I want to create configuration for my application using static classes.
Firstly please forgive my ignorance, I'm not a full time c# dev. I come from a Ruby/Javascript world where dynamic access to constants & variables is trivial.
Whether or not this is the right approach here I'm not 100% at the moment. Would be greatful of other suggested approaches.
I have the following static class setup for my config:
public static class Config
{
public static class MaterialQuality
{
public static class Low
{
public const float Value = 0.1f;
public const int Cost = 10;
}
public static class Medium
{
public const float Value = 0.2f;
public const int Cost = 20;
}
public static class High
{
public const float Value = 0.2f;
public const int Cost = 40;
}
}
}
I then have a class Material, which is passed an enum value relating to the aboves types Low,Medium,High.
The reason for the enum in unity this gives a quick way for devs to provide level designers with an option list for a an object.
So by choosing an enum value the level designer can set the properties stored in the config without actually having to enter the values directly onto the object. The values are set against the object when it is initialised.
In the constructor I want to set member variables for Cost & Value from the static config values for the MaterialQuality enum value passed.
public enum MaterialQuality
{
Low,Medium,High
}
public class Material
{
private int Cost;
private float Value;
Material(MaterialQuality quality) {
Cost = Config.MaterialQuality.<quality>.Cost;
Value = Config.MaterialQuality.<quality>.Value;
//in Javascript I'd use associative array access to the object
Cost = Config.MaterialQuality[quality].Cost;
//in Ruby we have const_get() on classes.
Cost = Config.MaterialQuality.const_get(quality).Cost
}
}
The main reason for this approach is to provide single place for configuration & provide a fairly simple way for a non technical person to make changes to parts of the application without having to delve into the main classes. Also it allows me to take advantage of the constants being available in intellisense.
I'm a fan of using dictionaries for this type of configuration.
void Main()
{
var config = Config.Qualities[MaterialQualities.Low];
var cost = config.Cost;
var value = config.Value;
}
public static class Config
{
public static Dictionary<MaterialQualities, MaterialQuality> Qualities =
new Dictionary<MaterialQualities, MaterialQuality>
{
{ MaterialQualities.Low, new MaterialQuality { Value = 0.1F, Cost = 10 }},
{ MaterialQualities.Medium, new MaterialQuality { Value = 0.2F, Cost = 20 }},
{ MaterialQualities.High, new MaterialQuality { Value = 0.2F, Cost = 40 }},
};
}
public class MaterialQuality
{
public float Value { get; set; }
public int Cost { get; set; }
}
public enum MaterialQualities
{
Low, Medium, High
}
Probably better approach would be:
public static class Config
{
public class Material
{
public Material(float value, int cost){
Value = value;
Cost = cost;
}
public float Value {get; private set;}
public int Cost {get; private set;}
public Material GetFor(MaterialQuality quality){
switch(quality){
case MaterialQuality.Low: return new Material(0.1f, 10);
case MaterialQuality.Medium: return new Material(0.2f, 20);
case MaterialQuality.High: return new Material(0.2f, 40);
}
throw new Exception("Unknown material quality " + quality);
}
}
}
and later you can use that:
//....
Material materialData = Material.GetFor(quality);
Cost = materialData.Cost;
Value = materialData.Value;
//...
I would use a struct and static properties in MaterialQuantity instead of an enum. Something like the following:
public struct MaterialQualityInfo
{
public MaterialQualityInfo( float value, int cost )
{
Value = value;
Cost = cost;
}
public float Value { get; private set; }
public int Cost { get; private set; }
}
public static class Config
{
public static class MaterialQuality
{
public static MaterialQualityInfo Low
{
get { return new MaterialQualityInfo( 0.1f, 10 ); }
}
public static MaterialQualityInfo Medium
{
get { return new MaterialQualityInfo( 0.2f, 20 ); }
}
public static MaterialQualityInfo High
{
get { return new MaterialQualityInfo( 0.2f, 40 ); }
}
}
}
public class Material
{
private int Cost;
private float Value;
Material( MaterialQualityInfo quality )
{
Cost = quality.Cost;
Value = quality.Value;
}
}
IMHO, this isn't a good usage of static classes. You should use regular object-oriented programming to solve the issue.
I see that all material qualities have 2 properties in common: Value and Cost. For me, this means that you should design a class called MaterialQuality:
public class MaterialQuality
{
public float Value { get; set; }
public int Cost { get; set; }
}
If material qualities are part of an application configuration, I see that you should design a Configuration class as follows:
public class Configuration
{
public List<MaterialQuality> MaterialQualities { get; } = new List<MaterialQuality>();
}
...and if you want to initialize a configuration per application life-cycle, you can improve Configuration class using static field initializers:
public class Configuration
{
private readonly static Configuration _current = new Configuration();
public static Configuration Current => _current;
public List<MaterialQuality> MaterialQualities { get; } = new List<MaterialQuality>();
}
Now adding new material qualities to current configuration is as easy as the following code:
Configuration.Current.MaterialQualities.Add(new MaterialQualities { Value = 0.1f, Cost = 10 });
If you want to provide a fluent API to add material qualities is also easy: we're going to turn public MaterialQualities properties into an ImmutableList<T> (so you force developers to add materials using the method to do so) and add an AddMaterial method:
public class Configuration
{
private readonly static Configuration _current = new Configuration();
private readonly List<MaterialQuality> _materialQualities = new List<MaterialQuality>();
public static Configuration Current => _current;
public IImmutableList<MaterialQuality> MaterialQualities => _materialQualities.ToImmutableList();
public Configuration AddMaterial(float value, int cost)
{
_materialQualities.Add(new MaterialQuality { Value = value, Cost = cost });
return this;
}
}
...and now adding many materials would look even nicer!
Configuration.Current.AddMaterial(0.1f, 10)
.AddMaterial(0.2f, 20)
.AddMaterial(0.2f, 40);
How about:
public enum MaterialQuality
{
Low, Medium, High
}
public class Material
{
private int Cost;
private float Value;
private readonly Dictionary<MaterialQuality, Tuple<int, float>> storageMap = new Dictionary<MaterialQuality, Tuple<int, float>>
{
{ MaterialQuality.Low, Tuple.Create(10, 0.1f)},
{ MaterialQuality.Low, Tuple.Create(20, 0.2f)},
{ MaterialQuality.Low, Tuple.Create(40, 0.2f)},
};
public Material(MaterialQuality quality)
{
Cost = storageMap[quality].Item1;
Value = storageMap[quality].Item2;
}
}
If you are not using your enum widely, you could do something like:
public class Material
{
public float Value { get; private set; }
public int Cost { get; private set; }
public Material(float value, int cost)
{
Value = value;
Cost = cost;
}
public static Material Low { get { return new Material(0.1f, 10); } }
public static Material Medium { get { return new Material(0.2f, 20); } }
public static Material High { get { return new Material(0.2f, 40); } }
}
And then:
var myLowMaterial = Material.Low;
var myMediumMaterial = Material.Medium;
var myHighMaterial = Material.High;
Unless you are using your enum for something, in which case you could add:
public static Material Get(MaterialQuality quality)
{
switch(quality)
{
case MaterialQuality.Low:
return Low;
case MaterialQuality.Medium:
return Medium;
case MaterialQuality.High:
return High;
}
throw new Exception("We should never go here");
}
Related
Code sample to begin with:
internal class ClubHouse : ILeasable
{
public int Id { get; set; }
public int AreaInSquareFeet { get; set; }
}
public class Parking : ILeasable
{
public int Id { get; set; }
public int CarCapacity { get; set; }
}
internal interface ILeasable
{
int Id { get; set; }
}
class LeasableRepository
{
private List<ILeasable> _leasable = new List<ILeasable>()
{
new ClubHouse() {Id = 208, AreaInSquareFeet = 7500 },
new ShowRoom(){ Id = 202, AreaInSquareFeet = 4000 },
new Parking() {Id = 504, CarCapacity = 4},
};
private Dictionary<int, ILeasable> _leasableDictionary = new Dictionary<int, ILeasable>();
public LeasableRepository()
{
_leasableDictionary = _leasable.ToDictionary(x => x.Id, x => x);
}
public ILeasable GetLeasable(int id)
{
if (_leasableDictionary.ContainsKey(id)) return _leasableDictionary[id];
return null;
}
}
public class ChargeCalculatingFacade
{
LeasableRepository leasableRepository = new LeasableRepository();
public void ShowLeasingCharges(int id)
{
var leasable = leasableRepository.GetLeasable(id);
var leasingCharge = GetLeasingCharges(leasable);
}
private int GetLeasingCharges(ILeasable leasable)
{
// This is not possible as I can't be sure that leasable is ClubHouse
var property = (ClubHouse) leasable;
var areaInSquareFeet = property.AreaInSquareFeet;
return areaInSquareFeet * 10;
}
}
Now, in class ChargeCalculatingFacade class, in method ShowLeasingCharges(int id), based on the id, I called GetLeasable(int id) which returns one of the implementation of ILeasable. However it return as an interface ILeasable.
I pass that ILeasable to a private method GetLeasingCharges(leasable) to calculate the leasing charges based on the AreaInSquareFeet.
Now, leasable parameter is just ILeasable, which has just "Id" property available. Now how to identify which concreat class implementation is passed as parameter, I can cast it to get AreaInSquareFeet like this
var property = (ClubHouse) leasable;
var areaInSquareFeet = property.AreaInSquareFeet;
But the above code is not posible as I am not sure if the leasable is ClubHouse as it just picks leasable from a dictionary based on Id.
All class does not have the same additional property. For instance, Parking has additional property as "CarCapacity". I have 10 such classes, now cannot put 10 if logic to check if the interface is of required class type.
I wonder if some design pattern or some SOLID principle can simplify the design.
I have following questions:
How do I get the areaInSquareFeet in such case
Is this a good practice to have an interface with few methods and properties and again have additional public methods or properties in concreate class.
Note: I do not want to use reflection. I would like to change a design in case without reflection is not possible. Any design suggestions? Any desing pattern can be used in such scenario?'
Thank you.
Mita
A. ILeasable.GetLeasingCharges
If GetLeasingCharges depends only on the data the object already has I could be argued that it may be better choice to make GetLeasingCharges part of ILeasable.
internal interface ILeasable
{
int Id { get; set; }
int GetLeasingCharges();
}
internal class ClubHouse : ILeasable
{
public int Id { get; set; }
public int AreaInSquareFeet { get; set; }
public int GetLeasingCharges() => AreaInSquareFeet * 10;
}
internal class ClubHouse : ILeasable
{
public int Id { get; set; }
public int CarCapcity{ get; set; }
public int GetLeasingCharges() => CarCapcity * 15;
}
B. GetLeasingCharges not part ILeasable
From C#7.0 you can use pattern matching for situations like this.
public static int GetLeasingCharges(ILeasable leasable)
{
// From c#7.0
switch (leasable)
{
case ClubHouse c:
return c.AreaInSquareFeet * 10;
case ShowRoom s:
return s.AreaInSquareFeet * 12;
case Parking p:
throw new ArgumentException(
message: "Parkings cannot be leased!",
paramName: nameof(leasable));
default:
throw new ArgumentException(
message: "Unknown type",
paramName: nameof(leasable));
}
}
Before C#7.0 you could use if.
if (leasable is ClubHouse)
{
var c = (ClubHouse)leasable;
return c.AreaInSquareFeet * 10;
}
else if (leasable is ShowRoom)
{
var c = (ShowRoom)leasable;
return s.AreaInSquareFeet * 12;
}
else if(leasable is Parking)
{
throw new ArgumentException(
message: "Parkings cannot be leased!",
paramName: nameof(leasable));
}
else
{
throw new ArgumentException(
message: "Unknown type",
paramName: nameof(leasable));
}
I quite agree with #tymtam approach. You can also use an abstract class in an alternative.
public abstract class ChargeCalculatingFacadeBase<T> where T : ILeasable
{
LeasableRepository leasableRepository = new LeasableRepository();
public ILeasable leasable;
public void ShowLeasingCharges(int id)
{
leasable = leasableRepository.GetLeasable(id);
var leasingCharge = GetLeasingCharges((T)leasable);
}
public abstract int GetLeasingCharges(T leasable);
}
public class ChargeCalculatingFacade : ChargeCalculatingFacadeBase<ClubHouse>
{
public override int GetLeasingCharges(ClubHouse leasable)
{
var property = leasable;
var areaInSquareFeet = property.AreaInSquareFeet;
return areaInSquareFeet * 10;
}
}
While this might be an overkill, in a case similar to yours I have on a few occasions used a pseudo-DSL approach.
That is, I first come up with a language to express my intent, and then implement it.
What do you need? The ability to express calculations in a readable way. Let's do it this way: assuming you have a class
public class LeaseCalculator
{
public int CalculateLease(int id) ...
I'd like to initialize it like this:
var builder = new LeaseCalculatorBuilder();
LeaseCalculator calculator = builder
.On<ClubHouse>(house => house.AreaInSquareFeet)
.On<Parking>(park => park.CarCapacity)
.On<ShowRoom>(room => room.AreaInSquareFeet)
.Build(leasableRepository);
Is the intent clear? I believe so. If we have a club house, we do the first thing; for parking, something else, etc, etc.
Now, to the implementation. I could also walk step by step, but to cut story short:
public class LeaseCalculatorBuilder
{
internal Dictionary<Type, Func<ILeasable, int>> Calculations { get; } = new Dictionary<Type, Func<ILeasable, int>>();
internal LeaseCalculatorBuilder On<T>(Func<T, int> calculation) where T : class, ILeasable
{
Calculations.Add(typeof(T), (ILeasable c) => calculation((T)c));
return this;
}
internal LeaseCalculator Build(LeasableRepository leasableRepository)
{
return new LeaseCalculator(leasableRepository, this);
}
}
public class LeaseCalculator
{
private readonly Dictionary<Type, Func<ILeasable, int>> _calculations;
private readonly LeasableRepository _leasableRepository;
internal LeaseCalculator(LeasableRepository leasableRepository, LeaseCalculatorBuilder builder)
{
_leasableRepository = leasableRepository;
_calculations = builder.Calculations;
}
public int CalculateLease(int id)
{
ILeasable property = _leasableRepository.GetLeasable(id);
Type type = property.GetType();
if (_calculations.TryGetValue(type, out var calculation))
{
return calculation(property);
}
throw new Exception("Unexpected type, please extend the calculator");
}
}
And finally, a default creator:
public static class DefaultLeaseCalculator
{
internal static LeaseCalculator Build(LeasableRepository leasableRepository)
{
var builder = new LeaseCalculatorBuilder();
LeaseCalculator calculator = builder
.On<ClubHouse>(house => house.AreaInSquareFeet)
.On<Parking>(park => park.CarCapacity)
.On<ShowRoom>(room => room.AreaInSquareFeet)
.Build(leasableRepository);
return calculator;
}
}
Neat?
The goal is to create a method which generically performs calculations on a property of a list of objects in a performant manner. Below is the entire test code:
using System;
using System.Collections.Generic;
namespace TestApp
{
public class Minute
{
public DateTime DateTimeUtc { get; set; }
public float Source { get; set; }
public float Mult2 { get; set; }
public float Mult3 { get; set; }
public float Mult4 { get; set; }
}
class Program
{
public static List<Minute> Minutes = new List<Minute>();
static void Main(string[] args)
{
for (int i = 1; i < 10000000; i++)
{
Minute newMinute = new Minute();
newMinute.Source = i;
Minutes.Add(newMinute);
}
GenerateMult2(Minutes, 2); // 160 ms
GenerateMult2Generic(Minutes, typeof(Minute), nameof(Minute.Source), nameof(Minute.Mult2),2); // 4300 ms
}
public static void GenerateMult2(List<Minute> Minutes, int multiplier)
{
for (int i = 0; i < Minutes.Count; i++)
{
// Simplified calculation, there will eventually be a lot more code that goes here!
Minutes[i].Mult2 = Minutes[i].Source * multiplier;
}
}
public static void GenerateMult2Generic<T>(List<T> SourceList, Type ContainerType, string propNameSource, string propNameMult, int multiplier)
{
var propertyInfoSource = ContainerType.GetProperty(propNameSource);
var propertyInfoMult = ContainerType.GetProperty(propNameMult);
foreach (T item in SourceList)
{
float sourceValue = (float)propertyInfoSource.GetValue(item);
propertyInfoMult.SetValue(item, sourceValue * multiplier);
}
}
}
}
In this test app there is a method called GenerateMult2, whose purpose is to make some calculation on one of the properties in a list of Minute objects. This method works fine and is fast. The problem is that the method is too specific. If I wanted to do the same calculations on the properties Mult3 and Mult4, I would need to make a separate method for each of these properties, which is too much duplicated code. I want to make this method more generic, which is, I want the method to accept lists of other types as well, for example a list of Day objects or Second objects. Furthermore, I want to tell the method which property to perform the calculations on.
So I've made an attempt at creating a generic method called GenerateMult2Generic. This method performs the exact same calculation as the GenerateMult2 method, and is multipurpose, which is what I want. The huge disadvantage is that it's way too slow due to the reflections.
How can the GenerateMult2 method be made in a generic fashion, but with a performance penalty of no more than 5%?
Update with solution
Having studied the answers here, the best is one that was given by Ed Plunkett, but somehow was removed. Therefore, I'm posting the original code updated with the ideas from that answer:
using System;
using System.Collections.Generic;
using System.Linq;
namespace TestApp
{
public class Minute : BaseTime
{
public float MovingAverageFast { get; set; }
public float MovingAverageSlow { get; set; }
public float RsiFast { get; set; }
public float RsiSlow { get; set; }
}
public class Day : BaseTime
{
public float MovingAverageFast { get; set; }
public float MovingAverageSlow { get; set; }
public float RsiFast { get; set; }
public float RsiSlow { get; set; }
}
public class BaseTime
{
public DateTime DateTimeUtc { get; set; }
public float Source { get; set; }
}
class Program
{
public static List<Minute> Minutes = new List<Minute>();
public static List<Day> Days = new List<Day>();
static void Main(string[] args)
{
Minutes = Enumerable.Range(1, 10000000).Select(n => new Minute { Source = n }).ToList();
Days = Enumerable.Range(1, 10000000).Select(n => new Day { Source = n }).ToList();
// Generating data for Minutes
GenerateMovingAverage(Minutes, 100, (m, value) => ((Minute)m).MovingAverageFast = value);
GenerateMovingAverage(Minutes, 500, (m, value) => ((Minute)m).MovingAverageSlow = value);
GenerateRsi(Minutes, 60, (m, value) => ((Minute)m).RsiFast = value);
GenerateRsi(Minutes, 250, (m, value) => ((Minute)m).RsiSlow = value);
// Generating data for Days
GenerateMovingAverage(Days, 8, (d, value) => ((Day)d).MovingAverageFast = value);
GenerateMovingAverage(Days, 45, (d, value) => ((Day)d).MovingAverageSlow = value);
GenerateRsi(Days, 5, (d, value) => ((Day)d).RsiFast = value);
GenerateRsi(Days, 21, (d, value) => ((Day)d).RsiSlow = value);
}
public static void GenerateMovingAverage(IEnumerable<BaseTime> BaseTimeObjects, int Period, Action<BaseTime, float> setter)
{
foreach (var BaseTimeObject in BaseTimeObjects)
{
float newValue;
newValue = BaseTimeObject.Source * Period; // pseudo calculation for generating moving average
setter(BaseTimeObject, newValue);
}
}
public static void GenerateRsi(IEnumerable<BaseTime> BaseTimeObjects, int Period, Action<BaseTime, float> setter)
{
foreach (var BaseTimeObject in BaseTimeObjects)
{
float newValue;
newValue = BaseTimeObject.Source / Period; // pseudo calculation for generating rsi
setter(BaseTimeObject, newValue);
}
}
}
}
The key idea here is setting the property via an Action in the caller. With this solution, the calculation methods are reused for any object and any property with good performance.
In addition to what #iSR5 wrote, you might consider using a factory design pattern, making classes that do the actual calculations. This would be good if you don't know what you actually need to do until run time.
public interface IMultiValueGenerator
{
void GenerateValue(ITimeMulti multi, int multiplier);
}
public class Multi2Generator : IMultiValueGenerator
{
public void GenerateValue(ITimeMulti multi, int multiplier)
{
multi.Mult2 = multi.Source * multiplier;
}
}
public static class MultiGeneratorFactory
{
public static IMultiValueGenerator GetGenerator(...)
{
if (condition)
return new Multi2Generator();
// etc
}
}
Not sure if I've got the full picture here, but from my understanding, you'll need to have an interface with a base class. The interface is the one that you'll use to define the object, while the base class is the container for all common operations, which can be inhered by the class children. Then, you can create child class (as many as you want) and inherit the base class. The child class will have its required properties, methods, and logic if needed.
Enough talking, let's take it in code :
interface ITimeMulti
{
DateTime DateTimeUtc { get; set; }
float Source { get; set; }
// will be used for number of available properties.
int MultCount { get; }
// the main method for generating the multipliers.
void Generate(int multNumber, int multiplier);
}
Simple ? let's now create the base class :
public class TimeMulti : ITimeMulti
{
public DateTime DateTimeUtc { get; set; }
public float Source { get; set; }
// Using Dictionary will be much faster than Reflection
protected static Dictionary<string, float> Multipliers { get; set; }
// Number of Properties (the set should be within the derived classes)
public int MultCount { get; protected set; }
// This is a restriction to create this instance from the derived classes only
private TimeMulti() { }
// for derived classes
protected TimeMulti(int multCount)
{
// Should be in this constructor only
Initiate(multCount);
}
// This is the main method to generate the multiplication part.
public void Generate(int multNumber, int multiplier)
{
if (multNumber == 0)
{
Multipliers["Mult"] = Source * multiplier;
}
else if (Multipliers.ContainsKey("Mult" + multNumber))
{
// store the value in the dictionary (this is for reference)
Multipliers["Mult" + multNumber] = SetMult(multNumber, Source * multiplier);
}
else
{
throw new NullReferenceException();
}
}
// On new instance, this will fired, which will setup the dictionary
protected void Initiate(int numberOfMultipliers)
{
// Ensure you have an active instance of the dictionary
if (Multipliers == null)
Multipliers = new Dictionary<string, float>();
// Ensurance
if(numberOfMultipliers > 0)
{
MultCount = numberOfMultipliers;
for (int x = 1; x <= numberOfMultipliers; x++)
if (!Multipliers.ContainsKey("Mult" + x))
Multipliers.Add("Mult" + x, 0);
}
else
{
throw new ArgumentOutOfRangeException();
}
}
// this is where we will replace Reflection, here is just returning the multValue
// we will override it on the derived classes
protected virtual float SetMult(int MultNumber, float multValue) => multValue;
}
Now, the derived class
public class Minute : TimeMulti
{
public float Mult1 { get; set; }
public float Mult2 { get; set; }
public float Mult3 { get; set; }
public float Mult4 { get; set; }
// MultCount = 4
public Minute(): base(4) { }
// This method will set the value of the property using switch statment, with this, you will avoid Reflection.
protected override float SetMult(int multNumber, float multValue)
{
switch (multNumber)
{
case 1:
Mult1 = multValue;
break;
case 2:
Mult2 = multValue;
break;
case 3:
Mult3 = multValue;
break;
case 4:
Mult4 = multValue;
break;
}
return multValue;
}
}
Now, you can do this :
class Program
{
// Create List with type of the ITimeMulti interface
public static List<ITimeMulti> Minutes = new List<ITimeMulti>();
static void Main(string[] args)
{
// Generate a sample
for (int i = 1; i < 10000000; i++)
Minutes.Add(new Minute() { Source = i});
// Calculate
GenerateMultipliers(Minutes, 1, 2);
}
public static void GenerateMultipliers(List<ITimeMulti> source, int multNumber, int multiplier)
{
for (int i = 0; i < source.Count; i++)
{
source[i].Generate(multNumber, multiplier);
}
}
}
If you want to create a new derived class :
public class Day : TimeMulti
{
// Properties
public float Mult1 { get; set; }
// Constructor
public Day(): base(1) { }
// This method to map the values to the properties
protected override float SetMult(int multNumber, float multValue)
{
switch (multNumber)
{
case 1:
Mult1 = multValue;
break;
}
return multValue;
}
}
This is just an example to give you a new ideas, you can do your own magic. I wouldn't go with Mult1 ...etc. I would go with a unique and a descriptive names.
Updated :
You can improve the performance of your updated code, by gathering all common properties in the base and make use of virtual and override if you want to have something override-able in a child class. Or, use interface and struct instead of classes. Also, instead of using IEnumerable use Array this would improve your performance as well.
public class BaseTime
{
// shared proprties
public DateTime DateTimeUtc { get; set; }
public float Source { get; set; }
public float MovingAverageFast { get; set; }
public float MovingAverageSlow { get; set; }
public float RsiFast { get; set; }
public float RsiSlow { get; set; }
}
public class Minute : BaseTime
{
// add your custom code for Minute
// No need for recreating them, since it's already inherited from the base
}
public class Day : BaseTime
{
// add your custom code for Day
// No need for recreating them, since it's already inherited from the base
}
class Program
{
public static BaseTime[] Minutes;
public static BaseTime[] Days;
static void Main(string[] args)
{
Minutes = Enumerable.Range(1, 10000000).Select(n => (BaseTime) new Minute { Source = n }).ToArray();
Days = Enumerable.Range(1, 10000000).Select(n => (BaseTime) new Day { Source = n }).ToArray();
// Generating data for Minutes
GenerateMovingAverage(Minutes, 100, (m, value) => m.MovingAverageFast = value);
GenerateRsi(Minutes, 60, (m, value) => m.RsiFast = value);
GenerateRsi(Minutes, 250, (m, value) => m.RsiSlow = value);
// Generating data for Days
GenerateMovingAverage(Days, 8, (d, value) => d.MovingAverageFast = value);
GenerateMovingAverage(Days, 45, (d, value) => d.MovingAverageSlow = value);
GenerateRsi(Days, 5, (d, value) => d.RsiFast = value);
GenerateRsi(Days, 21, (d, value) => d.RsiSlow = value);
}
public static void GenerateMovingAverage(BaseTime[] BaseTimeObjects, int Period, Action<BaseTime, float> setter)
{
foreach (var BaseTimeObject in BaseTimeObjects)
{
setter(BaseTimeObject, BaseTimeObject.Source * Period);
}
}
public static void GenerateRsi(BaseTime[] BaseTimeObjects, int Period, Action<BaseTime, float> setter)
{
foreach (var BaseTimeObject in BaseTimeObjects)
{
setter(BaseTimeObject, BaseTimeObject.Source / Period);
}
}
}
I have a list of classes, each with four properties:
public class BroncoClass
{
public NPC npc { get; set; }
public int TimeLeft { get; set; }
public bool Gravity { get; set; }
public bool Rotation { get; set; }
}
public List<BroncoClass> BroncoList = new List<BroncoClass>();
I want to check if the list contains a class with a specific npc value, for example:
for (int i = 0; i < Main.npc.Length; i++) // For every alive npc
{
if(BroncoList.contains a class where npc == Main.npc[i])
{
}
}
Haven't been able to find an answer online, any help is appreciated.
The real solution is to just keep a collection somewhere and use LINQ to query it. Presumably this collection would be easy to maintain as it would be the collection that is used for all other operations with BroncoClass.
After update to OP...
You already have the list, just use list.Any(o => o.npc == testNpc) or whatever other predicate you may need.
However, if you really want to do the actual question:
Sounds like a reasonable usage of a factory pattern; but you will need to effectively do manual memory management. Your factory would be something like:
// Could be static, but I hate static. Don't use static.
public class BroncoFactory
{
private List<BroncoClass> trackedObjects = new List<BroncoClass>();
public BroncoClass New()
{
var newInstance = new BroncoClass();
trackedObjects.Add(newInstance)
}
// Don't forget to call this or you'll leak!
public void Free(BroncoClass instance)
{
trackedObjects.Remove(instance);
}
public bool ExistsWithNPC(NPC test)
{
return trackedObjects.Any(o => o.npc == test);
}
}
Just really, really don't forget to call Free on an object when you are done with it.
Very similar to #BradleyDotNET's answer. I just folded the factory into the class as static methods. I'm not saying this is right way to go, I'm just offering it as a solution to your question. Using static methods in the class seems closer to what the OP is asking about.
First, I needed an NPC class to get this to compile. Notice that it implements IEquatable so that I can compare instances for equality the way I want to (and that I override GetHashCode because that's a requirement).
public class NPC : IEquatable<NPC>
{
private static int _indexKeeper = 0;
public int Index { get; } = _indexKeeper++;
public bool Equals(NPC other)
{
return Index == other?.Index;
}
public override int GetHashCode()
{
return Index.GetHashCode();
}
}
With that, here's the BroncoClass (mostly untested):
public class BroncoClass
{
private BroncoClass(int timeLeft, bool gravity, bool rotation)
{
Npc = new NPC();
TimeLeft = timeLeft;
Gravity = gravity;
Rotation = rotation;
}
public NPC Npc { get; set; }
public int TimeLeft { get; set; }
public bool Gravity { get; set; }
public bool Rotation { get; set; }
private static List<BroncoClass> _instances = new List<BroncoClass>();
public static BroncoClass Create(int timeLeft, bool gravity, bool rotation)
{
var bronco = new BroncoClass(timeLeft, gravity, rotation);
_instances.Add(bronco);
return bronco;
}
public static bool Remove(NPC npc)
{
var broncoFound = _instances.FirstOrDefault(b => b.Npc == npc);
if (broncoFound == null)
{
return false;
}
_instances.Remove(broncoFound);
return true;
}
public static BroncoClass Find(NPC npc)
{
return _instances.FirstOrDefault(b => b.Npc == npc);
}
}
I've been experimenting with detecting changes in plain objects in C#. The aim being to have a container-type class for a bunch of data objects that can react when any one of them changes. For fun I wanted to see if all the work could be done in the container class, rather than resort to properties and dirty flags or events on the objects themselves.
What I'm curious about is whether there is a smart, fast and efficient way of doing this. My attempt is below, and it's none of those (the 'CheckStates' method would need to be called every frame for a start!) I've restricted it to only allow one instance per type, which suits my needs.
Note that an object passed in might be as follows:
[Serializable]
public class PlayerInfo
{
public string name = string.Empty;
public int score = 0;
}
Then the container:
public class AppState
{
private class StateData
{
public System.Object instance = null;
public Byte[] currentState = new Byte[0];
public Byte[] previousState = new Byte[0];
}
private Dictionary<Type, StateData> _allStates = new Dictionary<Type, StateData>();
private BinaryFormatter _formatter = new BinaryFormatter();
private MemoryStream _memoryStream = new MemoryStream();
public T GetState<T>() where T : class, new()
{
T state = default(T);
var stateType = typeof(T);
StateData stateData;
if(_allStates.TryGetValue(stateType, out stateData))
{
state = ReadData<T>(stateData);
}
else
{
var newState = CreateData<T>(out state);
_allStates[stateType] = newState;
}
return state;
}
public void CheckStates()
{
foreach(var state in _allStates)
{
if(HasChanged(state.Value))
{
Console.WriteLine(state.Key.ToString() + " has changed");
UpdateState(state.Value);
}
}
}
private StateData CreateData<T>(out T instance) where T : class, new()
{
instance = new T();
var stateData = new StateData();
stateData.instance = instance;
_formatter.Serialize(_memoryStream, instance);
var bytes = _memoryStream.ToArray();
stateData.currentState = bytes;
stateData.previousState = bytes;
return stateData;
}
private T ReadData<T>(StateData data) where T : class, new()
{
return data.currentState as T;
}
private bool HasChanged(StateData data)
{
_memoryStream.Position = 0;
_formatter.Serialize(_memoryStream, data.instance);
var current = _memoryStream.ToArray();
var previous = data.previousState;
if(current.Length != previous.Length)
{
return true;
}
for(int i = 0; i < current.Length; ++i)
{
if(current[i] != previous[i])
{
return true;
}
}
return false;
}
private void UpdateState(StateData data)
{
_memoryStream.Position = 0;
_formatter.Serialize(_memoryStream, data.instance);
data.previousState = _memoryStream.ToArray();
}
}
Alternatives I could think of were:
use structs instead of serializable classes (being forced to pass by value would mean that any change would have to go through a 'set' method on the container)
have the AppState's 'GetState' method return an IDisposable wrapper, which on Dispose could trigger a check for changes on that type (only problem is that there's nothing to stop someone from storing a reference to the object and modifying it without the container knowing)
EDIT: should add that it doesn't need to be thread-safe
I don't regard serializable classes as POCO, because you're engineering the classes so that they work with your change detection mechanism. So I wouldn't call them plain.
Your alternatives:
use structs instead of serializable classes
Don't use mutable structs Why are mutable structs “evil”?. And if your struct is immutable, then you might as well pass by reference, i.e. have a class.
have the 'get' method return an IDisposable wrapper
I'm not sure what get method you are referring to.
Proxy
One alternative is to allow a descendant proxy to react to calls to the setters:
public class PlayerInfo
{
public virtual string Name { get; set; }
public virtual int Score { get; set; }
}
public class PlayerInfoDetection : PlayerInfo
{
public int Revision { get; private set; }
public override string Name
{
set
{
base.Name = value;
Revision++;
}
}
public override int Score
{
set
{
base.Score = value;
Revision++;
}
}
}
private static void Example()
{
PlayerInfo pi = new PlayerInfoDetection();
Console.WriteLine(((PlayerInfoDetection)pi).Revision);
pi.Name = "weston";
Console.WriteLine(((PlayerInfoDetection)pi).Revision);
pi.Score = 123;
Console.WriteLine(((PlayerInfoDetection)pi).Revision);
}
This is how NHibernate "watches" objects fetched from the database, and why every object property must be virtual in NHibernate.
Aspect orientated
The same could be achieved with a product like post sharp where you could annotate your class to tell it when the revision must be changed.
public class PlayerInfo
{
public int Revision { get; private set; }
public string Name { get; [IncreaseRevision] set; }
public int Score { get; [IncreaseRevision] set; }
}
Making use of a well implemented hash function
Hash functions should not change their value while the object is in a container such as a hash set. We can make use of this to detect changes.
Drawback Note that any Hash collisions will yield incorrect results. This includes duplicates.
[TestClass]
public class ChangeDetectUnitTest
{
public class ChangeDetectList<T>
{
private readonly List<T> list = new List<T>();
private readonly ISet<T> hashes = new HashSet<T>();
public bool HasChanged(T t)
{
return !hashes.Contains(t);
}
public void Add(T t)
{
list.Add(t);
hashes.Add(t);
}
public void Reset()
{
hashes.Clear();
foreach (var t in list)
hashes.Add(t);
}
}
public class PlayerInfo
{
public string Name { get; set; }
public int Score { get; set; }
public override int GetHashCode()
{
//every field that you want to detect must feature in the hashcode
return (Name ?? "").GetHashCode() * 31 + Score;
}
public override bool Equals(object obj)
{
return Equals(obj as PlayerInfo);
}
public bool Equals(PlayerInfo other)
{
if (other == null) return false;
return Equals(other.Name, Name) && Score == Score;
}
}
private ChangeDetectList<PlayerInfo> list;
[TestInitialize]
public void Setup()
{
list = new ChangeDetectList<PlayerInfo>();
}
[TestMethod]
public void Can_add()
{
var p1 = new PlayerInfo();
list.Add(p1);
Assert.IsFalse(list.HasChanged(p1));
}
[TestMethod]
public void Can_detect_change()
{
var p1 = new PlayerInfo();
list.Add(p1);
p1.Name = "weston";
Assert.IsTrue(list.HasChanged(p1));
}
[TestMethod]
public void Can_reset_change()
{
var p1 = new PlayerInfo();
list.Add(p1);
p1.Name = "weston";
list.Reset();
Assert.IsFalse(list.HasChanged(p1));
}
}
I've been teaching myself C#, and I'm just learning how to use custom data types. The program I'm writing produces a bunch of pairs of coordinate pairs. I thought it'd be a neat idea to create a data type that holds each set (x1, x2, y1, y2), along with a few other variables pertaining to that set. However, the program will produce more than one array of coordinates sets (different categories), so keeping track of things was still difficult. I then broke it down further into categories, and placed each category under a third type that acts as a third level, which is then put into a list.
Each "tier" of items has some properties specific to that tier, but prior to this roadblock I didn't have any need to swap data among the hierarchy. The problem arose when I realized that I needed to modify the coordinate pair sets using an offset, and each offset is specific to the parent data type. I can modify the get{} code to return the data plus the offset (I called it "skew"), but not if the offset is from outside the data type's class itself. I tried setting a value in the parent data type (even a public static one), but the child couldn't read it for some reason.
The only way I know how to make this work is by setting the property in each coordinate set, but there could be thousands of them. The value is unique to the parent, but all the children need to use it, so that seems wasteful, given that there will be a lot of other calculations going on. My other thought was to maintain an offset array, and add it to the places where the values are retrieved. But, that isn't as clean as containing it within the data type itself, and so it will add to the confusion. Is there another method of accomplishing this?
Here is how some of the code looks:
public class SlotData
{
private double _x1, _x2, _y1, _y2;
public double X1
{
get { return _x1; }
set { _x1 = value; }
}
public double X2
{
get { return _x2; }
set { _x2 = value; }
}
public double Y1
{
get { return _y1; }
set { _y1 = value; }
}
public double Y2
{
get { return _y2; }
set { _y2 = value; }
}
}
public class ClientInfo
{
public static double _skewX, _skewY;
public SlotGroup1 Group1
{
get;
set;
}
public SlotGroup2 Group2
{
get;
set;
}
public SlotGroup3 Group3
{
get;
set;
}
}
public class SlotGroup1
{
public SlotData Slot1
{
get;
set;
}
public SlotData Slot2
{
get;
set;
}
}
public class SlotData
{
private SlotData() { }
public SlotData(SlotGroupBase group)
{
this._group = group;
}
private SlotGroupBase _group;
public double X1 { get; set; }
public double X2 {get; set;}
public double Y1 {get; set;}
public double Y2 {get; set;}
public double NewX1
{
get
{
return _group.ClientInfo._skewX + X1;
}
}
}
public class ClientInfo
{
public double _skewX, _skewY;
public SlotGroup1 Group1 { get; set; }
}
public abstract class SlotGroupBase
{
private SlotGroupBase() { }
public SlotGroupBase(ClientInfo ci)
{
this._ci = ci;
}
private ClientInfo _ci;
public ClientInfo ClientInfo
{
get
{
return _ci;
}
}
}
public class SlotGroup1 : SlotGroupBase
{
public SlotGroup1(ClientInfo ci):base (ci) {}
public SlotData Slot1 { get; set; }
public SlotData Slot2 { get; set; }
}
static void Main(string[] args)
{
ClientInfo ci = new ClientInfo();
SlotGroup1 sg1 = new SlotGroup1(ci);
sg1.Slot1 = new SlotData(sg1);
sg1.Slot2 = new SlotData(sg1);
Console.ReadLine();
}
In your code you don't have either parent or descendant data types. So, members of some type couldn't be accessible to other types in any way other than you will have reference to an instance of object of some type.
But object-oriented programming could help you. In case if each from SlotGroupN types must have reference to ClientInfo, it would be worthwhile to have base class SlotGroupBase which will contain reference to ClientInfo. Also you should add to SlotData type reference to SlotGroupBase. In this case you will access your skews like
return _group.ClientInfo._skewX + X1;
Another good idea is to restrict yourself and other developers from creation SlotGroupN class instances without reference to ClientInfo, SlotData class item without reference to SlotGroup. To achieve this you should make default constructors private and add constructor with parameter ClientInfo
public SlotGroupBase(ClientInfo ci)
Extending you design ...
using System.Drawing;
public class SlotData
{
private PointF _one;
private PointF _two;
internal SizeF Skew {get; set;}
public PointF One
{
get
{
return PointF.Add(_one, Skew);
}
set {_one = value; }
}
public PointF Two
{
get
{
return PointF.Add(_two, Skew);
}
set {_two = value; }
}
}
public class SlotGroup : List<SlotData>
{
internal SizeF Skew
{
set
{
foreach(var slotData in this)
{
slotData.Skew = value;
}
}
}
}
public class ClientData : List<SlotGroup>
{
private SizeF _skew;
public SizeF Skew
{
get { return _skew; }
set
{
_skew = value;
foreach (var slotGroup in this)
{
slotGroup.Skew = value;
}
}
}
}
I could not think of anything more elegant that would work. Encapsulation dictates that contained classes cannot access the data of thier container and the code to override the the child accesors on the container classes would have been more cumbersome.