Add an extra property to an element without inheritance - c#

I am thinking about the best practice in OOP for the following problem:
We have a program that is working with an external API.
The API has an object of type Element which is basically a geometric element.
Our application is a validation application that runs on a geometric model
The application takes a collection of those elements and performs some geometric tests on them.
We wrap this API element with our own class called "ValidationElement" and save some additional information to this wrapper element that can not be obtained directly from the API Element but is required by our application.
So far so good, but now the application should expand and support other types of models (basically we can say that the app is running in a different environment).
Specifically for this environment (and it does not apply to the previous cases), we want to save an additional parameter that obtaining it results in low performance.
What is the best practice option to implement it?
On one hand, I would like to avoid adding extra parameters that are not relevant to a specific(the first) part of the program.
And on the second hand, I am not sure that I want to use inheritance and split this object just for this small additional property.
public class ValidationElement
{
public Element Element { get; set; }
public XYZ Location {get; set;}//The extra property
}
The first and easy option is that the same class will have the additional property and calculation method:
public class ValidationElement
{
public Element Element { get; set; }
public XYZ Location {get; set;}//The extra property
public string AdditionalProperty { get; set; }
public void HardProcessingCalcOfAdditionalProperty()
{
//hard processing
AdditionalProperty = result
}
}
The second option that I mentioned is the inheritance
public class SecondTypeValidationElement : ValidationElement
{
public string AdditionalProperty { get; set; }
public void HardProcessingCalcOfAdditionalProperty()
{
//hard processing
AdditionalProperty = result
}
}
What do you think is the best practice for this? Is there any other way or design pattern that should help me achieve the goal?

I would like to avoid adding extra parameters that are not relevant to a specific(the first) part of the program.
It looks like it is a sign that an inheritance shoulbe be avoided here. As there is a strong possibility that this behaviour is not applicable for other classes.
And this is the second reason to avoid of creation some abstraction:
Element which is basically a geometric element
Because:
all derived elements will have these additional properties.
there are many articles which show how Liskov substitution principle can be violated in geometry figures
So let's prefer composition over inheritance.
So, in my view, it would be really good if we move all heavy, tightly coupled logic of calculating of additional property to separate class:
public class ValidationElement
{
public string Element { get; set; }
public SomeExtra AdditionalProperty { get; set; }
}
public class SomeExtra
{
public string Location { get; set; }//The extra property
public string AdditionalProperty { get; set; }
public void HardProcessingCalcOfAdditionalProperty()
{
//hard processing
AdditionalProperty = string.Empty;
}
}
Why have we created separate class SomeExtra and put logic here:
if we want to edit logic HardProcessingCalcOfAdditionalProperty, then we will edit just one class SomeExtra. By doing this we are satisfying Single Responsibility Principle of SOLID principles.
we can easily create some base abstract class for SomeExtra and then at runtime we can decide what concrete implementation should be injected. By doing this we are satisfying Open Closed Principle of SOLID principles.
UPDATE:
I really like this answer about whether inheritance or composition should be chosen:
My acid test for the above is:
Does TypeB want to expose the complete interface (all public methods no less) of TypeA such that TypeB can be used where TypeA is
expected? Indicates Inheritance.
e.g. A Cessna biplane will expose the complete interface of an airplane, if not more. So that makes it fit to derive from Airplane.
Does TypeB want only some/part of the behavior exposed by TypeA? Indicates need for Composition.
e.g. A Bird may need only the fly behavior of an Airplane. In this case, it makes sense to extract it out as an interface / class /
both and make it a member of both classes.
Update: Just came back to my answer and it seems now that it is incomplete without a specific mention of Barbara Liskov's Liskov
Substitution Principle as a test for 'Should I be inheriting from
this type?'

OOP and SOLID best practice is to use abstractions (interfaces or abstract classes), wich is closer to your second approach.
Dependency Inversion Principle:
The Dependency Inversion principle
states that our classes should depend upon interfaces or abstract
classes instead of concrete classes and functions.
Your first approach to edit the ValidationElement class is generally a bad idea, given that there are several environments for the project to be run onto.
In addition, maintaining and developing the project on this approach is not scalable and will be a headache in the long run.
Open-Closed Principle: The Open-Closed Principle requires that classes should be open for extension and closed to modification.
I suggest below designing:
public interface IValidationElement
{
Element Element { get; set; }
XYZ Location {get; set;}//The extra property
// declare other base properties and methods
}
public class ValidationElement: IValidationElement
{
public Element Element { get; set; }
public XYZ Location {get; set;}//The extra property
// define other base properties and methods
}
public interface ISecondTypeValidationElement: IValidationElement
{
string AdditionalProperty { get; set; }
void HardProcessingCalcOfAdditionalProperty();
}
public class SecondTypeValidationElement: ISecondTypeValidationElement
{
public string AdditionalProperty { get; set; }
public void HardProcessingCalcOfAdditionalProperty()
{
//hard processing
AdditionalProperty = result
}
}
public interface IThirdEnvironmentValidationElement: IValidationElement
{
string ThirdProperty { get; set; }
void RequiredProcessing();
}
public class ThirdEnvironmentValidationElement: IThirdEnvironmentValidationElement
{
public string ThirdProperty { get; set; }
public void RequiredProcessing()
{
//related operations
}
}

I am not going to repeat Open-close, DI, or other principals. It is already discussed. I would look at something like this, or even alternatively use Extensions to setup the value.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
// old updated
public class Element
{
public Element(string msg) { Message = msg; }
public string Message;
}
public class XYZ { }
public class ABC { }
// new
public interface IDoesSomething
{
void SetResult();
}
// create 2 different wrappers
public class ValidationElementWrapper : IDoesSomething
{
public ValidationElementWrapper(Element el)
{
Element = el;
}
public Element Element { get; private set; }
public XYZ Location {get; set;}
public void SetResult()
{
Console.WriteLine("This is " + Element.Message);
// Do nothing
}
}
public class ValidationElementWrapper2 : IDoesSomething
{
public ValidationElementWrapper2(Element el)
{
Element = el;
}
public Element Element { get; private set; }
public XYZ Location {get; set;}
public string AdditionalProperty { get; set; }
public void SetResult()
{
AdditionalProperty = "Set additional property on wrapper 2";
Console.WriteLine("This is " + Element.Message + " and it has additional property - " + AdditionalProperty);
}
}
// run your program
public class Program
{
public static void Main()
{
var list = new List<IDoesSomething>();
list.Add(new ValidationElementWrapper(new Element("Element 1")));
list.Add(new ValidationElementWrapper2(new Element("Element 2")));
list.ForEach(item => item.SetResult());
}
}
Output
This is Element 1
This is Element 2 and it has additional property - Set additional property on wrapper 2
Alternatively, you can start with more basic class and then keep extending it
public class ValidationElementWrapper : IDoesSomething
{
public ValidationElementWrapper(Element el)
{
Element = el;
}
public Element Element { get; private set; }
public XYZ Location {get; set;}
public virtual void SetResult() // <--- virtual
{
// Do nothing
Console.WriteLine("This is " + Element.Message);
}
}
public class ValidationElementWrapper2 : ValidationElementWrapper // <-- inheritnce
{
public ValidationElementWrapper2(Element el) : base(el)
{
}
public XYZ Location {get; set;}
public string AdditionalProperty { get; set; }
public override void SetResult() // <--- override
{
AdditionalProperty = "Set additional property on wrapper 2";
Console.WriteLine("This is " + Element.Message + " and it has additional property - " + AdditionalProperty);
}
}
Result will be the same

Related

Want to avoid returning writable references inside of a complex read-only class (game state)

I'm writing a little game, and the game has a State class to keep track of game state. The State class is only intended to be modifiable by Commands (command pattern). The State class includes lists of other classes - e.g. a Faction class, which contains members like resources, a list of owned Units, etc.
How can I make the deep innards of State readable from other classes, without also leaking writable references inside of State itself?
Currently, I have specialized getters like State.GetOwnerOfUnitAtLocation(x), which only return safe values (int factionid etc.), but I am beginning to need a lot of these, and the class is getting really unwieldy. I would prefer to have those methods in more appropriate locations (Map.Units.GetOwner(x) or something), but I don't know how to expose the internals of State to other classes in a safe way.
Relatedly, Command is an interface that currently lives inside of the State class, along with all the actual commands that implement it, so that it can modify private members of State. Is there a better way to implement this?
Edit: A selection of code from State to illustrate the first issue:
public partial class State
{
public int Turn {get; private set;} = 1;
private Dictionary<Vector2, FactionsMgr.Faction> _unit_map = new Dictionary<Vector2, FactionsMgr.Faction>();
public int GetUnitRemainingMobility(Vector2 pos)
{
if (IsUnitAt(pos))
{
FactionsMgr.Faction owner = _unit_map[pos];
int taken_movement = owner.units[pos]._taken_movement;
int max_mobility = UnitsMgr.GetMaxMobility(owner.units[pos].type);
return max_mobility - taken_movement;
}
else
{
GD.Print("Warning: GetUnitRemainingMobility asked for unknown unit: ", pos);
return -1;
}
}
}
Since FactionsMgr.Faction is mutable, let's suppose that it has writable properties like this:
class Faction {
public int Foo { get; set; }
public string Bar { get; set; }
public float Baz { get; set; }
public SomeOtherMutableThing AnotherThing { get; set; }
}
You should create a corresponding read only interface for it, and make Faction implement it:
interface IReadOnlyFaction {
// exclude all members that can change Faction's state
int Foo { get; }
string Bar { get; }
float Baz { get; }
IReadOnlySomeOtherMutableThing AnotherThing { get; }
}
interface IReadOnlySomeOtherMutableThing {
// do the same thing there...
}
class Faction: IReadOnlyFaction {
public int Foo { get; set; }
public string Bar { get; set; }
public float Baz { get; set; }
public SomeOtherMutableThing AnotherThing { get; set; }
// you need an explicit interface implementation here, unless you are using C# 9
IReadOnlySomeOtherMutableThing IReadOnlyFaction.AnotherThing => AnotherThing;
}
Then, you can declare public members in State as of type IReadOnlyFaction, and delegate them to a private member of type Faction. The private member is also what the Command class will modify.
private Faction someFaction;
public IReadOnlyFaction SomeFaction => someFaction;
That is the general case. However, if you have collections of these mutable types, like your dictionary of _unit_map, you would need to do a bit more work.
You would still have a public read only member and a private mutable member, but the delegating process is less straightforward. You would need a wrapper.
private Dictionary<Vector2, FactionsMgr.Faction> _unit_map = new();
public IReadOnlyDictionary<Vector2, IReadOnlyFaction> UnitMap;
// ...
// in the constructor of State...
// using the ReadOnlyDictionaryWrapper class from the linked answer
UnitMap = new ReadOnlyDictionaryWrapper<Vector2, FactionsMgr.Faction, IReadOnlyFaction>(_unit_map);

C# inheritance multiple for different children

i have an abstract model named BetaModel that inherit its parent AlphaModel. Then
I have a bunch of request models that inherit the BetaModel and therefore naturally inherit AlphaModel, However I have the other bunch of response models which have to inherit the fields of BetaModel and do not need the fields in AlphaModel.
[Note: AlphaModel and BetaModel only contain some plain fields]
What is the elegant way to have the response models inherit the BetModel but ignore the AlphaModel?
Is it OK to turn the AlphaModel becomes an Interface, so that it only implemented in all the request models but not the response models?
So, you are basically contradicting the description with the "desired" architecture.
Also, always bare in mind that you don't decide architecture based on results ("Is it OK to turn the AlphaModel becomes an Interface"): your decisions are based on needs and responsibilities.
Interfaces
Think of that as a contract the classes are agreeing with. They don't hold any implementations and solely describe one contract the class implements
Abstract Classes
They are... Classes. As such, they don't define a contract, they define behaviours. And mostly, when defining an abstract class, you are looking for a abstract behaviour that you want children classes to inherit and/or give meaning to.
Your problem
You are saying some classes must inherit from AlphaModel and some others must NOT inherit from AlphaModel.
Therefore, you are saying that:
A certain class BetaModel1 inherits from AlphaModel and introduces some new members functionality.
Another class BetaModel2 should not expose any member from AlphaModel (which screams it doesn't inherit from AlphaModel) but also introduces the same members/functionality of BetaModel1
In other words, you are saying with all capital letters that BetaModel1 and BetaModel2 DO NOT INHERIT FROM THE SAME CLASS AlphaModel.
Now, back to our initial discussion. C# does not allow multiple inheritance (which looks like what you want to do). But there are strategies either to minimise re-writing code and/or enforce some implementations.
So, the "enforcing of implementation" is basically saying "I want this class to NECESSARILY provide certain functionality". Well... You need an interface for that
C#
public interface IBetaModel
{
string PropertyBeta { get; set; }
string MethodBeta();
}
There is also the AlphaModel
C#
public class AlphaModel
{
public string PropertyAlpha { get; set; }
public string MethodAlpha()
{
return "This is Alpha";
}
}
Now, your desired BetaModel1 (as described above) is quite simply inheriting from AlphaModel and implementing IBetaModel
C#
public class BetaModel1 : AlphaModel, IBetaModel
{
public string PropertyBeta { get; set; }
public string MethodBeta()
{
return "This is Beta?";
}
}
BetaModel2 it's just implementing IBetaModel, in which case:
C#
public class BetaModel2 : IBetaModel
{
public string PropertyBeta { get; set; }
public string MethodBeta()
{
return "This is Beta?";
}
}
The usage of the classes would be like:
C#
public void DoStuffWith(IBetaModel betaModel)
{
betaModel.PropertyBeta = "WOW, it works";
}
public void DoStuff()
{
var betaModel1 = new BetaModel1();
var betaModel2 = new BetaModel2();
AlphaModel betaModel1_ = new BetaModel1();
//AlphaModel betaModel2_ = new BetaModel2(); //won't compile
betaModel1.PropertyAlpha = "Test";
//betaModel2.PropertyAlpha = "Test"; //won't compile
DoStuffWith(betaModel1); //great!!!
DoStuffWith(betaModel2); //great too!!!
}
If this is only about data make every datapart an interface like...
public interface IAlphaModel
{
string SomeField { get; set; }
}
public interface IBetaModel
{
int AnotherField { get; set; }
}
public interface ISomeRequest : IAlphaModel, IBetaModel
{
bool YetAnotherField { get; set; }
}
class SomeRequest : ISomeRequest
{
public string SomeField { get; set; }
public int AnotherField { get; set; }
public bool YetAnotherField { get; set; }
}
public interface IAnotherRequest : IBetaModel
{
long TheUltimateField { get; set; }
}
class AnotherRequest : IAnotherRequest
{
public int AnotherField { get; set; }
public long TheUltimateField { get; set; }
}
Edit
Of course you can have the interfaces have more than one member if they are tied logically together.

Castle DynamicProxy: create a new property with a custom attribute for XML serialization

I have a situation where I have some DTO classes that should be implemented like:
public class City
{
public string Name { get; set; }
public State State { get; set; }
}
public class State
{
public string Name { get; set; }
}
The problem is, these are actually DTO classes for REST XML resources. And the City resource may include the State resource inline, or it may simply provide the resource ID (a URI). I am handling access to the DTO via the Repository pattern and would like it to be transparent to clients whether State is lazy loaded or not (like how NHibernate does with it's entity classes).
So my current plan is to use Castle DynamicProxy to create a proxy object when the REST Repository detects that the class isn't fully "hydrated" (i.e. not everything is inline). The proxy object will know how to lazy load attributes as needed.
To actually implement this, however, the only thing I've come up with is to have backing attributes for all relationships and put the Xml attributes on those. So the strategy looks like this:
[XmlType]
public class City
{
[XmlElement]
public string Name { get; set; }
[ToOneRestRelationship(BackingPropertyName = "StateBacking")]
public State State { get; set; }
[XmlElement(Name = "state")]
public ResourceBase StateBacking { get; set; }
}
[XmlType]
public class State
{
[XmlElement]
public string Name { get; set; }
}
Then the Repository object knows to set up the proxy object to either get the object from the StateBacking property and use that (inlined resource case) or do a REST request to lazily retrieve the State object (resource URI case, i.e. lazy) from the ID specified in the backing property.
Question
The issue is, this backing field is pretty ugly. What I would like is a way to have Castle generate a class that would have the backing property with the XmlElement attribute applied that I could pass to the XmlSerializer. Then my DTO classes could look more like the first example and wouldn't have to be aware that the actual serialising class has a backing property.
Is something like this possible with Castle or any other Proxy library?
After going an interesting and completely wrong way, i think it is indeed possible to create a backing field that won't be seen by clients. Since proxying works by inheriting from the proxied class, any property on the derived class won't be seen in the scope of the original class. So mixins are the way to go:
Given Foo
public class Foo
{
public virtual string Name { get; set; }
public virtual Bar bar { get; set; }
}
and Bar
public class Bar
{
public virtual string Name { get; set; }
}
We can declare an interface that will let us retrieve the backing field and an implementation
public interface IHasBarBackingField
{
Bar RetrieveBar();
}
public class HasBarBackingField : IHasBarBackingField
{
public HasBarBackingField()
{
// the constructor must contain ways to resolve the bar. Since
// the class is built while proxying you should have all the data
// available at this moment
}
public Bar RetrieveBar()
{
return new Bar(); // example, you could have a backing field somewhere in this class
}
}
Then you just have to mixin both classes when proxying:
var pg = new ProxyGenerator();
var hasBarBackingField = new HasBarBackingField();
var options = new ProxyGenerationOptions();
options.AddMixinInstance(hasBarBackingField);
var test = pg.CreateClassProxy<Foo>(options, new BarInterceptor());
and intercept the call interesting you in order to return the backing Bar
public class BarInterceptor : IInterceptor
{
public void Intercept(IInvocation invocation)
{
if (invocation.Method.Name == "get_bar")
{
var hasBarBackingField = invocation.InvocationTarget as IHasBarBackingField;
invocation.ReturnValue = hasBarBackingField.RetrieveBar();
}
else
{
invocation.Proceed();
}
}
}
The HasBarBackingField class should be built to return either the direct object or retrieve the referenced REST object. Hope this helps
Based on what i've seen NSubstitute do i'd say it is possible, as long as your properties are virtual: http://nsubstitute.github.io/help/partial-subs/ .
Creating a City class with virtual property State that is then resolved at runtime using the substitution pattern should be feasable
public class City
{
public string Name { get; set; }
[StateId(10)]
public virtual State State { get; set; }
}
var sCity = Substitute.For<City>();
sCity.State.Returns((core) => {return null; // here you can access informations about the call});
Definitely doable, but it's terra incognita from here on!

Polymorphism: getting it right

I'm trying to get my head around a polymorphism/inheritance situation in C#.
What I have right now is these classes:
Lease (the base class containing the general data)
PrivateLease (inheriting from the Lease class)
BusinessLease (inheriting from the Lease class)
What I want to achieve is this:
Lease lease = new PrivateLease();
This works at the moment, but I am not able to access the properties on the PrivateLease object when doing this. At least not without casting the Lease object to a PrivateLease object first.
I'd like the Lease object to be the general object of either a PrivateLease or BusinessLease object which holds all the data for one of the objects. Then when inserting/updating/deleting to the database I'm going to ask which type it is first to dertermine which tables to insert the data into.
I've got a strange feeling that the above is not the right approach to solve this problem. Does anyone have any hints on this? :-) I've searched on google and read in my programming books and everyone suggests this approach of having a base class and then inherit from it to the other classes.
Any help/hint is greatly appreciated!
Thanks in advance.
EDIT
Should've elaborated a bit on this from the beginning, I'm sorry for that!
The above mentioned classes are merely just holding data from the UI of my ASP.NET solution to perform CRUD operations against the database via a Data Access Layer. So bascially these classes only contains a bunch of properties to hold data. I.e:
public class Lease
{
public int Id { get; set; }
public bool IsActive { get; set; }
public string TypeOfRental { get; set; }
public string RentalPeriod { get; set; }
public DateTime TakeoverDate { get; set; }
}
public class PrivateLease : Lease
{
public string Floor { get; set; }
public string Side { get; set; }
public int FloorSize { get; set; }
public int NumberOfRooms { get; set; }
}
etc..
The PrivateLease and BusinessLease classes are different because of the different leaseing-variables that exists in the real world :-)
Basically I could just go with the two separate PrivateLease and BusinessLease objects, but since the model dictates that an Address object can hold one or more Leases, this is not an option.
To me it seems like I'm going to go through a major casting hell both on the ASP.NET frontend and on the DAL? :-/
Don't decide (choose a logic) on the layer of consumer, but let to decide by the classes themselves:
// or you ILease interface if a parent class will not contain any shared logic
abstract class Lease
{
public abstract void Do();
// example of shared logic
protected void Save(Lease l) { }
}
class PrivateLease : Lease
{
public override void Do() { // private logic here }
}
class BusinessLease : Lease
{
public override void Do() { // business logic here }
}
Usage:
Lease l = ...
l.Do(); // execute the logic
You may want to create a factory for objects creation:
static class LeaseFactory<T> where T : Lease, new() // constraint to require default constructor existence
{
public static Leas Create()
{
return new T();
}
}
You're right in the basic approach of having a base class.
What you need to do is to put any common properties in the base class. Then if you have different business rules, those can be implemented with virtual functions, being called polymorphically.
abstract class Lease
{
public int MonthlyCost {get;set;}
public string CustomerName {get;set;}
// Declare that all Leases have to have an IncreaseCost method.
public abstract void IncreaseCost();
}
class PrivateLease : Lease
{
// Private leases are incremented by an absolute number (10).
public override void IncreaseCost()
{
MonthlyCost += 10;
}
}
class BusinessLease : Lease
{
// Business leases are incremented by 10%.
public override void IncreaseCost()
{
MonthlyCost *= 1.10;
}
}
// Somewhere in your code...
Lease lease = new PrivateLease();
// This call is polymorphic. It will use the actual type of the lease object.
lease.IncreaseCost();
In the modern OOD you can use interfaces, for this situation.
Edit:
In my opinion, to avoid casting, you can have multiple interfaces for multiple purposes. then PrivateLease and BusinessLease can implement the appropriate ones.
interface IWrite
{
string Data { get; set; }
void Write();
}
interface IRead
{
string Data { get; set; }
void Read();
}
public class Lease
{
//..
}
public class PrivateLease : Lease, IWrite, IRead
{
// other implementations
public string Data { get; set; }
public void Read()
{
//..
}
public void Write()
{
//..
}
}
public class BusinessLease : Lease, IRead
{
// other implementations
public string Data { get; set; }
public void Read()
{
//..
}
}
In Lease class add virtual method called DBUpdate and override it in both the derived classes.
Let's say some Utility class has LeaseDBOperation Method looks like this :
public static void LeaseDBOperation (Lease anylease)
{
anyleaase.DBUpdate();
}
you can call this method as :
var pl = new PrivateLease();
..set all the properties of **pl**
//call this for db operations :
Utility.LeaseDBOperation(pl)
Here in LeaseDBOperation method , if based on the type send , DBUpdate method of required class will be called.
Lease l = (Lease)sth;
if (l is PrivateLease)
{
PrivateLease p = (PrivateLease)l;
//do private logic here
}
else if (l if BussinessLease)
{
BussinessLease b = (BunessinessLease)l;
//do bussiness logic here
}

Generic interface as a method parameter and seeing fields

This is probably my naivety showing through, but anyway...
I have a generic interface which defines a set of standard methods (implemented differently) across implementations.
I pass the interface into a method as a parameter, this method being responsible for persisting to a database. E.g. I have some implementations called bug, incident, etc, defined from the generic interface (called IEntry). These concerete implementations also make use of IEnumerable
Because a bug is different to an incident, there are different fields. When I pass the interface into a method as a parameter, is there any way to inference the type? So if I pass in the Bug object, I can use its fields, which are not the same fields as in those of Incident. These fields are useful for the persistance to the database. I'm assuming no because there is no way to know what the type to be passed in will be (obviously), but I know people here have more wisdom. In that case, is there a better way of doing things? Because of the similarity, I would like to stick to interfaces.
EDIT: I guess the other way is to make use of some flow control to generate the sql statement on the fly and then pass it in as a parameter.
Thanks
The thing about passing objects and interfaces around is that you really shouldn't be concerned with the actual type, as long as it inherits from/implements the particular base class/interface you're interested in.
So building logic into that method to figure out that it's a bug, and then accessing things that are only present for bugs, that's basically not the OOP way, although it might be the "best" way in your particular case.
I would, however, advise against it, and instead try to build a proper OOP way with polymorphism to handle the differences, instead of building it into the method as special cases.
You mention persistence, is this method responsible for storing the data somewhere? Perhaps you could separate the part that gathers the information to store from the part that stores the information, that way you could ask the object itself to provide you with all the pertinent information, which could vary from one class to another.
Bad Design (as I think was described in the question):
public interface IEntry
{
string Description { get; set; }
}
public class Bug : IEntry
{
public int ID { get; set; }
public string Description { get; set; }
public string UserName { get; set; }
}
public class Incident : IEntry
{
public Guid ID { get; set; }
public string Description { get; set; }
}
public class Persister
{
public void Save(IEnumerable<IEntry> values)
{
foreach (IEntry value in values) { Save(value); }
}
public void Save(IEntry value)
{
if (value is Bug) { /* Bug save logic */ }
else if (value is Incident) { /* Incident save logic */ }
}
}
Improved design (smart entity approach):
public interface IEntry
{
string Description { get; set; }
void Save(IPersister gateway);
}
public class Bug : IEntry
{
public int ID { get; set; }
public string Description { get; set; }
public string UserName { get; set; }
public void Save(IPersister gateway)
{
gateway.SaveBug(this);
}
}
public class Incident : IEntry
{
public Guid ID { get; set; }
public string Description { get; set; }
public void Save(IPersister gateway)
{
gateway.SaveIncident(this);
}
}
public interface IPersister
{
void SaveBug(Bug value);
void SaveIncident(Incident value);
}
public class Persister : IPersister
{
public void Save(IEnumerable<IEntry> values)
{
foreach (IEntry value in values) { Save(value); }
}
public void Save(IEntry value)
{
value.Save(this);
}
public void SaveBug(Bug value)
{
// Bug save logic
}
public void SaveIncident(Incident value)
{
// Incident save logic
}
}
The improved design is only caters for the need to shift the need for change of Persister.Save(IEntry). I just wanted to demonstrate a first step to make the code less brittle. In reality and production code you would want to have a BugPersister and IncidentPersister class in order to conform to the Single Responsibility principle.
Hope this more code-centric example is a help.
The persistance thing is just a method in a class to upload details to a database.
I guess I could write an abstract class with a function for the persistance requirement and that could be based on parameters for it to work. I can use this in each of my interface implementations. Because the way the update to db will happen (pretty much the same but a few words in a sql query change), I can generate this based on method parameters.

Categories

Resources