AOP面向切面编程(一)

本章将简单介绍下AOP面向切面编程。首先我们先来看些概念。

POP面向过程编程:符合逻辑思维,线性的处理问题-----无法应付复杂的系统。

OOP面向对象编程

  万物皆对象,对象交互完成功能,功能叠加成模块,模块组成系统,去搭建复杂的大型软件系统。

  类却是会变化的,增加日志/异常/权限/缓存/事务,只能修改类?

  只能替换整个对象,没办法把一个类动态改变。

  GOF的23种设计模式,应对变化,核心套路是依赖抽象,细节就可以变化。

AOP面向切面编程

  是一种编程思想,是OOP思想的补充。

  允许开发者动态的修改静态的OO模型,就像现实生活中对象在生命周期中会不断的改变自身。    

  正是因为能够动态的扩展功能,所以在程序设计时就可以有以下好处:

    1、只需要聚焦核心业务逻辑,权限/异常/日志/缓存/事务等通用功能可以通过AOP方式添加,使程序设计变得更加简单。

    2、功能动态扩展;集中管理;代码复用;规范化;

  实现AOP的多种方式:

    1、静态实现---装饰器模式/代理模式。

    2、动态实现---Remoting/Castle(Emit)

    3、静态织入---PostSharp(收费)---扩展编译工具,生成的加入额外代码。

    4、依赖注入容器的AOP扩展(开发)

    5、MVC的Filter---特性标记,然后该方法执行前/后就多了逻辑。

下面看一张图来辅助我们了解:

从图中一刀切过去将核心业务逻辑和我们的通用功能分离,这样的话我们只需要聚焦核心业务逻辑,而权限/异常/日志/缓存/事务等通用功能可以通过AOP方式添加,使程序设计变得更加简单。

下面我们重点来看下代码如何实现,为了演示此处我们使用VS2017建个控制台项目MyAOP,目标框架为:.NET Framework 4.6.1,如下所示:

一、代理模式实现静态代理(静态实现AOP)

using System;

namespace MyAOP
{
    /// <summary>
    /// 用户类
    /// </summary>
    public class User
    {
        public int Id { get; set; }
        public string Name { get; set; }
        public string Password { get; set; }
    }
}
using System;

namespace MyAOP
{
    /// <summary>
    /// 代理模式实现静态代理
    /// AOP 在方法前后增加自定义的方法
    /// </summary>
    public class ProxyAOP
    {
        public static void Show()
        {
            User user = new User()
            {
                Name = "浪子天涯",
                Password = "123456"
            };
            IUserProcessor processor = new UserProcessor();
            processor.RegUser(user);

            Console.WriteLine("***************");

            processor = new ProxyUserProcessor();
            processor.RegUser(user);
        }

        public interface IUserProcessor
        {
            void RegUser(User user);
        }

        public class UserProcessor : IUserProcessor
        {
            public void RegUser(User user)
            {
                Console.WriteLine("用户已注册。Name:{0},PassWord:{1}", user.Name, user.Password);
            }
        }

        /// <summary>
        /// 代理模式去提供一个AOP功能
        /// </summary>
        public class ProxyUserProcessor : IUserProcessor
        {
            private IUserProcessor _userProcessor = new UserProcessor();
            public void RegUser(User user)
            {
                BeforeProceed(user);
                this._userProcessor.RegUser(user);
                AfterProceed(user);
            }

            /// <summary>
            /// 业务逻辑之前
            /// </summary>
            private void BeforeProceed(User user)
            {
                Console.WriteLine("方法执行前");
            }

            /// <summary>
            /// 业务逻辑之后
            /// </summary>
            private void AfterProceed(User user)
            {
                Console.WriteLine("方法执行后");
            }
        }
    }
}

看下调用ProxyAOP.Show()的结果:

二、装饰器模式实现静态代理(静态实现AOP)

using System;

namespace MyAOP
{
    /// <summary>
    /// 装饰器模式实现静态代理
    /// AOP 在方法前后增加自定义的方法
    /// </summary>
    public class DecoratorAOP
    {
        public static void Show()
        {
            User user = new User()
            {
                Name = "浪子天涯",
                Password = "88888888"
            };

            IUserProcessor processor = new UserProcessor();
            processor.RegUser(user);

            Console.WriteLine("***************");

            processor = new UserProcessorDecorator(processor);
            processor.RegUser(user);
        }

        public interface IUserProcessor
        {
            void RegUser(User user);
        }

        public class UserProcessor : IUserProcessor
        {
            public void RegUser(User user)
            {
                Console.WriteLine("用户已注册。Name:{0},PassWord:{1}", user.Name, user.Password);
            }
        }

        /// <summary>
        /// 装饰器模式去提供一个AOP功能
        /// </summary>
        public class UserProcessorDecorator : IUserProcessor
        {
            private IUserProcessor _userProcessor { get; set; }
            public UserProcessorDecorator(IUserProcessor userprocessor)
            {
                this._userProcessor = userprocessor;
            }

            public void RegUser(User user)
            {
                BeforeProceed(user);

                this._userProcessor.RegUser(user);

                AfterProceed(user);
            }

            /// <summary>
            /// 业务逻辑之前
            /// </summary>
            private void BeforeProceed(User user)
            {
                Console.WriteLine("方法执行前");
            }

            /// <summary>
            /// 业务逻辑之后
            /// </summary>
            private void AfterProceed(User user)
            {
                Console.WriteLine("方法执行后");
            }
        }
    }
}

看下调用DecoratorAOP.Show()的结果:

3、使用Unity容器实现AOP

首先来看下项目的目录结构:

需要从NuGet上安装如下程序包:

核心业务逻辑:

using System;

namespace MyAOP.UnityWay
{
    public interface IUserProcessor
    {
        //[Obsolete] //此处可扩展
        void RegUser(User user);
        User GetUser(User user);
    }
}
using System;

namespace MyAOP.UnityWay
{
    public class UserProcessor : IUserProcessor
    {
        public void RegUser(User user)
        {
            Console.WriteLine("用户已注册。");
        }

        public User GetUser(User user)
        {
            return user;
        }
    }
}

AOP扩展:

using System;
using System.Collections.Generic;
using Unity.Interception.InterceptionBehaviors;
using Unity.Interception.PolicyInjection.Pipeline;

namespace MyAOP.UnityWay
{
    /// <summary>
    /// 缓存AOP扩展
    /// </summary>
    public class CachingBehavior : IInterceptionBehavior
    {
        /// <summary>
        /// 固定写法
        /// </summary>
        public IEnumerable<Type> GetRequiredInterfaces()
        {
            return Type.EmptyTypes;
        }

        public IMethodReturn Invoke(IMethodInvocation input, GetNextInterceptionBehaviorDelegate getNext)
        {
            Console.WriteLine("CachingBehavior");
            //input.Target.GetType().GetCustomAttributes()
            if (input.MethodBase.Name.Equals("GetUser"))
                return input.CreateMethodReturn(new User() { Id = 234, Name = "Eleven" });
            return getNext().Invoke(input, getNext);
        }

        /// <summary>
        /// 固定写法
        /// </summary>
        public bool WillExecute
        {
            get { return true; }
        }
    }
}
using System;
using System.Collections.Generic;
using Unity.Interception.InterceptionBehaviors;
using Unity.Interception.PolicyInjection.Pipeline;

namespace MyAOP.UnityWay
{
    public class ExceptionLoggingBehavior : IInterceptionBehavior
    {
        public IEnumerable<Type> GetRequiredInterfaces()
        {
            return Type.EmptyTypes;
        }

        public IMethodReturn Invoke(IMethodInvocation input, GetNextInterceptionBehaviorDelegate getNext)
        {
            Console.WriteLine("ExceptionLoggingBehavior");
            IMethodReturn methodReturn = getNext()(input, getNext);
            if (methodReturn.Exception == null)
            {
                Console.WriteLine("无异常");
            }
            else
            {
                Console.WriteLine($"异常:{methodReturn.Exception.Message}");
            }

            return methodReturn;
        }

        public bool WillExecute
        {
            get { return true; }
        }
    }
}
using System;
using System.Collections.Generic;
using Unity.Interception.InterceptionBehaviors;
using Unity.Interception.PolicyInjection.Pipeline;

namespace MyAOP.UnityWay
{
    public class LogAfterBehavior : IInterceptionBehavior
    {
        public IEnumerable<Type> GetRequiredInterfaces()
        {
            return Type.EmptyTypes;
        }

        public IMethodReturn Invoke(IMethodInvocation input, GetNextInterceptionBehaviorDelegate getNext)
        {
            Console.WriteLine("LogAfterBehavior");
            foreach (var item in input.Inputs)
            {
                Console.WriteLine(item.ToString());//反射获取更多信息
            }
            IMethodReturn methodReturn = getNext()(input, getNext);
            Console.WriteLine("LogAfterBehavior" + methodReturn.ReturnValue);
            return methodReturn;
        }

        public bool WillExecute
        {
            get { return true; }
        }
    }
}
using System;
using System.Collections.Generic;
using Unity.Interception.InterceptionBehaviors;
using Unity.Interception.PolicyInjection.Pipeline;

namespace MyAOP.UnityWay
{
    /// <summary>
    /// 不需要特性
    /// </summary>
    public class LogBeforeBehavior : IInterceptionBehavior
    {
        public IEnumerable<Type> GetRequiredInterfaces()
        {
            return Type.EmptyTypes;
        }

        public IMethodReturn Invoke(IMethodInvocation input, GetNextInterceptionBehaviorDelegate getNext)
        {
            Console.WriteLine("LogBeforeBehavior");
            foreach (var item in input.Inputs)
            {
                Console.WriteLine(item.ToString());//反射获取更多信息
            }
            return getNext().Invoke(input, getNext);
        }

        public bool WillExecute
        {
            get { return true; }
        }
    }
}
using System;
using System.Collections.Generic;
using System.Diagnostics;
using Unity.Interception.InterceptionBehaviors;
using Unity.Interception.PolicyInjection.Pipeline;

namespace MyAOP.UnityWay
{
    /// <summary>
    /// 性能监控的AOP扩展
    /// </summary>
    public class MonitorBehavior : IInterceptionBehavior
    {
        public IEnumerable<Type> GetRequiredInterfaces()
        {
            return Type.EmptyTypes;
        }

        public IMethodReturn Invoke(IMethodInvocation input, GetNextInterceptionBehaviorDelegate getNext)
        {
            Console.WriteLine(this.GetType().Name);
            string methodName = input.MethodBase.Name;
            Stopwatch stopwatch = new Stopwatch();
            stopwatch.Start();

            var methodReturn = getNext().Invoke(input, getNext);//后续逻辑执行

            stopwatch.Stop();
            Console.WriteLine($"{this.GetType().Name}统计方法{methodName}执行耗时{stopwatch.ElapsedMilliseconds}ms");

            return methodReturn;
        }

        public bool WillExecute
        {
            get { return true; }
        }
    }
}
using System;
using System.Collections.Generic;
using Unity.Interception.InterceptionBehaviors;
using Unity.Interception.PolicyInjection.Pipeline;

namespace MyAOP.UnityWay
{
    public class ParameterCheckBehavior : IInterceptionBehavior
    {
        public IEnumerable<Type> GetRequiredInterfaces()
        {
            return Type.EmptyTypes;
        }

        public IMethodReturn Invoke(IMethodInvocation input, GetNextInterceptionBehaviorDelegate getNext)
        {
            Console.WriteLine("ParameterCheckBehavior");
            User user = input.Inputs[0] as User;
            if (user.Password.Length < 10)
            {
                return input.CreateExceptionMethodReturn(new Exception("密码长度不能小于10位"));
            }
            else
            {
                Console.WriteLine("参数检测无误");
                return getNext().Invoke(input, getNext);
            }
        }

        public bool WillExecute
        {
            get { return true; }
        }
    }
}

Unity.config配置文件:

<configuration>
  <configSections>
    <section name="unity" type="Microsoft.Practices.Unity.Configuration.UnityConfigurationSection, Unity.Configuration"/>
    <!--Microsoft.Practices.Unity.Configuration.UnityConfigurationSection-->
  </configSections>
  <unity>
    <sectionExtension type="Microsoft.Practices.Unity.InterceptionExtension.Configuration.InterceptionConfigurationExtension, Unity.Interception.Configuration"/>
    <containers>
      <container name="aopContainer">
        <extension type="Interception"/>
        <register type="MyAOP.UnityWay.IUserProcessor,MyAOP" mapTo="MyAOP.UnityWay.UserProcessor,MyAOP">
          <interceptor type="InterfaceInterceptor"/>
          <interceptionBehavior type="MyAOP.UnityWay.MonitorBehavior, MyAOP"/>

          <interceptionBehavior type="MyAOP.UnityWay.LogBeforeBehavior, MyAOP"/>
          <interceptionBehavior type="MyAOP.UnityWay.ParameterCheckBehavior, MyAOP"/>
          <interceptionBehavior type="MyAOP.UnityWay.CachingBehavior, MyAOP"/>
          <interceptionBehavior type="MyAOP.UnityWay.ExceptionLoggingBehavior, MyAOP"/>
          <interceptionBehavior type="MyAOP.UnityWay.LogAfterBehavior, MyAOP"/>

        </register>
      </container>
    </containers>
  </unity>
</configuration>

注意:编译时需要将配置文件输出到bin/debug目录下,设置如下所示:

使用如下:

using System;
using System.IO;
using System.Configuration;
using Microsoft.Practices.Unity.Configuration;
using Unity;

namespace MyAOP.UnityWay
{
    public class UnityConfigAOP
    {
        public static void Show()
        {
            User user = new User()
            {
                Name = "浪子天涯",
                Password = "12345678910"
            };
            //配置UnityContainer
            IUnityContainer container = new UnityContainer();
            ExeConfigurationFileMap fileMap = new ExeConfigurationFileMap();
            fileMap.ExeConfigFilename = Path.Combine(AppDomain.CurrentDomain.BaseDirectory + "CfgFiles\\Unity.config");
            Configuration configuration = ConfigurationManager.OpenMappedExeConfiguration(fileMap, ConfigurationUserLevel.None);

            UnityConfigurationSection configSection = (UnityConfigurationSection)configuration.GetSection(UnityConfigurationSection.SectionName);
            configSection.Configure(container, "aopContainer");

            IUserProcessor processor = container.Resolve<IUserProcessor>();
            processor.RegUser(user);
            processor.GetUser(user);
        }
    }
}

调用UnityConfigAOP.Show()的结果如下:

可以发现执行顺序就像俄罗斯套娃,如下所示:

 

Demo源码:

链接:https://pan.baidu.com/s/147Veb1fU49sT5bcEbgrERw 
提取码:j5ml

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posted @ 2020-08-20 21:43  谢友海  阅读(660)  评论(0编辑  收藏  举报