Pass any model with same base class - c#

I have a email service which passes an email model through the constructor and that all using the same base class. For example one model could be for authentication, another model for password reset. My problem is how to allow the service to pass an anonymous model with the same base class.
sample code:
public class EmailService<T> : IEmailService
{
private readonly T _emailModel;
private readonly EmailType _emailType;
private readonly IEmailRepository _emailRepository;
private MailBuilder _mailBuilder;
private EmailTemplates _message;
public EmailService(T emailModel, EmailType emailType, IEmailRepository emailRepository)
{
_emailModel = emailModel;
_emailType = emailType;
_emailRepository = emailRepository;
getMessage();
constructEmail();
}
private void getMessage()
{
_message = _emailRepository.GetTemplateByUser((int)_emailType, _emailModel.UserTypeId);
}
private void constructEmail()
{
_mailBuilder = new MailBuilder(_message, _emailType, ObjectConverters.ConvertProperiesToDictionary(_emailModel));
}
public void Send()
{
EmailSettings emailSettings = SiteSettingsService.SiteConfiguration.EmailSettings;
MailSettings settings = new MailSettings
{
MailFrom = emailSettings.MailFrom,
MailSmtpHost = emailSettings.SmtpHost,
MailSmtpPort = emailSettings.SmtpPort,
EnableSsi = emailSettings.EnableSsi,
MailSmtpUsername = emailSettings.SmtpUsername,
MailSmtpPassword = emailSettings.SmtpPassword
};
new EmailSender(settings).SendEmail(_emailModel.EmailAddress, _message.Title, _mailBuilder.HtmlTemplate);
}
}

You could have the derived classes all implement a new IModel interface, which your EmailService class then accepts via ctor.
public class AuthenticationModel : BaseModel, IModel
{
public void PerformMainFunction()
{
// authenticate
}
}
public class PasswordResetModel : BaseModel, IModel
{
public void PerformMainFunction()
{
// reset password
}
}
public class BaseModel
{
public int UserTypeId { get; set; }
}
public interface IModel
{
void PerformMainFunction();
int UserTypeId { get; set; }
}
public class EmailService : IEmailService
{
private readonly IModel _emailModel;
...
public EmailService(IModel emailModel, EmailType emailType, IEmailRepository emailRepository)
{
_emailModel = emailModel;
...
You could use something like unity to inject the dependency or, for now, just do:
IModel model = new AuthenticationModel();
var eServ = new EmailService(model, ....

I thought of a better way. We always convert our object to a dictionary in the service. Maybe we convert it from the service calling the email service so we're always passing a dictionary instead of an interface, that way we don't need to know about the structure. The dictionary will always be a key value of string and string.

Related

Circular reference in dependency injection

I am creating a RESTful api in Net 5, according to the instructions I must create repositories and services that make use of them. The logic must be in the services.
The Services I have are:
SubGroupService
GroupsService
The problem I have is that I generated a circular reference since in GroupsService I need a method of SubGroupsService and SubGroupsService i need a method of GroupsService .
Injecting the GroupsService service into SubGroupsService there is no problem, but injecting SubGroupsService into GroupsService generates the circular reference.
Please can you tell me how to solve this type of problem, since I don't have much experience with dependency injection.
SubGroupService
public class SubGroupService: ISubGroupService
{
private readonly ISubGroupRepository _SubGroupRepository;
private readonly IGroupService _GroupService;
public SubGroupService(
ISubGroupRepository SubGroupRepository,
IGroupService GroupService
{
_SubGroupRepository = SubGroupRepository;
_GroupService = GroupService;
}
public async Task InsertSubGroupService(Subgroup subgroup)
{
var group = await _GroupService.GetGroupService(subgroup.idgroup);
if (group != null)
{
await _SubGroupRepository.InsertSubGroupRepository(subgroup);
}
else
{
throw new BusinessException("This group not exists");
}
}
public async Task<Subgroups> GetSubGroupService(int idgroup)
{
return await _SubGroupRepository.GetSubGroupRepository(idgroup);
}
}
Group Service
public class GroupService : IGroupService
{
private readonly ISubGroupService _SubGroupService;
private readonly IGroupRepository _GroupRepository;
public GroupService(
ISubGroupService SubGroupService,
IGroupRepository GroupRepository)
{
_SubGroupService = SubGroupService;
_GroupRepository = GroupRepository;
}
public async Task<bool> DeleteGroupService(int Idgroup)
{
var existsSubGroup = await _SubGroupRepository(Idgroup);
if(existsSubGroup == null)
{
return await _GroupRepository.DeleteGroupRepository(Idgroup);
}
}
public async Task<Groups> GetGroupService(int Idgroup)
{
return await _GroupRepository.GetGroupRepository(Idgroup);
}
}
Interfaces:
public interface IGroupService
{
Task<Groups> GetGroupsService(int Idgroup);
Task<bool> DeleteGroupService(int Idgroup);
}
public interface ISubGroupService
{
Task<Subgroups> GetSubGroupService(int idsubgrupo);
Task InsertSubgroupService(Subgroup subgroup);
}
You can't use constructor injection in that case. You can switch to property injection:
public class SubGroupService: ISubGroupService
{
private readonly ISubGroupRepository _SubGroupRepository;
public IGroupService GroupService { get; set; }
public SubGroupService(
ISubGroupRepository SubGroupRepository)
{
_SubGroupRepository = SubGroupRepository;
}
// methods of the class
}
public class GroupService : IGroupService
{
public ISubGroupService SubGroupService {get; set;}
private readonly IGroupRepository _GroupRepository;
public GroupService(
IGroupRepository GroupRepository)
{
_GroupRepository = GroupRepository;
}
// methods of the class
}
You'll have to create the objects like this:
IGroupRepository groupRepository = new GroupRepository();
IGroupService groupService = new GroupService(groupRepository);
ISubGroupService subGroupService = new SubGroupService(groupRepository);
groupService.SubGroupSerivce = subGroupService;
subGroupService.GroupService = groupService;
Of course, creation of the objects is now much more complicated. You might put the creation into a facotry method to avoid errors:
public (IGroupService,ISubGroupService) CreateGroupAndSubGroupService()
{
// code from above
}
And it is also advisable to add null checks, because someone might create the objects without initializing the service correctly.

Appropriate design pattern for the payment modules c#

As i am learning through design pattern concept and also wanted to implement the payment modules in my project using the proper design pattern. So for that I have created some sample code.
Currently I have two concrete implementation for the payment PayPal and Credit Card. But the concrete implementation will be added further on the project.
Payment Service
public interface IPaymentService
{
void MakePayment<T>(T type) where T : class;
}
Credit Card and Pay Pal Service
public class CreditCardPayment : IPaymentService
{
public void MakePayment<T>(T type) where T : class
{
var creditCardModel = (CreditCardModel)(object)type;
//Implementation CreditCardPayment
}
}
class PayPalPayment : IPaymentService
{
public void MakePayment<T>(T type) where T : class
{
var payPalModel = (PayPalModel)(object)type;
//Further Implementation will goes here
}
}
Client Code Implementation
var obj = GetPaymentOption(payType);
obj.MakePayment<PayPalModel>(payPalModel);
Get Payment Option
private static IPaymentService GetPaymentOption(PaymentType paymentType)
{
IPaymentService paymentService = null;
switch (paymentType)
{
case PaymentType.PayPalPayment:
paymentService = new PayPalPayment();
break;
case PaymentType.CreditCardPayment:
paymentService = new CreditCardPayment();
break;
default:
break;
}
return paymentService;
}
I thought of implementing this modules using strategy design pattern, and I got deviated from Strategy and ended up doing this way.
Is this a proper way for creating the payment modules. Is there a more better approach of solving this scenario. Is this a design pattern?
Edited:
Client Code:
static void Main(string[] args)
{
PaymentStrategy paymentStrategy = null;
paymentStrategy = new PaymentStrategy(GetPaymentOption((PaymentType)1));
paymentStrategy.Pay<PayPalModel>(new PayPalModel() { UserName = "", Password = "" });
paymentStrategy = new PaymentStrategy(GetPaymentOption((PaymentType)2));
paymentStrategy.Pay<CreditCardModel>(
new CreditCardModel()
{
CardHolderName = "Aakash"
});
Console.ReadLine();
}
Strategy:
public class PaymentStrategy
{
private readonly IPaymentService paymentService;
public PaymentStrategy(IPaymentService paymentService)
{
this.paymentService = paymentService;
}
public void Pay<T>(T type) where T : class
{
paymentService.MakePayment(type);
}
}
Does this update inlines with the Strategy Pattern?
One major drawback of using an abstract factory for this is the fact that it contains a switch case statement. That inherently means if you want to add a payment service, you have to update the code in the factory class. This is a violation of the Open-Closed Principal which states that entities should be open for extension but closed for modification.
Note that using an Enum to switch between payment providers is also problematic for the same reason. This means that the list of services would have to change every time a payment service is added or removed. Even worse, a payment service can be removed from the strategy, but still be an Enum symbol for it even though it isn't valid.
On the other hand, using a strategy pattern doesn't require a switch case statement. As a result, there are no changes to existing classes when you add or remove a payment service. This, and the fact that the number of payment options will likely be capped at a small double-digit number makes the strategy pattern a better fit for this scenario.
Interfaces
// Empty interface just to ensure that we get a compile
// error if we pass a model that does not belong to our
// payment system.
public interface IPaymentModel { }
public interface IPaymentService
{
void MakePayment<T>(T model) where T : IPaymentModel;
bool AppliesTo(Type provider);
}
public interface IPaymentStrategy
{
void MakePayment<T>(T model) where T : IPaymentModel;
}
Models
public class CreditCardModel : IPaymentModel
{
public string CardHolderName { get; set; }
public string CardNumber { get; set; }
public int ExpirtationMonth { get; set; }
public int ExpirationYear { get; set; }
}
public class PayPalModel : IPaymentModel
{
public string UserName { get; set; }
public string Password { get; set; }
}
Payment Service Abstraction
Here is an abstract class that is used to hide the ugly details of casting to the concrete model type from the IPaymentService implementations.
public abstract class PaymentService<TModel> : IPaymentService
where TModel : IPaymentModel
{
public virtual bool AppliesTo(Type provider)
{
return typeof(TModel).Equals(provider);
}
public void MakePayment<T>(T model) where T : IPaymentModel
{
MakePayment((TModel)(object)model);
}
protected abstract void MakePayment(TModel model);
}
Payment Service Implementations
public class CreditCardPayment : PaymentService<CreditCardModel>
{
protected override void MakePayment(CreditCardModel model)
{
//Implementation CreditCardPayment
}
}
public class PayPalPayment : PaymentService<PayPalModel>
{
protected override void MakePayment(PayPalModel model)
{
//Implementation PayPalPayment
}
}
Payment Strategy
Here is the class that ties it all together. Its main purpose is to provide the selection functionality of the payment service based on the type of model passed. But unlike other examples here, it loosely couples the IPaymentService implementations so they are not directly referenced here. This means without changing the design, payment providers can be added or removed.
public class PaymentStrategy : IPaymentStrategy
{
private readonly IEnumerable<IPaymentService> paymentServices;
public PaymentStrategy(IEnumerable<IPaymentService> paymentServices)
{
this.paymentServices = paymentServices ?? throw new ArgumentNullException(nameof(paymentServices));
}
public void MakePayment<T>(T model) where T : IPaymentModel
{
GetPaymentService(model).MakePayment(model);
}
private IPaymentService GetPaymentService<T>(T model) where T : IPaymentModel
{
var result = paymentServices.FirstOrDefault(p => p.AppliesTo(model.GetType()));
if (result == null)
{
throw new InvalidOperationException(
$"Payment service for {model.GetType().ToString()} not registered.");
}
return result;
}
}
Usage
// I am showing this in code, but you would normally
// do this with your DI container in your composition
// root, and the instance would be created by injecting
// it somewhere.
var paymentStrategy = new PaymentStrategy(
new IPaymentService[]
{
new CreditCardPayment(), // <-- inject any dependencies here
new PayPalPayment() // <-- inject any dependencies here
});
// Then once it is injected, you simply do this...
var cc = new CreditCardModel() { CardHolderName = "Bob" /* Set other properties... */ };
paymentStrategy.MakePayment(cc);
// Or this...
var pp = new PayPalModel() { UserName = "Bob" /* Set other properties... */ };
paymentStrategy.MakePayment(pp);
Additional References:
Dependency Injection Unity - Conditional Resolving
Factory method with DI and IoC
This is one approach you could take. There's not a lot to go on from your source, and I'd really reconsider having MakePayment a void instead of something like an IPayResult.
public interface IPayModel { } // Worth investigating into common shared methods and properties for this
public interface IPaymentService
{
void MakePayment(IPayModel payModel);
}
public interface IPaymentService<T> : IPaymentService where T : IPayModel
{
void MakePayment(T payModel); // Void here? Is the status of the payment saved on the concrete pay model? Why not an IPayResult?
}
public class CreditCardModel : IPayModel
{
public string CardHolderName { get; set; }
}
public class PayPalModel : IPayModel
{
public string UserName { get; set; }
public string Password { get; set; }
}
public class CreditCardPayment : IPaymentService<CreditCardModel>
{
public void MakePayment(CreditCardModel payModel)
{
//Implmentation CreditCardPayment
}
void IPaymentService.MakePayment(IPayModel payModel)
{
MakePayment(payModel as CreditCardModel);
}
}
public class PayPalPayment : IPaymentService<PayPalModel>
{
public void MakePayment(PayPalModel payModel)
{
//Implmentation PayPalPayment
}
void IPaymentService.MakePayment(IPayModel payModel)
{
MakePayment(payModel as PayPalModel);
}
}
public enum PaymentType
{
PayPalPayment = 1,
CreditCardPayment = 2
}
So following your implementation approach, it could look something like:
static class Program
{
static void Main(object[] args)
{
IPaymentService paymentStrategy = null;
paymentStrategy = GetPaymentOption((PaymentType)1);
paymentStrategy.MakePayment(new PayPalModel { UserName = "", Password = "" });
paymentStrategy = GetPaymentOption((PaymentType)2);
paymentStrategy.MakePayment(new CreditCardModel { CardHolderName = "Aakash" });
Console.ReadLine();
}
private static IPaymentService GetPaymentOption(PaymentType paymentType)
{
switch (paymentType)
{
case PaymentType.PayPalPayment:
return new PayPalPayment();
case PaymentType.CreditCardPayment:
return new CreditCardPayment();
default:
throw new NotSupportedException($"Payment Type '{paymentType.ToString()}' Not Supported");
}
}
}
I also think for a strategy/factory pattern approach, manually creating an IPayModel type doesn't make much sense. Therefore you could expand the IPaymentService as an IPayModel factory:
public interface IPaymentService
{
IPayModel CreatePayModel();
void MakePayment(IPayModel payModel);
}
public interface IPaymentService<T> : IPaymentService where T : IPayModel
{
new T CreatePayModel();
void MakePayment(T payModel);
}
public class CreditCardPayment : IPaymentService<CreditCardModel>
{
public CreditCardModel CreatePayModel()
{
return new CreditCardModel();
}
public void MakePayment(CreditCardModel payModel)
{
//Implmentation CreditCardPayment
}
IPayModel IPaymentService.CreatePayModel()
{
return CreatePayModel();
}
void IPaymentService.MakePayment(IPayModel payModel)
{
MakePayment(payModel as CreditCardModel);
}
}
Usage would then be:
IPaymentService paymentStrategy = null;
paymentStrategy = GetPaymentOption((PaymentType)1);
var payModel = (PayPalModel)paymentStrategy.CreatePayModel();
payModel.UserName = "";
payModel.Password = "";
paymentStrategy.MakePayment(payModel);
Your code is basically using the factory pattern. This is a good way to handle more than one method of payment
http://www.dotnettricks.com/learn/designpatterns/factory-method-design-pattern-dotnet

Why constrain to interface in generic typing?

What would be the point of making a constraint for an interface type on a generic in C#? For example,
public interface IHandler<in T>
where T : IProcessor
{
void Handle(T command);
}
Wouldn't it be better to simply inherit IProcessor as a generic without any constraints? What is the advantage of doing it this way?
For example,
public class FooProcessor : IProcessor<T>
{
void Handle(T command)
{
}
}
If the interface is blank then it is a marker interface.
It can be used for applying restrict about the class, outside of the class. In keeping with the example below you can restrict a decorator to only be able to decorate Handlers of IProcessor.
A very valid reason is when applying a decorator:
Let's say the command parameter interface has a couple of properties:
public interface IProcessor
{
int Id { get; }
DateTime Date { get; }
}
We can define a decorator over all handlers of IProcessor commands that have the knowledge that all the command parameters have Id and Date:
public sealed class HandlerLogger<in T> where T : IProcessor
{
private readonly ILogger logger;
private readonly IHandlerLogger<T> decorated;
public HandlerLogger(
ILogger logger,
IHandlerLogger<T> decorated)
{
this.logger = logger;
this.decorated = decorated;
}
public void Handle(T command)
{
this.logger.Log(command.Id, command.Date, typeof(T).Name);
this.decorated.Handle(command);
}
}
There are different architectural patterns that can be used to pragmatically enforce types.
For example, if you were designing an API and you wanted to allow someone to extend it but you wanted to make sure that the class that was being created to extend your framework was a certain type and had a default parameterless constructor. Using generic typed interfaces is a common way to do this.
I have created a quick example adhoc to give a relatively simple overview of why a typed interface is useful in some models / architectural design.
public class UnitOfWorkManager<T>
{
private readonly IDataRepository _dataRepository;
private List<T> _unitOfWorkItems;
public UnitOfWorkManager(IDataRepository dataRepository)
{
_dataRepository = dataRepository;
}
public void AddUnitOfWork(IUnitOfWork<T> unitOfWork)
{
this._unitOfWorkItems.Add(unitOfWork);
}
public void Execute()
{
WorkerItem previous = null;
foreach (var item in _unitOfWorkItems)
{
var repoItem = _dataRepository.Get(item.Id);
var input = new WorkerItem(item.Id, repoItem.Name, previous);
previous = input;
}
}
}
public interface IUnitOfWork<T>
where T: WorkerItem, new()
{
string Id { get; }
void Execute(T input);
}
public class WorkerItem
{
public WorkerItem(string id, string name, WorkerItem previous)
{
this.Name = name;
this.Id = id;
this.Previous = previous;
}
public string Id { get; private set; }
public string Name { get; private set; }
public WorkerItem Previous { get; private set; }
}
Hope this helps.

Inject a string property in a class using Ninject

One of my interfaces has a string property that will depend on where the interface is being used. I want to avoid hardcoding the property every time the object is created. I can set the property in constructor, but the object is injected using a factory.
The interface as follows:
public interface IObjectStore
{
string StorageTableName { get; set;}
void UpdateObjectStore(string key, string value);
string ReadObjectStore(string key);
}
Which is used in a service
public class CategoryService<T> : ICategoryService<T> where T : Company
{
private readonly IObjectStore objectStore;
public CategoryService(IObjectStore objStore)
{
this.objectStore = objStore;
objectStore.StorageTableName = "CategoryTable"; // I want to avoid this hard coding
}
...
}
The service is created using service factory (Ninject.Extensions.Factory)
public interface IServiceFactory
{
ICategoryService<T> CreateCategoryService<T>() where T : class;
}
Which is then injected using Ninject at the controller level. Here are my bindings
bool storeInNoSql = true;
kernel.Bind<IServiceFactory>().ToFactory().InSingletonScope();
kernel.Bind<ICategoryService<Article>>().To<CategoryService<Article>>();
kernel.Bind<IObjectStore>().ToMethod(ctx => storeInNoSql ? ctx.Kernel.Get<ObjectStore>() : null);
So the question is: how do i tell Ninject to set the property StorageTableName to "CategoryTable" everytime the object is injected into CategoryService and to "ArticleTable" everytime it is inserted into ArticleService?
I think this is what you are looking for.
It's just a very small sample project I just did, but this should solve your problem.
public class Ninject_34091099
{
public static void Run()
{
using (IKernel kernel = new StandardKernel())
{
kernel.Bind<IInterface<Generic1>>()
.To<Class<Generic1>>()
.WithConstructorArgument("name", "STRING ONE");
kernel.Bind<IInterface<Generic2>>()
.To<Class<Generic2>>()
.WithConstructorArgument("name", "The other string");
kernel.Bind<IServiceFactory>().ToFactory().InSingletonScope();
var factory = kernel.Get<IServiceFactory>();
var c1 = factory.CreateInterface<Generic1>();
var c2 = factory.CreateInterface<Generic2>();
Console.WriteLine(c1.Name);
Console.WriteLine(c2.Name);
}
Console.WriteLine("Done");
Console.ReadLine();
}
}
public interface IInterface<T> where T : class
{
string Name { get; set; }
}
public class Generic1
{
}
public class Generic2
{
}
public class Class<T> : IInterface<T> where T : class
{
public string Name { get; set; }
public Class(string name)
{
Name = name;
}
}
public interface IServiceFactory
{
IInterface<T> CreateInterface<T>() where T : class;
}
Sorry that the names mean nothing :D
Hope it helps

I want to implement singleton using DI and Unity [duplicate]

I'm new to Unity and am trying to write some Unity logic which initialises and register/resolves a singleton instance of the Email object so that it can be used across several other objects, one example below being OperationEntity.
So when it's registered it populates the Email singleton with some values from a config file, then whenever an instance of OperationEntity is created (in my case it's being deserialized) it uses that same Email singleton. So all my client logic needs to do is deserialize OperationEntity and call PerformAction() - with the email instance taken care of by Unity.
public interface IEmail
{
string FromName { get; set; }
string FromEmailAddress { get; set; }
}
public class Email : IEmail
{
public string FromName { get; set; }
public string FromEmailAddress { get; set; }
public Email(string fromName, string fromEmailAddress)
{
FromName = fromName;
FromEmailAddress = fromEmailAddress;
}
}
public class OperationEntity
{
private readonly IEmail _email;
public int OperationId { get; set; }
public string OperationName { get; set; }
public string ToAddress { get; set; }
public OperationEntity(IEmail email)
{
_email = email;
}
public void PerformAction()
{
_email.ToAddress = ToAddress;
_email.Body = "Some email body";
_email.Deliver();
}
}
Any help would be appreciated in getting this Unity code to work
public static void Register(IUnityContainer container)
{
container
.RegisterType<IEmail, Email>(
new InjectionFactory(c => new Email(
"To Name",
"to#email.com")));
var email = container.Resolve<IEmail>();
container.RegisterType<OperationEntity>(
"email", new ContainerControlledLifetimeManager(),
new InjectionConstructor(email));
}
First, you need a proper lifetime manager the ContainerControlledLifetimeManager is for singletons.
For custom initialization, you could probably use InjectionFactory
This lets you write any code which initializes the entity.
Edit1: this should help
public static void Register(IUnityContainer container)
{
container
.RegisterType<IEmail, Email>(
new ContainerControlledLifetimeManager(),
new InjectionFactory(c => new Email(
"To Name",
"to#email.com")));
}
and then
var opEntity = container.Resolve<OperationEntity>();
Edit2: To support serialization, you'd have to rebuild dependencies after you deserialize:
public class OperationEntity
{
// make it public and mark as dependency
[Dependency]
public IEmail _email { get; set;}
}
and then
OperationEntity entity = somehowdeserializeit;
// let unity rebuild your dependencies
container.BuildUp( entity );
You could use:
container.RegisterType<IEmail, Email>(new ContainerControlledLifetimeManager());
If IEmail is a singleton with no dependencies (just custom arguments), you can new it up yourself:
container.RegisterInstance<IEmail>(new Email("To Name", "to#email.com"));
That will register the supplied instance as a singleton for the container.
Then you just resolve the service:
container.Resolve<OperationEntity>();
And because you are resolving a concrete type, there is no registration required. Nevertheless, if you would like that service to also be a singleton, you can register it using ContainerControlledLifetimeManager and then all calls to resolve (or when injecting it as a dependency to another class) will return the same instance:
container.RegisterType<OperationEntity>(new ContainerControlledLifetimeManager());
You can, for example, use this code:
public class example : MonoBehaviour
{
public static example instance;
public void Start()
{
(!instance)
instance = this;
}
}
You could implement your own singleton class and extend any class form it.
public class MyClass : MonoBehaviour {
private static MyClass _instance;
public static MyClass Instance { get { return _instance; } }
private void Awake()
{
if (_instance != null && _instance != this)
{
Destroy(this.gameObject);
} else {
_instance = this;
}
}
}

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