How to properly build a script architecture in unity C# - c#

I've been writing unity games for some time now using C#. After each game I became more and more experienced, my code changed, I started using best practices.
However, today I have a question: how to build the application architecture correctly?
I don't like that there are a lot of fields in my code that are mixed together with the main logic, I feel that this should not be the case. The solution I have come to so far is to make 2 classes, one contains all the information, and the second implements all the logic, but the class in which all the logic is located becomes dependent on the class with information.
Tell me, more experienced colleagues, what is the right thing to do?

To begin with, try to divide the class that contains logic into smaller parts so that every part only has one responsibility and does one particular thing. Then move these parts into other classes. Try to find a balance when splitting the logic class. Making new class for each method is one extreme, having one class with all the logic is another extreme, the solution is somewhere in the middle. When it's done move on to the next step.
The next step is to name these classes. It might seem easy, but it's really important. Some good examples of naming:
PlayerMover or PlayerMovement, the class which responsibility is to move the player in the chosen direction.
PlayerInput, the class which responsibility is to interact with input and translate it into the language that other components can understand. For example translating keyboard input into Vector3, so PlayerMovement doesn't have to worry about which key was pressed, it only knows where to move, so their responsibilities don't intercept more than necessary.
Tips on naming:
Classes represent entities, so they should be named as entities, it means that their names should be nouns
If giving a name to a class seems hard then the class is most likely formed wrong and has too many responsibilities or doesn't have a whole one
The next step is to separate different layers. Try to make logic independent of UI, so UI can be changed or removed without affecting logic layer. Continuing with the example of player subsystems, make PlayerMovement independent of type of input it uses with abstractions if needed, so it can be keyboard input or joystick input and PlayerMovement doesn't care which one. Also make PlayerInput independent of whether someone uses it or not, for example with properties or events. It will allow to create components once and then use in any project without rewriting everything.
Talking about dividing data from logic, it'll most likely result in having two very similar inheritance hierarchies, so it's better to store the data right where it's used, unlike it's a special case with settings file or big amounts of data.
These are basic tips on this topic and of course building a project architecture is much more complicated than that, but these are great things to start with.
You can continue with Solid (some principles are already mentioned here) and things like Zenject

I get the feeling like you might be looking to incorporate complicated design patterns into your code just because you can, not because it's solving any problems.
You could use interfaces in order to decouple your system classes from your data classes:
public interface IHealth
{
int Current { get; set; }
int Max { get; set; }
}
public class Health : IHealth
{
public int Current { get; set; }
public int Max { get; set; }
}
public class DamageCommand
{
public void Invoke(IHealth health, int amount)
{
health.Current -= amount;
}
}
However, before you go down this route, I'd recommend you first stop and ask yourself if this is offering you any actual tangible benefits to offset the increase in complexity?
Removing dependencies between concrete classes can often be useful for the concrete benefits this can offer, such as making the code more easily unit testable and making it easier to swap a class with another implementation later on. But when we are talking about just pure data objects, how often would you really run into a scenario where you want to swap out the implementation?
If you like keeping your data and systems separate, then I recommend looking into Unity's entity component system (ECS) for a good data-oriented architecture. Or if you want to build your own architecture, still consider using data-oriented design, as this can give a huge boost to performance.

Related

How do I deal with two situations that could be candidates for a strategy pattern solution?

I am designing a client that will call methods based on certain inputs. I will be sending in a billing system enum and calling an endpoint to determine which billing system is appropriate for an existing patient. Once I get the billing system, I have to check to see what type of operation I need to perform and make an API call based on the billing system.
For example, if I need to update a patient record and the patient is in BillingSystemA, I need to call a PUT-based method of the API for BillingSystemA.
I need to have CRUD methods for each billing system.
Selecting between the two billing systems and allowing for future growth made me think that the strategy pattern was a good fit. Strategy seems to work for the billing system, but what about the CRUD operations?
I have a BillingStrategy abstract class that has Create, Update, Get and Delete methods, but I need those methods to work against a variety of types. Can I just make the methods generic, like T Create<T> or bool Update<T> or do I need a strategy within a strategy to manage this? I've analyzed myself into a corner and could use some advice.
Here's a rough illustration. I invented a lot of the specifics, and the names aren't so great. I tend to revisit names as I refactor. The main point is to illustrate how we can break up the problem into pieces.
This assumes that there are classes for Patientand Treatment and an enum for InsuranceType. The goal is to bill a patient for a treatment, and determine where to send the bill based on the patient's insurance.
Here's a class:
public class PatientBilling
{
private readonly IBillingHandlerByInsuranceSelector _billingHandlerSelector;
private readonly IBillingHandler _directPatientBilling;
public PatientBilling(
IBillingHandlerByInsuranceSelector billingHandlerSelector,
IBillingHandler directPatientBilling)
{
_billingHandlerSelector = billingHandlerSelector;
_directPatientBilling = directPatientBilling;
}
public void BillPatientForTreatment(Patient patient, Treatment treatment)
{
var billingHandler = _billingHandlerSelector.GetBillingHandler(patient.Insurance);
var result = billingHandler.BillSomeone(patient, treatment);
if (!result.Accepted)
{
_directPatientBilling.BillSomeone(patient, treatment);
}
}
}
and a few interfaces:
public interface IBillingHandler
{
BillSomeoneResult BillSomeone(Patient patient, Treatment treatment);
}
public interface IBillingHandlerByInsuranceSelector
{
IBillingHandler GetBillingHandler(InsuranceType insurance);
}
As you can see this will rely heavily on dependency injection. This class is simple because it doesn't know anything at all about the different insurance types.
All it does is
Select a billing handler based on the insurance type
try to submit the bill to the insurance
if it's rejected, bill the patient
It doesn't know or care how any of that billing is implemented. It could be a database call, an API call, or anything else. That makes this class very easy to read and test. We've deferred whatever isn't related to this class. That's going to make it easier to solve future problems one at a time.
The implementation of IBillingHandlerByInsuranceSelector can be an abstract factory that will create and return the correct implementation of IBillingHandler according to the patient's insurance. (I'm glossing over that but there's plenty of information on how to create abstract factories with dependency injection containers.)
In a sense we could say that the first part of this problem is solved (although we're likely to refactor some more.) The reason why is that we can write unit tests for it, and any of the work specific to one insurance type or another will be in different classes.
Next we can write those insurance-specific implementations. Suppose one of the insurance types is WhyCo, and now we need to create an IBillingHandler for them. We're essentially going to repeat the same process.
For the sake of illustration, let's say that submitting a bill to WhyCo is done in two steps. First we have to make a request to check eligibility, and then we have to submit the bill. Maybe other insurance APIs do this in one step. That's okay, because no two implementations have to have anything in common with each other. They just implement the interface.
At this point we're dealing with the specifics of one particular insurance company, so somewhere in here we'll need to convert our Patient and Treatment information into whatever data they expect to receive.
public class WhyCoBillingHandler : IBillingHandler
{
private readonly IWhyCoService _whyCoService;
public WhyCoBillingHandler(IWhyCoService whyCoService)
{
_whyCoService = whyCoService;
}
public BillSomeoneResult BillSomeone(Patient patient, Treatment treatment)
{
// populate this from the patient and treatment
WhyCoEligibilityRequest eligibilityRequest = ...;
var elibility = _whyCoService.CheckEligibility(eligibilityRequest);
if(!elibility.IsEligible)
return new BillSomeoneResult(false, elibility.Reason);
// create the bill
WhyCoBillSubmission bill = ...;
_whyCoService.SubmitBill(bill);
return new BillSomeoneResult(true);
}
}
public interface IWhyCoService
{
WhyCoEligibilityResponse CheckEligibility(WhyCoEligibilityRequest request);
void SubmitBill(WhyCoBillSubmission bill);
}
At this point we still haven't written any code that talks to the WhyCo API. That makes WhyCoBillingHandler easy to unit test. Now we can write an implementation of IWhyCoService that calls the actual API. We can write unit tests for WhyCoBillingHandler and integration tests for the implementation of IWhyCoService.
(Perhaps it would have been better if translating our Patient and Treatment data into what they expect happened even closer to the concrete implementation.)
At each step we're writing pieces of the code, testing them, and deferring parts for later. The API class might be the last step in implementing WhyCo billing. Then we can move on to the next insurance company.
At each step we also decide how much should go into each class. Suppose we have to write a private method, and that method ends up being so complicated that it's bigger than the public method that calls it and it's hard to test. That might be where we replace that private method with another dependency (abstraction) that we inject into the class.
Or we might realize up front that some new functionality should be separated into its own class, and we can just start off with that.
The reason why I illustrated it this way is this:
I've analyzed myself into a corner
It's easy to become paralyzed when our code has to do so many things. This helps to avoid paralysis because it continually gives us a path forward. We write part of it to depend on abstractions, and then that part is done (sort of.) Then we implement those abstractions. The implementations require more abstractions, and we repeat (writing unit tests all the way in between.)
This doesn't enforce best practices and principles, but it gently guides us toward them. We're writing small, single-responsibility classes. They depend on abstractions. We're defining those abstractions (interfaces, in this case) from the perspective of the classes that need them, which leads to interface segregation. And each class is easy to unit test.
Some will point out that it's easy to get carried away with all the abstractions and create too many interfaces and too many layers of abstraction, and they are correct. But that's okay. At every single step we're likely to go a little off balance one way or the other.
As you can see, the problems that occur when we have to deal with the difference between billing systems becomes simpler. We just create every implementation differently.
Strategy seems to work for the billing system, but what about the CRUD operations?
The fact that they all have different CRUD operations is fine. We've made components similar where they need to be similar (the interfaces through which we interact with them) but the internal implementations can be as different as they need to be.
We've also sidestepped the question of which design patterns to use, except that IBillingHandlerByInsuranceSelector is an abstract factory. That's okay too, because we don't want to start off too focused on a design pattern. If this was a real application, I'd assume that a lot of what I'm doing will need to be refactored. Because the classes are small, unit tested, and depend on abstractions, it's easier to introduce design patterns when their use becomes obvious. When that happens we can likely isolate them to the classes that need them. Or, if we've just realized that we've gone in the wrong direction, it's still easier to refactor. Unless we can see the future that's certain to happen.
It's worth taking some time up front to understand the various implementation details to make sure that the way you have to work with them lines up with the code you're writing. (In other words, we still need to spend some time on design.) For example, if your billing providers don't give you immediate responses - you have to wait hours or days - then code that models it as an immediate response wouldn't make sense.
One more benefit is that this helps you to work in parallel with other developers. If you've determined that a given abstraction is a good start for your insurance companies and maybe you've written a few, then it's easy to hand off other ones to other developers. They don't have to think about the whole system. They can just write an implementation of an interface, creating whatever dependencies they need to.

What is good practice for building relationships between components in Unity?

When I trying to think over game architecture in Unity, I face the following problem: there are several ways to build relations between components, and I cannot understand which of them is the most optimal.
For example we have GameplayObject component with following parametres
public class GameplayObject : MonoBehaviour
{
// every gameplay object has chanse of appear on board
[SerializeField, Min(0)] int m_ChanseOfAppear = 0;
public int ChanseOfAppear => m_ChanseOfAppear;
//every gameplay object may be destroyed
public virtual void Destroy()
{
}
}
Destroy method can be executed after user input(click or drag is just a few types of input) or another gameplay object can execute destory method.
For example we have following TapBehaviour component
public class CustomDestroyer: MonoBehaviour, IPointerClickHandler
{
public event System.Action OnTap = delegate { };
IPointerClickHandler.OnPointerClick()
{
OnTap();
}
}
We have concrete GameplayObject (for exapmle CustomDestroyer) who should destroy objects in a concrete way. And now it need a dependency for our input component
[RequireComponent(typeof(TapBehaviour), typeof(BoxColiider2D))]
public class CustomDestroyer: GameplayObject
{
TapBehaviour m_TapBehaviour;
TapBehaviour TapBehaviour
{
get
{
if (m_TapBehaviour == null)
m_TapBehaviour = GetComponent<TapBehaviour>();
return m_TapBehaviour;
}
}
public override void Destroy()
{
}
}
But we may do it just in an opposite way: inherit CustomDestroyer from TapBehaviour and use GameplayObject like component.
So the main question is how you build architecture of your projects? When you use component's inheritance, when use just components? May be I'm losing some more preferable ways?
The more you explain to me, the more I will be grateful to you!
And sorry for bad english, just learning it.
Unity offers a great degree of freedom regarding architecture, its sometimes overwhelming when you can successfully do stuff in so many different ways that will all work. Regarding your question - in terms of future proofing I would lean towards using seperate components (aka single responsibility), loosely tied together using interfaces (like IDestroy instead of concrete types), the idea is to, whenever possible, avoid interdependency of components.
But for a great deal of cases inheritance with overrides will be fine, and refactoring is often painless (and there's many ways to automate editor tasks if you go too far down one of the alleys) so my advice would be: do not overcomplicate things, do it as simple as possible, but not simpler
From my experience with Unity, you should exactly know what do you want to do and possible future implementations, then find a way to do it and that doesn't limit your future implementations.
There's not ONE way to relate things in Unity, that's part of its ease of use. Everyone ends up doing things their way.
Try to find a solution that balances readability and efficiency, and stick to the newest components which are usually better overall.
Edit: Forgot to say that if you're a code guy try not to abuse the power of scripts since unity was designed for avoiding code. The UI has a lot of options that, in comparison with writing code, seem like magic.

How abstraction and encapsulation differ?

I am preparing for an interview and decided to brush up my OOP concepts.
There are hundreds of articles available, but it seems each describes them differently.
Some says
Abstraction is "the process of identifying common patterns that have
systematic variations; an abstraction represents the common pattern
and provides a means for specifying which variation to use" (Richard
Gabriel).
and is achieved through abstract classes.
Some other says
Abstraction means to show only the necessary details to the client of
the object
and
Let’s say you have a method "CalculateSalary" in your Employee class,
which takes EmployeeId as parameter and returns the salary of the
employee for the current month as an integer value. Now if someone
wants to use that method. He does not need to care about how Employee
object calculates the salary? An only thing he needs to be concern is
name of the method, its input parameters and format of resulting
member,
I googled again and again and none of the results seem to give me a proper answer.
Now, where does encapsulation fit in all these?
I searched and found a stack overflow question. Even the answers to that questions were confusing
Here, it says
Encapsulation is a strategy used as part of abstraction. Encapsulation
refers to the state of objects - objects encapsulate their state and
hide it from the outside; outside users of the class interact with it
through its methods, but cannot access the classes state directly. So
the class abstracts away the implementation details related to its
state.
And here another reputed member says,
They are different concepts.
Abstraction is the process of refining away all the
unneeded/unimportant attributes of an object and keep only the
characteristics best suitable for your domain.
Now I m messed up with the whole concept. I know about abstract class, inheritance, access specifiers and all. I just want to know how should I answer when I am asked about abstraction and/or encapsulation in an interview.
Please don't mark it as a duplicate. I know there are several similar questions. But I want to avoid the confusion among the conflicting explanations. Can anyone suggest a credible link? A link to stackoverflow question is also welcome unless it creates confusion again. :)
EDIT: I need answers, a bit c# oriented
Encapsulation: hiding data using getters and setters etc.
Abstraction: hiding implementation using abstract classes and interfaces etc.
Abstraction means to show only the necessary details to the client of the object
Actually that is encapsulation. also see the first part of the wikipedia article in order to not be confused by encapsulation and data hiding. http://en.wikipedia.org/wiki/Encapsulation_(object-oriented_programming)
keep in mind that by simply hiding all you class members 1:1 behind properties is not encapsulation at all. encapsulation is all about protecting invariants and hiding of implementation details.
here a good article about that.
http://blog.ploeh.dk/2012/11/27/Encapsulationofproperties/
also take a look at the articles linked in that article.
classes, properties and access modifiers are tools to provide encapsulation in c#.
you do encapsulation in order to reduce complexity.
Abstraction is "the process of identifying common patterns that have systematic variations; an abstraction represents the common pattern and provides a means for specifying which variation to use" (Richard Gabriel).
Yes, that is a good definition for abstraction.
They are different concepts.
Abstraction is the process of refining away all the unneeded/unimportant attributes of an object and keep only the characteristics best suitable for your domain.
Yes, they are different concepts. keep in mind that abstraction is actually the opposite of making an object suitable for YOUR domain ONLY. it is in order to make the object suitable for the domain in general!
if you have a actual problem and provide a specific solution, you can use abstraction to formalize a more generic solution that can also solve more problems that have the same common pattern. that way you can increase the re-usability for your components or use components made by other programmers that are made for the same domain, or even for different domains.
good examples are classes provided by the .net framework, for example list or collection. these are very abstract classes that you can use almost everywhere and in a lot of domains. Imagine if .net only implemented a EmployeeList class and a CompanyList that could only hold a list of employees and companies with specific properties. such classes would be useless in a lot of cases. and what a pain would it be if you had to re-implement the whole functionality for a CarList for example. So the "List" is ABSTRACTED away from Employee, Company and Car. The List by itself is an abstract concept that can be implemented by its own class.
Interfaces, abstract classes or inheritance and polymorphism are tools to provide abstraction in c#.
you do abstraction in order to provide reusability.
Image source
Abstraction: is shown in the top left and the top right images of the cat. The surgeon and the old lady designed (or visualized) the animal differently. In the same way, you would put different features in the Cat class, depending upon the need of the application. Every cat has a liver, bladder, heart, and lung, but if you need your cat to 'purr' only, you will abstract your application's cat to the design on top-left rather than the top-right.
Encapsulation: is demonstrated by the cat standing on the table. That's what everyone outside the cat should see the cat as. They need not worry whether the actual implementation of the cat is the top-left one or the top-right one, or even a combination of both.
Another detailed answer here.
I will try to demonstrate Encapsulation and Abstraction in a simple way.. Lets see..
The wrapping up of data and functions into a single unit (called
class) is known as encapsulation. Encapsulation containing and hiding
information about an object, such as internal data structures and
code.
Encapsulation is -
Hiding Complexity,
Binding Data and Function together,
Making Complicated Method's Private,
Making Instance Variable's Private,
Hiding Unnecessary Data and Functions from End User.
Encapsulation implements Abstraction.
And Abstraction is -
Showing Whats Necessary,
Data needs to abstract from End User,
Lets see an example-
The below Image shows a GUI of "Customer Details to be ADD-ed into a Database".
By looking at the Image we can say that we need a Customer Class.
Step - 1: What does my Customer Class needs?
i.e.
2 variables to store Customer Code and Customer Name.
1 Function to Add the Customer Code and Customer Name into Database.
namespace CustomerContent
{
public class Customer
{
public string CustomerCode = "";
public string CustomerName = "";
public void ADD()
{
//my DB code will go here
}
Now only ADD method wont work here alone.
Step -2: How will the validation work, ADD Function act?
We will need Database Connection code and Validation Code (Extra Methods).
public bool Validate()
{
//Granular Customer Code and Name
return true;
}
public bool CreateDBObject()
{
//DB Connection Code
return true;
}
class Program
{
static void main(String[] args)
{
CustomerComponent.Customer obj = new CustomerComponent.Customer;
obj.CustomerCode = "s001";
obj.CustomerName = "Mac";
obj.Validate();
obj.CreateDBObject();
obj.ADD();
}
}
Now there is no need of showing the Extra Methods(Validate(); CreateDBObject() [Complicated and Extra method] ) to the End User.End user only needs to see and know about Customer Code, Customer Name and ADD button which will ADD the record.. End User doesn't care about HOW it will ADD the Data to Database?.
Step -3: Private the extra and complicated methods which doesn't involves End User's Interaction.
So making those Complicated and Extra method as Private instead Public(i.e Hiding those methods) and deleting the obj.Validate(); obj.CreateDBObject(); from main in class Program we achieve Encapsulation.
In other words Simplifying Interface to End User is Encapsulation.
So now the complete code looks like as below -
namespace CustomerContent
{
public class Customer
{
public string CustomerCode = "";
public string CustomerName = "";
public void ADD()
{
//my DB code will go here
}
private bool Validate()
{
//Granular Customer Code and Name
return true;
}
private bool CreateDBObject()
{
//DB Connection Code
return true;
}
class Program
{
static void main(String[] args)
{
CustomerComponent.Customer obj = new CustomerComponent.Customer;
obj.CustomerCode = "s001";
obj.CustomerName = "Mac";
obj.ADD();
}
}
Summary :
Step -1: What does my Customer Class needs? is Abstraction.
Step -3: Step -3: Private the extra and complicated methods which doesn't involves End User's Interaction is Encapsulation.
P.S. - The code above is hard and fast.
UPDATE:
There is an video on this link to explain the sample:
What is the difference between Abstraction and Encapsulation
Below is a semester long course distilled in a few paragraphs.
Object-Oriented Analysis and Design (OOAD) is actually based on not just two but four principles. They are:
Abstraction: means that you only incorporate those features of an entity which are required in your application. So, if every bank account has an opening date but your application doesn't need to know an account's opening date, then you simply don't add the OpeningDate field in your Object-Oriented Design (of the BankAccount class). †Abstraction in OOAD has nothing to do with abstract classes in OOP.
Per the principle of Abstraction, your entities are an abstraction of what they are in the real world. This way, you design an abstraction of Bank Account down to only that level of detail that is needed by your application.
Inheritance: is more of a coding-trick than an actual principle. It saves you from re-writing those functionalities that you have written somewhere else. However, the thinking is that there must be a relation between the new code you are writing and the old code you are wanting to re-use. Otherwise, nobody prevents you from writing an Animal class which is inheriting from BankAccount, even if it is totally non-sensical.
Just like you may inherit your parents' wealth, you may inherit fields and methods from your parent class. So, taking everything that parent class has and then adding something more if need be, is inheritance. Don't go looking for inheritance in your Object Oriented Design. Inheritance will naturally present itself.
Polymorphism: is a consequence of inheritance. Inheriting a method from the parent is useful, but being able to modify a method if the situation demands, is polymorphism. You may implement a method in the subclass with exactly the same signature as in parent class so that when called, the method from child class is executed. This is the principle of Polymorphism.
Encapsulation: implies bundling the related functionality together and giving access to only the needful. Encapsulation is the basis of meaningful class designing in Object Oriented Design, by:
putting related data and methods together; and,
exposing only the pieces of data and methods relevant for functioning with external entities.
Another simplified answer is here.
† People who argue that "Abstraction of OOAD results in the abstract keyword of OOP"... Well that is incorrect.
Example: When you design a University in an application using object oriented principles, you only design an "abstraction" of the university. Even though there is usually one cash dispensing ATM in almost every university, you may not incorporate that fact if it's not needed for your application. And now though you have designed only an abstraction of the university, you are not required to put abstract in your class declaration. Your abstract design of university will be a normal class in your application.
I think they are slightly different concepts, but often they are applied together. Encapsulation is a technique for hiding implementation details from the caller, whereas abstraction is more a design philosophy involving creating objects that are analogous to familiar objects/processes, to aid understanding. Encapsulation is just one of many techniques that can be used to create an abstraction.
For example, take "windows". They are not really windows in the traditional sense, they are just graphical squares on the screen. But it's useful to think of them as windows. That's an abstraction.
If the "windows API" hides the details of how the text or graphics is physically rendered within the boundaries of a window, that's encapsulation.
my 2c
the purpose of encapsulation is to hide implementation details from the user of your class e.g. if you internally keep a std::list of items in your class and then decide that a std::vector would be more effective you can change this without the user caring. That said, the way you interact with the either stl container is thanks to abstraction, both the list and the vector can for instance be traversed in the same way using similar methods (iterators).
One example has always been brought up to me in the context of abstraction; the automatic vs. manual transmission on cars. The manual transmission hides some of the workings of changing gears, but you still have to clutch and shift as a driver. Automatic transmission encapsulates all the details of changing gears, i.e. hides it from you, and it is therefore a higher abstraction of the process of changing gears.
Encapsulation: Hiding implementation details (NOTE: data AND/OR methods) such that only what is sensibly readable/writable/usable by externals is accessible to them, everything else is "untouchable" directly.
Abstraction: This sometimes refers specifically to a type that cannot be instantiated and which provides a template for other types that can be, usually via subclassing. More generally "abstraction" refers to making/having something that is less detailed, less specific, less granular.
There is some similarity, overlap between the concepts but the best way to remember it is like this: Encapsulation is more about hiding the details, whereas abstraction is more about generalizing the details.
Abstraction and Encapsulation are confusing terms and dependent on each other.
Let's take it by an example:
public class Person
{
private int Id { get; set; }
private string Name { get; set; }
private string CustomName()
{
return "Name:- " + Name + " and Id is:- " + Id;
}
}
When you created Person class, you did encapsulation by writing properties and functions together(Id, Name, CustomName). You perform abstraction when you expose this class to client as
Person p = new Person();
p.CustomName();
Your client doesn't know anything about Id and Name in this function.
Now if, your client wants to know the last name as well without disturbing the function call. You do encapsulation by adding one more property into Person class like this.
public class Person
{
private int Id { get; set; }
private string Name { get; set; }
private string LastName {get; set;}
public string CustomName()
{
return "Name:- " + Name + " and Id is:- " + Id + "last name:- " + LastName;
}
}
Look, even after addding an extra property in class, your client doesn't know what you did to your code. This is where you did abstraction.
As I knowit, encapsulation is hiding data of classes in themselves, and only making it accessible via setters / getters, if they must be accessed from the outer world.
Abstraction is the class design for itself.
Means, how You create Your class tree, which methods are general ones, which are inherited, which can be overridden,which attributes are only on private level, or on protected, how Do You build up Your class inheritance tree, Do You use final classes, abtract classes, interface-implementation.
Abstraction is more placed the oo-design phase, while encapsulation also enrolls into developmnent-phase.
I think of it this way, encapsulation is hiding the way something gets done. This can be one or many actions.
Abstraction is related to "why" I am encapsulating it the first place.
I am basically telling the client "You don't need to know much about how I process the payment and calculate shipping, etc. I just want you to tell me you want to 'Checkout' and I will take care of the details for you."
This way I have encapsulated the details by generalizing (abstracting) into the Checkout request.
I really think that abstracting and encapsulation go together.
Abstraction
In Java, abstraction means hiding the information to the real world. It establishes the contract between the party to tell about “what should we do to make use of the service”.
Example, In API development, only abstracted information of the service has been revealed to the world rather the actual implementation. Interface in java can help achieve this concept very well.
Interface provides contract between the parties, example, producer and consumer. Producer produces the goods without letting know the consumer how the product is being made. But, through interface, Producer let all consumer know what product can buy. With the help of abstraction, producer can markets the product to their consumers.
Encapsulation:
Encapsulation is one level down of abstraction. Same product company try shielding information from each other production group. Example, if a company produce wine and chocolate, encapsulation helps shielding information how each product Is being made from each other.
If I have individual package one for wine and another one for
chocolate, and if all the classes are declared in the package as
default access modifier, we are giving package level encapsulation
for all classes.
Within a package, if we declare each class filed (member field) as
private and having a public method to access those fields, this way
giving class level encapsulation to those fields
Let's go back 6 million years,
Humans are not fully evolved. To begin with, evolution created a hole next to each body part to inject nutrients, which you can decide on yourself.
However, as humans get older, the nutrient requirements for each body part change Humans don't know which body parts need how much of which nutrient.
Evolution realised that exposing the hole next to each body part was a mistake, so it corrected it by encapsulating the entire body in skin and exposing only one opening, later it was called as "mouth." 
Also, it abstracted the whole implementation of nutrient allocation through digestive system. All you have to do is keep eating through your mouth. The digestive system will take care of the body's nutrient composition changes to meet your needs. 
In the software world, requirements will keep changing.
Encapsulating the internal data and exposing only the required functions will help with better maintenance. As a result, you have greater control over what occurs within your class/module/framework. 
Abstraction makes it easier for the client to consume a class/module/framework. So clients don't have to do(know) 100 different steps to get the desired output. Exposed function/class will do all the work. In our example, you don't have to worry about which nutrients are required for which body part. Just eat it. 

Multiple Inheritance?

I have looked on line for information that would help me solve a design issue that is confusing me. I am new to complicated inheritance situations so my solution could actually just be rooted in a better design. But in trying to figure out what my design should be, I keep ending up thinking I really just need to inherit more than 1 base class.
My specific case involves Assets and different types of Assets.
Starting with the Asset...
Every PhysicalDevice is an Asset
Every VirtualDevice is an Asset
Every Server is an Asset
Every PhysicalServer would need to be both a PhysicalDevice and a Server
Every VirtualServer would need to be both a VirtualDevice and a Server
Every NetDevice is a PhysicalDevice
Every StorageArray is a PhysicalDevice
One solution I guess is to duplicate the Server code for both PhysicalServers, and VirtualServers however, I feel like this goes against what im trying to do, which is inherit.
They need to be separate classes because each of the types will have properties and methods. For instance, Server will have OSCaption, Memory, Procs, etc. PhysicalDevice will have things like Location, Serial, Vendor etc. And VirtualDevice will have a ParentDevice, State, VHDLocation etc.
If the inheritance is liner then i run into the problem of not being able to describe these types accurately.
Something that seems intriguing is Interfaces. It seems that i can define all base classes as interfaces and implement them in my main classes as needed. but, I am simply unsure of what the implications are if I were to do that.
for instance, something like... PhysicalServer : IAsset : IServer : IPhysical
I am in deep water so I’m really just looking for suggestions or guidance.
Interfaces are an appropriate way of ensuring contract integrity across types, but you may end up with duplicate code for each implementation.
Your scenario may lend itself better to composition than inheritance (or a combination thereof).
Example - Inheritance + Composition
public class PhysicalServer : Asset
{
public PhysicalInfo PhysicalProperties
{
get;
set;
}
}
public class VirtualServer : Asset
{
public VirtualInfo VirtualProperties
{
get;
set;
}
}
Example - Composition Only
public class VirtualServer
{
public VirtualInfo VirtualProperties
{
get;
set;
}
public AssetInfo AssetProperties
{
get;
set;
}
}
You could then add polymorphism/generics into the mix and create derivatives of types to represent more specific needs.
Example - Inheritance + Composition + Genericized Member that inherits from a common type
public class VirtualServer<TVirtualInfo> : Asset
where TVirtualInfo : VirtualDeviceInfo
{
public TVirtualInfo VirtualProperties
{
get;
set;
}
}
public class VirtualServerInfo : VirtualDeviceInfo
{
// properties which are specific to virtual servers, not just devices
}
There are countless ways that you could model this out, but armed with interfaces, composition, inheritance, and generics you can come up with an effective data model.
Use mixins.
You first decide which is the primary thing you want your object to be. In your case I think it should be server.
public class PhysicalServer : Server
Then you add interfaces for the other functionalities.
public class PhysicalServer : Server,IAsset,IVirtualDevice
And you add extension methods to the interfaces.
public static int WordCount(this IAsset asset)
{
//do something on the asset
}
Here's an article on mixins in case my answer is too simple: http://www.zorched.net/2008/01/03/implementing-mixins-with-c-extension-methods/
C# doesn't support multiple inheritance from classes (but does support multiple implementations of interfaces).
What you're asking for is not multiple inheritance. Multiple inheritance is where a single class has more than one base class. In your example each class inherits from one/zero other classes. Asset and Server being the ultimate base classes. So you have no problem doing that in c#, you can just define the functionality common in eg server and then do different things in VirtualDevice and PhysicalDevice.
However you will end up with a possibly complex class hierarchy and many people would advocate composition over inheritance. This is where you'd have interfaces defining behaviour and classes implement the interface to say that they do something but each class can implement the interface methods differently. So your example for the PhysicalServer interfaces may be encouraged.
To start with remember that inheritance is the obvious result of the kind of problem that you have mentioned. Every class does have more than one behavior and everyone falls into this trap. So chill. You are not the first nor the last.
You need to modify your thinking a bit to break away from the norm.
You need to look at it from the angle of what "changes" in future rather than look at a hierarchical kind of class diagram. A class diagram may not be hierarchical instead it needs to represent "what changes" and what "remains constant". From what I see, in future you may define a MobileDevice, VirtualMobileDevice.
In your current classes you seem to have properties like Vendor, Serial. These may be needed in MobileDevice too right ? So you need to modify your thinking to actually think of behaviors instead of classes that make hierarchical sense.
Rethink, you are going down the track of multiple inheritance, very dangerous and complex design. Its not the correctness of your thought process that is in question here. Its the question of you coding something and someone up ahead in the near future complicating it beyond repair.
No multiple inheritance in java is there for this one reason, to ensure that you dont think the hierarchical way.
Think "factories" (for creation), strategy (for common functionality/processing).
Edited :
Infact you should also consider creating layers in the form of library, so that there is complete abstraction and control on the main parts of your processing. What ever you intend to do with the Asset/Device class should be abstracted into a library, which can be protected by change.

Query Regarding Design of Class-based Text Adventure Game.

I've been learning C# over the summer and now feel like making a small project out of what I've done so far. I've decided on a sort of text based adventure game.
The basic structure of the game will involve having a number of sectors(or rooms). Upon entry into a room, a description will be outputted and a number of actions and such you may take; the ability to examine, pick up, use stuff in that room; possibly a battle system, etc etc. A sector may be connected up to 4 other sectors.
Anyway, scribbling ideas on paper on how to design the code for this, I'm scratching my head over the structure of part of my code.
I've decided on a player class, and a 'level' class that represents a level/dungeon/area. This level class would consist of a number of interconnected 'sectors'. At any given time, the player would be present in one certain sector in the level.
So here's the confusion:
Logically, one would expect a method such as player.Move(Dir d)
Such a method should change the 'current sector' field in the level object. This means class Player would need to know about class Level. Hmmm.
And Level may have to manipulate the Player object (eg. player enters room, ambushed by something, loses something from inventory.) So now Level also needs to hold a reference to the Player object?
This doesn't feel nice; everything having to hold a reference to everything else.
At this point I remembered reading about delegates from the book I'm using. Though I know about function pointers from C++, the chapter on delegates was presented with examples with a sort of 'event based' programming viewpoint, with which I did not have much enlightenment about.
That gave me the idea to design the classes as follows:
Player:
class Player
{
//...
public delegate void Movement(Dir d); //enum Dir{NORTH, SOUTH, ...}
public event Movement PlayerMoved;
public void Move(Dir d)
{
PlayerMoved(d);
//Other code...
}
}
Level:
class Level
{
private Sector currSector;
private Player p;
//etc etc...
private void OnMove(Dir d)
{
switch (d)
{
case Dir.NORTH:
//change currSector
//other code
break;
//other cases
}
}
public Level(Player p)
{
p.PlayerMoved += OnMove;
currSector = START_SECTOR;
//other code
}
//etc...
}
Is this an alright way to do this?
If the delegate chapter was not presented the way it was, I would not have thought of using such 'events'. So what would be a good way to implement this without using callbacks?
I have a habit of making highly detailed posts... sorry v__v
What about a 'Game' class which would hold the majority of the information like a Player and a current room. For an operation such as moving the player, the Game class could move the player to a different room based on the room's level map.
The game class would manage all the interactions between the various components of the games.
Using events for something like this brings the danger that your events will get tangled. If you're not careful you'll end up with events firing each other off and overflowing your stack, which will lead to flags to turn events off under special circumstances, and a less understandable program.
UDPATE:
To make the code more manageable, you could model some of the interactions between the main classes as classes themselves, such as a Fight class. Use interfaces to enable your main classes to perform certain interactions. (Note that I have taken the liberty of inventing a few things you may not want in your game).
For example:
// Supports existance in a room.
interface IExistInRoom { Room GetCurrentRoom(); }
// Supports moving from one room to another.
interface IMoveable : IExistInRoom { void SetCurrentRoom(Room room); }
// Supports being involved in a fight.
interface IFightable
{
Int32 HitPoints { get; set; }
Int32 Skill { get; }
Int32 Luck { get; }
}
// Example class declarations.
class RoomFeature : IExistInRoom
class Player : IMoveable, IFightable
class Monster : IMoveable, IFightable
// I'd proably choose to have this method in Game, as it alters the
// games state over one turn only.
void Move(IMoveable m, Direction d)
{
// TODO: Check whether move is valid, if so perform move by
// setting the player's location.
}
// I'd choose to put a fight in its own class because it might
// last more than one turn, and may contain some complex logic
// and involve player input.
class Fight
{
public Fight(IFightable[] participants)
public void Fight()
{
// TODO: Logic to perform the fight between the participants.
}
}
In your question, you identified the fact that you'd have many classes which have to know about each other if you stuck something like a Move method on your Player class. This is because something like a move neither belongs to a player or to a room - the move affects both objects mutually. By modelling the 'interactions' between the main objects you can avoid many of those dependencies.
Sounds like a scenario I often use a Command class or Service class for. For example, I might create a MoveCommand class that performs the operations and coordinations on and between Levels and Persons.
This pattern has the advantage of further enforcing the Single Responsibility Principal (SRP). SRP says that a class should only have one reason to change. If the Person class is responsible for moving it will undoubtedly have more than one reason to change. By breaking the logic of a Move off into its own class, it is better encapsulated.
There are several ways to implement a Command class, each fitting different scenarios better. Command classes could have an Execute method that takes all necessary parameters:
public class MoveCommand {
public void Execute(Player currentPlayer, Level currentLevel) { ... }
}
public static void Main() {
var cmd = new MoveCommand();
cmd.Execute(player, currentLevel);
}
Or, sometimes I find it more straightforward, and flexible, to use properties on the command object, but it makes it easier for client code to misuse the class by forgetting to set properties - but the advantage is that you have the same function signature for Execute on all command classes, so you can make an interface for that method and work with abstract Commands:
public class MoveCommand {
public Player CurrentPlayer { get; set; }
public Level CurrentLevel { get; set; }
public void Execute() { ... }
}
public static void Main() {
var cmd = new MoveCommand();
cmd.CurrentPlayer = currentPlayer;
cmd.CurrentLevel = currentLevel;
cmd.Execute();
}
Lastly, you could provide the parameters as constructor arguments to the Command class, but I'll forgo that code.
In any event, I find using Commands or Services a very powerful way to handle operations, like Move.
For a text-based game, you're almost certainly going to have a CommandInterpretor (or similar) object, which evaluates the user's typed commands. With that level of abstraction, you don't have to implement every possible action on your Player object. Your interpreter might push some typed commands to your Player object ("show inventory"), some commands to the currently-occupied Sector object ("list exits"), some commands to the Level object ("move player North"), and some commands to specialty objects ("attack" might be pushed to a CombatManager object).
In that way, the Player object becomes more like the Character, and the CommandInterpretor is more respresentational of the actual human player sitting at the keyboard.
Avoid getting emotionally or intellectually mired in what the "right" way to do something is. Focus instead on doing. Don't put too much value on the code you've already written, because any or all of it may need to change to support things that you want to do.
IMO there's way too much energy being spent on patterns and cool techniques and all of that jazz. Just write simple code to do the thing you want to do.
The level "contains" everything within it. You can start there. The level shouldn't necessarily drive everything, but everything is in the level.
The player can move, but only within the confines of the level. Therefore, the player needs to query the level to see if a move direction is valid.
The level isn't taking items from the player, nor is the level dealing damage. Other objects in the level are doing these things. Those other objects should be searching for the player, or maybe told of the player's proximity, and then they can do what they want directly to the player.
It's ok for the level to "own" the player and for the player to have a reference to its level. This "makes sense" from an OO perspective; you stand on Planet Earth and can affect it, but it is dragging you around the universe while you're digging holes.
Do Simple Things. Any time something gets complicated, figure out how to make it simple. Simple code is easier to work with and is more resistant to bugs.
So firstly, is this an alright way to
do this?
Absolutely!
Secondly, if the delegate chapter was
not presented the way it was, I would
not have thought of using such
'events'. So what would be a good way
to implement this without using
callbacks?
I know a lot of other ways to implement this, but no any other good way without some kind of callback mechanism. IMHO it is the most natural way to create a decoupled implementation.

Categories