I have been getting a lot of traction from a builder pattern as a public class member of another class:
public class Part
{
public class Builder
{
public string Name { get; set; }
public int Type { get; set; }
public Part Build()
{
return new Part(Name, Type);
}
}
protected Part(string name, int type)
{
...
}
}
Note protected constructor - I like how I HAVE to use the builder to get a Part. Calls to
Part p = new Part.Builder() { Name = "one", Type = 1 }.Build();
work great. What I would like to do is use this builder to serve up a special kind of part based on the Type (for example):
public class SpecialPart : Part
{
protected SpecialPart(string name, int type) : base(name, type) { }
}
And a slight change to the builder:
public Part Build()
{
if (Type == _some_number_)
return new SpecialPart(Name, Type);
return new Part(Name, Type);
}
But this doesn't work - Part.Builder can't see SpecialPart's protected constructor. How can I get Builder to work with descendents of Part and get the same must-have-a-builder semantics?
There are many ways to skin a cat, but the path of least resistance here is going to be making the constructors of your various part types public or internal.
You can't do it, except for putting them in their own assembly and use the internal access specifier.
Related
I have a third party DLL that returns objects like Customers, Orders, etc. I'll call them Your Entities. They do have a common IYourEntity interface so I can use that as a source constraint.
I want to create a generic conversion extension method to convert all these different third party entities to My Entities with some streamlined and more maintainable code.
....but I can't figure out how to make a generic extension method that will call the concrete extension method for the specific conversion of each class.
Putting some of the main aspects of my code below, but you can get a full fiddle to play with here.
Yes, I'm probably showing I'm a bit clueless on how to do this and maybe trying to combine different concepts. Any pointers much appreciated as I've been beating my head for a couple of days now and need a life line :)
public interface IYourEntity
{
int Id
{
get;
set;
}
}
public interface IConvertToMyEntity<TYourEntity, TMyEntity>
where TYourEntity : class, IYourEntity, new()
where TMyEntity : class, IMyEntity, new()
{
TMyEntity ToMyEntity(TYourEntity yourEntity);
}
public static class ExtensionMethods
{
private static IMyEntity ToMyEntity(this IYourEntity yourEntity)
{
return new MyEntity1();
}
public static List<IMyEntity> ToMyEntityList(this List<IYourEntity> lstYourEntities)
{
return lstYourEntities.ConvertAll(q => q.ToMyEntity());
}
}
public class YourEntity1 : IYourEntity, IConvertToMyEntity<YourEntity1, MyEntity1>
{
public int Id
{
get;
set;
}
public string YourEntityName
{
get;
set;
}
public MyEntity1 ToMyEntity(YourEntity1 yourEntity)
{
return new MyEntity1()
{Id = yourEntity.Id, MyEntityName = yourEntity.YourEntityName, CreatedOn = DateTime.UtcNow};
}
public List<MyEntity1> ToMyEntityList(List<YourEntity1> lstYourEntities)
{
return lstYourEntities.ConvertAll(q => ToMyEntity(q));
}
}
Since the classes implementing IYourEntity are from a third party and not under your control, you can't implement an own IConvertToMyEntity<T1, T2> interface upon these.
One way you can handle it is by overloads of such conversion (extension) methods.
There's no need for any generic T type arguments; the common IYourEntity interface suffices.
Suppose you have 3 classes implementing the IYourEntity interface;
e.g. YourCustomer, YourOrder and YourProduct.
These need to be converted to IMyEntity instances, of which you might have different concrete implementations;
e.g. a general MyEntity and a specific MyProduct.
For the conversion you set up an extension method targeting IYourEntity.
This extension method will be called to convert an IYourEntity to an IMyEntity in case a more specific overload of this extension method does not exist.
public static IMyEntity ToMyEntity(this IYourEntity target)
{
return new MyEntity { Id = target.Id, EntityName = "Fallback name" };
}
For the entities that require a custom conversion, you set up overloads of this extension method targeting those specific source class types.
Below are such ones for YourOrder and YourProduct (but not for YourCustomer).
public static IMyEntity ToMyEntity(this YourOrder target)
{
return new MyEntity { Id = target.Id, EntityName = target.OrderName.ToUpper() };
}
public static IMyEntity ToMyEntity(this YourProduct target)
{
return new MyProduct { Id = target.Id * 100, EntityName = target.ProductName };
}
Next, define the extension method to convert the list of IYourEntity instances to a list of IMyEntity instances. In the code below, the inbetween cast to dynamic enables that the appropriate ToMyEntity overload will be called.
Note that the ToMyEntity methods don't have to be extension methods, but it might be convenient to have these in place in case you need to convert a single instance instead of a list.
public static List<IMyEntity> ToMyEntities(this List<IYourEntity> target)
{
var myEntities = new List<IMyEntity>();
foreach (var yourEntity in target)
{
var myEntity = Extensions.ToMyEntity((dynamic)yourEntity);
myEntities.Add(myEntity);
}
return myEntities;
}
An example - .net fiddle
var yourEntities = new List<IYourEntity>()
{
new YourCustomer() { Id = 1 },
new YourOrder() { Id = 2, OrderName = "Order-2"},
new YourProduct() { Id = 3, ProductName = "Product-3"}
};
var myEnties = yourEntities.ToMyEntities();
myEnties.ForEach(o => Console.WriteLine("{0} - {1} ({2})",
o.Id, o.EntityName, o.GetType().Name
));
The output of the example above looks like below.
Notice how the YourCustomer instance was handled by the general IYourEntity conversion, whereas the YourOrder and YourProduct instances got a specific treatment.
1 - Fallback name (MyEntity)
2 - ORDER-2 (MyEntity)
300 - Product-3 (MyProduct)
You can change your extension method to this:
private static IMyEntity ToMyEntity(this IYourEntity yourEntity)
{
if (yourEntity is IConvertToMyEntity<IYourEntity, IMyEntity> convertible)
return convertible.ToMyEntity;
return new MyEntity1();
}
This will not work in most cases unless you also make your interface co- and contra-variant:
public interface IConvertToMyEntity<in TYourEntity, out TMyEntity>
where TYourEntity : class, IYourEntity, new()
where TMyEntity : class, IMyEntity, new()
{
TMyEntity ToMyEntity(TYourEntity yourEntity);
}
It is still not completely clear to me how you can make a third party class implements IConvertToMyEntity that easily. Assuming you did this only to show us your actual goal, you should be very careful with what you are trying to accomplish in the Main.
If you use a List<IYourEntity>, you can only use methods and properties defined in the interface, unless you know what you are doing with specific cast. The need for List<IYourEntity> or List<IMyEntity> limits a lot the implementation of a custom mapper between My classes and Your classes. Here a possible solution:
As I said, I did not change Your classes:
public interface IYourEntity
{
int Id
{
get;
set;
}
}
public class YourEntity1 : IYourEntity
{
public int Id
{
get;
set;
}
public string YourEntityName
{
get;
set;
}
}
Also My classes are very simple and do not contain any logic for the mapping. This is a debatable choice, but I generally prefer to keep conversion logic separated from the classes involved. This helps to maintain clean your code in case you have several conversion functions for the same pair of classes. By the way, here they are:
public interface IMyEntity
{
int Id
{
get;
set;
}
DateTime CreatedOn
{
get;
set;
}
}
public class MyEntity1 : IMyEntity
{
public int Id
{
get;
set;
}
public string MyEntityName
{
get;
set;
}
public DateTime CreatedOn
{
get;
set;
}
}
And this is how I designed the custom converter
public interface IMyEntityConverter
{
IMyEntity Convert(IYourEntity yourEntity);
}
public class MyEntity1Converter : IMyEntityConverter
{
public IMyEntity Convert(IYourEntity yourEntity)
{
var castedYourEntity = yourEntity as YourEntity1;
return new MyEntity1()
{
Id = castedYourEntity.Id,
MyEntityName = castedYourEntity.YourEntityName,
CreatedOn = DateTime.UtcNow
};
}
}
It is clear the lack of genericity, but you cannot do otherwise if you need an extension method on a List of generic My and Your classes. Also tried with covariant and contravariant interfaces but C# does not let you use them with this implementation.
Now the core of the solution: you need something that binds Your class to the My class with a custom converter, and all of this should be as more transparent as possible.
public class EntityAdapter<YourType, MyType>
where YourType : IYourEntity
where MyType : IMyEntity
{
protected YourType wrappedEntity;
protected IMyEntityConverter converter;
public EntityAdapter(YourType wrappedEntity, IMyEntityConverter converter)
{
this.wrappedEntity = wrappedEntity;
this.converter = converter;
}
public static implicit operator YourType(EntityAdapter<YourType, MyType> entityAdapter) => entityAdapter.wrappedEntity;
public static explicit operator MyType(EntityAdapter<YourType, MyType> entityAdapter) =>
(MyType) entityAdapter.converter.Convert(entityAdapter.wrappedEntity);
public MyType CastToMyEntityType()
{
return (MyType) this;
}
}
The pseudo-transparency here is given by the implicit cast to Your class. The advantage is that you can cast this EntityAdapter to an instance of a My class by calling CastToMyEntityType or the explicit operator overload.
The painful part is with the extension methods:
public static class EntityAdapterExtensions
{
public static List<IMyEntity> ToIMyEntityList(this List<EntityAdapter<IYourEntity, IMyEntity>> lstEntityAdapters)
{
return lstEntityAdapters.ConvertAll(e => e.CastToMyEntityType());
}
public static List<EntityAdapter<IYourEntity, IMyEntity>> ToEntityAdapterList(this List<IYourEntity> lstYourEntities)
{
return lstYourEntities.Select(e =>
{
switch (e)
{
case YourEntity1 yourEntity1:
return new EntityAdapter<IYourEntity, IMyEntity>(yourEntity1, new MyEntity1Converter());
default:
throw new NotSupportedException("You forgot to map " + e.GetType());
}
}).ToList();
}
}
The first one is pretty straightforward to understand, but the second one is definitely something that require maintenance. I gave up on generics for the reasons already explained, so the only thing left to do is to create the EntityAdapters starting from the actual entity types.
Here is the fiddle
This may be a little controversial but maybe a different way is better?
Firstly, and this is more for my sake, I would suggest more easily understandable terminology so instead of 'your' and 'my' I would use 'source' and 'dest'.
Secondly I wonder if the generics route is necessary? I'm assuming (and I may be wrong) that for each of the classes you have coming from your third-party assembly, you have a specific class for it to be converted to. So maybe this could be achieved much more easily with a constructor override in your destination class.
// third party class example
public class SourceClass
{
public int Id { get; set; }
public string Name { get; set; }
}
// the destination class in your project
public class DestClass
{
public int Id { get; set; }
public string Name { get; set; }
public DateTime CreatedOn { get; set; }
// default constructor
public DestClass()
{
}
// conversion constructor
public DestClass(SourceClass source)
{
Id = source.Id;
Name = source.Name;
CreatedOn = DateTime.UtcNow;
}
}
This way you convert a single instance using:
// source being an instance of the third-party class
DestClass myInstance = new DestClass(source);
And you can convert a list with LINQ:
// source list is IList<SourceClass>
IList<DestClass> myList = sourceList.Select(s => new DestClass(s)).ToList();
If you wanted to you could implement extensions for your conversions. This again would not be generic as you'll need one for each class pairing but as it's an alternative to writing a converter class for each, it will be overall less code.
public static class SourceClassExtensions
{
public static DestClass ToDest(this SourceClass source)
=> new DestClass(source);
public static IList<DestClass> ToDest(this IList<SourceClass> source)
=> source.Select(s => new DestClass(s)).ToList();
}
If you still want something generic then you'll want a converter for each class pair, implementing a suitable interface. Then I'd recommend a converter factory class where you'll need to register the specific converters either into a dictionary in the class or via dependency injection. I can go into this further if you'd prefer but I think it would be more complicated.
sorry for writing here its not an actual answer,
there is no option for generically to do this
you have to write for every entity
public interface IConvertToMyEntity<TYourEntity, TMyEntity>
where TYourEntity : class, IYourEntity, new()
where TMyEntity : class, IMyEntity, new()
{
TMyEntity ToMyEntity(TYourEntity yourEntity);
}
I saw this code from your question.
It depends on what you want to do after transformation
you should use data mapper
public class MapProfile : Profile
{
public MapProfile()
{
CreateMap<TYourEntity , TMyEntity >();
CreateMap<TMyEntity , TYourEntity >();
}
}
I have a series of objects, lets call them buildings, that each share certain properties that are static for that building, but different for each building, such as price. I assumed that the best way to implement this was to create an abstract superclass with the shared price attribute and set the values in each subclass, but I cannot figure out how to get this to work. Here is an example of something I have tried:
using System;
public abstract class Buildings
{
internal static int price;
internal static int turnsToMake;
}
using System;
public class Walls : Buildings
{
public Walls()
{
price = 200;
turnsToMake = 5;
}
}
This works fine for construction, but if I want to check the price before creating it (to check if the player has enough money) then it just returns a null value. I'm sure that it is is a super simple fix, but I can't figure it out. Any help?
There is a "patchy" yet simple solution that's worth to consider. If you define your base class as a Generic class, and in deriving classes set T as the class itself, It will work.
This happens because .NET statically defines a new type for each new definition.
For example:
class Base<T>
{
public static int Counter { get; set; }
public Base()
{
}
}
class DerivedA : Base<DerivedA>
{
public DerivedA()
{
}
}
class DerivedB : Base<DerivedB>
{
public DerivedB()
{
}
}
class Program
{
static void Main(string[] args)
{
DerivedA.Counter = 4;
DerivedB.Counter = 7;
Console.WriteLine(DerivedA.Counter.ToString()); // Prints 4
Console.WriteLine(DerivedB.Counter.ToString()); // Prints 7
Console.ReadLine();
}
}
Don't use static. Static says that all instances of Building have the same value. A derived class will not inherit its own copy of the statics; but would always modify the base class statics. In your design there would only be one value for price and turnsToMake.
This should work for you:
public abstract class Buildings
{
internal int price;
internal int turnsToMake;
}
However, most people don't like using fields these days and prefer properties.
public abstract class Buildings
{
internal int Price { get; set; }
internal int TurnsToMake { get; set; }
}
I want to check the price before creating it […]
I suppose that's how you got to static fields; however, static and virtual behaviour cannot be combined. That is, you would have to re-declare your static fields for each subclass. Otherwise, all your subclasses share the exact same fields and overwrite each others' values.
Another solution would be to use the Lazy<T, TMetadata> type from the .NET (4 or higher) framework class library:
public class Cost
{
public int Price { get; set; }
public int TurnsToMake { get; set; }
}
var lazyBuildings = new Lazy<Buildings, Cost>(
valueFactory: () => new Walls(),
metadata: new Cost { Price = 200, TurnsToMake = 5 });
if (lazyBuildings.Metadata.Price < …)
{
var buildings = lazyBuildings.Value;
}
That is, the metadata (.Metadata) now resides outside of the actual types (Buildings, Walls) and can be used to decide whether you actually want to build an instance ( .Value) of it.
(Thanks to polymorphism, you can have a whole collection of such "lazy factories" and find a building type to instantiate based on the metadata of each factory.)
Building on Uri Abramson's answer above:
If you need to access the static property from within the Base class, use reflection to get the value from T. Also, you can enforce that Base must be inherited using T of the derived type.
e.g.
class Base<T> where T : Base <T> {
static int GetPropertyValueFromDerivedClass<PropertyType>(BindingFlags Flags = BindingFlags.Public | BindingFlags.Static, [CallerMemberName] string PropertyName = "")
{
return typeof(T).GetProperty(PropertyName, Flags)?.GetValue(null);
}
static int Counter{ get => GetPropertyValueFromDerivedClass(); }
}
static int DoubleCounter{ return Counter*2; } //returns 8 for DerivedA and 14 for DerivedB
}
If you have a better way to do this, please post.
Not as easy for the inheritor, but workable...
public abstract class BaseType
{
public abstract contentType Data { get; set; }
}
public class InheritedType : BaseType
{
protected static contentType _inheritedTypeContent;
public override contentType Data { get => _inheritedTypeContent; set => _inheritedTypeContent = value; }
}
I have an interface:
interface IInterface
{
string Name { get; }
}
that is implemented by an generic abstract class:
public class BInterface<T> : IInterface
{
static BInterface()
{
// Or anything that would be implementation class specific
Name = typeof(BInterface<>).GetType().Name;
}
public static string Name { get; private set; }
string IInterface.Name { get { return Name; } }
}
Which is in turn implemented in a concrete class:
public class CInterface : BInterface<int>
{
}
I know how to get the references to the concrete classes via 'type.IsAssignableFrom', '!type.IsInterface' and '!type.IsAbstract', but that is as far as I have managed.
I need to get, via Reflection, the VALUE of the static Name property for any of the concrete classes. However, for the life of my poor brain, I cannot figure the code to accomplish this. Any hints would be great.
EDIT (In clarification):
I am aware that the static property needs to read from the base class. However....
The static field will contain the base name of the concrete class --> derived via reflection in the static constructor of the base class. This works (and I know how to accomplish it) as we do it all over the place.
I this case, I am attempting to build a factory class that needs to know this static field, and needs to get to it via Reflection due to the some (other) requirements of the factory implementation.
EDIT (again) Expanded code:
Here is a nearly complete, if useless, example of what I am attempting to accomplish.
public interface IInterface
{
string Name { get; }
object Value { get; set; }
}
public class BInterface<T> : IInterface
{
static BInterface()
{
// Or anything that would be implementation class specific
Name = typeof(BInterface<>).GetType().Name; // Should be CInterface, DInterface depending on which class it is called from.
}
string IInterface.Name { get { return Name; } }
object IInterface.Value { get { return Value; } set { Value = (T)value; } }
public static string Name { get; private set; }
public T Value { get; set; }
}
public class CInterface : BInterface<int>
{
}
public class DInterface : BInterface<double>
{
}
public static class InterfaceFactory
{
private readonly static IDictionary<string, Type> InterfaceClasses;
static InterfaceFactory()
{
InterfaceClasses = new Dictionary<string, Type>();
var assembly = Assembly.GetExecutingAssembly();
var interfaceTypes = assembly.GetTypes()
.Where( type => type.IsAssignableFrom(typeof (IInterface))
&& !type.IsInterface
&& !type.IsAbstract);
foreach (var type in interfaceTypes)
{
// Get name somehow
var name = "...";
InterfaceClasses.Add(name, type);
}
}
public static IInterface Create(string key, object value, params object[] parameters)
{
if (InterfaceClasses.ContainsKey(key))
{
var instance = (IInterface) Activator.CreateInstance(InterfaceClasses[key], parameters);
instance.Value = value;
return instance;
}
return null;
}
}
The part in the static constructor of the IntefaceFactory inside the foreach loop is what I am attempting to solve. Hopefully, this is clearer.
This is how to get static property of concrete class from the instance:
var staticProperty = instance.GetType()
.GetProperty("<PropertyName>", BindingFlags.Public | BindingFlags.Static);
var value = staticProperty.GetValue(instance, null);
static members don't work the way you are thinking. They belong to the base class and thus what you are attempting is not possible with a static inherited member.
I have a 3rd party badly designed library that I must use.
It has all sorts of types it works with, we'll call them SomeType1, SomeType2 etc.
None of those types share a common base class but all have a property named Value with a different return type.
All I want to do is to be able to Mixin this class so I'll be able to call someType1Instance.Value and someType2Instance.Value without caring what the concreate type it is and without caring what the return type is (I can use object).
So my code is currently:
public interface ISomeType<V>
{
V Value {get; set;}
}
public interface ISomeTypeWrapper
{
object Value { get; set; }
}
public class SomeTypeWrapper<T> : ISomeTypeWrapper
where T : ISomeType<???>
{
T someType;
public SomeTypeWrapper(T wrappedSomeType)
{
someType = wrappedSomeType
}
public object Value
{
get { return someType.Value; }
set { someType.Value = value != null ? value : default(T); }
}
}
public class SomeType1
{
public int Value { get; set; }
}
public class SomeType2
{
public string Value { get; set; }
}
The problem is that I don't know what T might be until runtime due to the fact that I get a dictionary of objects.
I can iterate the dictionary and use reflection to create a SomeWrapperType on runtime but I would like to avoid it.
How can I mixin the concreate type of SomeType to ISomeType?
How can I know what V type parameter is? (wish I had typedefs and decltype like in c++)
How can I, with the minimum of use of reflection possible Mixin those classes with the interface/base class?
You could try the Duck Typing Extensions for Windsor. It means you will need to register each of your types.
container
.Register(Component.For(typeof(SomeType1)).Duck<ISomeType>())
.Register(Component.For(typeof(SomeType2)).Duck<ISomeType>());
You could probably use linq and the register AllTypes syntax to reduce code if the names are similar.
Alternatively in the short term create a factory which can return you the objects you need, implement a concrete object for each type. No you are using the interface you can remove the factory at a later date and replace it with something else with minimal impact:
public class SomeTypeWrapperFactory
{
public ISomeType<int> CreateWrapper(SomeType1 someType1)
{
return new SomeType1Wrapper(someType1);
}
public ISomeType<string> CreateWrapper(SomeType2 someType2)
{
return new SomeType2Wrapper(someType2);
}
}
public class SomeType1Wrapper : ISomeType<int> { ... }
public class SomeType2Wrapper : ISomeType<int> { ... }
Regardless of how you implement the wrapper, be the individually or using a god like class you have the ability to change how the wrapping is done and keep the rest of your code clean.
Why SomeTypeWrapper but not SomeObjectWrapper?
public class SomeObjectWrapper : ISomeType
{
Object _someObject;
PropertyInfo _valuePropertyInfo;
public SomeObjectWrapper(Object wrappedSomeObject)
{
_someObject = wrappedSomeObject;
_valuePropertyInfo = _someObject.GetType().GetProperty("Value", System.Reflection.BindingFlags.Public);
}
public object Value
{
get { return _valuePropertyInfo.GetValue(_someObject, null); }
set { _valuePropertyInfo.SetValue(_someObject, value, null); }
}
}
Edited With .NET 3.5 using LinFu
You may use LinFu instead of Castle. However, you would be using reflection anyway, both with Castle's and with Linfu's DynamicProxy, only hidden in the guts of the libraries instead of being exposed in your code. So if your requirement to avoid the use of reflection is out of performance concerns, you wouldn't really avoid it with this solution.
In that case I would personally choose Orsol's solution.
However: here's an example with LinFu's ducktyping.
public interface ISomeType {
object Value{get; set;}
}
public class SomeType1
{
public int Value { get; set; }
}
public class SomeType2
{
public string Value { get; set; }
}
public class SomeTypeWrapperFactory
{
public static ISomeType CreateSomeTypeWrapper(object aSomeType)
{
return aSomeType.CreateDuck<ISomeType>();
}
}
class Program
{
public static void Main(string[] args)
{
var someTypes = new object[] {
new SomeType1() {Value=1},
new SomeType2() {Value="test"}
};
foreach(var o in someTypes)
{
Console.WriteLine(SomeTypeWrapperFactory.CreateSomeTypeWrapper(o).Value);
}
Console.ReadLine();
}
}
Since you don't know the type of the SomeType's until runtime, I would not use mixins, but the visitor pattern (I know this doesn't answer the question on how to use mixins for this, but I just thought I'd throw in my 2 cents).
With .NET 4 using dynamic
See Bradley Grainger's post here on using c#4's dynamic keyword to implement the visitor pattern.
In your case, reading all the "Value" properties from your dictionary of SomeType's could work like this:
public class SomeType1
{
public int Value { get; set; }
}
public class SomeType2
{
public string Value { get; set; }
}
public class SomeTypeVisitor
{
public void VisitAll(object[] someTypes)
{
foreach(var o in someTypes) {
// this should be in a try-catch block
Console.WriteLine(((dynamic) o).Value);
}
}
}
class Program
{
public static void Main(string[] args)
{
var someTypes = new object[] {
new SomeType1() {Value=1},
new SomeType2() {Value="test"}
};
var vis = new SomeTypeVisitor();
vis.VisitAll(someTypes);
}
}
Take the following classic factory pattern:
public interface IPizza
{
decimal Price { get; }
}
public class HamAndMushroomPizza : IPizza
{
decimal IPizza.Price
{
get
{
return 8.5m;
}
}
}
public abstract class PizzaFactory
{
public abstract IPizza CreatePizza(ItalianPizzaFactory.PizzaType pizzaType);
}
public class ItalianPizzaFactory : PizzaFactory
{
public enum PizzaType
{
HamMushroom,
Deluxe,
Hawaiian
}
public override IPizza CreatePizza(PizzaType pizzaType)
{
switch (pizzaType)
{
case PizzaType.HamMushroom:
return new HamAndMushroomPizza();
case PizzaType.Hawaiian:
return new HawaiianPizza();
default:
throw new ArgumentException("The pizza type " + pizzaType + " is not recognized.");
}
}
}
What if one (or many) of the Concrete Pizzas requires a parameter specific to the concrete implementation at construction. For example, lets say the HamAndMushroom factory requires a parameter called, MushroomType and this parameter would be required to instantiate the object?
You can add parameters to the creator method(s) of your factory. However, if the number of parameters is getting higher (for me that would be more than 2-3), and especially if some or all of those parameters are optional with reasonable default values, you may consider turning the factory into a Builder instead.
That may be especially appropriate for pizzas, where you usually have the same crust, just with different (combinations) of toppings. A Builder models very closely the common way of ordering e.g. "a pizza with salami, tomatoes, maize and double cheese". OTOH for "predefined" pizzas you may want to define helper factory methods, e.g. createMargaritaPizza or createHawaiiPizza which then internally use the builder to create a pizza with the toppings specific to that kind of pizza.
You would have to add another CreatePizza() method for that factory class. And that would mean that users of the factory wouldn't be able to create those types of pizzas unless they were specifically using an instance of the HamAndMushroomPizzaFactory class. If they simply have a PizzaFactory reference, they can only call the parameterless version and won't be able to create ham and mushroom pizzas generically.
You could pass a new parameter, such as a Map. And query the properties on each concrete constructor. Then all the methods would have the same signature.
However, with this solution, the caller of the constructor has to know the specific properties of the concret constructor...(Coupling)
You can try something like this:
interface IPizza
{
}
class Pizza1 : IPizza
{
public Pizza1(Pizza1Parameter p)
{
}
}
class Pizza2 : IPizza
{
public Pizza2(Pizza2Parameter p)
{
}
}
interface IPizzaParameter
{
object Type { get; set; }
}
class Pizza1Parameter : IPizzaParameter
{
public object Type { get; set; }
}
class Pizza2Parameter : IPizzaParameter
{
public object Type { get; set; }
}
static class PizzaFactory
{
public enum PizzaType
{
Pizza1,
Pizza2,
}
public static IPizza CreatePizza(PizzaType type, IPizzaParameter param)
{
switch (type)
{
case PizzaType.Pizza1:
return new Pizza1(param as Pizza1Parameter);
case PizzaType.Pizza2:
return new Pizza2(param as Pizza2Parameter);
}
throw new ArgumentException();
}
}
class Program
{
static void Main()
{
var param1 = new Pizza1Parameter();
var p1 = PizzaFactory.CreatePizza(PizzaFactory.PizzaType.Pizza1, param1);
}
}
IMHO concept of factory with implementation specific parameters looks wrong.
When parameter count gets very high, I do think factory becomes less handy and redundant since the main point of it to make the creation process kinf of invisible.
Also, when the parameters are 'required', then I also think Builder loses its charm.
In this case, I may want to combine factory with a 'Parameter Object' which would reduce the # of parameters needed to be passed into the static factory methods and that could have made the creation logic more readable and neat than using a Builder. But of course, that parameter object is also needed to be created as well but at least it would be in one, single form across your application.
First of all, it seems strange to me that an abstract class PizzaFactory contains an abstract general method CreatePizza that takes a parameter of a more concrete type ItalianPizzaFactory.PizzaType.
To cover the problem I have just mentioned and the problem stated in the post, I would suggest the following approach.
public struct PizzaDefinition
{
public readonly string Tag;
public readonly string Name;
public readonly string Description;
public PizzaDefinition(string tag, string name, string description)
{
Tag = tag; Name = name; Description = description;
}
}
public abstract class PizzaFactory
{
public abstract IEnumerable<PizzaDefinition> GetMenu();
public abstract IPizza CreatePizza(PizzaDefinition pizzaDefinition);
}
public class ItalianPizzaFactory : PizzaFactory
{
public enum PizzaType
{
HamMushroom,
Deluxe,
Hawaiian
}
public override IEnumerable<PizzaDefinition> GetMenu()
{
return new PizzaDefinition[] {
new PizzaDefinition("hm:mushroom1,cheese3", "Ham&Mushroom 1", "blabla"),
new PizzaDefinition("hm:mushroom2,cheese1", "Ham&Mushroom 2", "blabla"),
new PizzaDefinition("dx", "Deluxe", "blabla"),
new PizzaDefinition("Hawaian:shrimps,caramel", "Hawaian", "blabla")
};
}
private PizzaType ParseTag(string tag, out object[] options){...}
public override IPizza CreatePizza(PizzaDefinition pizzaDefinition)
{
object[] options;
switch (ParseTag(pizzaDefinition.Tag, out options))
{
case PizzaType.HamMushroom:
return new HamAndMushroomPizza(options);
case PizzaType.Hawaiian:
return new HawaiianPizza();
default:
throw new ArgumentException("The pizza" + pizzaDefinition.Name + " is not on the menu.");
}
}
}
As you see, the ParseTag() method may be of arbitrary complexity, parsing a plain text or an encrypted value. Or the Tag field can be a simple int that is mapped internally to some pizza recipe table, with whole different recipes for even slightly changed pizza content.
You can use reflection:
using System.Reflection;
// ...
public override IPizza CreatePizza(PizzaType pizzaType, params object[] parameters) {
return (IPizza)
Activator.CreateInstance(
Assembly
.GetExecutingAssembly()
.GetType(pizzaType.ToString()),
parameters);
}