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Program.RealWorldCode.cs
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using System;
using System.Collections.Generic;
using System.Threading;
namespace DoFactory.GangOfFour.Singleton.RealWorld
{
/// <summary>
/// MainApp startup class for Real-World
/// Singleton Design Pattern.
/// </summary>
class MainApp
{
/// <summary>
/// Entry point into console application.
/// </summary>
static void Main()
{
LoadBalancer b1 = LoadBalancer.GetLoadBalancer();
LoadBalancer b2 = LoadBalancer.GetLoadBalancer();
LoadBalancer b3 = LoadBalancer.GetLoadBalancer();
LoadBalancer b4 = LoadBalancer.GetLoadBalancer();
// Same instance?
if (b1 == b2 && b2 == b3 && b3 == b4)
{
Console.WriteLine("Same instance\n");
}
// Load balance 15 server requests
LoadBalancer balancer = LoadBalancer.GetLoadBalancer();
for (int i = 0; i < 15; i++)
{
string server = balancer.Server;
Console.WriteLine("Dispatch Request to: " + server);
}
// Wait for user
Console.ReadKey();
}
}
/// <summary>
/// The 'Singleton' class
/// </summary>
class LoadBalancer
{
private static LoadBalancer _instance;
private List<string> _servers = new List<string>();
private Random _random = new Random();
// Lock synchronization object
private static object syncLock = new object();
// Constructor (protected)
protected LoadBalancer()
{
// List of available servers
_servers.Add("ServerI");
_servers.Add("ServerII");
_servers.Add("ServerIII");
_servers.Add("ServerIV");
_servers.Add("ServerV");
}
public static LoadBalancer GetLoadBalancer()
{
// Support multithreaded applications through
// 'Double checked locking' pattern which (once
// the instance exists) avoids locking each
// time the method is invoked
if (_instance == null)
{
lock (syncLock)
{
if (_instance == null)
{
_instance = new LoadBalancer();
}
}
}
return _instance;
}
// Simple, but effective random load balancer
public string Server
{
get
{
int r = _random.Next(_servers.Count);
return _servers[r].ToString();
}
}
}
}
//Output
//Same instance
//ServerIII
//ServerII
//ServerI
//ServerII
//ServerI
//ServerIII
//ServerI
//ServerIII
//ServerIV
//ServerII
//ServerII
//ServerIII
//ServerIV
//ServerII
//ServerIV