Keeping reference data inside a DLL - c#

I'm creating a class library, so that it can be added to future projects as a DLL to compute some data.
In order to do it's work, it needs a lot of reference data, that at the moment I have in a collection of CSV's.
When using this library in future I want it to be as easy as just adding the DLL to your project, not worrying about CSV's or Databases.
Is there an elegant solution to this? At the moment, the only thing I can think of is to hard code the data into some classes so it compiles into the DLL, but that sounds horrible, and a major maintenance pain for the future.

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c# interface references

Hello everyone
Currently I have the following reference structure:
DSFinalProject have reference of "DAL" project and "DataStructure" project.
DataStructure have reference of the DAL project as well…
Now I want that DSFinalProject won't have reference to the DAL layer but will be able to use interfaces from that class.
Is there any way to "tunnel" the interfaces that are in the DAL project to DSFinalProject without actually making references between them?
Maybe using the DataStructure project? Or anything else?
Thanks in advance for any help :)
The easiest way is to put them in DataStructure, which isn't too bad since anything that references the interfaces will need to reference DataStructure as well.
My vote would be to put them there until you run into a scenario when you need to have the interfaces in a separate assembly.
I don't know of any way to reference interfaces (or anything else) inside the DAL project from DSFinalProject without having a reference to the project (or assembly).
You can move them to another project if you think it makes the dependencies cleaner - if you put the interfaces in the DataStructure project - you'd run into a circular reference where it needs DAL and DAL needs it.
I don't believe that there is anyway to so what you ask. If you think about what happens when you serialise objects, you still need the assembly to provide the low level structure of how the fields are laid out inside the stream of data. It needs the code in the interface to say that the first 4 bytes are a double, etc.
So the only to do this is to move your interfaces into a new interfaces.dll which can be referenced by everything. You will see this pattern repeated in many examples including the EnterpriseLibrary.
However...
you are making a classic mistake. Why are you splitting your code into so many projects? Projects really should be thought of as the run time packaging of our code, not a desing time segregation mechanism. By splitting into so many assemblies, you do three things.
You slow your build system down, as the compiler does more work fetching the other assemblies.
You slow down Visual Studio as it works harder to load up all the projects and keep the references between them. I once worked on a solution with 140 projects that took 15 minutes just to open (but I always got my morning coffee).
You slow down the run time performance as DotNet has to search around for another 4k dll (thats the minimum, even for just one line of code). Try looking at the fusion logs or use SysMon to see just how much work is involved in this simple operation.
Take a look at this example Hints on how to optimise code do see what's going to happen as your solutions get more complicated.
Instead of splitting it like this, use namespaces instead, you will still have the seperation, but instead of having to use so many references, you now have control by the using statements inside your classes. You will easily see if you are using a DAL reference in a class designed to be in a DSFinalProject tier. You can just create a folder under the project and add your classes there instead. Get rid of all the projects and still have a properly tiered system.
As your solution grows, wait until you have at least two executables before you start introducing projects, and then consider the run time implications. If you are always going to load up two assemblies, merge them into one (I've seen some open source projects these days that use ilmerge to merge in third party libraries too).

c#: why use DLLs?

i'm working on a large c# project,i wonder why people use DLLs in their apps. I know that a dll file ( please correct if i'm wrong) contains some functions, but why don't we put those functions inside our main c# app?
Thanks
Most of it is summed up in the answer to this question, but the basic reasoning is "so you don't have to duplicate code".
Code reuse. Usually dll files contain functions that are useful in more than one app, and to have them in a single compiled file is a lot easier than copying over all that code.
Portability, Reusability, Modularity.
Splitting types and the like into separate assemblies allows you to reuse those types in different projects, maintain those types a modular fashion (e.g. update just one assembly instead of the whole app), and share parts of your code with others.
It also allows you to group common functionality into a single package.
Maintainability. When you need to fix a bug, you can release just the DLL containing the fix, instead of having to re-release the entire application.
This is an interesting question in a modern computing.
Back in the 16bit days DLLs cut down on the amount code in memory.
This was a big issue when 16 meg computers where considered fully loaded.
I find many of the answers interesting as though a DLL is the only way to have a reusable,maintainable and portable library.
Good reasons for dll's are that you want to share code with an external party.
Just as Visual Studio and other library vendors give you dll's this makes there code available to a external consumer. However, at one time they did distribute them in another way.
Patchable, This is true but how often does this really happen. Every company I've worked for has tested products as a unit. I suppose if you need to do incremental patching because of bandwidth or something this would be a reason.
As for all the other reasons including reusable, maintainable, modularity.
I guess most of you don't remember .LIB files which were statically linked libraries.
You can even distribute .LIB files but they have to be introduced at compile time and not runtime. They can help facilitate reusable, maintainable and modularity just like a DLL.
The big difference is that they are linked when the program is compiled not when it is executed.
I'm really beginning to wonder if we shouldn't return to .LIB files for many things and reducing the number of DLL files. Memory is plentiful and there is overhead in load time when you have to load and runtime link a bunch of DLL files.
Sadly, .LIB files are only an option if your a C++ guy. Maybe they will consider them with C# in the future. I"m just not sure the reasons for DLL's still exist in the broad context they are used for today.
In big softwares, you have many teams they work on several different modules of program, and thay can proceed their goals without needing to know what others is doing! So one of the best solutions, is that each team produces own codes in parallel. So,dll comes to scene....
Extensibility - a lot of plugin frameworks use DLLs/Assemblies for plugins.
dll : a dynamic link library :
it is a library.
It contain some functions and data.
Where we use these function?
we use these function and data which are inside the dll,in another application or program.
the most important thing is that dll will not get loaded into memory, when it require , called it is loaded into ram .
One of the best use is, one can integrate many third party functionalities into your application just by referencing the dlls, no need to use every third party tool/application into your system.
For example, you need to send a meeting invite via MS outlook through code, for this simply refer the dlls provided by MS outlook in your application and you can start coding your way to success!

Easiest way to refactor package in C# or Java?

I'm very annoyed by C# or Java refactoring of namespaces or packages. If you referenced in many classes a class in a common package used in many independent projects and if you decide to just move that package as a package child of the current parent package you have to modify all clients just because you cannot use generic imports like this
import mypackage.*
which would allow refactoring without impacting clients.
So how do you manage to do refactoring when impact can be so big for such a small change ?
What if it's client's code not under my control am I stuck ?
Use an IDE with support for refactoring. If you move a java file in Eclipse, all references are updated. Same for rename, package name changes, etc. Very handy.
It sounds like your asking about packages that are compiled and deployed to other projects as for instance, a jar file. This is one reason why getting your API as correct as possible is so important.
How to Design a Good API and Why it Matters
I think that you could deprecate the existing structure and modify each class to be a wrapper or facade to the new refactored class. This might give you flexibility to continue improving the new structure while slowing migrating projects that use the old code.
imagine someone doing an import like import com.* and if it was like what you wanted it to be, it will load anything and everything in a com package which means zillions of classes are going to be imported, and then you will complain about why it is so slow, why it requires too much memory......
In your case, if you use a IDE, that will take care of most of the work and will be very easy but you will still need to deploy new executables to your clients as well if your application architecture requires.

.NET solution - many projects vs one project

We currently have a rapidly growing C# codebase. Currently we have about 10 projects, split up in the usual categories, common/util stuff, network layer, database, ui components/controls etc.
We run into the occasional circular dependency where project x depends on something in y and vice-versa. We are looking at maybe collapsing the projects down to one and just managing using structure folders/namespaces. We have a Java project which of course organises just using folders/packages so we're not sure what, if any, benefit having multiple projects brings. None of our projects require special project properties, except the main run project, which we may kept separate (and very thin).
Does anyone have any prior experience in why one project is better/worse than multiple projects and could suggest the best approach? And also any issues with circular dependencies would be useful in either approach would be useful.
Any input appreciated.
In my experience, separating code which creates a single executable in multiple projects can be useful if you want to
use different programming languages in different parts,
develop libraries that are also used by other applications, or
conceptually separate multiple layers (i.e., let Visual Studio ensure that there are no direct references from project Lib to project App).
Personally, I base most of my decisions on the second point. Do I think that part of the application can be a more general library that I am likely to need in other application? Put it in a separate project. Otherwise, as you point out, having a single project usually makes development easier.
About the circular dependencies: The recommended way to solve this is to put interfaces of the referenced stuff into a third project. For example, if you have two applications both sharing some objects through remoting, you put interfaces of the shared objects in a library project to ensure that they are available to both applications.
Without knowing the exact design of your application, it's difficult to give more concrete advise.
If you've got projects with circular dependencies, that indicates a problem with the design of the code, not with the solution/project model.
When making dependencies between projects, it helps to always think of one as "Lower" and the other as "Higher"
A higher level project (such as a web interface) should only depend on lower projects. A lower project (such as a utility) should never depend on something higher, such as a web interface. If this happens, it either means your higher level project has something that really should be in the lower project, or vice versa.
Generally speaking, having multiple VS projects (within a VS solution) does just make sense in these cases
You can potentially reuse the produced DLL in another project (a class library)
You want to separate things like in a layered architecture where you may drop the DAO dll and exchange it with another
There are just different front-end projects (i.e. ASP.net MVC apps) which need to be deployed in different physical locations but use the same BL, DAL.
If your saying you're having the problem of circular dependencies, then you're having a problem in your code design. Probably you may put that logic which is used by multiple projects inside a class library designed to be reused in many projects.
Generally I'd say you shouldn't add more projects if you don't really need it. Splitting up into projects means adding more complexity, so when you're doing so, you should gain a reasonable benefit from it.
We've noticed that Visual Studio's performance degrades significantly as the number of projects grows. Something as simple as switching from 'Debug' to 'Release' configurations can takes upwards of 15 seconds for solutions with around a dozen C# projects in them.
Also, as a counter point to Reed's comment about build times, I've seen build times grow because Visual Studio seems to be spending a lot of time on the project overhead. The actual compile times seem fast, but the total time from hitting build to being able to run is significant.
My advice would be keep the number of projects to the minimum you can get away with. If you need multiple projects for good reasons then use them as necessary, but prefer to keep things together. You can also refactor to split a project into two if necessary.
Multiple projects allows better reuse of specific types within multiple applications. It can also improve build time, since certain projects will not need to be rebuilt for all code changes.
A single project makes life easier, since you don't have to worry about dependencies. Just realize that the ease comes at a cost - it also makes it easier to let poor design decisions creep into the code base. Circular dependencies, whether in one project or multiple, are typically a design flaw, not a requirement.
There are several reasons for separating a solution into different projects (and thus assemblies), and it mainly comes down to re-usability and separation of responsibilities.
Now your goal should be to make an assembly (aka project) has the minimum amount of dependencies on other assemblies in your solution, otherwise you may as well have everything in fewer assemblies. If for example your UI components have a strong dependency on your data access code then there is probably something wrong.
Really, this comes down to programming against common interfaces.
Note However:
When I say "otherwise you may as well have everything in fewer assemblies", I wasn't necessarily suggesting this is the wrong thing to do. In order to achieve true separation of concerns your going to be writing a lot more code and having to think about your design a lot more. All this extra work may not be very beneficial to you, so think about it carefully.
You might find the following Martin article worthwhile: Design Principles and Design Patterns (PDF)(Java).
A revised version in C# specifically is available in Agile Principles, Patterns, and Practices in C# also by Martin.
Both express different guidelines that will help you decide what belongs where. As pointed out, however, cyclic dependencies indicate that there are either problems with design or that something is in a component that belongs in a different one.
Where I work, we opted for an approach where the aim is to have a single project per solution. All code library projects also have a test harness application and/or a unit test app.
As long as the code libraries pass testing, the release versions (with Xml Documentation file of course) get transferred into a “Live” folder.
Any projects that requires functionality from these other projects have to reference them from the “Live” folder.
The advantages are pretty clear. Any project always accesses known working code. There is never a chance of referencing a work in progress assembly. Code gets tested per assembly, making it far easier to understand where a bug originates. Smaller solutions are easier to manage.
Hope this helps!
Shad
Start with single project. The only benefit in splitting your codebase into more projects is simply to improve build time.
When I have some reusable functionality that I really want to isolate from main project, I'll just start brand new solution for it.

What is the best way to deal with shared dlls in C#?

In my team we have hundreds of shared dlls, which many also reference other dlls that themselves reference other dlls, and so on. We have started to use a 'Shared' directory for all the dlls that we feel are generic enough to use in other projects, such as a database comms dll.
The problem is that if one of the dlls all the way down the tree is changed, then everything that references it needs to be recompiled to avoid versioning issues (which occur at runtime).
To avoid this, there is now talk of adding all our 'shared' dlls into one big assembly, and anyone creating new apps simply reference that, and that alone.
This obviously will get bigger and bigger and i'm not sure if this is the best way or not. Any thoughts please?
What we do is treat the maintenance of the shared DLLs as a project in itself, with its own source-control and everything. Then about twice a year, we do a 'release' of the shared DLLs to the public, with its own version number and everything. As long as you always use the DLLs as a 'set' (meaning all the ones you reference are from the same release) you're guaranteed not to have any dependency issues.
It's most definitely not the best way to do it. I have a few "shared" DLLs at my job that are kind of like that. They get unwieldy and difficult (read: impossible) to make meaningful changes to because it becomes too difficult to ensure that changes don't break apps downstream, which seems like the exact opposite of what you're trying to do.
It sounds like what you really need to do is separate your concerns a little bit better. If all of these DLLs are referencing each other, they're probably too tightly coupled. A true "shared" DLL should be able to stand on its own, or as part of a packet of three or four that travel as a group. If your dependencies are actually preventing you from making changes, then your coupling strategy has gone horribly wrong.
Putting everything in one large DLL certainly isn't going to make anything better. In fact, probably the opposite. Once you've got everything in one DLL, the temptation will be there to couple everything within it even more tightly together, which will make it impossible to pull things apart later.
you can make one solution that include all connected projects.
and when you need to release, just build this solution
Update.
As you say, the solution is cant hold so much dlls.
In other hand you can make an external MSBuild script
or using CruiseControl.NET that have possibilities to make such complicated tasks.
To quote from the GoF book, "Program to an interface, not an implementation." This could apply here to some of your libraries. You are already aware of how brittle your develop becomes when you have tight coupling. Now what needs to be addressed is how to give you breathing room.
You can create an interface. This will provide a contract that any application can use to specify that a minimum set of functionality is available.
You can create a Service that implements an interface. This will allow you to provide what would be thought of as an addon or a plugin. This allows you to design towards a contract version with expectations that your tools will adhere to.
You can create a Service that only uses an interface. This will allow your application to send in any concrete implementation that adheres to a contract of design.
Products like development editors and web browsers use this approach to make some code reuse possible. Thank you. Good day.
Design Principles from Design Patterns
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