Practice of requesting dependency in calling when programming interfaces? - c#

When creating an interface having methods that are expected to be called in a specific order, is such dependency good practice, or should more patterns and practices be applied to "fix" it or make the situation better?
It's important users of some interfaces call methods in a specific order.
There are likely many various examples. This is the one that came to mind first:
A data source interface of which the author envisions the init method to always be called first by any caller (i.e to connect to the data source or look up preliminary meta info, etc), before any other of the operation methods are called.
interface DataAccess {
// Note to callers: this init must be called first and only once.
void InitSelf();
// operation: get the record having the given id
T Op_GetDataValue<T>(int id);
// operation: get a cound
int Op_GetCountOfData();
// operation: persist something to the data store
void Op_Persist(object o);
//etc.
}
However the caller may choose not to call the initialization method first.
In general I'm wondering if there are better ways for this situation.

You could have the other methods throw an exception if the object is uninitialized, or you could go for a more strict API. It would be more complicated to implement, but for example, InitSelf() could return an interface containing the data operations:
interface DataAccess {
DataOperations InitSelf();
}
interface DataOperations {
T Op_GetDataValue<T>(int id);
...
}
This would sort of require the consumer to initialize before performing operations, though there would be ways to circumvent that.

I'm a little confused. Implementors are not necessarily callers or users of the interface. In your example, implementors can assume that InitSelf is called before anything else, but aren't responsible for making that happen.
I think naming something InitXXX is a good indication that that is the case.
For more odd dependencies (not Init, which is very common), it would probably be better to not have the dependency.
Sometimes, it's not possible, and if you decide that it's not overkill to try to fix it, then a common thing is to separate into multiple interfaces that you get access to as you call early ones.
A common example is a database interface. You call connect, it returns a connection. You call createStatement on the connection, it returns a statement. You call setParam on the statement, you call runStatement on the statement, then you get a result, etc.

Any initialization should be done in the constructor. Clients of the DataAccess interface should not have to worry about the construction details.

Related

Testing methods with overloading using shims and stubs in VS 2013 c# Code [duplicate]

What is the best way to unit test a method that doesn't return anything? Specifically in c#.
What I am really trying to test is a method that takes a log file and parses it for specific strings. The strings are then inserted into a database. Nothing that hasn't been done before but being VERY new to TDD I am wondering if it is possible to test this or is it something that doesn't really get tested.
If a method doesn't return anything, it's either one of the following
imperative - You're either asking the object to do something to itself.. e.g change state (without expecting any confirmation.. its assumed that it will be done)
informational - just notifying someone that something happened (without expecting action or response) respectively.
Imperative methods - you can verify if the task was actually performed. Verify if state change actually took place. e.g.
void DeductFromBalance( dAmount )
can be tested by verifying if the balance post this message is indeed less than the initial value by dAmount
Informational methods - are rare as a member of the public interface of the object... hence not normally unit-tested. However if you must, You can verify if the handling to be done on a notification takes place. e.g.
void OnAccountDebit( dAmount ) // emails account holder with info
can be tested by verifying if the email is being sent
Post more details about your actual method and people will be able to answer better.
Update: Your method is doing 2 things. I'd actually split it into two methods that can now be independently tested.
string[] ExamineLogFileForX( string sFileName );
void InsertStringsIntoDatabase( string[] );
String[] can be easily verified by providing the first method with a dummy file and expected strings. The second one is slightly tricky.. you can either use a Mock (google or search stackoverflow on mocking frameworks) to mimic the DB or hit the actual DB and verify if the strings were inserted in the right location. Check this thread for some good books... I'd recomment Pragmatic Unit Testing if you're in a crunch.
In the code it would be used like
InsertStringsIntoDatabase( ExamineLogFileForX( "c:\OMG.log" ) );
Test its side-effects. This includes:
Does it throw any exceptions? (If it should, check that it does. If it shouldn't, try some corner cases which might if you're not careful - null arguments being the most obvious thing.)
Does it play nicely with its parameters? (If they're mutable, does it mutate them when it shouldn't and vice versa?)
Does it have the right effect on the state of the object/type you're calling it on?
Of course, there's a limit to how much you can test. You generally can't test with every possible input, for example. Test pragmatically - enough to give you confidence that your code is designed appropriately and implemented correctly, and enough to act as supplemental documentation for what a caller might expect.
As always: test what the method is supposed to do!
Should it change global state (uuh, code smell!) somewhere?
Should it call into an interface?
Should it throw an exception when called with the wrong parameters?
Should it throw no exception when called with the right parameters?
Should it ...?
Try this:
[TestMethod]
public void TestSomething()
{
try
{
YourMethodCall();
Assert.IsTrue(true);
}
catch {
Assert.IsTrue(false);
}
}
Void return types / Subroutines are old news. I haven't made a Void return type (Unless I was being extremely lazy) in like 8 years (From the time of this answer, so just a bit before this question was asked).
Instead of a method like:
public void SendEmailToCustomer()
Make a method that follows Microsoft's int.TryParse() paradigm:
public bool TrySendEmailToCustomer()
Maybe there isn't any information your method needs to return for usage in the long-run, but returning the state of the method after it performs its job is a huge use to the caller.
Also, bool isn't the only state type. There are a number of times when a previously-made Subroutine could actually return three or more different states (Good, Normal, Bad, etc). In those cases, you'd just use
public StateEnum TrySendEmailToCustomer()
However, while the Try-Paradigm somewhat answers this question on how to test a void return, there are other considerations too. For example, during/after a "TDD" cycle, you would be "Refactoring" and notice you are doing two things with your method... thus breaking the "Single Responsibility Principle." So that should be taken care of first. Second, you might have idenetified a dependency... you're touching "Persistent" Data.
If you are doing the data access stuff in the method-in-question, you need to refactor into an n-tier'd or n-layer'd architecture. But we can assume that when you say "The strings are then inserted into a database", you actually mean you're calling a business logic layer or something. Ya, we'll assume that.
When your object is instantiated, you now understand that your object has dependencies. This is when you need to decide if you are going to do Dependency Injection on the Object, or on the Method. That means your Constructor or the method-in-question needs a new Parameter:
public <Constructor/MethodName> (IBusinessDataEtc otherLayerOrTierObject, string[] stuffToInsert)
Now that you can accept an interface of your business/data tier object, you can mock it out during Unit Tests and have no dependencies or fear of "Accidental" integration testing.
So in your live code, you pass in a REAL IBusinessDataEtc object. But in your Unit Testing, you pass in a MOCK IBusinessDataEtc object. In that Mock, you can include Non-Interface Properties like int XMethodWasCalledCount or something whose state(s) are updated when the interface methods are called.
So your Unit Test will go through your Method(s)-In-Question, perform whatever logic they have, and call one or two, or a selected set of methods in your IBusinessDataEtc object. When you do your Assertions at the end of your Unit Test you have a couple of things to test now.
The State of the "Subroutine" which is now a Try-Paradigm method.
The State of your Mock IBusinessDataEtc object.
For more information on Dependency Injection ideas on the Construction-level... as they pertain to Unit Testing... look into Builder design patterns. It adds one more interface and class for each current interface/class you have, but they are very tiny and provide HUGE functionality increases for better Unit-Testing.
You can even try it this way:
[TestMethod]
public void ReadFiles()
{
try
{
Read();
return; // indicates success
}
catch (Exception ex)
{
Assert.Fail(ex.Message);
}
}
it will have some effect on an object.... query for the result of the effect. If it has no visible effect its not worth unit testing!
Presumably the method does something, and doesn't simply return?
Assuming this is the case, then:
If it modifies the state of it's owner object, then you should test that the state changed correctly.
If it takes in some object as a parameter and modifies that object, then your should test the object is correctly modified.
If it throws exceptions is certain cases, test that those exceptions are correctly thrown.
If its behaviour varies based on the state of its own object, or some other object, preset the state and test the method has the correct Ithrough one of the three test methods above).
If youy let us know what the method does, I could be more specific.
Use Rhino Mocks to set what calls, actions and exceptions might be expected. Assuming you can mock or stub out parts of your method. Hard to know without knowing some specifics here about the method, or even context.
Depends on what it's doing. If it has parameters, pass in mocks that you could ask later on if they have been called with the right set of parameters.
What ever instance you are using to call the void method , You can just use ,Verfiy
For Example:
In My case its _Log is the instance and LogMessage is the method to be tested:
try
{
this._log.Verify(x => x.LogMessage(Logger.WillisLogLevel.Info, Logger.WillisLogger.Usage, "Created the Student with name as"), "Failure");
}
Catch
{
Assert.IsFalse(ex is Moq.MockException);
}
Is the Verify throws an exception due to failure of the method the test would Fail ?

Composition and interaction with owner instance

I was wondering what is the best practice for accessing the owner instance when using composition (not aggregation)
public class Manager
{
public List<ElementToManage> Listelmt;
public List<Filter> ListeFilters;
public void LoadState(){}
}
public class Filter
{
public ElementToManage instance1;
public ElementToManage instance2;
public object value1;
public object value2;
public LoadState()
{
//need to access the property Listelmt in the owner instance (manager instance)
//instance1 = Listelmt.SingleOrDefault(...
}
}
So far I'm thinking about two possibilities:
Keep a reference to the owner in the Filter instance.
Declare an event in the Filter class. The manager instance subscribe to it, and the filter throw it when needed.
I feel more like using the second possibility. It seems more OOP to me, and there is less dependencies between the classes ( any refactoring later will be easier),
But debugging and tracing may be a bit harder on the long run.
Regarding business layer classes, i don't remember seeing events for this purpose.
Any insight would be greatly appreciated
There is no concept of an "owner" of a class instance, there should not be any strong coupling between the Filter instance and the object that happens to have an instance of it.
That being the case an event seems appropriate: It allows for loose coupling while enabling the functionality you want. If you went with option #1 on the other hand you would limit the overall usefulness of the Filter class - now it can only be contained in Manager classes, I don't think that is what you would want.
Overall looking at your code you might want to pass in the relevant data the method LoadState operates on so it doesn't have to "reach out".
I recomend the reference to owner of filter instance. The event can be handled by more handlers and can change result of previous handler(s). And you propadly don't want change the owner during lifetime of Filter without notification the Filter instance.
My short answer : Neither.
First option to keep a reference to the owner is problematic for several reasons. Filter class no longer has a single responsibility. Filter and Manager are tightly coupled. etc.
Second option is only a little better, and yes I've used events in similar scenearios, it rarely if ever ends well.
It's difficult to give a definite advice without more specific details. Some thoughts:
1) Are you sure your classes are as they should be? Maybe there should be a class to compose a single ElementToManage and a single Filter ?
2) Who is responsible for creating a Filter? For example, if it is Manager, maybe the Manager can give the list as a construction parameter? Maybe you can create a FilterFactory class that does any needed initializations.
3) Who calls filter.LoadState()? Maybe the needed list could be passed as a parameter to the LoadState() method.
4) I frequently use an "Initialization Design Pattern" (my terminology) For example I'll have a BinaryTree where parent and child will point to each other. The Factory constructs the nodes in a plain state, and than calls an initialize method with other needed objects. The class becomes complicated because I probably need to ensure that an uninitialized object raises an error for every other usage, and need to ensure that an object is initialized only once, is initialized only through the Factory, etc. But if it works, it is usually the best solution, in my opinion.
5) I'm still trying to learn "Dependency Injection" and getting nowhere, I guess it may have something to do with your question. I wonder if someone will come with an answer involving Dependency Injection.

Using switch and enumerations as substitute for named methods

This pattern pops up a lot. It looks like a very verbose way to move what would otherwise be separate named methods into a single method and then distinguished by a parameter.
Is there any good reason to have this pattern over just having two methods Method1() and Method2() ? The real kicker is that this pattern tends to be invoked only with constants at runtime-- i.e. the arguments are all known before compiling is done.
public enum Commands
{
Method1,
Method2
}
public void ClientCode()
{
//Always invoked with constants! Never user input.
RunCommands(Commands.Method1);
RunCommands(Commands.Method2);
}
public void RunCommands(Commands currentCommand)
{
switch (currentCommand)
{
case Commands.Method1:
// Stuff happens
break;
case Commands.Method2:
// Other stuff happens
break;
default:
throw new ArgumentOutOfRangeException("currentCommand");
}
}
To an OO programmer, this looks horrible.
The switch and enum would need synchronised maintenance and the default case seems like make-work.
The OO programmer would substitute an object with named methods: Then the names like method1 would only appear once in the library. Also all the default cases would be obviated.
Yes, your clients still need to be synchronised with the methods you supply - a static language always insists on method names being known at compile time.
You could argue that this pattern allows you to put shared logging (or other) code for method entry and exit in a single place. But I wouldn't. AOP is a better approach for this sort of thing.
That pattern could be valid if you needed the coupling to be very loose. For example you might have an interface
interface CommandProcessor{
void process(Command c);
}
If you have a method per command then each time you add a new command you would need to add a new method, if you have multiple implementations then you would need to add the method to each Processor. This could be resolved by having some base class, but if the needs diverge you could end up with a very deep class heirarchy as you add new abstraction layers (or you may already be extending another class in with the processor. If it is based on switch's over the constant you can have you default case that handles new cases appropriately by default (exceptions, whatever may be appropriate).
I have used a pattern similar to this in my code with the addition of a factory. The operations started as a small set, but I knew they would be increasing, so I had a mechanism to describe the command and then a factory that produced CommandProcessors. The factory would generate the appropriate processor and then the single method of that processor would accept the command and perform its processing.
That said if your list of command is fairly static and you don't need to worry about how tightly things are coupled then the one-method-per-command approach certainly lends itself to much more readable code.
I can't see any obvious advantages. Quite the opposite; by splitting the blocks into separate methods, each method will be smaller, easier to read and easier to test.
If needed, you could still have the same "entry point" method, where each case would just branch out and call another method. Whether that would be a good or bad idea is impossible to say without knowing more about specific cases. Either way, I would definitely avoid implementing the code for each case in the RunCommands method.
If RunCommands is only ever invoked with the names constants, then I don't see any advantage in this pattern at all.
The only advantage I see (and it could be a big one) would be that the decision between Method1 and Method2 and the code that actually executes the choice could be entirely unrelated. Of course that advantage is lost, when only constants are ever used to invoke RunCommand.
if the code being run inside each case block is completely separate, no value added. however, if there is any common code to be executed before or after the parameter-specific code, this allows it to not be repeated.
still not really the best pattern, though. each separate method could just have calls to helper methods to handle the common code. and if there needs to be another call, but this one doesn't need the common code in front or at the end, the whole model is broken (or you surround that code with and IF). at this point, all value is lost.
so, really, the answer is no.

Is it a code smell for one method to depend on another?

I am refactoring a class so that the code is testable (using NUnit and RhinoMocks as testing and isolations frameworks) and have found that I have found myself with a method is dependent on another (i.e. it depends on something which is created by that other method). Something like the following:
public class Impersonator
{
private ImpersonationContext _context;
public void Impersonate()
{
...
_context = GetContext();
...
}
public void UndoImpersonation()
{
if (_context != null)
_someDepend.Undo();
}
}
Which means that to test UndoImpersonation, I need to set it up by calling Impersonate (Impersonate already has several unit tests to verify its behaviour). This smells bad to me but in some sense it makes sense from the point of view of the code that calls into this class:
public void ExerciseClassToTest(Impersonator c)
{
try
{
if (NeedImpersonation())
{
c.Impersonate();
}
...
}
finally
{
c.UndoImpersonation();
}
}
I wouldn't have worked this out if I didn't try to write a unit test for UndoImpersonation and found myself having to set up the test by calling the other public method. So, is this a bad smell and if so how can I work around it?
Code smell has got to be one of the most vague terms I have ever encountered in the programming world. For a group of people that pride themselves on engineering principles, it ranks right up there in terms of unmeasurable rubbish, and about as useless a measure, as LOCs per day for programmer efficiency.
Anyway, that's my rant, thanks for listening :-)
To answer your specific question, I don't believe this is a problem. If you test something that has pre-conditions, you need to ensure the pre-conditions have been set up first for the given test case.
One of the tests should be what happens when you call it without first setting up the pre-conditions - it should either fail gracefully or set up it's own pre-condition if the caller hasn't bothered to do so.
Well, there is a bit too little context to tell, it looks like _someDepend should be initalized in the constructor.
Initializing fields in an instance method is a big NO for me. A class should be fully usable (i.e. all methods work) as soon as it is constructed; so the constructor(s) should initialize all instance variables. See e.g. the page on single step construction in Ward Cunningham's wiki.
The reason initializing fields in an instance method is bad is mainly that it imposes an implicit ordering on how you can call methods. In your case, TheMethodIWantToTest will do different things depending on whether DoStuff was called first. This is generally not something a user of your class would expect, so it's bad :-(.
That said, sometimes this kind of coupling may be unavoidable (e.g. if one method acquires a resource such as a file handle, and another method is needed to release it). But even that should be handled within one method if possible.
What applies to your case is hard to tell without more context.
Provided you don't consider mutable objects a code smell by themselves, having to put an object into the state needed for a test is simply part of the set-up for that test.
This is often unavoidable, for instance when working with remote connections - you have to call Open() before you can call Close(), and you don't want Open() to automatically happen in the constructor.
However you want to be very careful when doing this that the pattern is something readily understood - for instance I think most users accept this kind of behaviour for anything transactional, but might be surprised when they encounter DoStuff() and TheMethodIWantToTest() (whatever they're really called).
It's normally best practice to have a property that represents the current state - again look at remote or DB connections for an example of a consistently understood design.
The big no-no is for this to ever happen for properties. Properties should never care what order they are called in. If you have a simple value that does depend on the order of methods then it should be a parameterless method instead of a property-get.
Yes, I think there is a code smell in this case. Not because of dependencies between methods, but because of the vague identity of the object. Rather than having an Impersonator which can be in different persona states, why not have an immutable Persona?
If you need a different Persona, just create a new one rather than changing the state of an existing object. If you need to do some cleanup afterwards, make Persona disposable. You can keep the Impersonator class as a factory:
using (var persona = impersonator.createPersona(...))
{
// do something with the persona
}
To answer the title: having methods call each other (chaining) is unavoidable in object oriented programming, so in my view there is nothing wrong with testing a method that calls another. A unit test can be a class after all, it's a "unit" you're testing.
The level of chaining depends on the design of your object - you can either fork or cascade.
Forking:
classToTest1.SomeDependency.DoSomething()
Cascading:
classToTest1.DoSomething() (which internally would call SomeDependency.DoSomething)
But as others have mentioned, definitely keep your state initialisation in the constructor which from what I can tell, will probably solve your issue.

Method knows too much about methods it's calling

I have a method that I want to be "transactional" in the abstract sense. It calls two methods that happen to do stuff with the database, but this method doesn't know that.
public void DoOperation()
{
using (var tx = new TransactionScope())
{
Method1();
Method2();
tc.Complete();
}
}
public void Method1()
{
using (var connection = new DbConnectionScope())
{
// Write some data here
}
}
public void Method2()
{
using (var connection = new DbConnectionScope())
{
// Update some data here
}
}
Because in real terms the TransactionScope means that a database transaction will be used, we have an issue where it could well be promoted to a Distributed Transaction, if we get two different connections from the pool.
I could fix this by wrapping the DoOperation() method in a ConnectionScope:
public void DoOperation()
{
using (var tx = new TransactionScope())
using (var connection = new DbConnectionScope())
{
Method1();
Method2();
tc.Complete();
}
}
I made DbConnectionScope myself for just such a purpose, so that I don't have to pass connection objects to sub-methods (this is more contrived example than my real issue). I got the idea from this article: http://msdn.microsoft.com/en-us/magazine/cc300805.aspx
However I don't like this workaround as it means DoOperation now has knowledge that the methods it's calling may use a connection (and possibly a different connection each). How could I refactor this to resolve the issue?
One idea I'm thinking of is creating a more general OperationScope, so that when teamed up with a custom Castle Windsor lifestyle I'll write, will mean any component requested of the container with OperationScopeLifetyle will always get the same instance of that component. This does solve the problem because OperationScope is more ambiguous than DbConnectionScope.
I'm seeing conflicting requirements here.
On the one hand, you don't want DoOperation to have any awareness of the fact that a database connection is being used for its sub-operations.
On the other hand, it clearly is aware of this fact because it uses a TransactionScope.
I can sort of understand what you're getting at when you say you want it to be transactional in the abstract sense, but my take on this is that it's virtually impossible (no, scratch that - completely impossible) to describe a transaction in such abstract terms. Let's just say you have a class like this:
class ConvolutedBusinessLogic
{
public void Splork(MyWidget widget)
{
if (widget.Validate())
{
widgetRepository.Save(widget);
widget.LastSaved = DateTime.Now;
OnSaved(new WidgetSavedEventArgs(widget));
}
else
{
Log.Error("Could not save MyWidget due to a validation error.");
SendEmailAlert(new WidgetValidationAlert(widget));
}
}
}
This class is doing at least two things that probably can't be rolled back (setting the property of a class and executing an event handler, which might for example cascade-update some controls on a form), and at least two more things that definitely can't be rolled back (appending to a log file somewhere and sending out an e-mail alert).
Perhaps this seems like a contrived example, but that is actually my point; you can't treat a TransactionScope as a "black box". The scope is in fact a dependency like any other; TransactionScope just provides a convenient abstraction for a unit of work that may not always be appropriate because it doesn't actually wrap a database connection and can't predict the future. In particular, it's normally not appropriate when a single logical operation needs to span more than one database connection, whether those connections are to the same database or different ones. It tries to handle this case of course, but as you've already learned, the result is sub-optimal.
The way I see it, you have a few different options:
Make explicit the fact that Method1 and Method2 require a connection by having them take a connection parameter, or by refactoring them into a class that takes a connection dependency (constructor or property). This way, the connection becomes part of the contract, so Method1 no longer knows too much - it knows exactly what it's supposed to know according to the design.
Accept that your DoOperation method does have an awareness of what Method1 and Method2 do. In fact, there is nothing wrong with this! It's true that you don't want to be relying on implementation details of some future call, but forward dependencies in the abstraction are generally considered OK; it's reverse dependencies you need to be concerned about, like when some class deep in the domain model tries to update a UI control that it has no business knowing about in the first place.
Use a more robust Unit of Work pattern (also: here). This is getting to be more popular and it is, by and large, the direction Microsoft has gone in with Linq to SQL and EF (the DataContext/ObjectContext are basically UOW implementations). This sleeves in well with a DI framework and essentially relieves you of the need to worry about when transactions start and end and how the data access has to occur (the term is "persistence ignorance"). This would probably require significant rework of your design, but pound for pound it's going to be the easiest to maintain long-term.
Hope one of those helps you.

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