Purpose of IAggregateRoot interface in in Microsoft Repository Pattern document - c#

I am looking at the Respository Pattern in Microsoft website.
Respository Pattern
I section i am not understand what IAggregateRoot does?
public interface IRepository<T> where T : IAggregateRoot
{
//....
}
Can each respository class interact each others e.g. Product respository may be used by OrderRespository.

TL;DR:
The IAggregateRoot interface doesn't really do anything except mark classes that are aggregate roots so that if a class doesn't implement that interface,
public class Repository<NotARootAggregate> : IRepository<NotARootAggregate>
...won't compile. It helps us not to create a repository for a class that isn't an aggregate root.
That generic constraint is just a way of preventing the creation of repository for something that isn't an aggregate root.
What is an aggregate root and why does it matter when we're creating a repository? Here's a really contrived example:
public interface IAggregateRoot { }
public enum TreeType
{
Apple, Lemon
}
public class Fruit
{
public Fruit(TreeType fruitType) { FruitType = fruitType; }
public TreeType FruitType { get; }
}
public class TreeBranch
{
private List<Fruit> fruitOnBranch = new List<Fruit>();
public TreeBranch(TreeType branchType) { BranchType = branchType; }
public TreeType BranchType { get; }
public void AddFruit(Fruit fruit)
{
if (fruit.FruitType != BranchType)
{
throw new ArgumentException("Wrong type of fruit!");
}
fruitOnBranch.Add(fruit);
}
}
public class Tree : IAggregateRoot
{
private List<TreeBranch> branches = new List<TreeBranch>();
public Tree(TreeType treeType) { TreeType = treeType; }
TreeType TreeType { get; }
public void AddBranch(TreeBranch branch)
{
if(branch.BranchType != TreeType)
{
throw new ArgumentException("Wrong type of branch!");
}
branches.Add(branch);
}
}
It's designed so that it's impossible to add the wrong kind of branch to a tree or the wrong kind of fruit to a branch. So it's impossible to add a lemon to an apple tree. It's also impossible to change a lemon into an apple. The code enforces the rule that the right fruit grows on the right tree.
Having the tree as the aggregate root means that we're only going to save the tree to the database along with its branches and fruit. We'll never save just the branches or fruit. As long as we enforce that, we won't accidentally add lemons to apple trees.
If we defined a FruitRepository then we could accidentally go around that and save incorrect fruit.
So declaring the repository with that generic constraint:
public interface IRepository<T> where T : IAggregateRoot
^^^^^^^^^^^^^^^^^^^^^^^^
means that a class that implements the interface won't compile unless T implements IAggregateRoot.
So the only purpose of IAggregateRoot is to mark a class and say, "This is an aggregate root. It's okay to define a repository for it." That's why the documentation you referenced calls it a "marker interface."
It's a little bit weird because you could just put that interface on Fruit or TreeBranch, and then you'd be able to create a repository for them. Nothing will stop you from doing that. But the idea is that you or someone else will know not to do that. (But if you already knew not to do that, then you didn't need the IAggregateRoot interface to stop you from creating the repository, right?) So it's a slightly weak guard against making a mistake.

Related

How o restrict Generic type implementations in c#

I'm wondering if there is a way to constrain the implementations of a generic type by asking Not to implement a specific interface
Something like
public class PrivateGarage<TVehicle> where TVehicle : **not** Itruck
{
...
}
This might works but it's less elegant
public class PrivateGarage<TVehicle>
{
public PrivateGarage()
{
if(typeof(TVehicle) is Itruck)
{
throw new ArgumentException("Truck is not a valid type for private garage");
}
}
}
There is an approach you can take to solve this, but it only works well if there is only one discriminant to worry about.
Let's suppose the base interface is IVehicle:
public interface IVehicle
{
public void Park();
}
In your case, the discriminant is whether or not the vehicle can go in the garage, i.e., is it a "private vehicle"?
The following two interfaces can represent the discriminant:
public interface ICommercialVehicle: IVehicle
{
}
public interface IPrivateVehicle: IVehicle
{
}
Now you can represent a private garage by requiring IPrivateVehicle rather than IVehicle:
public class PrivateGarage<T> where T: IPrivateVehicle
{
readonly List<IPrivateVehicle> _vehicles = new();
public void Park(T vehicle)
{
_vehicles.Add(vehicle);
}
}
Suppose you also have a Truck type that does not inherit directly or indirectly from IPrivateVehicle. In that case if you try to create a PrivateGarage<Truck> you'll get a compile error.
This approach does not scale at all well, so it's probably better to take the approach of using properties and checking them at runtime.
A slightly different approach is to use interfaces as "Tags". I must stress that this is considered by many to be a bad design.
To do that you'd use an IPrivateVehicle tag as a kind of attribute.
Then the hierarchy would be like this:
public interface IVehicle
{
public void Park();
}
public interface IPrivateVehicle {} // Tag interface. Considered bad design.
public class PrivateGarage<T> where T: IPrivateVehicle, IVehicle
{
readonly List<IVehicle> _vehicles = new();
public void Park(T vehicle)
{
_vehicles.Add(vehicle);
}
}
public interface ICar: IVehicle, IPrivateVehicle
{
}
public interface ITruck : IVehicle
{
}
Then if you had concrete classes implementing ICar and ITruck called Car and Truck respectively:
var carGarage = new PrivateGarage<Car>(); // Compiles
var truckGarage = new PrivateGarage<Truck>(); // Does not compile.
An advantage of this approach is that you can use many tags.
An disadvantage of this approach is that you can use many tags. ;)
No, there isn't. The only way to specify constraints is inclusive. There is no way to exclude specific subtypes. See the documentation for the list of permitted types of constraints.
The reason, most likely, is such a constraint would break polymorphism. If it were possible, it would mean that instances of a specific descendant of the actual type parameter, and its all descendants would, could not be passed to the generic class.
A possible alternate way to impose such a constraint is to introduce properties at an IVehicle interface such as:
public interface IVehicle
{
bool CanCarryPassengers { get; }
bool CanCarryCargo { get; }
}
However, there's much more to check for a hypothetical PrivateGarage, so in the reality, the conditional to allow a particular vehicle in the garage would be much more complicated than a simple negative constraint.
No, there is no weay to exclude a type, constraints don't work that way.
A common solution would be to have an interface specifically for this, like IVehicleThatCanGoInGarage, which may itself also implement IVehicle
public interface IVehicleThatCanGoInGarage : IVehicle
{}
public class PrivateGarage<TVehicle> where TVehicle : IVehicleThatCanGoInGarage
{
...
}

Decorating 1 of multiple implemented interfaces

I'm wondering if it's possible to have a decorator for 1 of multiple implemented interfaces in C#. I'm leaning towards no, but maybe.
Here's what I mean
public abstract class Auditable
{
public string CreatedBy { get; set; }
public DateTime CreatedAt { get; set; }
public DateTime ModifiedAt { get; set; }
public string ModifiedBy { get; set; }
}
public class MyClass : Auditable
{
// <...> properties
}
public interface IWriteRepository<T> : where T : Auditable
{
T Create(T entity);
T Update(T entity);
}
public class AuditRepositoryDecorator<T> : IWriteRepository<T> where T : Auditable
{
private readonly IWriteRepository<T> _decorated;
// <...> ctor with injects
public T Create(T entity)
{
entity.ModifiedAt = time;
entity.CreatedAt = time;
entity.CreatedBy = invoker;
entity.ModifiedBy = invoker;
return _decorated.Create(entity);
}
public T Update(T entity)
{
entity.ModifiedAt = time;
entity.ModifiedBy = invoker;
return _decorated.Update(entity);
}
}
public interface IMyClassRepository : IWriteRepository<MyClass>
{
MyClass Get(int id);
}
So I would like to be able to depend on IMyClassRepository repository and whenever Create or Update would get invoked it would go through AuditRepositoryDecorator. It's a piece of logic that is executed a lot and I think it would be much simpler to have as a decorator instead of having a composition relation to some interface that does the same.
IAuditableRepository is never instantiated directly, as it's would always be implemented by another interface, so I think it might not be possible to do what I want to achieve.
I'm using the default dnc2.1 DI framework with Scrutor for decorations.
What you are trying to achieve is not possible. This isn't a limitation of the used DI Container, but rather a constraint of the .NET Type system. I often advise developers that are in DI trouble to, for the sake of understanding, remove the DI Container from the equation and instead build object graphs by hand. This works well in your situation, as I'll demonstrate below.
Assume you have an IMyClassRepository consumer:
public class RepoConsumer
{
RepoConsumer(IMyClassRepository repo) ...
}
And an IMyClassRepository implementation:
public class MyClassRepositoryImpl : IMyClassRepository
{
...
}
Now let's create the object graph for RepoConsumer that uses AuditRepositoryDecorator<MyClass>:
var repo = new MyClassRepositoryImpl();
var decoratedRepo = new AuditRepositoryDecorator<MyClass>(repo);
var consumer = new RepoConsumer(decoratedRepo); // <-- COMPILE ERROR
When you compile this code, you'll notice that the C# compiler will generate an error on the new RepoConsumer line. This is because RepoConsumer expects an IMyClassRepository. Although MyClassRepositoryImpl implements IMyClassRepository, AuditRepositoryDecorator<MyClass> does not implement IMyClassRepository.
To solve this, you might try letting AuditRepositoryDecorator<T> implement IMyClassRepository, but that will obviously be ugly, because the decorator will have to implement a dozen of interfaces, for each entity in your system.
But what this exercise proves, is that the problem is not so much with the DI Container, but rather that the type system simply not permits you to build an object graph of this. And since the type system doesn't allow you to, the DI Container certainly won't allow it. It can't work around the type checks of the type system. Fortunately.
But the solution to your problem is actually really straightforward: remove the specific IMyClassRepository and let consumers depend on IWriteRepository<MyClass> instead. This might seem a disappointing solution, but there is a myriad of problems surrounding deriving from generic interfaces. Just accept the fact that consumers depend on such generic abstraction. It takes some time, but eventually, you will start to love and appreciate this style of programming.
But, of course, this still leaves us with the question of how to add new methods, such as MyClass Get(string). There are multiple solutions, such as:
Implement it as extension method (only possible when the method itself requires access to the interface itself, not to the class's internals)
Define a separate interface, which might be a good idea in general, according to the Interface Segregation Principle
the most used approach in these cases is the repository pattern as explained here in my answer: How do I avoid code repetition when defining a class of functions that only vary the data type of the parameters they handle?
in your case this is the classes hierarchy:
public interface IWriteRepository<T> : where T : Auditable
{
T Create(T entity);
T Update(T entity);
}
public abstract class WriteRepositoryBase<T> : IWriteRepository<T> where T : Auditable
{
//implement create and update
}
public interface IMyRepository : IWriteRepository<MyClass>
{
MyClass Get(string id);
}
public class MyRepository : WriteRepositoryBase<MyClass>, IMyRepository
{
//implement Get
}

Can I use generics to change a subclass' method signature?

I need to perform an operation on a subclass and return a result:
public interface IEntity { }
public abstract class Entity : IEntity {
public abstract IEntity doStuff(IEntity e1, IEntity e2, IEntity e3);
}
public class Customer : Entity {
public override IEntity doStuff(IEntity e1, IEntity e2, IEntity e3) { // <-- yuck
var customer1 = e1 as Customer; // <-- yuck
var customer2 = e2 as Customer; // <-- yuck
var customer3 = e3 as Customer; // <-- yuck
// do stuff
return foo;
}
}
I want to avoid that subclass' method signature, and the associated typecasting.
So I prefer this:
public override Customer doStuff(Customer c1, Customer c2, Customer c3) {
// do stuff
return foo;
}
How would I use the type system to accomplish that?
EDIT: I changed the name of the method from compare to doStuff, to reiterate that the operation itself is irrelevant. I'm not trying to compare. I just want to change the types. How do I do that?
Many have said to change the design, but that I cannot do. I already have a solution, which I've included below, and it works. If you have a better way to accomplish this, without criticising the design (which is not the point), then please let me know. Thanks for everyone's contribution though.
This works. But the self-referencing generics make my head hurt.
public interface IEntity { }
public abstract class Entity<TEntity> : IEntity where TEntity : IEntity {
public abstract TEntity doStuff(TEntity e1, TEntity e2, TEntity e3);
}
public class Customer : Entity<Customer> {
public override Customer doStuff(Customer c1, Customer c2, Customer c3) {
// do stuff
return foo;
}
}
Is this a good solution, or are there gotchas in there that'll give me problems?
Is there a better solution?
In the prospect of persistance ignorance, serialization (JSON/XML) and binarization for network transmission, you may be better off without the interface.
To distinguish from POCO classes which are also called entities I prefer the original term "Domain Object" as given in Eric Evans' original work.
This is just an example on what I would do.
public abstract class AbstractDomainObject<T>
where T : AbstractDomainObject
{
public abstract bool CanDoStuffWith(T other);
}
public class Customer : AbstractDomainObject<Customer>
{
public override bool CanDoStuffWith(Customer other)
{
return this.Gender != other.Gender;
}
}
The reason why this is coming across as confusing is that this
public abstract class Entity : IEntity {
public abstract IEntity doStuff(IEntity e1, IEntity e2, IEntity e3);
}
shouldn't implement IEntity. If you need a class that "does stuff" with an IEntity then that's separate from an IEntity. That's the Single Responsibility Principle. Unless the primary purpose of an IEntity is to doStuff then doStuff wouldn't be in the same class.
Whatever doStuff does, that's what this class should be. For example, if it compares whether instances of IEntity are compatible for some operation, you might do this:
public interface ICompatibilityChecker<TEntity> where TEntity : IEntity
{
bool AreCompatible(TEntity entity, TEntity other);
}
Then you might find that you don't even need an abstract class:
public class CompatibilityChecker : ICompatibilityChecker<Customer>
{
public bool AreCompatible(Customer entity, Customer other)
{
//check compatibility
}
}
Another principle involved is Favor Composition Over Inheritance. There's a tendency to want to put functionality into base classes when it often makes more sense to put it into entirely separate classes. But notice how when you separate out some of these behaviors into separate classes the design of those classes becomes much simpler.
Also, what if you have domain objects that don't need that behavior? Then the inheritance becomes more difficult because you might need other methods in the abstract class but you're stuck implementing another one that you don't even need.
More often than not when we try to share functionality between classes by having them inherit from common base classes it gets convoluted and eventually breaks down. It's much easier to maintain if we separate behaviors and responsibilities into separate classes.

Is there a name for this aggregative design pattern?

I frequently find myself using the following pattern when I want to avoid using large switch statements (please excuse the hackneyed 'animal' theme):
public enum AnimalType { Dog, Cat, Hamster }
public interface IAnimal
{
AnimalType AnimalType { get; }
}
public class Cat : IAnimal
{
public AnimalType AnimalType { get { return AnimalType.Cat; } }
}
public class AnimalAggregator
{
private readonly IDictionary<AnimalType, IAnimal> _animals;
public AnimalAggregator(IEnumerable<IAnimal> animals)
{
_animals = animals.ToDictionary(a => a.AnimalType);
}
public IAnimal Get(AnimalType animalType)
{
IAnimal animal;
return _animals.TryGetValue(animalType, out animal) ? animal : null;
}
}
In the above example I would take a dependency on AnimalAggregator and allow an IoC container to wire up the injection of all IAnimals. Then instead of writing out a large switch statement for retrieving the IAnimal associated with AnimalType.Cat, I just call animalAggregator.Get(AnimalType.Cat).
I have used this pattern (and variations thereof) many times in my projects but never known what to call it - I tend to go with "aggregator" but I'm not sure that's accurate. I have never seen it outside of my own code though.
Does it have a name?
This feels to me like it should be an abstract factory pattern:
Provide an interface for creating families of related or dependent
objects without specifying their concrete classes.
You will then have an AnimalFactory with different GetMethods for each animal type.
I guess you could have a generic get method but this defeats the purpose of the abstract factory. Since you are in any way limited by the enum why not have a method per type.
For more info see http://www.dofactory.com/Patterns/PatternAbstract.aspx
I think this is just a variation of the abstract factory pattern. The only thing left to do is make AnimalAggregator extend an IAnimalFactory interface and change client code to take a dependency on IAnimalFactory instead of AnimalAggregator.
public inteface IAnimalFactory
{
IAnimal Get(AnimalType t);
}

C# - Can someone please show me a very simple example of Interfaces [closed]

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I cannot get my head around how to use interfaces and why they are needed. Can someone please show me a simple example?
interface IFlyable
{
void Fly();
}
class Bird : IFlyable
{
public void Fly() { }
}
class Plane : IFlyable
{
public void Fly() { }
}
List<IFlyable> things = GetBirdInstancesAndPlaneInstancesMixed();
foreach(IFlyable item in things)
{
item.Fly();
}
Bird and Plane have no common base class except Object, but you can see using the same interface we can deal with them grouply in our program, because they have the same "feature": Fly.
public interface ISpeaks
{
string Speak();
}
public class Dog : Mammal, ISpeaks
{
public string Speak() { return "Woof!"; }
}
public class Person : Mammal, ISpeaks
{
public string Speak() { return "Hi!"; }
}
//Notice Telephone has a different abstract class
public class Telephone : Appliance, ISpeaks
{
public Person P { get; set; }
public Telephone(Person p)
{
P = p;
}
public string Speak() { return P.Speak(); }
}
[Test]
public void Test_Objects_Can_Speak()
{
List<ISpeaks> thingsThatCanSpeak = new List<ISpeaks>();
//We can add anything that implements the interface to the list
thingsThatCanSpeak.Add(new Dog());
thingsThatCanSpeak.Add(new Person());
thingsThatCanSpeak.Add(new Telephone(new Person()));
foreach(var thing in thingsThatCanSpeak)
{
//We know at compile time that everything in the collection can speak
Console.WriteLine(thing.Speak());
}
}
This is useful because we can code against the interface rather than implementation and because we can use multiple interfaces on a single class, we are more flexible than if we used an Abstract class.
Interfaces are somehow class definition alike, a sort of contract between the interface and the class implementing it.
An interface contains only the signatures of methods, properties, events or indexers. A class or struct that implements the interface must implement the members of the interface that are specified in the interface definition.
A .NET class cannot use multi-inheritance. As such, we rely on interfaces, and a class can implement as much interfaces as you wish. On the contrary, a class inheritance has to be single. For instance:
public class Customer : Person, Company {
}
This code is not allowed in any .NET languages that I know (C#/VB.NET).
To counter this lack, if we may say so, we rely on interfaces.
public interface IPerson {
string Name
string Address
string StateProvince
string ZipPostalCode
string Country
long PhoneNumber
}
public interface ICompany {
string CreditTerm
string BillingAddress
string ShippingAddress
string ContactName
long ContactPhoneNumber
long FaxNumber
}
public class Customer : IPerson, ICompany {
// Properties implementations here.
}
In this way, interfaces are like a workaround somehow to multi-inheritance.
On the other hand, interfaces can be used as a contract for methods. Let's say you got a method that take an ICompany as an input parameter. You are now sure to have the properties defined in the ICompany interface to perform your work within the method.
public BillCompany(ICompany company) {
// Bill company here...
}
Then, your Customer class correspond to what you are expecting, since it implements the ICompany interface.
Let's make another class, whose definition would only implement the IPerson interface.
public class Individual : IPerson {
// Interface implementation here...
}
Then, your BillCompany() method could not accept an instance of the Individual class, as it doesn't show requirements (properties, etc.) for a company.
In short, interfaces are a good way to bind by contract your methods to what will be accepted, like inheritance.
There are indeed some precautions to take while working with Interfaces, a change to an interface will break your code, as an enforcing rule to implement the new member within all implementing classes, which class inheritance does not.
Does this help?
I like this blog post that I read the other day: http://simpleprogrammer.com/2010/11/02/back-to-basics-what-is-an-interface/
Many people, myself included, have created interfaces that have a 1 to 1 mapping to the class they are representing but this is not always a good thing and that article explains why.
An interface is useful when you have a given contract you want an object to fulfill but you don't really care about how they fulfill it. That's an implementation detail left to the class itself.
So let's say you have a method that's job is to process save requests. It does not perform the actual act of saving, it just processes the requests. As a result, it can take a List<ICanSave>, where ICanSave is an interface. The objects in that list can be any type that implements that interface. It can be a mix, or it can contain just one type. You're just concerned that it implements the interface.
public interface ICanSave
{
void Save();
}
In your method, you might have something simple like
public void SaveItems(List<ICanSave> items)
{
foreach (var item in items)
{
item.Save();
}
}
How are those items being saved? You don't care! That, again, is an implementation detail for the class implementing the interface. You just want whatever class that enters the method to have that ability.
You could have a class that implements the interface that persists data to the file system. Another might save to a database. Another may call some external service. Etc. That's left for the author of the class to decide. You might even have a stubbed class for a unit test that does nothing at all.
That's just one use-case scenario, there are many others, several in the BCL. IEnumerable<T> is a good one, it is implemented by things such as ICollection<T> and IList<T>, which are in turn implemented by concrete types such as Array and List<T>. It's the interface which makes many of the programming constructs you may be accustomed to useful, such as LINQ. LINQ doesn't care about the actual implementation* of the class, it just wants to be able to enumerate it and perform the proper filtering and/or projection.
IDisposable is another good BCL example. You want to know that a class needs to clean up after itself. What specifically it needs to clean up is left up to the class, but by nature of it implementing IDisposable, you know it needs to clean up after itself, so you preferrably wrap its use in a using statement or you manually ensure that you call .Dispose once you've finished working with the object.
*LINQ actually does optimize for some interfaces.
Simple example of interface Animal with two implementation of class animal (you have an unique description for animal and many implementation in class dog, cat...)
public interface IAnimal
{
string GetDescription();
}
class Cat : IAnimal
{
public string GetDescription()
{
return "I'm a cat";
}
}
class Program
{
static void Main(string[] args)
{
Cat myCat = new Cat();
Console.WriteLine(myCat.GetDescription());
}
}
"I've got a bunch of classes here that I want to treat the same way, for a certain amount of functionality."
So, you write a contract.
Real-world example: I'm writing a wizard. It has a bunch of pages, some of which (but not all) are UserControls. They all need a common set of operations, so the controlling class can treat them all the same. So I have an IPage interface that they all implement, with operations like initializing the page, saving the user's choices, et cetera. In my controller, I simply have a List, and don't have to know what page does what; I simply call the interface's Save()s and Initialize()s.
Here is the main points of Interface,
1.We can call same method using different classes with different out put of same methods.
Simple Example:
class Mango : abc
{
public static void Main()
{
System.Console.WriteLine("Hello Interfaces");
Mango refDemo = new Mango();
refDemo.mymethod();
Orange refSample = new Orange();
refSample.mymethod();
}
public void mymethod()
{
System.Console.WriteLine("In Mango : mymethod");
}
}
interface abc
{
void mymethod();
}
class Orange : abc
{
public void mymethod()
{
System.Console.WriteLine("In Orange : mymethod");
}
}
2.can call same method using same interface with different classes.
class Mango : abc
{
public static void Main()
{
System.Console.WriteLine("Hello Interfaces");
abc refabc = new Mango();
refabc.mymethod();
abc refabd = new Orange();
refabd.mymethod();
Console.ReadLine();
}
public void mymethod()
{
System.Console.WriteLine("In Mango : mymethod");
}
}
interface abc
{
void mymethod();
}
class Orange : abc
{
public void mymethod()
{
System.Console.WriteLine("In Orange : mymethod");
}
}
Well from MSDN, "An interface defines a contract. A class or struct that implements an interface must adhere to its contract."
On this page, there are several examples of what an interface looks like, how a class inherits from an interface and a full blown example of how to implement an interface.
Hope this helps out some.

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