Code:
/ FX-1434 / FX-1434 / 1.0 / untmp / whidbey / REDBITS / ndp / fx / src / CompMod / System / ComponentModel / Component.cs / 1 / Component.cs
//------------------------------------------------------------------------------ //// Copyright (c) Microsoft Corporation. All rights reserved. // //----------------------------------------------------------------------------- namespace System.ComponentModel { using System; using System.ComponentModel.Design; using System.ComponentModel.Design.Serialization; using System.Runtime.InteropServices; using System.Security.Permissions; ////// [ ComVisible(true), ClassInterface(ClassInterfaceType.AutoDispatch), DesignerCategory("Component") ] public class Component : MarshalByRefObject, IComponent { ///Provides the default implementation for the /// ////// interface and enables object-sharing between applications. /// private static readonly object EventDisposed = new object(); private ISite site; private EventHandlerList events; ~Component() { Dispose(false); } ///Static hask key for the Disposed event. This field is read-only. ////// This property returns true if the component is in a mode that supports /// raising events. By default, components always support raising their events /// and therefore this method always returns true. You can override this method /// in a deriving class and change it to return false when needed. if the return /// value of this method is false, the EventList collection returned by the Events /// property will always return null for an event. Events can still be added and /// removed from the collection, but retrieving them through the collection's Item /// property will always return null. /// protected virtual bool CanRaiseEvents { get { return true; } } ////// Internal API that allows the event handler list class to access the /// CanRaiseEvents property. /// internal bool CanRaiseEventsInternal { get { return CanRaiseEvents; } } ////// [ Browsable(false), EditorBrowsable(EditorBrowsableState.Advanced) ] public event EventHandler Disposed { add { Events.AddHandler(EventDisposed, value); } remove { Events.RemoveHandler(EventDisposed, value); } } ///Adds a event handler to listen to the Disposed event on the component. ////// protected EventHandlerList Events { get { if (events == null) { events = new EventHandlerList(this); } return events; } } ///Gets the list of event handlers that are attached to this component. ////// [ Browsable(false), DesignerSerializationVisibility(DesignerSerializationVisibility.Hidden) ] public virtual ISite Site { get { return site;} set { site = value;} } ////// Gets or sets the site of the ////// . /// /// [System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Usage", "CA2213:DisposableFieldsShouldBeDisposed")] public void Dispose() { Dispose(true); GC.SuppressFinalize(this); } ////// Disposes of the ////// . /// /// protected virtual void Dispose(bool disposing) { if (disposing) { lock(this) { if (site != null && site.Container != null) { site.Container.Remove(this); } if (events != null) { EventHandler handler = (EventHandler)events[EventDisposed]; if (handler != null) handler(this, EventArgs.Empty); } } } } // Returns the component's container. // ////// Disposes all the resources associated with this component. /// If disposing is false then you must never touch any other /// managed objects, as they may already be finalized. When /// in this state you should dispose any native resources /// that you have a reference to. /// ////// When disposing is true then you should dispose all data /// and objects you have references to. The normal implementation /// of this method would look something like: /// ////// public void Dispose() { /// Dispose(true); /// GC.SuppressFinalize(this); /// } /// /// protected virtual void Dispose(bool disposing) { /// if (disposing) { /// if (myobject != null) { /// myobject.Dispose(); /// myobject = null; /// } /// } /// if (myhandle != IntPtr.Zero) { /// NativeMethods.Release(myhandle); /// myhandle = IntPtr.Zero; /// } /// } /// /// ~MyClass() { /// Dispose(false); /// } ///
////// For base classes, you should never override the Finalier (~Class in C#) /// or the Dispose method that takes no arguments, rather you should /// always override the Dispose method that takes a bool. /// ////// protected override void Dispose(bool disposing) { /// if (disposing) { /// if (myobject != null) { /// myobject.Dispose(); /// myobject = null; /// } /// } /// if (myhandle != IntPtr.Zero) { /// NativeMethods.Release(myhandle); /// myhandle = IntPtr.Zero; /// } /// base.Dispose(disposing); /// } ///
////// [ Browsable(false), DesignerSerializationVisibility(DesignerSerializationVisibility.Hidden) ] public IContainer Container { get { ISite s = site; return s == null? null : s.Container; } } ////// Returns the ////// that contains the /// . /// /// protected virtual object GetService(Type service) { ISite s = site; return((s== null) ? null : s.GetService(service)); } ////// Returns an object representing a service provided by /// the ////// . /// /// [ Browsable(false), DesignerSerializationVisibility(DesignerSerializationVisibility.Hidden) ] protected bool DesignMode { get { ISite s = site; return(s == null) ? false : s.DesignMode; } } ////// Gets a value indicating whether the ////// is currently in design mode. /// /// /// public override String ToString() { ISite s = site; if (s != null) return s.Name + " [" + GetType().FullName + "]"; else return GetType().FullName; } } }/// Returns a ///containing the name of the , if any. This method should not be /// overridden. For /// internal use only. ///
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