将接口作为参数传递给 Class 构造函数
Passing interface as a parameter to the Class constructor
我正在使用 iText7 读取 PDF 文件数据并根据它们在 PDF 文件中的位置创建一个 xml 文件。
我的问题是,
在iText7程序集中有一个class LocationTextExtractionStrategy
如下图
public class LocationTextExtractionStrategy : ITextExtractionStrategy, IEventListener
{
public LocationTextExtractionStrategy(ITextChunkLocationStrategy strat);
public virtual void EventOccurred(IEventData data, EventType type);
public interface ITextChunkLocationStrategy
{
ITextChunkLocation CreateLocation(TextRenderInfo renderInfo, LineSegment baseline);
}
}
现在我把这个class继承到我的项目class中,如下图
public class TextLocationExtractionStrategy : LocationTextExtractionStrategy
{
ITextChunkLocationStrategy locationstrategy ;
public TextLocationExtractionStrategy(ITextChunkLocationStrategy strategy)
{
locationstrategy = strategy;
}
public override void EventOccurred(IEventData data, EventType type)
{
if (!type.Equals(EventType.RENDER_TEXT))
return;
TextRenderInfo renderInfo = (TextRenderInfo)data;
string curFont = renderInfo.GetFont().GetFontProgram().ToString();
float curFontSize = renderInfo.GetFontSize();
IList<TextRenderInfo> text = renderInfo.GetCharacterRenderInfos();
foreach (TextRenderInfo t in text)
{
LineSegment lineSegment = t.GetBaseline();
string letter = t.GetText();
Vector letterStart = t.GetBaseline().GetStartPoint();
Vector letterEnd = t.GetAscentLine().GetEndPoint();
Rectangle letterRect = new Rectangle(letterStart.Get(0), letterStart.Get(1),
letterEnd.Get(0) - letterStart.Get(0), letterEnd.Get(1) - letterStart.Get(1));
if (letter != " " && !letter.Contains(' '))
{
ITextChunkLocation loc = locationstrategy.CreateLocation(t, lineSegment);
UTextChunk chunk = new UTextChunk(t, t.GetText(), loc);
t.GetText();
t.GetBaseline().GetBoundingRectangle();
m_locationResult.Add(chunk);
}
}
}
}
在EventOccurred
方法中,我调用了基础class的CreateLocation
方法(在if
条件内)。
现在我的问题是,如何将接口作为参数传递给派生 class 的构造函数,以便我可以轻松调用基 class 的 CreateLocation
方法]?
我正在尝试如下所示,但我不明白如何创建一个合适的对象或其他可以传递给构造函数的东西,借助它我可以调用 CreateLocation
方法.
LocationTextExtractionStrategy.ITextChunkLocationStrategy locst = null;
TextLocationExtractionStrategy strategy = new TextLocationExtractionStrategy(locst);
PdfTextExtractor.GetTextFromPage(page, strategy))
由于我们无法创建接口的实例,所以我不知道如何将值传递给接口类型的参数。在上面几行中,我只是将它分配给 null 并调用构造函数,但是如果分配了 null 值,它会说 "object reference not set to an instance of an object"。
你能帮我解决这个问题吗?
如果我提出问题的方式有任何问题,请告诉我或纠正我。
如果您查看基础 class LocationTextExtractionStrategy
的来源(它是 开源 ,所以 查看来源!),你会发现它不仅有带参数的构造函数ITextChunkLocationStrategy
,还有无参数的构造函数。
该构造函数实际上实例化了该接口的实现并将其转发给您引用的同一构造函数:
public LocationTextExtractionStrategy()
: this(new _ITextChunkLocationStrategy_85()) {
}
private sealed class _ITextChunkLocationStrategy_85 : LocationTextExtractionStrategy.ITextChunkLocationStrategy {
public _ITextChunkLocationStrategy_85() {
}
public ITextChunkLocation CreateLocation(TextRenderInfo renderInfo, LineSegment baseline) {
return new TextChunkLocationDefaultImp(baseline.GetStartPoint(), baseline.GetEndPoint(), renderInfo.GetSingleSpaceWidth());
}
}
因为你想使用 ITextChunkLocationStrategy
实现并且基础 class 没有为它提供 getter,你不能简单地使用没有参数的其他构造函数。而且你不能实例化 _ITextChunkLocationStrategy_85
class 因为它是 private。而且您不能简单地将 _ITextChunkLocationStrategy_85
复制到您的代码中,因为 TextChunkLocationDefaultImp
是 internal
。 <叹息>
不过,您可以做的是将 TextChunkLocationDefaultImp
复制到您的代码中,然后将 _ITextChunkLocationStrategy_85
复制到您的代码中,替换使用基础 class 中的 TextChunkLocationDefaultImp
] 通过使用 class 的副本,然后实例化 _ITextChunkLocationStrategy_85
class 的副本以最终获得 ITextChunkLocationStrategy
实现实例。
或者,您可以尝试进行反思和内省。不过,这可能会导致维护问题。
如果一个库提供了概括某些东西然后隐藏其默认实现的方法,那真是令人讨厌...
供参考,TextChunkLocationDefaultImp
目前实现如下
internal class TextChunkLocationDefaultImp : ITextChunkLocation {
private const float DIACRITICAL_MARKS_ALLOWED_VERTICAL_DEVIATION = 2;
/// <summary>the starting location of the chunk</summary>
private readonly Vector startLocation;
/// <summary>the ending location of the chunk</summary>
private readonly Vector endLocation;
/// <summary>unit vector in the orientation of the chunk</summary>
private readonly Vector orientationVector;
/// <summary>the orientation as a scalar for quick sorting</summary>
private readonly int orientationMagnitude;
/// <summary>perpendicular distance to the orientation unit vector (i.e.</summary>
/// <remarks>
/// perpendicular distance to the orientation unit vector (i.e. the Y position in an unrotated coordinate system)
/// we round to the nearest integer to handle the fuzziness of comparing floats
/// </remarks>
private readonly int distPerpendicular;
/// <summary>distance of the start of the chunk parallel to the orientation unit vector (i.e.</summary>
/// <remarks>distance of the start of the chunk parallel to the orientation unit vector (i.e. the X position in an unrotated coordinate system)
/// </remarks>
private readonly float distParallelStart;
/// <summary>distance of the end of the chunk parallel to the orientation unit vector (i.e.</summary>
/// <remarks>distance of the end of the chunk parallel to the orientation unit vector (i.e. the X position in an unrotated coordinate system)
/// </remarks>
private readonly float distParallelEnd;
/// <summary>the width of a single space character in the font of the chunk</summary>
private readonly float charSpaceWidth;
public TextChunkLocationDefaultImp(Vector startLocation, Vector endLocation, float charSpaceWidth) {
this.startLocation = startLocation;
this.endLocation = endLocation;
this.charSpaceWidth = charSpaceWidth;
Vector oVector = endLocation.Subtract(startLocation);
if (oVector.Length() == 0) {
oVector = new Vector(1, 0, 0);
}
orientationVector = oVector.Normalize();
orientationMagnitude = (int)(Math.Atan2(orientationVector.Get(Vector.I2), orientationVector.Get(Vector.I1)
) * 1000);
// see http://mathworld.wolfram.com/Point-LineDistance2-Dimensional.html
// the two vectors we are crossing are in the same plane, so the result will be purely
// in the z-axis (out of plane) direction, so we just take the I3 component of the result
Vector origin = new Vector(0, 0, 1);
distPerpendicular = (int)(startLocation.Subtract(origin)).Cross(orientationVector).Get(Vector.I3);
distParallelStart = orientationVector.Dot(startLocation);
distParallelEnd = orientationVector.Dot(endLocation);
}
public virtual int OrientationMagnitude() {
return orientationMagnitude;
}
public virtual int DistPerpendicular() {
return distPerpendicular;
}
public virtual float DistParallelStart() {
return distParallelStart;
}
public virtual float DistParallelEnd() {
return distParallelEnd;
}
/// <returns>the start location of the text</returns>
public virtual Vector GetStartLocation() {
return startLocation;
}
/// <returns>the end location of the text</returns>
public virtual Vector GetEndLocation() {
return endLocation;
}
/// <returns>the width of a single space character as rendered by this chunk</returns>
public virtual float GetCharSpaceWidth() {
return charSpaceWidth;
}
/// <param name="as">the location to compare to</param>
/// <returns>true is this location is on the the same line as the other</returns>
public virtual bool SameLine(ITextChunkLocation @as) {
if (OrientationMagnitude() != @as.OrientationMagnitude()) {
return false;
}
float distPerpendicularDiff = DistPerpendicular() - @as.DistPerpendicular();
if (distPerpendicularDiff == 0) {
return true;
}
LineSegment mySegment = new LineSegment(startLocation, endLocation);
LineSegment otherSegment = new LineSegment(@as.GetStartLocation(), @as.GetEndLocation());
return Math.Abs(distPerpendicularDiff) <= DIACRITICAL_MARKS_ALLOWED_VERTICAL_DEVIATION && (mySegment.GetLength
() == 0 || otherSegment.GetLength() == 0);
}
/// <summary>
/// Computes the distance between the end of 'other' and the beginning of this chunk
/// in the direction of this chunk's orientation vector.
/// </summary>
/// <remarks>
/// Computes the distance between the end of 'other' and the beginning of this chunk
/// in the direction of this chunk's orientation vector. Note that it's a bad idea
/// to call this for chunks that aren't on the same line and orientation, but we don't
/// explicitly check for that condition for performance reasons.
/// </remarks>
/// <param name="other"/>
/// <returns>the number of spaces between the end of 'other' and the beginning of this chunk</returns>
public virtual float DistanceFromEndOf(ITextChunkLocation other) {
return DistParallelStart() - other.DistParallelEnd();
}
public virtual bool IsAtWordBoundary(ITextChunkLocation previous) {
// In case a text chunk is of zero length, this probably means this is a mark character,
// and we do not actually want to insert a space in such case
if (startLocation.Equals(endLocation) || previous.GetEndLocation().Equals(previous.GetStartLocation())) {
return false;
}
float dist = DistanceFromEndOf(previous);
if (dist < 0) {
dist = previous.DistanceFromEndOf(this);
//The situation when the chunks intersect. We don't need to add space in this case
if (dist < 0) {
return false;
}
}
return dist > GetCharSpaceWidth() / 2.0f;
}
internal static bool ContainsMark(ITextChunkLocation baseLocation, ITextChunkLocation markLocation) {
return baseLocation.GetStartLocation().Get(Vector.I1) <= markLocation.GetStartLocation().Get(Vector.I1) &&
baseLocation.GetEndLocation().Get(Vector.I1) >= markLocation.GetEndLocation().Get(Vector.I1) && Math.
Abs(baseLocation.DistPerpendicular() - markLocation.DistPerpendicular()) <= DIACRITICAL_MARKS_ALLOWED_VERTICAL_DEVIATION;
}
}
我正在使用 iText7 读取 PDF 文件数据并根据它们在 PDF 文件中的位置创建一个 xml 文件。 我的问题是,
在iText7程序集中有一个class LocationTextExtractionStrategy
如下图
public class LocationTextExtractionStrategy : ITextExtractionStrategy, IEventListener
{
public LocationTextExtractionStrategy(ITextChunkLocationStrategy strat);
public virtual void EventOccurred(IEventData data, EventType type);
public interface ITextChunkLocationStrategy
{
ITextChunkLocation CreateLocation(TextRenderInfo renderInfo, LineSegment baseline);
}
}
现在我把这个class继承到我的项目class中,如下图
public class TextLocationExtractionStrategy : LocationTextExtractionStrategy
{
ITextChunkLocationStrategy locationstrategy ;
public TextLocationExtractionStrategy(ITextChunkLocationStrategy strategy)
{
locationstrategy = strategy;
}
public override void EventOccurred(IEventData data, EventType type)
{
if (!type.Equals(EventType.RENDER_TEXT))
return;
TextRenderInfo renderInfo = (TextRenderInfo)data;
string curFont = renderInfo.GetFont().GetFontProgram().ToString();
float curFontSize = renderInfo.GetFontSize();
IList<TextRenderInfo> text = renderInfo.GetCharacterRenderInfos();
foreach (TextRenderInfo t in text)
{
LineSegment lineSegment = t.GetBaseline();
string letter = t.GetText();
Vector letterStart = t.GetBaseline().GetStartPoint();
Vector letterEnd = t.GetAscentLine().GetEndPoint();
Rectangle letterRect = new Rectangle(letterStart.Get(0), letterStart.Get(1),
letterEnd.Get(0) - letterStart.Get(0), letterEnd.Get(1) - letterStart.Get(1));
if (letter != " " && !letter.Contains(' '))
{
ITextChunkLocation loc = locationstrategy.CreateLocation(t, lineSegment);
UTextChunk chunk = new UTextChunk(t, t.GetText(), loc);
t.GetText();
t.GetBaseline().GetBoundingRectangle();
m_locationResult.Add(chunk);
}
}
}
}
在EventOccurred
方法中,我调用了基础class的CreateLocation
方法(在if
条件内)。
现在我的问题是,如何将接口作为参数传递给派生 class 的构造函数,以便我可以轻松调用基 class 的 CreateLocation
方法]?
我正在尝试如下所示,但我不明白如何创建一个合适的对象或其他可以传递给构造函数的东西,借助它我可以调用 CreateLocation
方法.
LocationTextExtractionStrategy.ITextChunkLocationStrategy locst = null;
TextLocationExtractionStrategy strategy = new TextLocationExtractionStrategy(locst);
PdfTextExtractor.GetTextFromPage(page, strategy))
由于我们无法创建接口的实例,所以我不知道如何将值传递给接口类型的参数。在上面几行中,我只是将它分配给 null 并调用构造函数,但是如果分配了 null 值,它会说 "object reference not set to an instance of an object"。
你能帮我解决这个问题吗?
如果我提出问题的方式有任何问题,请告诉我或纠正我。
如果您查看基础 class LocationTextExtractionStrategy
的来源(它是 开源 ,所以 查看来源!),你会发现它不仅有带参数的构造函数ITextChunkLocationStrategy
,还有无参数的构造函数。
该构造函数实际上实例化了该接口的实现并将其转发给您引用的同一构造函数:
public LocationTextExtractionStrategy()
: this(new _ITextChunkLocationStrategy_85()) {
}
private sealed class _ITextChunkLocationStrategy_85 : LocationTextExtractionStrategy.ITextChunkLocationStrategy {
public _ITextChunkLocationStrategy_85() {
}
public ITextChunkLocation CreateLocation(TextRenderInfo renderInfo, LineSegment baseline) {
return new TextChunkLocationDefaultImp(baseline.GetStartPoint(), baseline.GetEndPoint(), renderInfo.GetSingleSpaceWidth());
}
}
因为你想使用 ITextChunkLocationStrategy
实现并且基础 class 没有为它提供 getter,你不能简单地使用没有参数的其他构造函数。而且你不能实例化 _ITextChunkLocationStrategy_85
class 因为它是 private。而且您不能简单地将 _ITextChunkLocationStrategy_85
复制到您的代码中,因为 TextChunkLocationDefaultImp
是 internal
。 <叹息>
不过,您可以做的是将 TextChunkLocationDefaultImp
复制到您的代码中,然后将 _ITextChunkLocationStrategy_85
复制到您的代码中,替换使用基础 class 中的 TextChunkLocationDefaultImp
] 通过使用 class 的副本,然后实例化 _ITextChunkLocationStrategy_85
class 的副本以最终获得 ITextChunkLocationStrategy
实现实例。
或者,您可以尝试进行反思和内省。不过,这可能会导致维护问题。
如果一个库提供了概括某些东西然后隐藏其默认实现的方法,那真是令人讨厌...
供参考,TextChunkLocationDefaultImp
目前实现如下
internal class TextChunkLocationDefaultImp : ITextChunkLocation {
private const float DIACRITICAL_MARKS_ALLOWED_VERTICAL_DEVIATION = 2;
/// <summary>the starting location of the chunk</summary>
private readonly Vector startLocation;
/// <summary>the ending location of the chunk</summary>
private readonly Vector endLocation;
/// <summary>unit vector in the orientation of the chunk</summary>
private readonly Vector orientationVector;
/// <summary>the orientation as a scalar for quick sorting</summary>
private readonly int orientationMagnitude;
/// <summary>perpendicular distance to the orientation unit vector (i.e.</summary>
/// <remarks>
/// perpendicular distance to the orientation unit vector (i.e. the Y position in an unrotated coordinate system)
/// we round to the nearest integer to handle the fuzziness of comparing floats
/// </remarks>
private readonly int distPerpendicular;
/// <summary>distance of the start of the chunk parallel to the orientation unit vector (i.e.</summary>
/// <remarks>distance of the start of the chunk parallel to the orientation unit vector (i.e. the X position in an unrotated coordinate system)
/// </remarks>
private readonly float distParallelStart;
/// <summary>distance of the end of the chunk parallel to the orientation unit vector (i.e.</summary>
/// <remarks>distance of the end of the chunk parallel to the orientation unit vector (i.e. the X position in an unrotated coordinate system)
/// </remarks>
private readonly float distParallelEnd;
/// <summary>the width of a single space character in the font of the chunk</summary>
private readonly float charSpaceWidth;
public TextChunkLocationDefaultImp(Vector startLocation, Vector endLocation, float charSpaceWidth) {
this.startLocation = startLocation;
this.endLocation = endLocation;
this.charSpaceWidth = charSpaceWidth;
Vector oVector = endLocation.Subtract(startLocation);
if (oVector.Length() == 0) {
oVector = new Vector(1, 0, 0);
}
orientationVector = oVector.Normalize();
orientationMagnitude = (int)(Math.Atan2(orientationVector.Get(Vector.I2), orientationVector.Get(Vector.I1)
) * 1000);
// see http://mathworld.wolfram.com/Point-LineDistance2-Dimensional.html
// the two vectors we are crossing are in the same plane, so the result will be purely
// in the z-axis (out of plane) direction, so we just take the I3 component of the result
Vector origin = new Vector(0, 0, 1);
distPerpendicular = (int)(startLocation.Subtract(origin)).Cross(orientationVector).Get(Vector.I3);
distParallelStart = orientationVector.Dot(startLocation);
distParallelEnd = orientationVector.Dot(endLocation);
}
public virtual int OrientationMagnitude() {
return orientationMagnitude;
}
public virtual int DistPerpendicular() {
return distPerpendicular;
}
public virtual float DistParallelStart() {
return distParallelStart;
}
public virtual float DistParallelEnd() {
return distParallelEnd;
}
/// <returns>the start location of the text</returns>
public virtual Vector GetStartLocation() {
return startLocation;
}
/// <returns>the end location of the text</returns>
public virtual Vector GetEndLocation() {
return endLocation;
}
/// <returns>the width of a single space character as rendered by this chunk</returns>
public virtual float GetCharSpaceWidth() {
return charSpaceWidth;
}
/// <param name="as">the location to compare to</param>
/// <returns>true is this location is on the the same line as the other</returns>
public virtual bool SameLine(ITextChunkLocation @as) {
if (OrientationMagnitude() != @as.OrientationMagnitude()) {
return false;
}
float distPerpendicularDiff = DistPerpendicular() - @as.DistPerpendicular();
if (distPerpendicularDiff == 0) {
return true;
}
LineSegment mySegment = new LineSegment(startLocation, endLocation);
LineSegment otherSegment = new LineSegment(@as.GetStartLocation(), @as.GetEndLocation());
return Math.Abs(distPerpendicularDiff) <= DIACRITICAL_MARKS_ALLOWED_VERTICAL_DEVIATION && (mySegment.GetLength
() == 0 || otherSegment.GetLength() == 0);
}
/// <summary>
/// Computes the distance between the end of 'other' and the beginning of this chunk
/// in the direction of this chunk's orientation vector.
/// </summary>
/// <remarks>
/// Computes the distance between the end of 'other' and the beginning of this chunk
/// in the direction of this chunk's orientation vector. Note that it's a bad idea
/// to call this for chunks that aren't on the same line and orientation, but we don't
/// explicitly check for that condition for performance reasons.
/// </remarks>
/// <param name="other"/>
/// <returns>the number of spaces between the end of 'other' and the beginning of this chunk</returns>
public virtual float DistanceFromEndOf(ITextChunkLocation other) {
return DistParallelStart() - other.DistParallelEnd();
}
public virtual bool IsAtWordBoundary(ITextChunkLocation previous) {
// In case a text chunk is of zero length, this probably means this is a mark character,
// and we do not actually want to insert a space in such case
if (startLocation.Equals(endLocation) || previous.GetEndLocation().Equals(previous.GetStartLocation())) {
return false;
}
float dist = DistanceFromEndOf(previous);
if (dist < 0) {
dist = previous.DistanceFromEndOf(this);
//The situation when the chunks intersect. We don't need to add space in this case
if (dist < 0) {
return false;
}
}
return dist > GetCharSpaceWidth() / 2.0f;
}
internal static bool ContainsMark(ITextChunkLocation baseLocation, ITextChunkLocation markLocation) {
return baseLocation.GetStartLocation().Get(Vector.I1) <= markLocation.GetStartLocation().Get(Vector.I1) &&
baseLocation.GetEndLocation().Get(Vector.I1) >= markLocation.GetEndLocation().Get(Vector.I1) && Math.
Abs(baseLocation.DistPerpendicular() - markLocation.DistPerpendicular()) <= DIACRITICAL_MARKS_ALLOWED_VERTICAL_DEVIATION;
}
}