Never sure where to place functions like:
String PrettyPhone( String phoneNumber ) // return formatted (999) 999-9999
String EscapeInput( String inputString ) // gets rid of SQL-escapes like '
I create a Toolbox class for each application that serves as a repository for functions that don't neatly fit into another class. I've read that such classes are bad programming practice, specifically bad Object Oriented Design. However, said references seem more the opinion of individual designers and developers more than an over-arching consensus. So my question is, Is a catch-all Toolbox a poor design pattern? If so, why, and what alternative is there?
Great question. I always find that any sufficiently complex project require "utility" classes. I think this is simply because the nature of object-oriented programming forces us to place things in a neatly structured hierarchical taxonomy, when this isn't always feasible or appropriate (e.g. try creating an object model for mammals, and then squeeze the platypus in). This is the problem which motivates work into aspect oriented programming (c.f. cross cutting concern). Often what goes into a utility class are things that are cross-cutting concerns.
One alternative to using toolbox or utility classes, are to use extension methods to provide additional needed functionality to primitive types. However, the jury is still out on whether or not that constitutes good software design.
My final word on the subject is: go with it if you need, just make sure that you aren't short-cutting better designs. Of course, you can always refactor later on if you need to.
I think a static helper class is the first thing that comes to mind. It is so common that some even refer to it as part of the object-oriented design. However, the biggest problem with helper classes is that they tend to become a large dump. I think i saw this happen on a few of the larger projects i was involved in. You're working on a class and don't know where to stick this and that function so you put it in your helper class. At which point your helpers don't communicate well what they do. The name 'helper' or 'util' itself in the class name doesn't mean anything. I think nearly all OO gurus advocate against helpers since you can very easily replace them with more descriptive classes if you give it enough thought. I tend to agree with this approach as I believe that helpers violate the single responsibility principle. Honestly, take this with a grain of salt. I'm a little opinionated on OOP :)
In these examples I would be more inclined to extend String:
class PhoneNumber extends String
{
public override string ToString()
{
// return (999) 999-9999
}
}
If you write down all the places you need these functions you can figure out what actually uses it and then add it to the appropriate class. That can sometimes be difficult but still something you should aim for.
EDIT:
As pointed out below, you cannot override String in C#. The point I was trying to make is that this operation is made on a phone number so that is where the function belongs:
interface PhoneNumber
{
string Formatted();
}
If you have different formats you can interchange implementations of PhoneNumber without littering your code with if statements, e.g.,
Instead of:
if(country == Countries.UK) output = Toolbox.PhoneNumberUK(phoneNumber);
else ph = Toolbox.PhoneNumberUS(phoneNumber);
You can just use:
output = phoneNumber.Formatted();
There is nothing wrong with this. One thing is try to break it up into logical parts. By doing this you can keep your intellisense clean.
MyCore.Extensions.Formatting.People
MyCore.Extensions.Formatting.Xml
MyCore.Extensions.Formatting.Html
My experience has been that utility functions seldom occur in isolation. If you need a method for formatting telephone numbers, then you will also need one for validating phone numbers, and parsing phone numbers. Following the YAGNI principle, you certainly wouldn't want to write such things until they're actually needed, but I think it's helpful to just go ahead and separate such functionality into individual classes. The growth of those classes from single methods into minor subsystems will then happen naturally over time. I have found this to be the easiest way to keep the code organized, understandable, and maintainable over the long term.
When I create an application, I typically create a static class that contains static methods and properties that I can't figure out where to put anywhere else.
It's not an especially good design, but that's sort of the point: it gives me a place to localize a whole class of design decisions that I haven't thought out yet. Generally as the application grows and is refined through refactoring, it becomes clearer where these methods and properties actually ought to reside. Mercifully, the state of refactoring tools is such that those changes are usually not exceptionally painful to make.
I've tried doing it the other way, but the other way is basically implementing an object model before I know enough about my application to design the object model properly. If I do that, I spend a fair amount of time and energy coming up with a mediocre solution that I have to revisit and rebuild from the ground up at some point in the future. Well, okay, if I know I'm going to be refactoring this code, how about I skip the step of designing and building the unnecessarily complicated classes that don't really work?
For instance, I've built an application that is being used by multiple customers. I figured out pretty early on that I needed to have a way of separating out methods that need to work differently for different customers. I built a static utility method that I could call at any point in the program where I needed to call a customized method, and stuck it in my static class.
This worked fine for months. But there came a point at which it was just beginning to look ugly. And so I decided to refactor it out into its own class. And as I went through my code looking at all the places where this method was being called, it became extremely clear that all of the customized methods really needed to be members of an abstract class, the customers' assemblies needed to contain a single derived class that implements all of the abstract methods, and then the program just needed to get the name of the assembly and the namespace out of its configuration and create an instance of the custom features class at startup. It was really simple for me to find all of the methods that had to be customized, since all I needed to do was find every place that my load-a-custom-feature method was being called. It took me the better part of an afternoon to go through the entire codebase and rationalize this design, and the end result is really flexible and robust and solves the right problem.
The thing is, when I first implemented that method (actually it was three or four interrelated methods), I recognized that it wasn't the right answer. But I didn't know enough to decide what the right answer was. So I went with the simplest wrong answer until the right answer became clear.
I think the reason it's frowned upon is because the "toolbox" can grow and you will be loading a ton of resources every time you want to call a single function.
It's also more elegant to have the methods that apply to the objects in the actual class - just makes more sense.
That being said, I personally don't think it's a problem, but would avoid it simply for the reasons above.
I posted a comment, but thought I'd elaborate a bit more.
What I do is create a Common library with namespaces: [Organisation].[Product].Common as the root and a sub namespace Helpers.
A few people on here mention things like creating a class and shoving some stuff they don't know where else to put in there. Wrong. I'd say, even if you need one helper method, it is related to something, so create a properly named (IoHelper, StringHelper, etc.) static helper class and put it in the Helpers namespace. That way, you get some structure and you get some sort of separation of concerns.
In the root namespace, you can use instance utility classes that do require state (they exist!). And needless to say also use an appropriate class name, but don't suffix with Helper.
Related
A class is too large and becomes unwieldy to work with. In Objective-C I'd be tempted to use Categories to break the class up, but then: wouldn't categories just be dividing a house full of too much junk into rooms? The same question applies to partial classes in C#, I suppose.
Under what conditions can categories be used to solve a "class too large" code smell? When is it not correct and the class really needs to "be restructured or broken into smaller classes?"
A very good principle to refer to is the SOLID principle. In particular the "S" stands for "Single responsibility"
Single responsibility principle
the notion that an object should have only a single responsibility.
When classes get too big, it is likely they have too many responsibilities. Can you define two or more responsibilities within the boundaries of what the class is doing? If so, separate it into two, or more, classes. You can then aggregate them back using a façade or composite pattern.
In other words:
the code you have in the class should be split in different classes according to the Single Responsibility principle
the original God class becomes a composite or façade: it uses all the new classes, exposes the same methods to the rest of the system, but does not implement any functionality in itself, besides "converting" the old-style god-class calls in the new-style SOLID calls.
This means that regions do exactly nothing to solve your problem, from an object-oriented point of view. In fact, they are actually counterproductive as they contribute to hiding the problem.
See also this Jeff Atwood article:
http://www.codinghorror.com/blog/2008/07/the-problem-with-code-folding.html
I must admit I never used Objective-C, but of course, I used C#.
Said this, partial classes are the same thing that classes, splitting a class into multiple files doesn't make the class smaller, only splitted in file.
The usage of the class will be the same.
So I don't agree partial classes will solve that problem, they were invented mostly for other things, like, windows forms, wpf, autogenerated code.
They are useful also in other situations where classes cannot be logically splitted, but usually, should be avoided.
I think you should divide your class in several classes, a class starts to smell after 1k LOC (lines of code), also if the class is splitted in multiple files.
Use inheritance or split the class in several classes connected by fields and properties.
In the example provided by chemicalNova i would split that in several classes, not in several files.
I remember when I was a novice, we had this god class "BusinessService", or something similar. Anytime someone had locked it in TFS, you were left out of luck. So I had this brilliant idea, why don't we split it into partial classes. We ended up with something like "BusinessService1.cs" .. "BusinessService6.cs". It was a complete mess, and a complete frustration to find where things are.
I think every time you need to use partial class, it is a design mistake. If Microsoft forces you to do so (wpf, winforms, etc) - it's their design mistake.
Theres nothing wrong with splitting a class into partials. Its something that few developers take advantage of.
Personally, I like to split larger classes into partials where the business side of things for each partial have similar functionality - but only if during design time it looks like said class will become quite big. Otherwise, I split related functionality into region's.
As an example, if I am to have a "UserService" that is within a data layer, I might split it into several partials like so:
UserServiceQueries.cs
UserServiceUpdates.cs
UserServiceInserts.cs
UserServiceLogicalFunctions.cs
..however, they contain partial classes of "UserService". I don't usually use ORM's a lot, so this is perfect for me because each piece of related functionality can become quite large (obviously this is a basic example).
In closing: take advantage of what is supplied. If you're getting code smell from your class being huge.. you've only got 2 choices.. re-write it, or split it up (if it definitely needs to be this large).
My opinion anyway.
I am increasingly aware that my code in any single file can often span hundreds of lines quite easily and although I know the implementation might be sound, it still feels messy and unorganised.
I understand that there are situations where a lot of code is neccessary, but whats the best way to organise it all?
I've thought about separating variables from methods, privates from publics and internals but I don't want to because I can't help thinking that the components of ONE class belong in ONE file.
This whole thing is compounded when I'm working with the codebehind of a WPF window, which always seem to grow at an exponential rate into one huge mess very quickly.
Also: C# has a keyword called partial, which allows you to split a class over any number of files without affecting the functionality. However, I have noticed that Microsoft only seem to use partial to hide generated code from you (Winforms / WPF.) Which leads me to question whether splitting a class simply because it has many lines is a legitimate use of partial - is it?
Thanks
Separate your code into responsibilities. For each responsibility, define a single type. That is, follow the Single Responsibility Principal. Doing so will result in smaller units of code, each of which performs a very specific function. Not only does this result in smaller files, but also in better design and maintainability.
If your files are big because they contain a single class/struct that is big, then this is usually (but not always) a hint that your class is dealing with multiple concerns and can be refactored into a number of smaller, more specialised classes.
If I understand you, your main problem is that your forms end up being too big, which leads to the classes for those forms containing too much code, which is quite normal if your forms aren't very simple. The way to try minimize this is by using User Controls since if you move the controls to other classes, you also move the code behind to other classes.
It can sometimes make it a little more difficult to communicate between the controls, but that's usually more than made up for by the fact that the code in each class will be much easier to understand.
I tend to group properties, constructors, methods, and helper methods (private methods) together with regions. If I have a lot of methods, I create more regions based on what they do (especially good for overloads). And speaking of overloads, try minimizing your code with optional parameters.
As far as I understand partial means that the class exists in two separate files. Webforms and controls are partial because the other "part" of the file is the as[p|c]x file that goes with it.
I go on the theory that if you cant see an entire method on one screen (i.e. you have to scroll), you should break the method up into further methods - either in the same class or when the code will get used more than once into a helper class.
We use stylecop. It helps a bit because it enforces a structure on your code and an order for what should appear where. Hence you can then find your way around larger files a bit more intuitively.
To improve code readability: you can use the region block: https://msdn.microsoft.com/en-us/library/9a1ybwek.aspx . As for improving the structure and design of your code - consult some specialist books.
Today I had an epiphany, and it was that I was doing everything wrong. Some history: I inherited a C# application, which was really just a collection of static methods, a completely procedural mess of C# code. I refactored this the best I knew at the time, bringing in lots of post-college OOP knowledge. To make a long story short, many of the entities in code have turned out to be Singletons.
Today I realized I needed 3 new classes, which would each follow the same Singleton pattern to match the rest of the software. If I keep tumbling down this slippery slope, eventually every class in my application will be Singleton, which will really be no logically different from the original group of static methods.
I need help on rethinking this. I know about Dependency Injection, and that would generally be the strategy to use in breaking the Singleton curse. However, I have a few specific questions related to this refactoring, and all about best practices for doing so.
How acceptable is the use of static variables to encapsulate configuration information? I have a brain block on using static, and I think it is due to an early OO class in college where the professor said static was bad. But, should I have to reconfigure the class every time I access it? When accessing hardware, is it ok to leave a static pointer to the addresses and variables needed, or should I continually perform Open() and Close() operations?
Right now I have a single method acting as the controller. Specifically, I continually poll several external instruments (via hardware drivers) for data. Should this type of controller be the way to go, or should I spawn separate threads for each instrument at the program's startup? If the latter, how do I make this object oriented? Should I create classes called InstrumentAListener and InstrumentBListener? Or is there some standard way to approach this?
Is there a better way to do global configuration? Right now I simply have Configuration.Instance.Foo sprinkled liberally throughout the code. Almost every class uses it, so perhaps keeping it as a Singleton makes sense. Any thoughts?
A lot of my classes are things like SerialPortWriter or DataFileWriter, which must sit around waiting for this data to stream in. Since they are active the entire time, how should I arrange these in order to listen for the events generated when data comes in?
Any other resources, books, or comments about how to get away from Singletons and other pattern overuse would be helpful.
Alright, here's my best shot at attacking this question:
(1) Statics
The Problem with static that you may be having is that it means different things in .NET and say, C++. Static basically means it's accessible on the class itself. As for it's acceptability id say it's more of something you'd use to do non-instance specific operations on a class. Or just general things like Math.Abs(...). What you should use for a global config is probably a statically accessed property for holding the current/active configuration. Also maybe some static classes for loading/saving setting the config, however the config should be an Object so it can be passed around manipulated, etc.
public class MyConfiguration
{
public const string DefaultConfigPath = "./config.xml";
protected static MyConfiguration _current;
public static MyConfiguration Current
{
get
{
if (_current == null)
Load(DefaultConfigPath);
return _current;
}
}
public static MyConfiguration Load(string path)
{
// Do your loading here
_current = loadedConfig;
return loadedConfig;
}
// Static save function
//*********** Non-Static Members *********//
public string MyVariable { get; set; }
// etc..
}
(2) Controller/Hardware
You should probably look into a reactive approach, IObserver<> or IObservable<>, it's part of the Reactive Framework (Rx).
Another approach is using a ThreadPool to schedule your polling tasks, as you may get a large number of threads if you have a lot of hardware to pool. Please make sure before using any kind of Threading to learn a lot about it. It's very easy to make mistakes you may not even realize. This Book is an excelent source and will teach you lots.
Either way you should probably build services (just a name really) for managing your hardware which are responsible for collecting information about a service (essentially a model-pattern). From there your central controller can use them to access the data keeping the program logic in the controller, and the hardware logic in the service.
(3) Global Configuration
I may have touched this subject in point #1 but generally that's where we go, if you find yourself typing too much you can always pull it out of there assuming the .Instance is an object.
MyConfiguration cfg = MyConfiguration.Current
cfg.Foo // etc...
(4) Listening For data
Again the reactive framework could help you out, or you could build up an event-driven model that uses triggers for incoming data. This will make sure you're not blocking on a thread till data comes in. It can reduce the complexity of your application greatly.
for starters, you can limit use of singleton through the "Registry" pattern, which effectively means you have one singleton which allows you to get to a bunch of other preconfigured objects.
This is not a "fix" but an improvement, it makes the many objects that are singletons a little more normal and testable. eg... (totally contrived example)
HardwareRegistry.SerialPorts.Serial1.Send("blah");
but the real problem seems to be you are struggling with making a set of objects that work nicely together. There's two kind of steps in OO.... configuring objects, and letting objects do their thing.
so perhaps look at how you can configure non singleton objects to work together, and then hang that off a registry.
Static :-
Plenty of exceptions to the rules here, but in general, avoid it, but it is useful for doing singletons, and creating methods that do "general" computing outside the context of an object. ( like Math.Min )
Data Monitoring :-
its often better to do as you hint at, create a thread with a bunch of preconfigured objects that will do your monitoring. Use message passing to communicate between threads (through a thread safe queue) to limit thread locking problems. Use the registry pattern to access hardware resources.
you want something like a InstrumentListner that uses an InstrumentProtocol (which you subclass for each protocol) to I dunno, LogData. The command pattern may be of use here.
Configuration:-
have your configuration information and use something like the "builder" pattern to translate your configuration into a set of objects set up in a particular way. ie, don't make your classes aware of configuation, make a object that configures objects in a particular way.
Serial Ports :-
I do a bunch of work with these, what I have is a serial connection, which generates a stream of characters which it posts as an event. Then I have something that interprets the protocol stream into meaningful commands. My protocol classes work with a generic "IConnection" of which a SerialConnection inherits..... I also have TcpConnections, MockConnections, etc, to be able to inject test data, or pipe serial ports from one computer to another, etc. So Protocol classes just interpret a stream, have a statemachine, and dispatch commands. The protocol is preconfigured with a Connection, Various things get registered with the protocol, so when it has meaningful data they will be triggered and do their thing. All this is built from a configuration at the beginning, or rebuilt on the fly if something changes.
Since you know about Dependency Injection, have you considered using an IoC container to manage lifetimes? See my answer to a question on static classes.
You (the OP) seem preoccupied with OO design, well, I'll put it this way when thinking about the static variables things. The core concept is encapsulation and reuse; somethings you could care less about reusing but you almost always want the encapsulation. If it's a static variable, it's not really encapsulated, is it? Think about who needs to access it, why, and how far you can HIDE it from client code. Good designs often can change their internals without much breakage to clients, that is what you want to think about. I agree with Scott Meyers (Effective C++) about many things. OOP goes way beyond the class keyword. If you've never heard of it it, look up properties: yes they can be static, and C# has a very good way of using them. As opposed to literally using a static variable. Like I hinted at the start of this list item: think about how not to shoot yourself in the foot later as the class changes with time, that's something many programmers fail to do when designing classes.
Take a look at that Rx framework someone mentioned. The threading model to use, for such a situation as you described, is not readily decidable without more specifics about the use case IMHO. Be sure you know what you're doing with threads. A lot of people can't figure out threads to save their lives; it's no that hard, being tread safe can be when (re)using code. Remember controllers should often be separate from the objects they are controlling (E.g. not the same class); if you don't know it, look up a book on MVC and buy gang of four.
Depends on what you need. For many applications a class that is almost entirely filled with static data, is good enough; like a singleton for free. It can be done very OO. Sometimes you would rather have multiple instances or play with injection, that makes it more complex.
I suggest threads and events. The ease of making code event driven is actually one of the nicer things about C# IMHO.
Hmm, killing off singletons...
In my experience, a lot of the more common uses that young programmers put singletons to, are little more than a waste of the class keyword. Namely something they meant as a stateful module being rolled into a highlander class; and there are some bad singleton implementations out there to match. Whether this is because they failed to learn what they're doing, or only had Java in college, I dunno. Back in C land, it's called a using data at file scope and exposing an API. In C# (and Java) you're kind of bound to it being a class more than many languages. OOP != class keyword; learn the lhs well.
A decently written class can use static data to effectively implement a singleton, and make the compiler do the leg work of keeping it one, or as one as you are ever going to get of anything. Do NOT replace singletons with inheritance unless you seriously know what the heck you are doing. Poorly done inheritance of such things, leads to more brittle code that knows waaaay to much. Classes should be dumb, data is smart. That sounds stupid unless you look at the statement deeply. Using inheritance IMHO for such a thing, is generally a bad thing(tm), languages have the concept of modules/packages for a reason.
If you are up for it, hey you did convert it to singletons ages ago right? Sit down and think a bit: how can I best structure this app, in order to make it work XXX way, then think how doing it XXX way impacts things, for example is doing this one way going to be a source of contention among threads? You can go over a lot of things in an hour like that. When you get older, you'll learn better techniques.
Here is one suggestion for an XXX way to start with: (visualize) write(^Hing) a composite controller class, that works as a manager over the objects it references. Those objects were your singletons, not the the controller holds them, and they are but instances of those classes. This isn't the best design for a lot of applications (particularly can be an issue in heavily threaded ones IMHO), but it will generally solve what causes most younglings to reach for a singleton, and it will perform suitably for a vast array of programs. It's uh, like design pattern CS 102. Forget the singleton you learned in CS 607.
That controlling class, perhaps "Application' would be a more apt ;), basically solves your need for singletons and for storing configuration. How to do it in a sublimely OO way (assuming you do understand OOP) and not shoot yourself in the foot (again), is an exercise for your own education.
If it shows, I am not a fan of the so called singleton pattern, particularly how it is often misused. Moving a code base away from it, often depends on how much refactoring you are prepared to use. Singletons are like global variables: convenient but not butter. Hmm, I think I'll put that in my quotations file, has a nice phrase to it...
Honestly, you know more about the code base and the application in question then anyone here. So no one can really design it for you, and advice speaks less then action, at least where I come from.
I limit myself to at most two singletons in an application / process. One is usually called SysConfig and houses things that might otherwise end up as global variables or other corrupt concepts. I don't have a name for the second one since, so far, I've never actually reached my limit. :-)
Static member variables have their uses but I view them as I view proctologists. A lifesaver when you need one but the odds should be a "million to one" (Seinfeld reference) that you can't find a better way to solve the problem.
Create a base instrument class that implements a threaded listener. Derived classes of that would have instrument specific drivers, etc. Instantiate a derived class for each instrument then store the object in a container of some sort. At cleanup time just iterate through the container. Each instrument instance should be constructed by passing it some registration information on where to send its output/status/whatever. Use your imagination here. The OO stuff gets quite powerful.
I recently had to tackle a similar problem, and what I did seemed to work well for me, maybe it will help you:
(1) Group all "global" information into a single class. Let's call it Configuration.
(2) For all classes which used to use these static objects, change them to (ultimately) inherit from a new abstract base class which looks something like
abstract class MyBaseClass {
protected Configuration config; // You can also wrap it in a property
public MyBaseClass(Configuration config) {
this.config = config;
}
}
(3) Change all constructors of classes deriving from MyBaseClass accordingly. Then just create one instance of Configuration at start and pass it on everywhere.
Cons:
You need to refactor many of your constructors and every place in which they are called
This won't work well if you do not derive your top-level classes from Object. Well, you can add the config field to the derived class, it's just less elegant.
Pros
Not a lot of effort to just change inheritance and constructors, and bang - you can switch all Configuration.Instance with config.
You get rid of static variables completely; so no problems now if, for example, your application suddenly turns into a library and someone is trying to invoke multiple methods concurrently or whatever.
Great question. A few quick thoughts from me...
static in C# should only be used for data that is exactly the same for all instances of a given class. Since you're currently stuck in Singleton hell you only have one instance of everything anyways, but once you break out of that this is the general rule (at least, it is for me). If you start threading your classes you may want to back off on static usage because then you have potential concurrency issues, but that's something that can be tackled later.
I'm not sure how your hardware actually works, but assuming that there's some basic functionality that's the same across all of them (like, how you interface with them at a raw data level or similar) then this is a perfect instance to create a class hierarchy. The base class implements the low level / similar stuff with virtual methods for descendant classes to override to actually properly interpret the data / feed it onward / whatever.
Good luck.
Although this is a fairly common problem, I am struggling with what the best way to approach it (if it needs approached at all in this case).
I have inherited a website (ASP.NET, C#) part of which contains a class full of static methods (it's a very large class, honestly). One method in particular is for sending e-mails. It has every possible parameter I can think of and it works well enough. However, the internals of that particular method are rather cumbersome to manage and understand due to the fact that everything is shoved inside - particularly when most of the parameters aren't used. In addition, it is somewhat difficult to handle errors, again, due to all the parameters for this one method.
Would it make more sense to actually have an EMail class which is instantiated when you want to send an e-mail? This just "feels" more right to me, though I can't full explain why. What are your thoughts on the way to go in this particular case? How about in general?
Thanks.
What you're describing sounds like an example of the aphorism, "You can write FORTRAN in any language."
A massive class full of static methods is often (not always) a sign that somebody just didn't "get" OOP, was stuck in a procedural-programming mindset and was trying to twist the language to do what he wanted.
As a rule of thumb: If any method, static or instance, takes more than about 5 parameters, it's often a sign that the method is trying to do too many things at once, and is a good candidate for refactoring into one or more classes.
Also, if the static methods are not really related, then they should at least be split up into classes that implement related functionality.
I'm actually wondering why you'd have a "send e-mail" method at all, given that the System.Net.Mail namespace handles just about every case, and is configurable via the app.config/web.config file, so you don't need to pass it a server name or port. Is this perchance a "notification" method - something that individual pages are supposed to call out to in order to send one of several "standard" messages based on templates with various values filled in, and certain headers/footers automatically added? If so, there are a number of designs for this type of interaction that are much easier to work with than what you seem to have inherited. (i.e. MailDefinition)
Update: Now having seen your comment that this is being used for exception handling, I think that the most appropriate solution is an actual exception handler. There are a ton of resources on this. For ASP.NET WebForms, I actually took the one Jeff Atwood wrote years ago, ported it to C# and made a few changes (like ignoring 404 errors). There are a number of good links in this previous question.
My preference these days is just to treat exception handling (and subsequent e-mailing of exception reports) as a subset of logging. log4net has an SmtpAppender that's quite capable, and you can configure it to only be used for "fatal" errors (i.e. unhandled exceptions - in your handler, you just make a LogFatal call).
The important thing, which you'll no doubt pick up from the SO link above and any referenced links, is that there are actually two anti-patterns here - the "miscellaneous" static class, and catching exceptions that you don't know how to handle. This is a poor practice in .NET - in most cases you should only catch application-specific exceptions that you can recover from, and let all other exceptions bubble up, installing a global exception handler if necessary.
Here are the Microsoft guidelines for when to use static types, generally.
Some things I would add, personally:
You must use static types to write extension methods.
Static types can make unit testing hard as they are difficult/impossible to mock.
Static types enforce immutability and referentially transparent functions, which can be a good design. So use them for things which are designed to be immutable and have no external dependencies. E.g., System.Math.
Some argue (e.g.) that the Singleton pattern is a bad idea. In any event, it would be wrong to think of static types as Singletons; they're much more broad than that.
This particular case has side-effects (sending e-mails) and doesn't appear to require extension methods. So it doesn't fit into what I would see as the useful case for static types. On the other hand, using an object would allow mocking the e-mail, which would be helpful for a unit test. So I think you're correct to say that a static type is inappropriate here.
Oh my gosh yes.
It sounds like its an old Classic ASP app that was ported.
It violates the single responsibility principle. If you can refactor that class. Use overloading for that function.
That is an example of the Utils anti-pattern.
It is always a good idea to separate those methods according on their responsibility. Creating an Email class is definitely a Good Idea™. It will give you a much nicer interface to use, and it allows you to mock out the Email in tests.
See The Little Manual of API Design, which describes the benefits of classes having minimal constructors and lots of getters/setters over the alternative of using constructor/methods having many parameters.
Since most of the parameters of the methods you mention are not used, a better approach is to use simple constructors that assume reasonable default settings for the internal variables. Having setter methods allows you to then set the few parameters (and only those parameters) that require non-default values.
I'm wondering how I should be testing this sort of functionality via NUnit.
Public void HighlyComplexCalculationOnAListOfHairyObjects()
{
// calls 19 private methods totalling ~1000 lines code + comments + whitespace
}
From reading I see that NUnit isn't designed to test private methods for philosophical reasons about what unit testing should be; but trying to create a set of test data that fully executed all the functionality involved in the computation would be nearly impossible. Meanwhile the calculation is broken down into a number of smaller methods that are reasonably discrete. They are not however things that make logical sense to be done independently of each other so they're all set as private.
You've conflated two things. The Interface (which might expose very little) and this particular Implementation class, which might expose a lot more.
Define the narrowest possible Interface.
Define the Implementation class with testable (non-private) methods and attributes. It's okay if the class has "extra" stuff.
All applications should use the Interface, and -- consequently -- don't have type-safe access to the exposed features of the class.
What if "someone" bypasses the Interface and uses the Class directly? They are sociopaths -- you can safely ignore them. Don't provide them phone support because they violated the fundamental rule of using the Interface not the Implementation.
To solve your immediate problem, you may want to take a look at Pex, which is a tool from Microsoft Research that addresses this type of problem by finding all relevant boundary values so that all code paths can be executed.
That said, had you used Test-Driven Development (TDD), you would never had found yourself in that situation, since it would have been near-impossible to write unit tests that drives this kind of API.
A method like the one you describe sounds like it tries to do too many things at once. One of the key benefits of TDD is that it drives you to implement your code from small, composable objects instead of big classes with inflexible interfaces.
As mentioned, InternalsVisibleTo("AssemblyName") is a good place to start when testing legacy code.
Internal methods are still private in the sense that assemblys outside of the current assembly cannot see the methods. Check MSDN for more infomation.
Another thing would be to refactor the large method into smaller, more defined classes. Check this question I asked about a similiar problem, testing large methods.
Personally I'd make the constituent methods internal, apply InternalsVisibleTo and test the different bits.
White-box unit testing can certainly still be effective - although it's generally more brittle than black-box testing (i.e. you're more likely to have to change the tests if you change the implementation).
HighlyComplexCalculationOnAListOfHairyObjects() is a code smell, an indication that the class that contains it is potentially doing too much and should be refactored via Extract Class. The methods of this new class would be public, and therefore testable as units.
One issue to such a refactoring is that the original class held a lot of state that the new class would need. Which is another code smell, one that indicates that state should be moved into a value object.
I've seen (and probably written) many such hair objects. If it's hard to test, it's usually a good candidate for refactoring. Of course, one problem with that is that the first step to refactoring is making sure it passes all tests first.
Honestly, though, I'd look to see if there isn't some way you can break that code down into a more manageable section.
Get the book Working Effectively with Legacy Code by Michael Feathers. I'm about a third of the way through it, and it has multiple techniques for dealing with these types of problems.
Your question implies that there are many paths of execution throughout the subsystem. The first idea that pops into mind is "refactor." Even if your API remains a one-method interface, testing shouldn't be "impossible".
trying to create a set of test data
that fully executed all the
functionality involved in the
computation would be nearly impossible
If that's true, try a less ambitious goal. Start by testing specific, high-usage paths through the code, paths that you suspect may be fragile, and paths for which you've had reported bugs.
Refactoring the method into separate sub-algorithms will make your code more testable (and might be beneficial in other ways), but if your problem is a ridiculous number of interactions between those sub-algorithms, extract method (or extract to strategy class) won't really solve it: you'll have to build up a solid suite of tests one at a time.