Implementing open close principle when interfaces are different - c#

I have the following use case for a factory safety system. Currently designing the system as console application.
- A Machine's speed can be increased or decreased using human input - i or d
- when the speed is increased above 50, there is an alarm raised
- There is a safety lock in the machine which can be locked or unlocked again by human input - l or u
- If the speed of the machine is increased by 10 and safety lock is not locked, then there is an alarm raised
I have implemented the system, however, the system is not scallable. Tomorrow if another safety system introduced, then looks like I need to go back to the existing class and modify.
Implementing open close principle looks to be difficult as functionality like speed increase/decrease (ISpeedController) and machine lock/unlock (ISafetyLock) does not share a common interface.
public interface ISpeedController
{
void Increase();
void Decrease();
}
public interface ISafetyLock
{
void Lock();
void UnLock();
}
Moreover, there is an event speed change, which fires whenever speed is changed to raise an alarm. That makes things even more complicated.
Can you help me how the system can be designed so that we can seamlessly add new safety measures in future without impacting the current code?
Thanks.

Well, you just need to go with convention over configuration approach.
For example, you can define a common interface with registration:
using System;
using System.Linq;
public class Program
{
public static void Main()
{
var handlerType = typeof(IHandleKey);
var classes = typeof(Program).Assembly // you can get them however you want
.GetTypes()
.Where(p => handlerType.IsAssignableFrom(p) && p.IsClass)
.Select(t => (IHandleKey)Activator.CreateInstance(t)) // or use IoC to resolve them...
.ToArray();
while(true) {
var key = Console.ReadLine(); // or however you get your input
var handler = classes.FirstOrDefault(x => x.Key == key);
if (handler == null) {
Console.WriteLine("Couldn't find a handler for " + key);
} else {
handler.Handle();
}
}
}
}
public interface IHandleKey
{
String Key { get; }
void Handle();
}
public class Banana : IHandleKey
{
public String Key { get { return "u"; } }
public void Handle()
{
Console.WriteLine("I did banana work");
}
}
This way if you need to develop a new feature, all you need to add is one class that contains information about valid key and the implementation logic.
Likewise, if you don't want to have the instances ready to handle the command, you can split this and have an attribute describing the key on the type, like so:
using System;
using System.Linq;
public class Program
{
public static void Main()
{
var handlerType = typeof(IHandleKey);
var classes = typeof(Program).Assembly
.GetTypes()
.Where(p => handlerType.IsAssignableFrom(p) && p.IsClass && p.GetCustomAttributes(typeof(KeyHandlerAttribute), false).Count() > 0) // note we're checking for attribute here. This can be optimised.
.ToArray();
while(true) {
var key = Console.ReadLine(); // or however you get your input
var concreteType = classes.FirstOrDefault(x => ((KeyHandlerAttribute)(x.GetCustomAttributes(typeof(KeyHandlerAttribute), false).First())).Key == key);
if (concreteType == null) {
Console.WriteLine("Couldn't find a handler for " + key);
} else {
var handler = (IHandleKey)Activator.CreateInstance(concreteType); // or use IoC to resolve them...
handler.Handle();
}
}
}
}
public interface IHandleKey
{
void Handle();
}
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
public class KeyHandlerAttribute: Attribute
{
public String Key { get; set; }
}
[KeyHandler(Key = "u")]
public class Banana : IHandleKey
{
public void Handle()
{
Console.WriteLine("I did banana work");
}
}
Update Here's the updated program listing using the second variant and implementing shared state and event-based communication.
To be honest, I find this rather trivial, so feel free to ask any questions as i'm not sure what might appear more confusing and what not...
using System;
using System.Linq;
using System.Collections.Generic;
namespace Whatever
{
public class Program
{
public static void Main()
{
// This part belongs to IoC as a Singleton
var state = new State();
// This part belongs to IoC as scoped services
var handlerType = typeof(IHandleKey);
var dict = new Dictionary<String, Object>();
foreach (var type in typeof(Program).Assembly
.GetTypes()
.Where(p => handlerType.IsAssignableFrom(p) && p.IsClass))
{
var attributes = type.GetCustomAttributes(typeof(KeyHandlerAttribute), false);
if (attributes.Any())
{
var attribute = (KeyHandlerAttribute)attributes.First();
var handlr = (IHandleKey)Activator.CreateInstance(type);
handlr.RegisterEvent(state);
dict.Add(attribute.Key, handlr);
}
}
// Main routine here
while (true)
{
var key = Console.ReadLine(); // or however you get your input
var handler = dict.ContainsKey(key) ? (IHandleKey)dict[key] : null;
if (handler == null)
{
Console.WriteLine("Couldn't find a handler for " + key);
}
else
{
handler.Handle();
}
}
}
}
// This class allows us to share state.
public class State : ISharedState
{
// As required by the question, this is an event.
public event EventHandler StateChanged;
public void RaiseStateChange(object sender)
{
this.StateChanged.Invoke(sender, new EventArgs());
}
}
// This makes our Handlers unit testable.
public interface ISharedState
{
event EventHandler StateChanged;
void RaiseStateChange(object sender);
}
// Familiar interface -> note how we have a 'register event' method now.
// We could instead just use a constructor on the HandlerBase. This is really dealer's choice now.
public interface IHandleKey
{
void Handle();
void RegisterEvent(ISharedState state);
}
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
public class KeyHandlerAttribute : Attribute
{
public String Key { get; set; }
}
// To avoid boilerplate in our handlers for registering/unregistering events we have a base handler class now.
public abstract class HandlerBase: IHandleKey
{
protected ISharedState _state;
public abstract void Handle();
public void RegisterEvent(ISharedState state)
{
this._state = state;
this._state.StateChanged += OnStateChanged;
}
public abstract void OnStateChanged(object sender, EventArgs e);
~HandlerBase()
{
this._state.StateChanged -= OnStateChanged;
}
}
// Actual handlers...
[KeyHandler(Key = "u")]
public class Banana : HandlerBase
{
public override void Handle()
{
Console.WriteLine("I did banana work");
this._state.RaiseStateChange(this);
}
public override void OnStateChanged(object sender, EventArgs e)
{
if (sender != this) // optional, in case we don't want to do this for self-raised changes
{
Console.WriteLine("State changed inside Banana handler");
}
}
}
[KeyHandler(Key = "c")]
public class Cheese : HandlerBase
{
public override void Handle()
{
Console.WriteLine("I did cheese work");
this._state.RaiseStateChange(this);
}
public override void OnStateChanged(object sender, EventArgs e)
{
if (sender != this) // optional, in case we don't want to do this for self-raised changes
{
Console.WriteLine("State changed inside cheese handler");
}
}
}
}

Related

Automatically calling an init function whenever an object is used for the 1st time

I have an object that only initializes itself with barebones data when constructed (fast), and loads itself for real (slow) when first accessed. The idea is that I'm creating a lot of these barebones objects at startup and hash them into a map, then fully load each object whenever it is individually accessed for the first time. The problem is that I cannot guarantee how clients will interact with this object, there are multiple public methods that might be invoked.
Is there a good pattern to support this kind of situation? The obvious (and my current) solution is to track state with an internal bool, check against that bool in every function that might be invoked, and load that way. But that requires code duplication of that behavior across all public functions, and is vulnerable to errors.
I can imagine a single point-of-entry method that then dishes out behaviors based on a client request type etc., but before I go consider going down that road I want to see if there's a commonly accepted approach/pattern that I might not be aware of. I'm doing this in C#, but any insight is appreciated.
If I understood what you want to achieve, you are looking for the Proxy Design Pattern, more specifically, a virtual Proxy.
Refer to http://www.dofactory.com/net/proxy-design-pattern
A small example would be something like:
public abstract class IObjectProvider
{
public abstract IObjectProvider Object{get;}
public abstract void doStuff();
}
public class RealObject : IObjectProvider
{
public RealObject()
{
//Do very complicated and time taking stuff;
}
public override IObjectProvider Object
{
get { return this; }
}
public override void doStuff()
{
//do this stuff that these objects normally do
}
}
public class ObjectProxy : IObjectProvider
{
private IObjectProvider objectInstance = null;
public override IObjectProvider Object
{
get
{
if (objectInstance == null)
objectInstance = new RealObject();
return objectInstance;
}
}
public override void doStuff()
{
if(objectInstance!=null)
objectInstance.doStuff();
}
}
public class SkeletonClass
{
public IObjectProvider Proxy1 = new ObjectProxy();
public IObjectProvider Proxy2 = new ObjectProxy();
}
static void Main(String[] args)
{
//Objects Not Loaded
SkeletonClass skeleton = new SkeletonClass();
//Proxy1 loads object1 on demand
skeleton.Proxy1.Object.doStuff();
//Proxy2 not loaded object2 until someone needs it
}
Here's an example of dynamic proxy approach.
using System;
using System.Diagnostics;
using Castle.DynamicProxy; //Remember to include a reference, too. It's nugettable package is Castle.Core
namespace ConsoleApp
{
public class ActualClass
{
//Have static instances of two below for performance
private static ProxyGenerator pg = new ProxyGenerator();
private static ActualClassInterceptor interceptor = new ActualClassInterceptor();
//This is how we get ActualClass items that are wrapped in the Dynamic Proxy
public static ActualClass getActualClassInstance()
{
ActualClass instance = new ActualClass();
return pg.CreateClassProxyWithTarget<ActualClass>(instance, interceptor);
}
//Tracking whether init has been called
private bool initialized = false;
//Will be used as evidence of true initialization, i.e. no longer null
private int? someValue = null;
public void Initialize()
{
if (!initialized)
{
//do some initialization here.
someValue = -1; //Will only get set to non-null if we've run this line.
initialized = true;
}
}
//Any methods you want to intercept need to be virtual!
public virtual int replaceValue(int value)
{
//below will blow up, if someValue has not been set to -1 via Initialize();
int oldValue = someValue.Value;
someValue = value;
return oldValue;
}
//block off constructor from public to enforce use of getActualClassInstance
protected ActualClass() { }
}
public class ActualClassInterceptor : ActualClass, IInterceptor
{
public void Intercept(IInvocation invocation)
{
//Call initialize before proceeding to call the intercepted method
//Worth noting that this is the only place we actually call Initialize()
((ActualClass)invocation.InvocationTarget).Initialize();
invocation.Proceed();
}
}
class Program
{
static void Main(string[] args)
{
ActualClass instance1 = ActualClass.getActualClassInstance();
ActualClass instance2 = ActualClass.getActualClassInstance();
int x1 = instance1.replaceValue(41);
int x2 = instance2.replaceValue(42);
int y1 = instance1.replaceValue(82);
Debug.Assert(y1 == 41);
int y2 = instance2.replaceValue(84);
Debug.Assert(y2 == 42);
var read = Console.ReadKey();
}
}
}

Structuremap interception for registry scanned types

I have a ASP MVC 4 app that uses Structuremap. I'm trying to add logging to my application via Structuremap interception.
In a Registry, I scan a specific assembly in order to register all of it's types with the default convention:
public class ServicesRegistry : Registry
{
public ServicesRegistry()
{
Scan(x =>
{
x.AssemblyContainingType<MyMarkerService>();
x.WithDefaultConventions();
});
}
}
The interceptor:
public class LogInterceptor : IInterceptor
{
public void Intercept(IInvocation invocation)
{
var watch = Stopwatch.StartNew();
invocation.Proceed();
watch.Stop();//log the time
}
}
I can add the interceptor for one specific plugin type like this:
var proxyGenerator = new ProxyGenerator();
container.Configure(x => x.For<IServiceA>().Use<ServiceA>().DecorateWith(instance => proxyGenerator.CreateInterfaceProxyWithTarget(instance, new LogInterceptor())));
but I want to make structuremap create logging proxies for all the types that were scanned in the registry.
Is there a way to achieve this?
It doesn't look like there's an easy extension point for this, but I got it working with a fairly decent solution using a custom convention. In order to help you understand the decisions I made I'll walk you through a few steps (skipping the many, many missteps I made on my way).
First lets look at the DefaultConvention which you are already using.
DefaultConvention:
public class DefaultConventionScanner : ConfigurableRegistrationConvention
{
public override void Process(Type type, Registry registry)
{
if (!TypeExtensions.IsConcrete(type))
return;
Type pluginType = this.FindPluginType(type);
if (pluginType == null || !TypeExtensions.HasConstructors(type))
return;
registry.AddType(pluginType, type);
this.ConfigureFamily(registry.For(pluginType, (ILifecycle)null));
}
public virtual Type FindPluginType(Type concreteType)
{
string interfaceName = "I" + concreteType.Name;
return Enumerable.FirstOrDefault<Type>((IEnumerable<Type>)concreteType.GetInterfaces(), (Func<Type, bool>)(t => t.Name == interfaceName));
}
}
Pretty simple, we get the type and interface pairs and check to make sure they have a constructor, if they do we register them. It would be nice to just modify this so that it calls DecorateWith, but you can only call that on For<>().Use<>(), not For().Use().
Next lets look at what DecorateWith does:
public T DecorateWith(Expression<Func<TPluginType, TPluginType>> handler)
{
this.AddInterceptor((IInterceptor) new FuncInterceptor<TPluginType>(handler, (string) null));
return this.thisInstance;
}
So this creates a FuncInterceptor and registers it. I spent a fair bit of time trying to create one of these dynamically with reflection before deciding it would just be easier to make a new class:
public class ProxyFuncInterceptor<T> : FuncInterceptor<T> where T : class
{
public ProxyFuncInterceptor() : base(x => MakeProxy(x), "")
{
}
protected ProxyFuncInterceptor(Expression<Func<T, T>> expression, string description = null)
: base(expression, description)
{
}
protected ProxyFuncInterceptor(Expression<Func<IContext, T, T>> expression, string description = null)
: base(expression, description)
{
}
private static T MakeProxy(T instance)
{
var proxyGenerator = new ProxyGenerator();
return proxyGenerator.CreateInterfaceProxyWithTarget(instance, new LogInterceptor());
}
}
This class just makes it easier to work with when we have the type as a variable.
Finally I've made my own Convention based on the Default convention.
public class DefaultConventionWithProxyScanner : ConfigurableRegistrationConvention
{
public override void Process(Type type, Registry registry)
{
if (!type.IsConcrete())
return;
var pluginType = this.FindPluginType(type);
if (pluginType == null || !type.HasConstructors())
return;
registry.AddType(pluginType, type);
var policy = CreatePolicy(pluginType);
registry.Policies.Interceptors(policy);
ConfigureFamily(registry.For(pluginType));
}
public virtual Type FindPluginType(Type concreteType)
{
var interfaceName = "I" + concreteType.Name;
return concreteType.GetInterfaces().FirstOrDefault(t => t.Name == interfaceName);
}
public IInterceptorPolicy CreatePolicy(Type pluginType)
{
var genericPolicyType = typeof(InterceptorPolicy<>);
var policyType = genericPolicyType.MakeGenericType(pluginType);
return (IInterceptorPolicy)Activator.CreateInstance(policyType, new object[]{CreateInterceptor(pluginType), null});
}
public IInterceptor CreateInterceptor(Type pluginType)
{
var genericInterceptorType = typeof(ProxyFuncInterceptor<>);
var specificInterceptor = genericInterceptorType.MakeGenericType(pluginType);
return (IInterceptor)Activator.CreateInstance(specificInterceptor);
}
}
Its almost exactly the same with one addition, I create an interceptor and interceptorType for each type we register. I then register that policy.
Finally, a few unit tests to prove it works:
[TestFixture]
public class Try4
{
[Test]
public void Can_create_interceptor()
{
var type = typeof (IServiceA);
Assert.NotNull(new DefaultConventionWithProxyScanner().CreateInterceptor(type));
}
[Test]
public void Can_create_policy()
{
var type = typeof (IServiceA);
Assert.NotNull(new DefaultConventionWithProxyScanner().CreatePolicy(type));
}
[Test]
public void Can_register_normally()
{
var container = new Container();
container.Configure(x => x.Scan(y =>
{
y.TheCallingAssembly();
y.WithDefaultConventions();
}));
var serviceA = container.GetInstance<IServiceA>();
Assert.IsFalse(ProxyUtil.IsProxy(serviceA));
Console.WriteLine(serviceA.GetType());
}
[Test]
public void Can_register_proxy_for_all()
{
var container = new Container();
container.Configure(x => x.Scan(y =>
{
y.TheCallingAssembly();
y.Convention<DefaultConventionWithProxyScanner>();
}));
var serviceA = container.GetInstance<IServiceA>();
Assert.IsTrue(ProxyUtil.IsProxy(serviceA));
Console.WriteLine(serviceA.GetType());
}
[Test]
public void Make_sure_I_wait()
{
var container = new Container();
container.Configure(x => x.Scan(y =>
{
y.TheCallingAssembly();
y.Convention<DefaultConventionWithProxyScanner>();
}));
var serviceA = container.GetInstance<IServiceA>();
serviceA.Wait();
}
}
}
public interface IServiceA
{
void Wait();
}
public class ServiceA : IServiceA
{
public void Wait()
{
Thread.Sleep(1000);
}
}
public interface IServiceB
{
}
public class ServiceB : IServiceB
{
}
There's definitely room for some clean up here (caching, make it DRY, more tests, make it easier to configure) but it works for what you need and is a pretty reasonable way of doing it.
Please ask if you have any other questions about it.

SimpleInjector HowTo Register multiple Open Generic Interfaces for a Single Generic Implementation

I'm trying to get started with SimpleInjector as an IOC Container and up to now I'm pretty happy with it. But right now I'm stuck on a problem I can't solve. I searched on SO and in the documentation, but it seems to be not answered yet. I've seen the howto doc from SimpleInjector but that doesn't cover open generic interfaces.
I have two generic interfaces like these:
public interface IEventPublisher<TEvent>
{
void Publish(TEvent Event);
}
public interface IEventSubscriber<TEvent>
{
void Subscribe(Action<TEvent> CallBack);
}
And one open generic implementation for those two:
class EventMediator<T> : IEventPublisher<T>, IEventSubscriber<T>
{
List<Action<T>> Subscriptions = new List<Action<T>>();
public void Publish(T Event)
{
foreach (var Subscription in this.Subscriptions)
Subscription.Invoke(Event);
}
public void Subscribe(Action<T> CallBack)
{
this.Subscriptions.Add(CallBack);
}
}
In my Application I'm setting up SimpleInjector like this:
this.Container = new SimpleInjector.Container();
this.Container.RegisterOpenGeneric(typeof(IEventPublisher<>), typeof(EventMediator<>), Lifestyle.Singleton);
this.Container.RegisterOpenGeneric(typeof(IEventSubscriber<>), typeof(EventMediator<>), Lifestyle.Singleton);
this.Container.Verify();
What I'm trying to archive is:
I'd like to get exactly the same instance when asking for a IEventPublisher or an IEventSubscriber. And furthermore this Instance shall be a singleton for any T.
I've tested this with these lines:
class DummyEvent {}
var p = this.Container.GetInstance<IEventPublisher<DummyEvent>>();
var s = this.Container.GetInstance<IEventSubscriber<DummyEvent>>();
var areSame = (object.ReferenceEquals(p,s));
Unfortunatly p and s don't refer to the same instance. Anyone happens to know a solution to this problem?
There are certain solutions for this, here's one: Create separate implementations for IEventPublisher<T> and IEventSubscriber<T> and let them delegate to the EventMediator<T>. For instance with these implementations:
public class EventPublisher<TEvent> : IEventPublisher<TEvent>
{
private readonly EventMediator<TEvent> mediator;
public EventPublisher(EventMediator<TEvent> mediator) {
this.mediator = mediator;
}
public void Publish(TEvent Event) {
this.mediator.Publish(Event);
}
}
public class EventSubscriber<TEvent> : IEventSubscriber<TEvent>
{
private readonly EventMediator<TEvent> mediator;
public EventSubscriber(EventMediator<TEvent> mediator) {
this.mediator = mediator;
}
public void Subscribe(Action<TEvent> CallBack) {
this.mediator.Subscribe(Callback);
}
}
Now you make the registrations as follows:
container.RegisterSingleOpenGeneric(typeof(EventMediator<>), typeof(EventMediator<>));
container.RegisterSingleOpenGeneric(typeof(IEventPublisher<>), typeof(EventPublisher<>));
container.RegisterSingleOpenGeneric(typeof(IEventSubscriber<>), typeof(EventSubscriber<>));
Now both the EventPublisher<DummyEvent> and EventSubscriber<DummyEvent> will point at the same EventMediator<DummyEvent> instance.
Another way to achieve this without the extra type is to make use of the ResolveUnregisteredType event (which is what the RegisterOpenGeneric extension method itself uses under the covers). Your configuration would look like this:
container.RegisterSingleOpenGeneric(typeof(EventMediator<>), typeof(EventMediator<>));
container.ResolveUnregisteredType += (s, e) =>
{
if (e.UnregisteredServiceType.IsGenericType)
{
var def = e.UnregisteredServiceType.GetGenericTypeDefinition();
if (def == typeof(IEventPublisher<>) || def == typeof(IEventSubscriber<>))
{
var mediatorType = typeof(EventMediator<>)
.MakeGenericType(e.UnregisteredServiceType.GetGenericArguments()[0]);
var producer = container.GetRegistration(mediatorType, true);
e.Register(producer.Registration);
}
}
};
You could even extract this code into a more general extension method. This way your registration would look like this:
container.RegisterSingleOpenGeneric(typeof(EventMediator<>), typeof(EventMediator<>));
container.ForwardOpenGenericTo(typeof(IEventPublisher<>), typeof(EventMediator<>));
container.ForwardOpenGenericTo(typeof(IEventSubscriber<>), typeof(EventMediator<>));
The extension method would look like this:
public static void ForwardOpenGenericTo(this Container container,
Type openGenericServiceType, Type openGenericServiceTypeToForwardTo)
{
container.ResolveUnregisteredType += (s, e) =>
{
var type = e.UnregisteredServiceType;
if (type.IsGenericType)
{
if (type.GetGenericTypeDefinition() == openGenericServiceType)
{
var forwardToType = openGenericServiceTypeToForwardTo.MakeGenericType(
type.GetGenericArguments());
var producer = container.GetRegistration(forwardToType, true);
e.Register(producer.Registration);
}
}
};
}
You are registering IEventPublisher and IEventSubscriber as separate singletons. You will need to refactor your code in one way or another. One solution is to separate the 3 responsibilities of your mediator:
The Subscriber
public interface IEventSubscriber<TEvent>
{
void Subscribe(Action<TEvent> CallBack);
}
public class EventSubscriber<T> : IEventSubscriber<T>
{
public readonly ISubscriptions<T> subscriptions;
public EventSubscriber(ISubscriptions<T> subscriptions)
{
this.subscriptions = subscriptions;
}
public void Subscribe(Action<T> CallBack)
{
this.subscriptions.Add(CallBack);
}
}
The Publisher
public interface IEventPublisher<TEvent>
{
void Publish(TEvent Event);
}
public class EventPublisher<T> : IEventPublisher<T>
{
public readonly ISubscriptions<T> subscriptions;
public EventPublisher(ISubscriptions<T> subscriptions)
{
this.subscriptions = subscriptions;
}
public void Publish(T Event)
{
foreach (var subscription in this.subscriptions)
{
subscription.Invoke(Event);
}
}
}
The Subscriptions
public interface ISubscriptions<T> : IList<Action<T>> { }
public class Subscriptions<T> : List<Action<T>>, ISubscriptions<T> { }
Only the subscriptions need to be registered as singleton
var container = new Container();
container.RegisterOpenGeneric(typeof(IEventSubscriber<>), typeof(EventSubscriber<>));
container.RegisterOpenGeneric(typeof(IEventPublisher<>), typeof(EventPublisher<>));
container.RegisterSingleOpenGeneric(typeof(ISubscriptions<>), typeof(Subscriptions<>));
container.Verify();
var p = container.GetInstance<IEventPublisher<DummyEvent>>();
var s = container.GetInstance<IEventSubscriber<DummyEvent>>();
Assert.That(
(p as EventPublisher<DummyEvent>).subscriptions ==
(s as EventSubscriber<DummyEvent>).subscriptions);

Refactoring a method for specific clients

Methods specific for customers:
I try to refactore a code, where are a lot of logic for specifi customer:
public void SendDocumentsToCustomer(List<Case> cases)
{
foreach(var case in cases)
{
if(case.CustomerId==123)
{
if(case.Type==1 || case.Type==2)
{
SendDocumentsToCustomer123(case)
}
else if(case.CustomerId==456)
{
if(case.Type==1 || case.Type==3)
{
SendDocumentsToCustomer456(case);
}
}
else if(case.CustomerId==768)
{
if(case.Type==2)
{
SendDocumentsToCustomer456(case);
}
else
{
SendDocumentsToCustomer(case);
}
}
}
The list of specific customer will grow, and the conditions will be modified as well. I will have a generic solution, but maybe code like this with method DoItForClient123 is not a bad solution and I should leave it like that and goint this way introduce methods like CanDocumentsBeSendToClient123 and so on?
I will be very gratefull for some input
To separate logic for each specific customer I would use such code:
abstract class DocumentSender //Base class for all document sending components
{
public abstract bool CanSend(Case #case); // Check if sender can send the document
public abstract void SendDocument(Case #case); // Send the document
}
class DefaultDocumentSender : DocumentSender
{
public override bool CanSend(Case #case)
{
return true; //Can process all requests
}
public override void SendDocument(Case #case)
{
// Do something
}
}
class Customer123DocumentSender : DocumentSender
{
public override bool CanSend(Case #case)
{
return #case.CustomerId == 123; //Specific case
}
public override void SendDocument(Case #case)
{
if(#case.Type==1 || #case.Type==2)
{
// Do something different
}
}
}
//Separate class for getting the correct sender
class CaseSenderFactory
{
readonly List<DocumentSender> _senders = new List<DocumentSender>();
public DocumentSenderFactory()
{
//Initialize the list of senders from the most specific.
_senders.Add(new Customer123DocumentSender());
// Add more specific cases here
_senders.Add(new DefaultDocumentSender()); //Last item should be the default sender
}
public DocumentSender GetDocumentSender(Case #case)
{
//At least one sender needs to satisfy the condition
return _senders.First(x => x.CanSend(#case));
}
}
You then can use the senders like this:
var factory = new DocumentSenderFactory();
foreach(var #case in cases)
{
var sender = factory.GetDocumentSender(#case);
sender.SendDocument(#case);
}
I think it would be a good ideea to make something like this:
The ideea is if the code is really specific to some of the Customers then you could make a class for them. If the code for specific customers somehow related but combined in a diferent way then you should take a loot at DecoratorPattern(mabye it helps)
class Customer
{
public abstract SendDocumentsTo(Customer c);
}
class SpecificCustomerA
{
public overwrite SendDocumentsTo(Customer c)
{
if (c is SpecificCustomerB)
{
//Logic here
}
}
}
class SpecificCustomerB { ... }

More .net approach for dynamic state machine

I wrote a simple dynamic FSM. Dynamic means the state transitions are dynamic and not static as shown in ConcreteStateB.
namespace FSM_Example
{
using System;
class Program
{
static void Main()
{
var context = new Context(new ConcreteStateA());
context.Run();
Console.Read();
}
}
abstract class State
{
public abstract void Execute(Context context);
}
class ConcreteStateA : State
{
public override void Execute(Context context)
{
context.State = new ConcreteStateB();
}
}
class ConcreteStateB : State
{
public override void Execute(Context context)
{
Console.Write("Input state: ");
string input = Console.ReadLine();
context.State = input == "e" ? null : new ConcreteStateA();
}
}
class Context
{
private State _state;
public Context(State state)
{
State = state;
}
public State State
{
get { return _state; }
set
{
_state = value;
Console.WriteLine("State: " + _state.GetType().Name);
}
}
public void Run()
{
while (_state != null)
{
_state.Execute(this);
}
}
}
}
This implements a state machine as described in GoF305.
Since I'm new to C# and .net: Are there better approaches archieving this goal using more specific features from .net or C#?
Outcoldman's answer provides numerous great options.
Now, I know that the code below is not a proper FSM according to the pattern, but for very simple implementations it could help you avoid writing a lot of extra subclasses. It's just a matter of deciding the right tool for the job. This one mainly focuses around the use of the Action<T> generic delegate:
public class Context
{
public Action<Context> State { get; internal set; }
public Context(Action<Context> state)
{
State = state;
}
public void Run()
{
while (State != null)
{
State(this);
}
}
}
And have the "state machine" as:
public static class SimpleStateMachine
{
public static void StateA(Context context)
{
context.State = StateB;
}
public static void StateB(Context context)
{
Console.Write("Input state: ");
var input = Console.ReadLine();
context.State = input == "e" ? (Action<Context>)null : StateA;
}
}
And for kicking off the process you'd use:
var context = new Context(SimpleStateMachine.StateA);
context.Run();
Console.Read();
Also, for states that aren't related you can use Lambda expressions as well, such as:
Action<Context> process = context =>
{
//do something
context.State = nextContext =>
{
//something else
nextContext.State = null;
};
};
There are plenty approaches which you can apply, but mostly it depends on the task which you need to achieve.
You can use interface instead of abstract class. In C# you cannot inherit more than one class, so it is always good to not take this option from realization.
interface IState
{
void Handle(Context context);
}
You can use generics, so you can write base interfaces / classes for State pattern once and use it everywhere:
abstract class IState<T>
{
void Handle(T context);
}
Next things depend on what do you want to hide or don't want to hide. For example you can probably hide setter for property State, to make sure that nobody can use outside of your dll, so you can make the setter of this property internal.
You can use Async for State Change, something like
interface IState
{
Task HandleAsync(Context context);
}
class Context
{
// ...
public async Task RunAsync()
{
while (_state != null)
{
await _state.HandleAsync(this);
}
}
}
My bet that somebody already implemented it with Rx

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