One of the recurring problems in software development is a plugin
mechanism to extending the application without changing existing code.
In two articles on the Developer Code Samples Gallery is described how to create a simple plugin mechanism. The sample code is written in C# and VB.NET.
The first article introduces into
Creating a simple plugin mechanism (part 1) by reflections.
The second article introduces into
Creating a simple plugin mechanism (part 2) by the Managed Extensibility Framework (MEF).
On the TechNet Wiki both articles are outlined in
Creating a simple plugin mechanism.
To solve this problem, a simple plugin mechanism is implemented that
search and loads plugins from a predefined location. The created plugins
are projects in form of built assemblies (DLLs).
Creating the plugin interface
First we need to define an Interface that all plugins must implement.
This Interface is often included in an own project, so other developers
only need the assembly of this project to write their own plugins. The
members of the Interface depend on what your
application is intended to do. In this sample we have one property that
is returning a name and one method that is doing something.
namespace
PluginContracts
{
public
interface
IPlugin
{
string
Name {
get
; }
void
Do();
}
}
Implementing the plugin interface
To provide a plugin, you have to create a new project and add a
reference to PluginContracts. Then you have to implement IPlugin.
using
PluginContracts;
namespace
FirstPlugin
{
public
class
FirstPlugin : IPlugin
{
#region IPlugin Members
public
string
Name
{
get
{
return
"First Plugin"
;
}
}
public
void
Do()
{
System.Windows.MessageBox.Show(
"Do Something in First Plugin"
);
}
#endregion
}
}
Implementing the plugin framework
Next we need to implement the framework in our main application that knows how to find and how to handle the plugins.
Searching for plugins
First of all we have to know where to search for plugins. Usually we
will specify a folder in that all plugins are put in. In this folder we
search for all assemblies.
string
[] dllFileNames =
null
;
if
(Directory.Exists(path))
{
dllFileNames = Directory.GetFiles(path,
"*.dll"
);
}
Loading the plugins
Next we have to load the assemblies. Therefore we are using Reflections (System.Reflection
).
ICollection<Assembly> assemblies =
new
List<Assembly>(dllFileNames.Length);
foreach
(
string
dllFile
in
dllFileNames)
{
AssemblyName an = GetAssemblyName(dllFile);
Assembly assembly = Assembly.Load(an);
assemblies.Add(assembly);
}
Searching for plugin implementations
Now we have loaded all assemblies from our predefined location, we can
search for all types that implement our Interface IPlugin.
Type pluginType =
typeof
(IPlugin);
ICollection<Type> pluginTypes =
new
List<Type>();
foreach
(Assembly assembly
in
assemblies)
{
if
(assembly !=
null
)
{
Type[] types = assembly.GetTypes();
foreach
(Type type
in
types)
{
if
(type.IsInterface || type.IsAbstract)
{
continue
;
}
else
{
if
(type.GetInterface(pluginType.FullName) !=
null
)
{
pluginTypes.Add(type);
}
}
}
}
}
Instantiate plugin implementations
Last we create instances from our found types using Reflections.
ICollection<IPlugin> plugins =
new
List<IPlugin>(pluginTypes.Count);
foreach
(Type type
in
pluginTypes)
{
IPlugin plugin = (IPlugin)Activator.CreateInstance(type);
plugins.Add(plugin);
}
Integrate the plugin mechanism in the main application
In the main application we can use the implemented properties and
methods of our plugins. We create a button for each
loaded plugin and connect the content and the click event of the button
to the property and the method of the plugin to demonstrate that.
_Plugins =
new
Dictionary<
string
, IPlugin>();
ICollection<IPlugin> plugins = PluginLoader.LoadPlugins(
"Plugins"
);
foreach
(var item
in
plugins)
{
_Plugins.Add(item.Name, item);
Button b =
new
Button();
b.Content = item.Name;
b.Click += b_Click;
PluginGrid.Children.Add(b);
}
We are using a Dictionary with the name of the plugin as key to
memorize, which button content belongs to which plugin. So we can
execute the correct plugin method on certain button click.
private
void
b_Click(
object
sender, RoutedEventArgs e)
{
Button b = sender
as
Button;
if
(b !=
null
)
{
string
key = b.Content.ToString();
if
(_Plugins.ContainsKey(key))
{
IPlugin plugin = _Plugins[key];
plugin.Do();
}
}
}
Creating a simple plugin mechanism with MEF
Creating a plugin mechanism with MEF differs not in all parts from
creating a plugin mechanism from scratch. So only the differences are
described in the next sections. Furthermore with the MEF, the plugin
framework exists already and must not be implemented.
Implementing the plugin interface
In the source of the plugins that we want to provide, we have to make our first changes. We have to add the reference to
System.ComponentModel.Composition
and using System.ComponentModel.Composition. Now we can mark the class
with the Export attribute. So the MEF will later find and process this
class. Furthermore the type is explicit stated. Hence we want to use the
interface
rather than the concrete class in the main project.
using
System.ComponentModel.Composition;
using
PluginContracts;
namespace
FirstPlugin
{
[Export(
typeof
(IPlugin))]
public
class
FirstPlugin : IPlugin
{
#region IPlugin Members
public
string
Name
{
get
{
return
"First Plugin"
;
}
}
public
void
Do()
{
System.Windows.MessageBox.Show(
"Do Something in First Plugin"
);
}
#endregion
}
}
Using MEF in the main application
Next we need to implement the mechanism in our main application that
knows how to find and how to handle the plugins. For that we are using
methods provided by MEF.
So that we can use the Export marked parts, we
have to mark properties with the Import attribute. In our case we want
to use several exported parts, so we are using the ImportMany attribute.
[ImportMany]
public
IEnumerable<IPlugin> Plugins
{
get
;
set
;
}
Last we need to search for the exported and imported parts and
compose them. Therefore we specify a folder in that all plugins are put
in.
public
MEFPluginLoader(
string
path)
{
DirectoryCatalog directoryCatalog =
new
DirectoryCatalog(path);
// An aggregate catalog that combines multiple catalogs
var catalog =
new
AggregateCatalog(directoryCatalog);
// Create the CompositionContainer with all parts in the catalog (links Exports and Imports)
_Container =
new
CompositionContainer(catalog);
// Fill the imports of this object
_Container.ComposeParts(
this
);
}
So far we have searched and initialized our plugins, so we can use
the implemented properties and methods of our plugins. To access our
plugins we use the implemented MEFPluginLoader.
MEFPluginLoader loader =
new
MEFPluginLoader(
"Plugins"
);
IEnumerable<IPlugin> plugins = loader.Plugins;
Improvement
So that we do not need to implement for each new solution its own
plugin loader, we use Generics. This allows us to remove the dependence
from a certain plugin interface (here IPlugin).
With that we could also use the same plugin loader to resolve several
types of plugins in the same project. So we could have an
ICalculationPlugin, IExporterPlugin, ISomethingElsePlugin. All these
plugin interfaces can have their own properties and methods.
They can be accessed from different places in different cases.
Type pluginType =
typeof
(T);
ICollection<Type> pluginTypes =
new
List<Type>();
foreach
(Assembly assembly
in
assemblies)
{
if
(assembly !=
null
)
{
Type[] types = assembly.GetTypes();
foreach
(Type type
in
types)
{
if
(type.IsInterface || type.IsAbstract)
{
continue
;
}
else
{
if
(type.GetInterface(pluginType.FullName) !=
null
)
{
pluginTypes.Add(type);
}
}
}
}
}
ICollection<T> plugins =
new
List<T>(pluginTypes.Count);
foreach
(Type type
in
pluginTypes)
{
T plugin = (T)Activator.CreateInstance(type);
plugins.Add(plugin);
}