository. The command also defines a delegate that ensures that the search string is not null or empty before executing the command.

Now, as show in the class diagram, we also have non-generic versions of these commands that not only drop the generic parameter but also relieve you from having to process the same - so they ask for an Action delegate as opposed to Action<T>. I was surprised how useful these non-generic versions are, in my own use scenarios nowadays almost 95% of all of my commands are of the parameter-less variety.

Command Extensions

Very often you will find that a command's execution is dependent on some other factor, for example a delete command might be dependent on having something selected or like above a search command is dependent on the search-string being not null and not empty. Given a set of dependencies, a single change in any dependency requires us to manually re-evaluate a possibility of change in the executable-status of the command - specifically, with the IActionCommand interface, this is done via its RequeryCanExecute method (which inturn suggests this by raising its CanExecuteChanged event).

So, the point of the command extensions is to explicitly define dependencies which then can automatically trigger the possibility of a change in the executable-state of a command. I think the concept is easier described in code, have a look:

   1: var DeleteCommand = new ActionableCommand(
   2:     () => Repository.Delete(this.ActiveItem),
   3:     () => this.ActiveItem != null
   4: ).RequeryOnPropertyChanged(this, () => ActiveItem);

In the snippet above, the delete command allows us to delete the active item, where an active item is something that has been say selected in a ListBox. And the constrain on the execution of this command is that the ActiveItem property is not null, as shown in line 3. Now every time the selection of the ActiveItem changes, we must re-query the command's executable state - this intent is made explicit with the extension method shown in line 4. Here, the extension method exploits an INotifyPropertyChanged capable ViewModel (this) and listens for 'ActiveItem' property changes, which when changed triggers a re-query of the command's executable-state. Another version of this extension method exists that doesn't require a property name, as it listens to any/all property changes.

Similarly, we have another extension method that re-evaluates the executable-state after the command is executed. In the example below, the command's task is to set the count value to zero and therefore is only executable when the count is not zero. By using the RequeryWhenExecuted extension method we ensure that whenever the command is executed it's state is re-evaluated.

   1: var SetCountZeroCommand = new ActionableCommand(
   2:     () => this.Count = 0, 
   3:     () => this.Count != 0);
   4: SetCountZeroCommand.RequeryWhenExecuted();

There is another similar extension method called RequeryOnCommandExecuted which re-evaluates a command's status when another command is executed. So for example:

   1: // two commands
   2: SubscribeCommand = new ActionableCommand(() => { ... };
   3: UnsubscribeCommand = new ActionableCommand(() => { ... };
   4:  
   5: // explict dependencies
   6: UnsubscribeCommand.RequeryOnCommandExecuted(SubscribeCommand);
   7: SubscribeCommand.RequeryOnCommandExecuted(UnsubscribeCommand);

In the case above, the subscribe and unsubscribe commands' execution-states are re-evaluated when any of the other command is executed. Their respective execution-state is dependent on the whether or not a subject is subscribed or not. Another extension method called RequeryOnCommandCanExecuteChanged can re-evaluate a command by listening to another command's CanExecuteChanged event. However, you must be careful to not peg this extension method onto two commands re-querying against each other, as you will create an infinite loop between the two.

   1: // Declared
   2: public ActionableCommand CreateItemCommand { get; private set; }
   3:  
   4: public ActionCommand UndoCommand { get; private set; }
   5:  
   6: // Dependency Defined
   7: UndoCommand.RequeryOnCommandCanExecuteChanged(CreateItemCommand);

Lastly, we also have a RequeryOnCollectionChanged extension method, that can re-query a command when an INotifyCollectionChanged implementing collection changes. For example below, the command's execution status is dependent on the messages' collection having one or more messages, and so we make that explicit:

   1: ClearCommand = new ActionableCommand(() => Messages.Clear(),
   2:     () => Messages.Count > 0).RequeryOnCollectionChanged(Messages);

These extension methods work by pinging against the IWeakEventListener implementation that both ActionCommand<T> and ActionableCommand<T> support. Basically, the commands uses the ReceiveWeakEvent method to listen to any external suggestions that the command's execution-state might have changed, and so when pinged they raises the CanExecuteChange event to tell others to check their execution-status against the command. And as the interface name suggests, this is weakly/indirectly-referenced so you don't create leaking dependencies. Further, you can also use the same technique to attach explicit dependencies, using custom extension methods or just by making the command listen to any relevant event.

ExecuteCommandBehavior Execute Command Behavior

The ExecuteCommandBehavior does as it reads - with two notable features, one that both the command and command parameter are bindable. And second that it can enable/disable the usage of the associated element if ManageEnableState option is selected (see right).

The ManageEnableState option basically enables or disables a Control-type derived element, based on whether or not the command is executable. It listens to the CanExecuteChanged event and can re-evaluate the execution state of the command. Now, in the case where the element attached to the behaviour is not a Control-type derivative, it enables/disables the "interactivity" of the element - the interactivity concept is the same as one I mentioned in part one except here when the element is disabled we set the opacity to 50% (which might not be appropriate in all cases).

ManageEnableStateOption

The snapshot above shows the effect of the ExecuteCommandBehavior managing the enable state for you. The "Button Command" reading element is a button control (which is derived from the Control type), whereas as the "Border Command" reading element is a border element (not deriving from the Control type). In both the cases when the command cannot execute, they are non-responsive to user input - however as I've mentioned before there are limitations to how far the the interactivity approach will take you.

Weak / Event Handling

In another previous post I had detailed some of my ideas around weak eventing, with the crux of the idea being that by wrapping event handlers we could make the eventing infrastructure smarter without having to re-imagine the consumption or creation of events. And smarts give us the ability to weakly-reference the consumers, which makes the event consumer's lifetime independent of the event producers. Here's the how-to:

   1: source.SomethingHappened += new WeakHandler(Handle_Something, 
   2:     (h) => source.SomethingHappended -= h);  

In the snippet above rather than using an EventHandler delegate, we are using the WeakHandler class to handle the SomethingHappened event on the source object. The WeakHandler class implicitly creates the event handler, whilst lifting itself into the handler - and so it sits between the consumer and producer of event. By virtue of having a go-between we can do a lot of interesting things (as we'll see ahead), and so we also provide wrappers for normal handling (ie. non-weak) of the events. Secondly, by having this go-between we also gain the capability to allow consumption of events for non-delegate consumers - specifically, for IWeakEventListener and IObserver<Event<T>> based consumers. Consider:

   1: // using Listeners
   2: source.SomethingHappened += new WeakListener(weakEventListenerObj, 
   3:     (h) => source.SomethingHappended -= h);  
   4:  
   5: // using Observers
   6: source.SomethingHappened += new ObserverHandler(weakObserverHanderObj, 
   7:     (h) => source.SomethingHappended -= h);  

Also the IActiveCommand component mentioned above that makes uses of the WeakListener handler, similarly the Rx Framework makes use of Event to IObserver<Event<T>> translation for all its magic. Now, I'm not going to go into the depth of the eventing infrastructure, but basically there are six main classes - which allow for handling, listening, and observing of events in both strongly-referenced and weakly-referenced manners.

EventHandling

In all the classes above the type E generic parameter is an EventArg derivative associated with the event handler delegate of type H - for example to handle a size changed event for a Window the parameter E would be SizeChangedEventArgs and the associated parameter H would be SizeChangedEventHandler. To save you some time, there are some pre-defined wrappers available to handle common events based on EventHandler, EventHandler<E>, RoutedEventHandler and PropertyChangedEventHandler delegates. Also note all the given handlers are disposable - so when a handler is called upon to dispose it unregisters from the event and clears all references to the consumer/producer paving the way to be GC'ed.

Eventing Extensions

Like I said earlier, the idea with event handling wrappers was to introduce smarts in the consumption of events - and we have a number of smarts (beyond weak handling) available in the form of extension methods. Now, a lot of this would look like the Rx Framework which is by both by inspiration and design, but functionally it is quite different - here we have a pipeline model as opposed to an event stream model. And it works by the wrapper having pre-handling, post-handling and predicate-type gateways to the actual handling of the event. Also you can use these extensions whilst consuming an event via handlers, listeners or observers.

Handle When

   1: this.MouseEnter += new Handler<MouseEventArgs, MouseEventHandler>(
   2:         (s, e) => StartDragging(e),
   3:         (h) => this.MouseEnter -= h).
   4:     When(
   5:         (e) => e.EventArgs.StylusDevice.DeviceType == TabletDeviceType.Touch);

The When extension is simply a predicate to handling the event, and so when true it handles the event else it ignores the event call.

Skip When

   1: this.MouseLeftButtonUp += new ObserverHandler<MouseButtonEventArgs, MouseButtonEventHandler>(
   2:         _mouseButtonObserver,
   3:         (h) => this.MouseLeftButtonUp -= h).
   4:     SkipWhen(
   5:         (e) => _flagged);

The SkipWhen extension is the simply a negated version of the When predicated, therefore when true it skips the handling else it handles the event.

Handle Once

   1: Button1.Click += new RoutedHandler(
   2:         (s, e) => ProcessQuotation(),
   3:         (h) => Button1.Click -= h).
   4:     HandleOnce();

As the name suggests the HandleOnce extension ensures that you handle the event once and only once, it disposes off the handler post the first event. This is quite useful especially when you knowingly will only handle the event once, as in the case of loading or initialization, and with this extension you don't have to worry about unregistering the handler.

Handle Exactly

   1: LoginButton.Click += new RoutedHandler(
   2:         (s, e) => LoginUser(),
   3:         (h) => LoginButton.Click -= h).
   4:     HandleExactly(5);

HandleExactly extension will only handle the event a given number of times, thereafter it will unregister and dispose off the handler.

Handle While

   1: AuthorizeButton.Click += new RoutedHandler(
   2:         (s, e) => Authorize(),
   3:         (h) => AuthorizeButton.Click -= h).
   4:     While(
   5:         (e) => User.Session.IsAlive);

Keeping to its name, the While extension method handles an event while the given condition is true. If the condition turns false, it will unregister and dispose off the handler.

Handle Until

   1: AuthorizeButton.Click += new RoutedHandler(
   2:         (s, e) => Authorize(),
   3:         (h) => Authorize.Click -= h).
   4:     Until(
   5:         (e) => User.Session.IsAlive);

The Until extension is basically similar to the While extension, except that it allows for at least handling the event once. The While/Until terminology is akin to similarly-named operators in Visual Basic.

Handle For

   1: _model.PropertyChanged += new PropertyChangedHandler(
   2:         (s, e) => OnCountChanged(),
   3:         (h) => _model.PropertyChanged -= h).
   4:     HandleFor(
   5:         () => _model.Count)
 
The HandleFor extension method is specifically meant for PropertyChanged event handlers, as it allows you to explicitly handle a property changed event for a given property. Like in the example above it only handles the event when the Count property changes.
 
Throttle Handling
   1: this.DecreaseButton.Click += new RoutedHandler(
   2:         (s, e) => _viewModel.DecreaseCount(),
   3:         (h) => this.DecreaseButton.Click -= h)
   4:     Throttle(
   5:         TimeSpan.FromSeconds(5d));

The Throttle extension limits the handling the event to once per the given duration, so in the example above the handler will only be allowed to be executed once every five seconds from the execution of last event - with other calls within the same period being ignored.

Handler Timeout

   1: this.ConfirmButton.Click += new RoutedHandler(
   2:         (s, e) => _viewModel.Confirmed(),
   3:         (h) => this.ConfirmButton.Click -= h).
   4:     Timeout(
   5:         TimeSpan.FromSeconds(120), () => ConfirmButton.IsEnabled = false);

The Timeout extension awaits for event to occur within the specified time span, failing which the event handler is deregistered and the handler disposed off. Also you can specify an Action to be executed when the timeout expires. One benefit to this extension is that it brings the timeout semantics to any/all types of event.

Recurring Timeout

   1: this.KeyUp += new WeakListenerHandler<KeyEventArgs, KeyEventHandler>(
   2:         _dharmaInitiativeListener,
   3:         (h) => this.KeyUp -= h).
   4:     RecurringTimeout(
   5:         TimeSpan.FromMinutes(108), () => BlowupLostIsland());

The RecurringTimeout extension is basically like the Timeout extension except that every time the event occurs it resets the timeout and starts counting down again. Similarly, if the timeout were to occur the event handler is deregistered and the handler is disposed off, plus you can also specify a timeout Action delegate.

Lastly, note you can apply one or more of these extensions to a single handler, and equally you can create your own extensions for use with the given handlers in the toolkit.

Relays

My earlier post on relays, introduced IValueConverter and ICommand relays - building on that, we now have a ValueRelays and binding support for all relays types. Simply put, the point of relays is to act as a statistically declared go-between the actual implementation or value that is specified at runtime. The scenarios where this is useful is when you need to delegate the actual implementation/value from some other source such as a ViewModel or into something like a DataTemplate.

Value Converter Relay

Basically you use the ValueConverterRelay as a statistically declared resource that fronts an IValueConverter implementation defined at runtime. Statically, declaring a relay is as simple as:

   1: <nComponents:ValueConverterRelay x:Key="DateStringRelayConverter" />
 
Once the declaration is set, there are multiple ways to set the backing implementation. A direct way to set the implementation is to get the resource in your code-behind and set the converter.
 
   1: ((ValueConverterRelay)this.Resources["DateStringRelayConverter"]).Converter =
   2:     new ValueConverter<DateTime, string>((d) => d.ToString("DD, MMMM"));
 
To make the code-behind scenario a bit easy to use there are a couple of extension methods in the toolkit that allow you to set the resource-based relay declared with any FrameworkElement. So in the example below, we are setting the relay defined in the root level element's (this) resource collection:
 
   1: this.SetRelayConverter<DateTime, string>("DateStringRelayConverter",
   2:     (d) => d.ToString("DD, MMMM"));
 
Now, this approach for declaring and creating value converters is not an all-purpose solution, however for many simple cases and where the conversion logic is local to your use this compact approach helps. The other benefit of using relays is you can change the implementation at runtime, or as shown below you can have the value-converter's logic rooted in the larger logic of your ViewModel.
 
BridgeViewConverterBehaviorThe other way of defining a backing implementation for a value-converter relay is to bind the relay by bridging it. To do this, you can use the generously-named BridgeValueConverterBehavior type behaviour, and have it bind to any implementation like say from your ViewModel.
 
In the screenshot on the right, we have the ValueConverterRelay statistically bound to a local resource (show by the green rectangle), and the converter source is being feed from the ViewModel via binding (show by the yellow rectangle). And back in your ViewModel you can define the value-converter using the generic ValueConverter<TIn, TOut> wrapper class found in the nRoute.Components namespace.
 
   1: // declare
   2: public ValueConverter<User, string> UserNameConverter { get; private set; } 
   3:  
   4: // define
   5: UserNameConverter = new ValueConverter<User, string>(
   6:     (u) => u.LastName.ToUpper() + ' / ' u.FirstName + ' ' + u.Title);
 
Above the UserNameConverter is just a property in your ViewModel, which is sourced via bridging and consumed indirectly via the relay. Also notable is the fact that Silverlight doesn't support multi-bindings, so using value-converters like above can come in real handy.
 
Command Relay
 
I hope the name gives it away, but the CommandRelay is the equivalent of ValueConverterRelay for use with an ICommand implementation. Functionally, using and declaring them is similar to value converter relays, consider:
 
   1: <!-- Declared as a Resource -->
   2: <nComponents:CommandRelay x:Key="UpdateTimeRelayCommand" />
 
And to define the implementation in the code-behind, we can use an extension method like:
 
   1: this.SetRelayCommand<object>("UpdateTimeRelayCommand", (o) => UpdateTime());
 
Alternatively, we can also define the implementation by bridging the command using a BridgeCommandBehavior type behaviour available in the toolkit (note, in Blend you will currently have to use xaml to define the source of the command).
 
   1: <i:Interaction.Behaviors>
   2:     <nBehaviors:BridgeCommandBehavior 
   3:         CommandRelay="{StaticResource UpdateTimeRelayCommand}" 
   4:         CommandSourceBinding="{Binding UpdateTimeCommand, Mode=OneWay}"/>
   5: </i:Interaction.Behaviors>
 
In the case above we are sourcing the implementation of the command from the ViewModel. And one of the primary use scenarios of relayed commands is with DataTemplates in an ItemsControl. Since data templates are statically declared they are impervious to the data context of the View, and moreover their data context is set to the item being enumerated. In such a case, having them trigger commands in the ViewModel can be achieved via relays - so for example with the sample UpdateUserRelayCommand declared and bridged above, we can use it within a DataTemplate as such:
 
   1: <!-- Data Template declared as a Resource -->
   2: <DataTemplate x:Key="TimeInfoTemplate">
   3:     <Grid>
   4:         <Button Content="Update Time">
   5:             <i:Interaction.Triggers>
   6:                 <i:EventTrigger EventName="Click">
   7:                     <nBehaviors:ExecuteCommandAction 
   8:                         Command="{StaticResource UpdateTimeRelayCommand}"/>
   9:                 </i:EventTrigger>
  10:             </i:Interaction.Triggers>
  11:         </Button>
  12:     </Grid>
  13: </DataTemplate>
 
The Button in the DataTemplate above is rigged to raise a command when clicked - and using the bridge the command is ultimately trigged in your ViewModel. Now, having to first declare, bridge and then use the command may seem burdensome, but that speaks more to the shortcoming of Silverlight than to the solution for it.
 
Value Relay
 
A ValueRelay is again like before a statically declared facade for a value sourced at runtime - and its declaration as a resource is a simple as ever:
 
   1: <nComponents:ValueRelay x:Key="CurrentTimeRelayValue" />
 
And to source the value from a code-behind can be done as such:
 
   1: this.SetRelayValue<DateTime>("CurrentTimeRelayValue", DateTime.Now);
 
BridgeValueBehavior For bridging the value we can make use of the BridgeValueBehaviour type behaviour. It takes in the relay and provides it with a value as defined by either the ValueSource or ValueSourceBinding property (see right).
 
The ValueRelay implements INotifyPropertyChanged, which ensures that its consumers are updated whenever the source of the value changes. Also, as with the relays earlier, you can use this to convey some value to a DataTemplate from your ViewModel - which at times can be a lifesaver.
 
Now, the binding syntax to consume the value through a ValueRelay is slightly different than earlier - the main change being that we need to access the Value property of the ValueRelay to get the underlying value.
 
   1: <TextBlock Text="{Binding Value, 
   2:     Source={StaticResource CurrentTimeRelayValue}, Mode=OneWay}" />
 
Also, all relays support an Initialize event which at times is required, because depending on the use-case the resource-based relay should be available during the parsing of xaml, in which case the Initialize event can be used to setup the value - a previous post on relays details this scenario.
 
What's Next
 
The first release of nRoute specialized in View-level composition and navigation using Url-based routing. Now, as highlighted with this toolkit release, I've tried to include features that provide for Application-level composition using building blocks such as modules, services, view-services, loosely-coupled messaging etc. Additionally, I've also put in lot of infrastructure-level building blocks that tackle some of the bigger shortcomings in the platform like binding support, weak-eventing, relays, data-triggers support etc. With all the three-levels of concerns, the underlying intention is to make nRoute a more wholesome platform that extends beyond the self-defined application-flow role, to more-of a LOB framework designed for MVVM-oriented applications.
 
Based on that idea, the main highlights of the next drop of nRoute are dynamic application composition using SiteMaps, support for navigation to remotely defined resources, and a much improved Url-based Action infrastructure. Also I've written some extensions to RIA services for use with nRoute, that makes RIA services much more MVVM friendly whilst raising the level of abstraction of the Models provided by RIA Services. Put together, it should hopefully be a good starting point for any LOB application.
 

nRoute Toolkit is basically a packaging of some components from the next drop of nRoute - I thought some of the components had merit beyond the nRoute framework, so I packaged them separately in a smallish 50K toolkit. The Silverlight only toolkit features Bindable Dependency Objects, Bindable Triggers, Actions and Behaviours for Blend, an IObservable-based Messaging Framework, a Resource Locator Framework, Module Components, Service Components, ViewModel Components, ViewService Components, Weak Eventing Handlers, Action ICommands and a number other bit and pieces useful for MVVM style development.

I hope to have this introductory post as a semi-documentation for the toolkit and its features, so please bear with me as it does get long. Secondly, the next drop of nRoute will essentially be a superset of what's in this toolkit - namespaces and all will remain the same, however the toolkit doesn't include any routing or navigation related features.

Bindable Dependency Objects

One of the biggest pain point with Silverlight, as of version 3, is that it only supports binding on FrameworkElement derived objects - which in effect limits binding to "visual components" - and therefore "inline" elements don't get the benefit of binding. Now, what I have here is not a perfect solution but a pretty workable one, and I refer to it as attached-bindings because it attaches the binding on any FrameworkElement derivatives (even non-hierarchically related).

The trick in play here is that you have to expose and consume the binding as a System.Windows.Data.Binding type. So for instance, say we have a Dependency Object derived class that has a ordinary "IsReady" dependency property; now, to make it bindable using attached bindings, we have to use what I call a dual-property pattern - wherein we expose the property "normally" but also have another property (post-fixed with the Binding word) of type Binding that is used to bind to the dependency property. Have a look below, note 'GetAttachedBinding' and 'SetAttachedBinding<T>' are extension methods:

   1: public bool IsReady
   2: {
   3:     get { return Convert.ToBoolean(this.GetValue(IsReadyProperty)); }
   4:     set { this.SetValue(IsReadyProperty, value); }
   5: }
   6:  
   7: public Binding IsReadyBinding
   8: {
   9:     get { return this.GetAttachedBinding(IsReadyProperty); }
  10:     set { this.SetAttachedBinding<bool>(_frameworkElement, IsReadyProperty, value); }
  11: }

Given the above, to bind we use the binding syntax against the 'IsReadyBinding' property, while to read the current value of we use 'IsReady' property. If you don't want to use bindings, the IsReady property works just as before and everything else remains the same. The critical part to enable attached bindings is to have a FrameworkElement derivative element to attach too, as represented above by the '_frameworkElement' variable - without this it wouldn't work. But once you have that you can have as many attached-bindings appended to it as you like, it doesn't matter. Secondly I understand having an additional property for each bindable property is not ideal, but it's a working solution and is kind of akin to the async post-fix we already use. Plus, with the extension methods shown above this is not that intrusive of a methodology, especially since you don't need do anything more than create an additional property declaration per dependency property.

Now there are a lot of uses for this, and using this infrastructure included in the toolkit are extensions to the Blend behaviours framework as we'll see right ahead - this also happens to be my favourite new feature in the toolkit.

Bindable Behaviors, Actions and Triggers 

In the first drop of nRoute I did a lot of work on behaviours, in fact I did create something very similar to what is available in Blend but didn't generalize it using triggers, rather per my preference of strong-typed stuff, I created many-many statically declared attached properties to expose/use behaviours. But part of the reason was also that inline dependency objects could not be bound in Silverlight, where as attached properties declared directly onto any FrameworkElement derivate could be. Now, with the binding infrastructure given above and fantastic tooling support in Blend, I choose to dump my behaviour's framework and extend the behaviours and triggers framework made available with the Blend SDK - essentially by making them bindable. This really makes for some fantastic possibilities, because we can now use and consume behaviours that are directly bound to our ViewModel or have them react to property changes through the richness of binding in Silverlight.

In the nRoute.Behaviors.Interactivity namespace you will find four classes that extend the behaviours, trigger actions and triggers in the Blend SDK, with bindable base classes.

BindableBehaviors

The binding-enhanced base classes (below the red-line) give you wrappers around the attached binding solution, and a very important capability to set bindings even when the "AssociatedObject" is not available (it stores and applies the binding to it when the object is attached). So for example, if we had the IsReady property sampled above exposed in any of the above behavior/trigger classes we would write the same as:

   1: public bool IsReady
   2: {
   3:     get { return Convert.ToBoolean(this.GetValue(IsReadyProperty)); }
   4:     set { this.SetValue(IsReadyProperty, value); }
   5: }
   6:  
   7: public Binding IsReadBinding
   8: {
   9:     get { return base.GetBinding(IsReadyProperty); }
  10:     set { base.SetBinding<bool>(IsReadyProperty, value); }
  11: }

As you can see in Line 9 and 10 we are using the base-class based GetBinding and SetBinding methods, they do the attach-binding business underneath. So quite simply, to make your behaviour/trigger/trigger-action property bindable you just need to additionally write something similar to lines 7 to 11 and that's it. Also, with this you can use all the UI facilities in Blend to set the bindings as usual, alternatively if you wanted to bind to static resources you would use the non-binding version (ie. IsReady and not IsReadyBinding). The binding-enhanced base classes are there for your own use, but I've also included some commonly needed behaviours, triggers, and trigger-actions some of which are detailed below.

Value Triggers

Value triggers are Blend-SDK based triggers that fire when a given property's value matches a given criteria - for example, you could use a ValueTrigger to show a special discount animation when when the total cart amount exceeds $1000 in your ViewModel. You can also use this with UI controls, like match some value in a text box and trigger a command in your ViewModel.

In many ways ValueTriggers are central to MVVM, because to my understanding in a MVVM architecture data changes are the primary ViewModel-based mechanism that effect changes in View, and for the other side of the equation data changes and ICommands are the two View-based mechanisms that effect changes in the ViewModel (see the diagram below). Events are not used, because they are a form of direct-coupling - and so there is a total reliance on the SL binding infrastructure for the loosely-coupled glue that makes it all possible. Further for me, this minimal scope of connections is both the beauty and the practical stick that keeps the ViewModel and View independent of each other despite the fact they are intimately interwoven.

ViewViewModelSignifiers

Given the concept above, the practical problem in SL today is consuming the data-changes to effect logical changes in your application, value changes in the controls such as text value is 100% supported but changing the logical state is not. And this is where the ValueTriggers come into play, by combining binding, triggers and trigger-action we can effect logical changes in the View such hiding something or moving something. Next, I'll go through the five value triggers available in the toolkit - just keep in mind you can pair this up with just about any trigger-action or behaviour.

ValueMatchTriggerValueMatchTrigger

Basically it allows you trigger an action when a given source's value equals to another specified value - in the example shown from Blend, the value must match the specified "nRoute" value and then only will it trigger the associated action. Also, the source binding is coming from a ViewModel and we're matching it against a static word but you could match it against anything bindable by using the ValueBinding property. Also note any changes in the Source Binding triggers a re-evaluation of the condition. Alternatively, if you require it not match the specified value then you can negate the result, by using the negate checkbox. The xaml for this example looks like:

   1: <nTriggers:ValueMatchTrigger SourceBinding="{Binding Key, Mode=OneWay}" Value="nRoute">
   2:     <nBehaviors:SetPropertyAction PropertyName="Foreground" Value="#FFFF0000"/>
   3: </nTriggers:ValueMatchTrigger>

Note, by default in Blend the Value property wouldn't be editable, in that case you might have to append it via xaml directly - I hope to create Blend designer extension soon to rectify this.

ValueNullTrigger

This is similar to the ValueMatchTrigger in that it exclusively looks to match the source value to a null. You can also negate this, so that it matches a non-null value. This is really useful when tracking asynchronously loaded data, for example when loaded items list in not null, we could visually effect the UI to indicate the availability of the data. Below is an example of this in xaml:

   1: <nTriggers:ValueNullTrigger SourceBinding="{Binding Key, Mode=OneWay}" Negate="True">
   2:     <nBehaviors:SetPropertyAction PropertyName="Foreground" Value="#FF23FF18"/>
   3: </nTriggers:ValueNullTrigger>

ValueCompareTriggerValueCompareTrigger

Most data comparisons boil down to equals to, greater than, less than or their negated comparisons - and so in addition to earlier mentioned triggers, the ValueCompare trigger allows you to value comparisons with >, >=, ==, !=, <, <= equality operations. For comparison purposes it relies on source value implementing the IComparable interface or you specifying an IComparer implementation.

In the screenshot from Blend show on the right, we compare some Source Value bound from a ViewModel being greater or equal to ten - which triggers the specified trigger action. In xaml the same thing would look like:

   1: <nTriggers:ValueCompareTrigger SourceBinding="{Binding Value, Mode=OneWay}"
   2:     Equality="GreaterThanOrEquals" Value="10">
   3:     <nBehaviors:SetPropertyAction PropertyName="Foreground" Value="#FFFF4321"/>
   4: </nTriggers:ValueCompareTrigger>

Note how dual properties pattern I mentioned earlier, makes everything bindable in Blend but in a bit more extraneous way than normal. Also note the possibility of negating the comparison result, with the negate option.

ValueChangedTrigger

As the name suggest this trigger executes every time its source value changes - which at times is all you need. The xaml example below triggers an animation whenever the value changes:

   1: <nTriggers:ValueChangedTrigger SourceBinding="{Binding Key, Mode=OneWay}">
   2:     <im:ControlStoryboardAction Storyboard="{StaticResource FlashTitleStoryboard}"/>
   3: </nTriggers:ValueChangedTrigger>

ValueSwitchTrigger

Just as in procedural code the switch-cases pairing allows you selectively trigger one or more actions if the Source value matches the Case value. Have a look at a xaml example, first:

   1: <nTriggers:ValueSwitchTrigger SourceBinding="{Binding Value, Mode=OneWay}">
   2:     <nBehaviors:SetPropertyAction nTriggers:ValueSwitchTrigger.CaseValue="1"
   3:         PropertyName="Foreground" Value="#FFFF4321"/>
   4:     <nBehaviors:SetPropertyAction  nTriggers:ValueSwitchTrigger.CaseValue="2"
   5:         PropertyName="Foreground" Value="#FF23FF18"/>
   6: </nTriggers:ValueSwitchTrigger>

In this example we are binding to some "Value" property from our ViewModel, and below are two actions each with a specified case value (using the ValueSwitchTrigger.CaseVale attached property). Now, if the value is one, the first trigger action will be activated, and if value is two the second trigger action will be used. I think it is really simple, yet very powerful and makes use of the all binding goodness in Silverlight.

KeyTrigger KeyTrigger

The KeyTigger is not part of the value-related triggers, all the same it a very useful trigger that responds to keyboard events. Now, I understand there is already an existing KeyTrigger in Blend, but before I found it I had already created this one and I've kept it because it helps with some advance scenarios.

More or less it is all self explanatory, except you can check for more than one modifiers - so a Control+Shift+V can be checked for. Also, you can negate the result to be everything except the keystrokes you have specified, and believe me this is useful. You can also throttle the key inputs by specifying a duration within which only a single key stroke will be processed - again this really useful and recently I had a situation where the UI couldn't keep up with keystrokes so I throttled the user's input and it worked like a charm. Lastly, you can also specify the max number of key strokes past which it will disable the triggering - useful for perhaps limiting baby smash torture.

MouseWheelTrigger.cs MouseWheelTrigger

The MouseWheelTrigger is not like a scrolling solution, it is a trigger which fires when the MouseWheel turns and you can then use it to invoke an action such as scrolling or index change. Also it passes through a delta value, which is factored by whatever you have specified in the DeltaFactor property (the default as shown is 120). And like the KeyTrigger you can throttle the mouse wheel events by defining a time-duration to allow-in a single wheel event.

Trigger Actions

SetPropertyAction I've only included four trigger-actions in this Toolkit, yet I've found them to remarkably useful particularly because they make of the of the binding.

The first of the four triggers is SetPropertyAction, which you've seen being used above - and as the name suggests, it is used to set a property value on the applied element with a specified value. Now, there is something similar already in Blend, but herein we get the possibility to set a binded value - which opens it up to your ViewModel's usage. In the blend screen grab on the right we are setting the text property to a value from our ViewModel, when the associate trigger invokes the action. Also if you just wanted to set the value statically use the non-binding Value property.

Quite similar to the SetPropertyAction is the TargetedSetPropertyAction, using which you set value on another element (ie. the target) as opposed to the declaring element itself. For example:

   1: <i:EventTrigger EventName="Click">
   2:     <nBehaviors:TargetedSetPropertyAction TargetName="BackgroundRectangle"
   3:          PropertyName="Fill">
   4:         <nBehaviors:TargetedSetPropertyAction.Value>
   5:             <LinearGradientBrush EndPoint="0.5,1" StartPoint="0.5,0">
   6:                 <GradientStop Color="#FFB8EBFF" Offset="0.762"/>
   7:                 <GradientStop Color="White"/>
   8:             </LinearGradientBrush>
   9:         </nBehaviors:TargetedSetPropertyAction.Value>
  10:     </nBehaviors:TargetedSetPropertyAction>                        
  11: </i:EventTrigger>

In the xaml above we are setting the "Fill" property on a Rectangle type element named "BackgroundRectangle" upon a click event. Again by using this with value triggers and binding you get a really powerful tool in your hand, and for the most part this is all Blendable. I will discuss the other two triggers action, in relation to other features because they are related.
 
Behaviours (or Behaviors if you prefer)

I've included four generalized behaviours, in addition to some feature specific ones, and they resolve around the idea of having an element viewable depending on the source being null or not null, or based on some true/false evaluation. This is really useful, in scenarios where you are loading data asynchronous and parts of UI are to be viewable per the availability of data.

So the first of these behaviours is called the BoolValueVisibilityBehavior, which make the targeted element visible if the given bool Value is true else the visibility is set to collapsed. You can negate this behaviour by using the negate option, like before. Similarly, the NullValueVisibilityBehavior sets the visibility to collapsed if the given value is null else it sets it to visible. This is again is negatable, and the value you evaluate against is bindable because it uses BindableBehavior<T> base class mentioned before.

For example, consider we have a search bar we don't want to show until some data is loaded into a ListBox, and so we could attach the following behaviour that tracks as to if the Items property from the ViewModel is null or not. And because we are using dependency properties we listen to data changes, so say if the data is re-loading then the toolbar will automatically hide and show-up when the data has been loaded again.

   1: <i:Interaction.Behaviors>
   2:     <nBehaviors:NullValueVisibilityBehavior ValueBinding="{Binding Items, Mode=OneWay}"/>
   3: </i:Interaction.Behaviors>

NullValueInteractivityBehavior I find the above very useful, but there is a very significant side-effect to setting the visibility to collapsed in that it "shutsdown" the element from processing visual changes. And so for example, if you were to put a NullValueVisibilityBehavior onto a ListBox and wanted to have it viewable once the ItemsSource is set - the items wouldn't show up because when collapsed it wouldn't have process any UI changes - and rightly so.

Now how do deal with that, well firstly we make an element non-viewable by setting its opacity to zero. However, the ListBox could still process mouse events, which is a problem especially if it unknowingly to the user triggers some changes and yet the element is not visible to the user. The second, step to rectify this is to set its IsHitTestVisible property to false - which makes the element non-interactive and yet the UI changes will be processed underneath.

Now, by combining the two solution above I've packaged them as interactivity altering behaviours called BoolValueInteractivityBehavior and NullValueInteractivityBehavior - which like their visibility counterpart, can used to make an element non-viewable though in this case they are capable of processing UI changes. However note this is not a perfect solution, because an element could still possibly handle keyboard triggered changes, if it had the focus. Nonetheless, in a lot of scenarios this works out just fine but be careful of the caveat. And just like before, you can inverse the workings of all these behaviours by using the negate option.

IObservable-based Messaging Framework

Recently, with the Silverlight Toolkit there was a hidden gem shipped by the name of Rx Framework, which you can read about extensively here. Basically, the idea behind it is that by using the observable pattern you can do "reactive programming", kind of like event handling. But the twist is that you can turn past, current and future "observed items" into a persuado data source, which opens it using LINQ to process, shape and consume the observed data. Think event stream processing, as opposed to a pipeline model - and the items are like an IEnumerable being pushed as opposed to being pulled. I am not gonna discuss the reactive framework here, but it is really cool and you should definitely check it out if you still haven't.

In relation to the Rx Framework, what I've done is used its interpretation of the observable pattern vis-e-vie their IObservable<T> and IObserver<T>interfaces (which I understand will be part of .NET 4 and hopefully SL4) and created so-called Observable Channels - which are basically singleton implementations of the IObservable<T> to which you can subscribe and publish. With the publish subscribe capabilities, it becomes a messaging framework kind of like Prism's EventBroker, but with a very easy to use API. 

MessagingFramework

As show above the Channel<T> class is the IObservable<T> implementation, to which any implementation of IObserver<T> can subscribe. Once subscribed, we return an IDisposable implementation based on the ChannelSubscriptionBase<T> class. In simpler terms you subscribe to a channel of Type T, whereby T can be any type you want to send and receive messages for, and on subscription you get a channel subscription token onto which you can call the Dispose method to get yourself unsubscribed.

Now, also provided is a generic IObserver<T> implementation predicatively called ChannelObserver<T>, and it makes it really easy to consume any channel's incoming data, as well Subscribe and Unsubscribe as required. Below is an example, for that:

   1: // declared
   2: ChannelObserver<ApplicationStateInfo> _observer;
   3:  
   4: // subscribe
   5: _observer = new ChannelObserver<ApplicationStateInfo>((s) => DoSomething(s.CurrentState));
   6: _observer.Subscribe(ThreadOption.UIThread);
   7:  
   8: // unsubscribe
   9: _observer.Unsubscribe();

Here we are tunning into the "ApplicationStateInfo" channel, which is one of the build in channel used by the Resource Locator Framework. It basically, publishes application lifetime state changes - which include starting, started, exiting, and exited states (this is based on IApplicationLifetimeAware callings). Note to subscribe one has to explicitly call for it, as shown in line 6, and the option we are excising there is to receive the subscription on the UI thread. Similarly to unsubscribe you need to call the Unsubscribe method and you can also check if you are currently subscribed via the IsSubscribed property. Further, once you have unsubscribed you can subscribe again, which makes it really easy to play/pause a subscription using the ChannelObserver.

By default, subscriptions are weakly referenced - which means that even if a subscriber that goes out-of-scope, were not to unsubscribe, it would still be available for GC (though you should always unsubscribe). On the flip side, if you wanted to ensure a non-weak referenced connection, for performance reasons or otherwise you could choose an option during subscription to keep the subscriber strongly-referenced.  Just as in Prism's Event Broker (whose API I've mimicked), you can subscribe to on the UI Thread, on the Publisher's Thread, or in a Background Thread. Also you have the option to publish asynchronously, however in this case you need to ensure the subscribers don't run into cross-threading exceptions. And keep in mind that, by design, a Channel always throw back any exception raised by a subscriber whilst receiving a payload.

Publishing to a channel is very straightforward, just use either the Channel or Channel<T> class to publish, there are also non-generic overloads available for publishing. Below is a straightforward example, of publishing a SearchQuery:

   1: // to publish a search query
   2: Channel.Publish<SearchQueryInfo>(new SearchQueryInfo("Silverlight"));
   3:  
   4: // to publish async search query
   5: Channel.PublishAsync<SearchQueryInfo>(new SearchQueryInfo("Silverlight"));

ChannelPublishActionAlso included is a trigger action which allows publishing to a channel directly from the UI. Because the ChannelPublishAction can bind the payload from the ViewModel, you could rig say a button 'click' to trigger the publishing. Also it can determine the channel by the type of payload set, however in cases it is expected to be null or based on derived types, you must set the ChannelType explicitly.

Coming back to the Rx Framework, because the channels are basically an IObservable implementation they are open to party on the IObservable-related LINQ operators available in the Rx Framework. And this is big deal, because you do a lot of intelligent processing on the client side (and I will try and show this separately with a post). However note, the current build doesn't take a dependency on the Rx Framework, but a separately compiled version is available if you require.

Resource Locator Framework

IResourceLocator The Resource Locator (RL) is basically a thread-safe register of resource locators, and a resource locator is an implementation of the IResourceLocator interface, which identifies any given resource by a unique name and can return an instance of that resource (see the interface on the right).

This really is not far off from IoC components, but the idea here is that any type of resource can register its own locator. And the locator's resource materialization strategy is its own business, and so when the RL is asked for a resource, it delegates to the locator. The core of this is really very simple, but around the resource registry are a number of utilities that really make it's consumption seamless and almost transparent from direct use. 

The RL is actually a generalization of what was there in the first drop of nRoute; in fact I had two separate implementations one for navigation and one for actions that did the same thing but in a more specific manner. If you have used nRoute you will know things like the MapNavigationContent, MapActionHandler attributes that when used with MapAssemblyRoutes or MapLoadedAssembliesActions static methods located all resources and fed them into the routing engine as routes. Here with the RL, we generalized that to not just produce routes (which themselves are actually locators in a way) but return IResourceLocator which is independent of any particular use.

Now the question is how do we feed locators into the RL registry, we could do it manually one by one, through a configuration file, or we could do using my preferred way by the means of an Assembly Mapper. The mapper basically looks for all MapResourceAttribute derivates in any given assembly, and yields an IResourceLocator implementation, which is then registered automatically.

Well, we have five feature implementations in the toolkit that make use of the RL, lets have a look at them individually.

Modules

The modules concept is straight out of Prism, but herein we use the RL with attribute-based mappings to locate and instantiate a module. For example:

   1: [MapModule("ContactsModule")]
   2: public class ContactsModule : IModule
   3: {
   4:     // .. implementation 
   5: }
 
Well, line 1 is all you need to have this module located and instantiated - we have also given the module a name by which you can locate it within the registry. The MapModule attribute takes two more parameters if you like, one an InitializationMode enumeration by which you can choose to have this instantiated when the application starts or alternatively as required. The other parameter is an optional array of strings declaring dependencies on other modules (by their names) - and the assembly mapper ensures that the module is not instantiated or registered until all the dependencies are resolved. 

Modules

Thanks to the RL, there is nothing much to the Modules concept, and the only important class is the IResourceLocator implementation which is registered into the RL by the MapModule attribute. And the ModuleLocator static class is just a candy wrapper around the ResourceLocator static class, but specifically geared for Modules-related info. Also by overriding the DefaultModulesLocator and MapModuleAttribute implementations you can add more features or change the internal workings to your requirements.

Services 

Again akin to Prism, services are essentially an implementation of some service contract (defined as an interface) which can then be located and realized.

   1: [MapService(typeof(IDateService))]
   2: public class DateService : IDateService
   3: {
   4:     // implementation of IDateService
   5: }

Here in Line 1, we are registering a Service of type IDateService which here is implemented by the DateService class - note the mapped class must implement that identified service contract. Now there are two more optional parameters to that attribute, which let you specify a name for the service, another one lets your list an array of other service types that the is dependent on. Also, you have three more named parameters, using which you can specify the lifetime of the service (see the InstanceLifetime Enum), initialization mode (see the InitializationMode Enum), and a boolean value specifying as to if it is the "default" service. Services

Like with the ModulesLocator static class, we also have a wrapper class for Services which helps with getting/checking for services. Also with services, actually with all types of resources, there is a concept of having a default resource - which is either a specifically designated resource (see the SetDefaultService<T> method above) or by default the first registered resource is considered the default service. So in the case of a default service, it can be retrieved without having to specify a name. So for example:

   1: // get the default service
   2: _dateTimeService1 = ServiceLocator.GetService<IDateTimeService>();
   3: // get a named service
   4: _dateTimeService2 = ServiceLocator.GetService<IDateTimeService>("GMT");

If you said this is just about like using any IoC component out there, well, I would agree with your - and feature-wise this implementation is not even that sophisticated. However the services as a concept has a lot of semantic value, which in this context is a non-visual building block for your application. Nonetheless if you wanted more smarts, you could "smartern" the locators up by creating a custom IResourceLocator implementation that uses an IoC component under the hood.

View Models

In the earlier release of nRoute we had this unfortunately named MapViewModelViewNavigation attribute, using which you could specify the View type, the ViewModel type and a Url to go with that - and what it did was when the Url was requested it instantiated the View in a Navigation Container, then create the ViewModel, which it injected into the View as its DataContext. Here with the toolkit, we don't have the composition capabilities of the nRoute Navigation component, but we have resource locators that can inject the ViewModel into a View using behaviours. Lets look at an example:

   1: [MapViewModel(typeof(Page4))]
   2: public class Page4ViewModel : ViewModelBase
   3: {
   4:     //..
   5: }
   6:  
   7: // OR - choose either way
   8:  
   9: [MapView(typeof(Page4ViewModel))]
  10: public class Page4 : UserControl
  11: {
  12:     //..
  13: }

BridgeViewModelBehaviorAbove we are defining the association between a View and a ViewModel, you could choose either of the two mapping mechanisms - either map the View and specify the ViewModel type or map the ViewModel and specify the View type. Once we have that all you need to do is drop the "BridgeViewModelBehavior" on the View's (at the root level).

This behaviour uses the RL to locate and instantiate a ViewModel instance and then injects it into the View's DataContext. Further, as you can see on the right, we can even bind some commands to the View's lifetime events - specifically for initialization, loading and unloading. Each command can pass in a parameter, and that too is bindable. Unfortunately, the unloading command was not firing so I've disabled it for now - it seems that the OnDetaching method on the behaviour is not being called.

We also a have specialized ViewModelLocator, if you like to use it procedurally.  ViewModelLocator

Also in the nRoute.ViewModels namespace you will also find a ViewModelBase class, which just implements the INotifyPropertyChanged interface and provides an helper to notify property changes. Note, its use is not required.

View Services

The idea of the ViewServices is that the ViewModel shouldn't have to take dependency on visually implemented controls or on platform specific contraptions - think notification balloons, save file dialog, etc. In practical terms, these are exposed just like services, where we have an interface defining the contact and an implementation that is transparent from its consumption. Now, build into the toolkit are four such services for opening files, saving files, showing messages and showing exceptions.
 ViewServicesContracts

To call upon any ViewService you can make use of the ViewServiceLocator static class, which just like the ServiceLocator requires the type of ViewService and optionally a name.

   1: IShowMessageViewService _messageBoxService;
   2:        
   3: // setup 
   4: _messageBoxService = ViewServiceLocator.GetViewService<IShowMessageViewService>();
   5: _messageBoxService.ButtonSetup = MessageBoxButton.OKCancel;
   6: _messageBoxService.Text = "Please confirm?";
   7:  
   8: // use 
   9: var _result = _messageBoxService.ShowMessage();

And similarly, declaring a ViewService is very much like everything else.

   1: [MapViewService(typeof(IShowMessageViewService), IsDefault=true)]
   2: public class NewShowMessageViewService
   3:    : IShowMessageViewService
   4: {
   5:     // IShowMessageViewService Implementation
   6: }

The MapViewService attribute requires that you specify the type of ViewService you implementing and optionally it can take in a name, you can also configure the lifetime and the initialization mode - very much like Services. Also you get a ViewSerivceLocator static class that helps you consume ViewServices.

ViewServices

Now, ViewServices are different from plain-jo services in two ways, one, it is semantically designated for View related functionality whereas ordinary Services, like with Prism, are more back-end providers. The second difference is a more practical one, you could define a ViewService directly within a UIElement or UserControl implementation - and this can then be the located by scanning the VisualTree. If you look at the ViewServiceLifetime enumeration, we have a DiscoveredInstance option which works by looking for the first instance of the ViewService in the VisualTree. Another, similar option is the SelfRegisteredInstance, wherein a UIElement or UserControl declares that it's a ViewService but will will self-register it's instance through the ViewServiceLocator when it is realized in the VisualTree.

In some ways if you look at Child Windows or MessageBox or File Dialogs they are like non-integrated visuals - they are not in the VisualTree per se, whereas if you have a status bar within the main UI  that can be called an integrated-visual. So the Discovered and Self-Registering instances option is to support these kind of integrated visuals, whose life-time you do not control directly, but yet they need to be addressable directly from some Service or ViewModel.

Consider, if we have a background-running "Stocks Watch Service" which finds-some abnormalities with your preferred stock, and it want to notify you - what does it do? Well, you could give it a ViewService contract, by which it can notify the user. This idea can be used further to componentized your visuals and avail them for without creating UI dependencies, so for example you could create a Bookmarks Panel ViewService, or Logged In/Logged Out controlling ViewService.

 Intergrated-Visual

I am not sure if this is very clear, but I will provide some samples showing how this can help to expose and consume visual components in a non-visual manner.

Channel Observers

Earlier I had shown an in-built IObserver<T> implementation, which really makes it easy to listen to any channel without having to implement the IObserver<T> interface; however in some cases you might want a dedicated listener - for example, a logging observer. In these cases you can implement the IObserver<T> interface onto a class and we can register and avail it though the RL. For that, we could do something like:

   1: [MapChannelObserver(typeof(ApplicationStateInfo), 
   2:     InitializationMode=InitializationMode.WhenAvaliable,
   3:     Lifetime=InstanceLifetime.Singleton)]
   4: public class ApplicationStateObserver : IObserver<ApplicationStateInfo>
   5: {
   6:     // IObserver<ApplicationStateInfo> Implementation
   7: }

Here we are mapping the ApplicationStateObserver class as an observer for the AppicationStateInfo Channel, we have set it to be realized as a singleton instance as soon as it is registered into the RL. Also when mapping you have the option to have it listen on a particular thread, see the ThredOption enumeration. Further, you can rely on the RL to instantiate the observer very early in the application lifetime, even before the RootVisual is created.  ChannelObservers.cs

And like before, we also have a static ChannelObserverLocator, using which you can locate your registered observers - though I am not sure how useful it is. Also, the IObserver<T> interface has three methods, the OnNext method is used to receive the channel payload, however the OnComplete is never called because a channel remains open for the lifetime of the application and I see no point executing the OnCompleted when the application is about existing. Lastly, the OnError method of the interface is also effectively not called because a Channel which implements the IObservable doesn't have the context of the publisher to generate an error - though I am mulling over the idea that any publisher can also publish an error. However, for now, just keep in mind that the workings of the channel-based messaging might change as my think evolves - and if you have any input on this, do share.

Locating Resources

One of the things with Resource Locator and it's preferred mechanism of using attributes to map resources, is that an assembly is the working currency - and indeed you could load an assembly and feed it to the AssemblyMapper static class to have any and all resources mapped. To aid this scenario, there is a RemoteResourceLoader class which helps you point to any url and load either a single dll or a xap file - in the later case it reads the xap's manifest and maps all included dlls. Here's how you can use it:

   1: // to load a dll
   2: var _loader1 = new RemoteResourceLoader();
   3: _loader1.AssemblyLoadComplete += Loader1_AssemblyLoadComplete;
   4: _loader1.LoadAssembly(new Uri("DynamicallyLoaded.dll", UriKind.Relative));
   5:  
   6: // to load a xap
   7: var _loader2 = new RemoteResourceLoader();
   8: _loader2.PackageLoadComplete += Loader2_PackageLoadComplete;
   9: _loader2.LoadPackage(new Uri("DynamicallyLoaded.xap", UriKind.Relative));

It really is very simple, and in the Assembly/Package LoadCompleted event you don't need to do anything to map the assemblies that is done for you once they are loaded, but if it was an error you will need to respond to it appropriately. Also the RemoteResourceLoader class has two static methods to check if any Uri is or has been used to load either a xap or dll.

In the attribute based mapping examples you have seen above, you have to tack the attribute on the mapped target - for example the MapModule attribute has to be tacked onto the IModule implementing type - however, this might not be possible sometimes or it may not gel with your preferences. So with toolkit there is another solution to this, a rather clean one, which allows you to "define", as oppose to "map", your resources. Have a look:

 AssemblyLevelDefines 

Here I created an empty cs fil, and added these assembly-level attributes - for all functional purposes, these attributes are the equivalent of the MapXX attributes described earlier. It works just as before, however when using the define version you need to specify the mapping target - for example with the DefineModule attribute you you have to specify the implementing type in addition to the name of the Module. Beyond the mater of personal tastes, the main benefit here is that rather than having mappings sprinkled all over the project, they located are in this one single location whilst still being strongly-typed. Also I hope the "Define" prefix as opposed to "Map" makes the intent clear here.

Quite obviously, the Resource Locator doesn't start by itself - you have to make it start and the recommended way to do that is to instantiate an nRouteApplicationService class into the Application's ApplicationLifetimeObjects collection.This can be simply done in your app.xaml file like this:

   1: <!-- declare the xml namespace -->
   2: xmlns:nRoute="clr-namespace:nRoute.ApplicationServices;assembly=nRoute.Toolkit"
   3:     
   4: <!-- and add it your application's LifetimeObjects collection -->
   5: <Application.ApplicationLifetimeObjects>
   6:     <nRoute:nRouteApplicationService />
   7: </Application.ApplicationLifetimeObjects>
 
This also happens to be the recommended way of creating "extension services" in Silverlight 3, plus it also helps to plug-into IApplicationService and IApplicationLifetimeAware related functionality. I've found this is easy to forget, but it is critical, so when there is a problem make sure your not tripping this.
 
Lastly, just as I have used the Resource Locator to created specific sets of locators you can do the same for custom locators - and it really is quite easy, just answer like six questions and you are in. I'm going to defer how to do to custom locators to a separate post, for which I have an example that shows how to dynamically collate "Search Providers" in a Silverlight app.
 
Break;
 
Because this post is already way-long, I'll have a part 2 which describes some of the other new features and what else is in store in the full-edition of nRoute. Also, please consider this as a pre-beta release, and I'll have a more polished release coming along with the full nRoute drop in a couple of weeks.
 
Download the toolkit from Codeplex.
 
Update: Part II is available here

In the data world people often say that the database structure outlives any application consuming it, I suppose in the Web world it can increasingly be said that the Url will outlive any web application represented by it. In this context, nRoute is an attempt to make URLs a first class construct in Silverlight and WPF applications. Today, I've got the first release out on Codeplex, along with a sample application.

I am surely repeating myself, but below is the highlight of what is in the box today. I will go into details about each feature in a series of forthcoming posts that unfortunately will have to double-duty as some semblance of documentation, as does this post.

1. Routing Services: This is a direct port of the asp.net routing made available in .Net 3.5 release. However, in this case it deals exclusively in relative Urls and the semantics are changed in that it returns an IUrlResponse for a IUrlRequest send in.

Routing Services Overview

Normally you will not have to interface with the routing services, because you will consume services that build upon this.

2. Navigation Services: This deals exclusively in a navigation type requests/responses model that is usually consumed by some kind of a visual container. Just think of how the web works, you send a request, which is followed by a response that is consumed in a container (better known as a browser). Now, you don't really need a container to handle the response, you can consume it directly by using the NavigationService.

Navigation Services Overview
Again this is a bit low level plumbing you will normally deal with the NavigationService which is a static class and also with two build in IRouteHandler implementation that help serve the responses. The two handlers are NavigationRouteHandler and NavigationResourceHandler, let me show you the usage API for them:

// Navigation Route Handler usage
NavigationService.MapRoute(new Route("Customer/NewOrder",
    new NavigationRouteHandler(p => new DummyControl1(), u => (ISupportNavigationState)u)));

NavigationService.MapRoute(new Route("Customer/EditOrder/{OrderId}/",
    new NavigationRouteHandler(p => new DummyControl2(), u => (ISupportNavigationState)u)));

// Navigation Resource Handler usage
NavigationService.MapRoute("Images/MixLogo/", new NavigationResourceHandler("Images/MIX09Logo.xaml",
    NavigationResourceHandler.XamlLoader));

NavigationService.MapRoute("Images/2/", new NavigationResourceHandler("Images/iPhone2.jpg",
    NavigationResourceHandler.ImageControlLoader));
This is very similar to what is there is asp.net routing, basically all we are doing here is mapping an URL to a lambda expression that can initialize the responses on request. The second type of IRouteHandler shown above is the NavigationResourceHandler type, which basically makes it easy to materialize assembly resources as responses to any URLs like an image, text-file, or an xaml only file.

Again there is a higher level abstraction available for consuming the Navigation Services, please reference my forthcoming posts.

3. Action Services: This essentially is like a mapping for Urls to some handlers that work in the background. Think ICommands as a usage-model for this, basically you send in an ActionRequest that is handled by one or more IActionHandlers asynchronously off the UI thread. Usage scenarios include, fetching some data or processing some images all with the flick of an Url. Note, the action services do not produce a response, however they can issue some kind of response or signal once they are finished on the dispatcher thread.

Action Services Overview

This might seem quite weird but once you get a hang of it you will see how it really helps in usability and getting rid of the code-behind. The following is an example of registering an action and it's handler.

// We need to register an action url
ActionService.MapAction("Route 1", "Messenger/{MessengerType}/{ActionType}");

// and follow it up with by registering a handler for the action
ActionService.RegisterHandlerByRoute("Route 1", new MsnMessengerHandler());

// we can add another handler
ActionService.RegisterHandlerByRoute("Route 1", new GTalkMessengerHandler());
Here we register an action Url, we follow it up by registering two handlers that respond to the action call. Yet again, there is a higher level abstraction available for consuming the Action Services.

4. Navigation State Management: One of the thing the web is fraught with is state management (just see how bulky Viewstates can become or how complex forms handling can be), but they are core to the navigation experience that the web offers. Everyone is now familiar with back and forward semantics and my attempt to capture that is with these three interfaces:
StateSupportOverview

Ideally you will implement these interfaces in your ViewModel and when registering your Url handler you will point to how we can extract/get the ISupportNavigation interface. Note, it's use is optional.

5. Navigation Containers: When we navigate we do so in a container, and that is what these quintessentially are. However, they play the very important role of modelling different ways to navigate like a browsing with back-forward capabilities or navigating onwards only. I have four containers built in, shown below.


NavigationContainersOverview

The four objects to your right, are actual usable visual controls that reflect the models onto their left.  Below is a summary of the behaviour exhibited by the four controls:

  NavigationContentControl This is a vanilla and light-weight content control that can handle a navigation response and that's it. It offers no navigation history, events or related behaviour. Think Vanilla Light.
  NavigationContainer This is also a plain control that inherits and extends the NavigationContentControl but offers a richer model with events and hook ups at the application level. However, it stores no history, state or anything and it plainly navigates from one url to another. Think Direct and Onwards.
  BrowsingContainer This builds on the NavigationContainer and offers a web-like behaviour and state management features. So it stores a stack of back pages history and states it has been to and the forward pages you've backed-up on. Plus, like a browser the state is only stored for back or forward pages, and opening a new pages initializes a new state. Think Very Web-Like.
  StatefullContainer This one basically stores the state of the page when you leave it, and restores it when you navigate onto it. This doesn't have a stack of back or forward pages history, it keeps one list of states and applies it whenever you navigate onto the page. So simply your last state is restored once go navigate to the page. Think Good Memory.

There is a lot of detail in these controls that will require a separate post, but the point to take away is that you can easily create your own container - it's not too hard. And your custom container can exhibit whatever semantics or behaviours that suit your needs, for example you can extend these to store the state in isolated storage and instantiate it back on arrival so that the user can continue where he/she left. I assure it this is very extensible, which is why you see a lot of base classes and interfaces.

5. Application-level Integration: I describe nRoute as an application-flow framework and to fulfil those ideals I created a set of "Application" types that mirror the containers models I listed above. Think of these as application-level containers, that in effect link up with a container say on the root visual. So what does that mean, it means you set up a default container for navigation through out the application using hooks-up with the actual container. I suppose this is a bit hard to describe, until you see it in action, but below is a visual connection between the controls and the application they tie up with.

NavigationApplicationModelsOverview

I am not sure how much you can get out of these diagrams, but again the core idea is to register any container as an application-level container to which Urls can be navigated to by default - without having to specify who is going to be the handler. Please see the sample app for what this in effect means.

6. Browser Navigation Integration: This is already getting very long, but one important thing the "application-containers" also provide is Browser integration - which means deep-linking and deferring to the browser-shell for things like navigating back-forward and stuff. I have a very cool implementation, that uses the UnFocus History Keeper script but without any js files to reference etc in the HTML page as it just injects the javascript into the page. Critically, the javascript file itself is only 4KBs uncompressed, and is embedded into the assembly itself.  Like everything else you can extend this too, and for details you can look forward to a future post (so I'll skip another class diagram :).

There is so-much detail to elucidate with a framework like this, but I am perhaps poor in both explaining and documenting - still my hope is, this helps. Forthcoming will be a series of posts that will go over each aspect in detail. But as a highlight please do check out two things, one the sample application with full source code and second a post on how you can consume all this with a higher level API. Both these posts will give a richer idea of what's possible, than the plumbing thesis I just gave. Also, I would greatly appreciate any feedback on the API and usability aspect of the code, especially since this is my first open-source project.

Code at http://nRoute.codeplex.com - as of now specifically for SL2 no WPF version yet, but should work with SL3.

Silverlight Routing a la MVC Routing

Posted by Rishi on 10-Mar-09 5:39 AM - Comments (10)

In a lot of things that MVC brought (besides reminding me how much I hate classic asp) what I loved the most was the routing engine. The routing feature was beautiful because it provided for loose-coupling, whilst being structured and rich enough to be actionable. Given that, and for structural and development modularity purposes I adopted the .NET 3.5sp1 routing engine for an URL based-navigation framework for Silverlight.

Basically it works pretty much like MVC/asp.net routing, you set up the routes to yields UI Objects. In this case we pass in a relative url (like "Customer/EditOrder/39/") along with an optional name-value collection (a dictionary basically) as request parameters. You can think of the request parameters as QueryString's collection or Form's input-value collection. What you get out from the routing engine is a "NavigationResponse" type, that contains a UI Page (basically a FrameworkElement) and another name-value collection. The name-value collection in the response is a merged collection of the request name-values, plus what it parsed from the URL and any defaults name-values you had set up with the route.

The other thing I've tried is to marry navigation with the routing, particularly because Silverlight controls aren't inherently statefull as pertinent to navigation - think html pages, like when browsing a web-form and you click back, the page is rendered in a state you left it in, with some exceptions to the rule.  How we achieve this "statefulness" is with the following interfaces.

PageState

Mostly we just use the IPageNavigator interface that brings together the two base interfaces, along with a title property. Hopefully it should be self-descriptive, but IPageInitializer interface is called to initialize a page pre-displaying it. The InitializePage method takes in a name-value collection, which as you can guess comes from the routing engine's response. The IPageState interface is used to extract and inject state into a page, so when we browse forward or back the UI get's a name-value collection to help it restore it's state. It's kind of like the viewstate in concept, but you have to put the relevant state in and out yourself as the controls themselves don't collude in state management. Also one of the thing we want with M-V-VM pattern, is to manage the state in the ViewModel - these interface helps with that by separating the state management. Additionally, the routing engine is geared to take this into consideration, so in the code to plug in routes we register a route handler with the following constructor.

public NavigationRouteHandler(
	Func<ParametersDictionary, FrameworkElement> pageResolver,
	Func<FrameworkElement, IPageNavigator> navigatorResolver) 
{ 
	... 
}

Basically, it takes in two handlers, one to get a FrameworkElement for displaying in the UI and the other to get the page navigator (IPageNavigator) out for helping with the navigation.  This separation of the FrameworkElement and IPageNavigation is in recognition of the ViewModel, but it doesn't force you - so, if you don't need a IPageNavigator or don't implement the interface just pass in null. Or if your page itself implements the IPageNavigator, then return the page. All the three scenarios are shown below, which also shows how to register routes, defaults and constrains:

void SetupRoutes()
{
	// we can pass in default values in routes
    var _defaults = new ParametersDictionary();
    _defaults.Add("OrderId", -1);

	// we can also pass in constraints 
    var _constraints = new ParametersDictionary();
    _constraints.Add("OrderId", "\\w{2}");

	// here we register a route with no IPageNavigator
    RouteTable.Routes.Add("Sample1", 
		new Route("Customer/NewOrder", null,
        new NavigationRouteHandler(p => new DummyControl1(), null)));

	// here we register a route, with the page itself implementing 
	// the IPageNavigator and it also has default values passed in
    RouteTable.Routes.Add("Sample2", 
		new Route("Customer/EditOrder/{OrderId}/", _defaults,
        new NavigationRouteHandler(
			p => new DummyControl2(), u => (IPageNavigator)u)));

	// here we register a route with the page's ViewModel implementing the 
	// IPageNavigator via the DataContext and we also have constraints set
    RouteTable.Routes.Add("Sample3", 
		new Route("Customer/DeleteOrder/{OrderId}/", null, _constraints,
        new NavigationRouteHandler(
			p => new DummyControl3(), u => (IPageNavigator)(u.DataContext))));

}

This is very similar to asp.net or MVC routing, the difference being we have a custom route handler for Silverlight / WPF that implements the IRouteHandler. And if you don't like it or your setup is hooked up differently, just create your own IRouteHandler implementation and you are good to go. Essentially it has the same extensibility semantics that MVC has, and the workflow is geared towards a request-response type of setup. I hope you did notice the {OrderId} parameters in the route URL, they are parsed and included in the response's name-value collection. One omission for Silverlight is that we can't pass in anonymous types to set up constraints or default values because we can't reflect on them outside the declaring assembly.

Like I said earlier I have tried to marry routing and navigation, and so we have something called navigation containers. The containers are simply interfaces that imply a navigation model, and I have two of them build-in - one is a simple navigation container which you pass in a URL and it just returns the UI but doesn't store any history or anything. Another one is called BrowsingContainer that stores history, caches the state, and can browse forward or back. Just like everything else you can create you own containers to implement say roles-based validation on URls or extend them for deep-linking within the browser.

NavigationContainers

A benefit with these interfaces is that you can expose them through a dependency injection container, and thus loosely couple the "pages" within the app. Another important point to remember is that you route against or rather navigate in a container even though the routes are registered statically/globally - this means we can have two or more navigation containers controls (think WPF BrowserControl) and each will work with all the routes registered. I also use these interfaces as ViewModels for navigation container controls, so you can easily create your own custom skins with all the glitter and jazz you want - I just sampled one with the Silverlight.FX transitions. It's quite easy.

There is a lot more to say, but for now lets keep it for the future - however I am working on integrating this with Prism 2 and creating an asp.net like site map control. In the sample below do notice that the pages keep their state during back/forward navigation and their memory consumption is constrained to the loaded page (plus the saved states).  I'll put up the code later on CodePlex, it needs some scrubbing, Cheers.

Get Microsoft Silverlight

PS: I wanted to mention and thank this excellent series on MVC routing.

DTD -> XSD -> .NET Types

Posted by Rishi on 08-Feb-09 1:47 AM - Comments (0)

Tags: , , | Categories: .NET, Tools

DTD (or Document Type Definition) is one of the original schema languages to come out with the XML 1.0 standards. However, in the .NET world it is rather unpopular, owing perhaps to it's complexity, unxml-like format and Microsoft's embrace of XSD. All the same, if you happen to run into a DTD schema document, which I did, there is a great online convertor available at http://www.hitsw.com/xml_utilites/ which can covert XSDs from DTD or XML Documents to DTD. It also supports generating XML schemas from XML Documents, just like Microsoft's Xsd.exe tool available with Visual Studio.

Also worth mentioning is the Xsd2Code Visual Studio plugin available at Codeplex. As the name suggests, it converts XML schema files to C# or VB.NET code, again like Microsoft's Xsd.exe tool. However, what is nice is it also adds explicit support for serialization and deserialization, nullable types, INotifyPropertyChanged and most importantly generic collections. Cool stuff.