A better architecture then if(something) DoIt() else Dont() - c#

I'm trying to create a mechanism that will allow the application to decide (in runtime) whether to execute some functionality.
"Some Functionality" can be anything, it can be c# code which is contained in several classes in several dlls, it can be UI, it can be database query execution, etc.
Most importantly, it should fit in the current existing infrastructure I have, which I cannot re-design and build from scratch.
The more I think of it, it seems like the only solution I can use would be to hold some table which will be the "functionality repository" and it will tell (by unique key) if a functionality is on / off.
Then in code, I will have to place in each spot which handles such functionality an if else statement.
E.g.
If(functionalityEnabled)?
DoFunctionality()
Else
DoTheUsusal()
Is there a better way or a better design to implement it? I would like to keep the solution as simple as possible, but on the other hand, this solution is really ugly and will eventually make my code looks like spaghetti code.
Your thoughts will be appreciated,
I'm using c# with sql server, web api for web services.
Edit:
I want to say that I appreciate the time and effort of everyone answering my question, there were some really interesting ideas that you brought up.
I eventually marked #dasblinkenlight answer since it suited by need the best, though other answers here are really good and may be useful to others.
Thank you.

If you have two classes that implement the same interface, your application can call the functionality (methods, properties) of the class without knowing exactly if it is calling the basic functionality or the alternative functionality:
IFunctionalityX {
DoIt();
}
class BasicFunctionalityX: IFunctionalityX {
public DoIt() {
// Default behaviour goes here
}
}
class PluginFunctionalityX: IFunctionalityX {
public DoIt() {
// Alternative functionality.
}
}
If PluginFunctionalityX shares parts of its implementation with BasicFunctionalityX, you may inherit it from the other, but whether you do or not doesn't really matter. As long as you use the interface, that is what counts, and you can use this method regardless of whether the classes are related or not.
In the initialization of your program, you can make the decision once and create an instance of the right class. You may store this class in some container that holds all your functionalities. FunctionalityX is a property of interface IFunctionalityX, and you can make other interfaces (and properties) for other functionalities.
if (functionalityXEnabled) {
FunctionalityContainer.FunctionalityX = new PluginFunctionality();
} else {
FunctionalityContainer.FunctionalityX = new BasicFunctionality();
}
Then, in the rest of your application, you can call your functionality through:
FunctionalityContainer.FunctionalityX.DoIt();
Instead of implementing this from scratch you may use a dependancy injection library, like Unity. This also allows you to more easily get an instance of the right functionality at the time you need it without having to create them all at the start of your program, and without writing elaborate constructor code for all fucntionalities.

You want to dispatch your code differently at runtime dependent on a configuration setting. Conditionals and polymorphism are two ways of doing so.
Conditionals
At runtime, check for values using if, switch or other lookup methods. You're already doing these.
if (configFile.cloudAccount == null) {
saveFileToDisk();
} else saveFileToCloud();
Advantages
They're conditionals, you really can't avoid having to do one at some point in any nontrivial development project
Disadvantages
Doing them at every point in your application would be painful, though. So they're best combined with other strategies to minimise their use
Polymorphism
When loading your application, read through the configuration file and construct your application's components accordingly:
interface IFileSaver { /* Used to save files in your application */ }
class DiskSaver : IFileSaver { /* The default file saving class */ }
class CloudSaver : IFileSaver { /* If they've configured a cloud account */ }
// EXAMPLE USE
int Main (...) {
// Setup your application, load a config file.
// You'll need to check the config with a conditional
// here (uh oh) but other components of your application
// will just use the IFileSaver interface
if (configFile.cloudAccount != null) {
YourApplication.FileSaver = new CloudSaver(configFile.cloudAccount);
} else {
YourApplication.FileSaver = new DiskSaver();
}
}
// Somewhere else in your application
void SaveCurrentDocument() {
// No if's needed, it was front loaded when initialising
// the application
YourApplication.FileSaver.Save();
}
Advantages
Fits in nicely with object-oriented design
All your configuration checks are front loaded. After loading in the correct classes the rest of your program will use them, oblivious to their actual implementation. Because of that, you don't need to do if checks throughout your code.
Compiler will be able to statically check type errors in your approach
Disadvantages
Only as flexible as your class's interface. Maybe you want some extra steps and checks to occur with a CloudSaver, they'd better fit into the pre-existing interface; otherwise, they won't happen.
Long story short - conditionals let you explicitly perform the checks whenever they're needed so, in principle, you get a lot of procedural flexibility. For example, maybe the SaveAs routine needs to save files slightly differently than the Save routine. However, as you've identified, this leads to long repetitive code. In those cases, structuring your code to use polymorphism might help out.
Either way, you will almost certainly need to have some amount of conditional checks wherever there is flexibility in your application.
Note: There are many other ways of achieving runtime config checks, I'm just pointing out the most common (and usually straightforward)

A once-popular quip among OO programmers has been that every conditional in the code indicate a missed opportunity to subclass. Although this rule is far from being universal, and it falls short when it comes to composition, there is a grain of truth to it, especially when you see the same condition popping up in multiple ifs across different methods of the same class.
A common way of dealing with ifs like that is using some combination of inheritance and composition, and moving the decision to a single place where your object is being created.
The inheritance way looks like this:
interface Doer {
void doSomething();
}
class BasicDoer implements Doer {
public void doSomething() {
...
}
}
class EnhancedDoer extends BasicDoer {
public void doSomething() {
base.doSomething();
...
}
}
// At construction time:
Doer doer;
if (someCondition)
doer = new BasicDoer();
else
doer = new EnhancedDoer();
The composition way looks like this:
interface Doer {
void doSomething();
}
// Create several implementations of Activity, then...
// At construction time:
List<Doer> doers = new ArrayList<>();
if (someCondition1)
doers.add(new SomeKindOfDoer());
if (someCondition2)
doers.add(new AnotherKindOfDoer());
if (someCondition3)
doers.add(new YetAnotherKindOfDoer());
Now instead of an if you do this:
for (Doer d : doers) {
d.doSomething();
}

If it's just a single condition then you have no choice but to use if else and is perfect for single conditions.
If you have more then 1 condition, you may think of using Switch statement.
As far as you are worried about your code going to look complicated with if else statement, put your code within functions,
if(condition)
{
DoThis();
}
else
{
DoSomethingElse();
}

Maybe something similar to strategy design pattern (incapsulation of behaviour) will make it more managable if functionality doesn't require lots of interaction with object data (though interaction is possible). Pros: readable extendable code, cons: lots of code.
namespace SomethingLikeStrategy
{
public interface Behaviour {
void doThis();
void changeM(ref int m);
void doThat();
}
public class BehaviourOriginal : Behaviour {
public void doThis() {
Console.WriteLine("foo");
}
public void changeM(ref int m) {
m = 20;
}
public void doThat() {
throw new Exception("not implemented");
}
}
public class BehaviourSpecial : Behaviour {
public void doThis() {
Console.WriteLine("bar");
}
public void changeM(ref int m) {
m = 10;
}
public void doThat() {
throw new Exception("not implemented");
}
}
public class MyClass {
Behaviour mBehaviour;
int mM = 0;
public MyClass() {
mBehaviour = new BehaviourOriginal();
}
public void setSpecialBehaviour(bool special) {
if (special) {
mBehaviour = new BehaviourSpecial();
} else {
mBehaviour = new BehaviourOriginal();
}
}
public void doThis() {
mBehaviour.doThis();
}
public void doThat() {
mBehaviour.doThat();
}
public void changeM() {
mBehaviour.changeM(ref mM);
}
public void printM() {
Console.WriteLine(mM);
}
}
class Program
{
public static void Main(string[] args)
{
MyClass myClass = new MyClass();
myClass.doThis();
myClass.setSpecialBehaviour(true);
myClass.doThis();
myClass.setSpecialBehaviour(false);
myClass.printM();
myClass.changeM();
myClass.printM();
myClass.setSpecialBehaviour(true);
myClass.changeM();
myClass.printM();
Console.Write("Press any key to continue . . . ");
Console.ReadKey(true);
}
}
}

Related

Detecting that a method is called without a lock

Is there any way to detect that a certain method in my code is called without using any lock in any of the methods below in the call stack?
The goal is to debug a faulty application and find out if certain pieces of code aren't thread safe.
This seems like a decent use case for AOP (aspect oriented programming). A very basic summary of AOP is that its a method of dealing with cross cutting concerns to make code dry and modular. The idea is that if you're doing something to every method call on an object (eg. logging each call) instead of adding a log at the start and end of each method you instead you inherit the object and do that outside of the class as to not muddy its purpose.
This can be done a few ways and I'll give you an example of two. First is manually (this isn't great but can be done very easily for small casses).
Assume you have a class, Doer with two methods Do and Other. You can inherit from that and make
public class Doer
{
public virtual void Do()
{
//do stuff.
}
public virtual void Other()
{
//do stuff.
}
}
public class AspectDoer : Doer
{
public override void Do()
{
LogCall("Do");
base.Do();
}
public override void Other()
{
LogCall("Other");
base.Other();
}
private void LogCall(string method)
{
//Record call
}
}
This is great if you only care about one class but quickly becomes unfeasible if you have to do it for many classes. For those cases I'd recommend using something like the CastleProxy library. This is a library which dynamically creates a proxy to wrap any class you want. In combination with an IOC you can easily wrap every service in your application.
Here's a quick example of using CastleProxy, main points being use ProxyGenerator.GenerateProxy and pass in IInterceptors to do stuff around method calls:
[Test]
public void TestProxy()
{
var generator = new ProxyGenerator();
var proxy = generator.CreateClassProxy<Doer>(new LogInterceptor());
proxy.Do();
Assert.True(_wasCalled);
}
private static bool _wasCalled = false;
public class LogInterceptor : IInterceptor
{
public void Intercept(IInvocation invocation)
{
Log(invocation.Method.Name);
invocation.Proceed();
}
private void Log(string name)
{
_wasCalled = true;
}
}
Now, the logging portion. I'm not sure you really NEED this to be lockless, short locks might be enough but lets proceed thinking you do.
I don't know of many tools in C# that support lock free operations but the the simplest version of this I can see is using Interlocked to increment a counter of how many instances are in the method at any given time If would look something like this:
[Test]
public void TestProxy()
{
var generator = new ProxyGenerator();
var proxy = generator.CreateClassProxy<Doer>(new LogInterceptor());
proxy.Do();
Assert.AreEqual(1, _totalDoCount);
}
private static int _currentDoCount = 0;
private static int _totalDoCount = 0;
public class LogInterceptor : IInterceptor
{
public void Intercept(IInvocation invocation)
{
if (invocation.Method.Name == "Do")
{
var result = Interlocked.Increment(ref _currentDoCount);
Interlocked.Increment(ref _totalDoCount);
if(result > 1) throw new Exception("thread safe violation");
}
invocation.Proceed();
Interlocked.Decrement(ref _currentDoCount);
}
}
Interlocked uses magical register magic to do thread safe operation (Compare-And-Swap I believe, but I don't really know). If you need more context than just "It Happened". You can use a concurrent stack or a concurrent queue which are lockless (they use interlock as well: https://msdn.microsoft.com/en-us/library/dd997305.aspx/). I would include a timestamp on these though, since I haven't used them enough to know if they promise to return elements in the order they occurred.
Like I said above, you might not NEED lock free operations but this should. I don't know if any of this is a perfect fit for you since I don't know your exact problem but it should provide you some tools to tackle this.
You could host the CLR yourself, and track the locks taken using the IHostSyncManager::CreateMonitorEvent method. You'd then need to expose your own mechanism from your host to your method called say "IsLockTaken()". You could then call that from your method in your actual code.
I think it is possible, but it would be quite a lot of work and almost certainly a complete distraction from the problem you're trying to solve, but no doubt a lot of fun!
Here's an interesting read on Deadlock detection https://blogs.msdn.microsoft.com/sqlclr/2006/07/25/deadlock-detection-in-sql-clr/

SOLID and C# events

I'm currently learning the SOLID (OO Design) and something bugs me: the dependency inversion principle, according to which the upper policy layer should be able to comply with a lower one's interface, made me wonder; where do event's fit in?
For example (taken from "Agile Principles, Patterns, and Practices in C#"):
Here, when the button is turned on/off, it calls turnOn/turnOff on the ButtonServer it would have some reference to.
Now if several objects were to depend on one single button, in order for this to work (imo), the button would have to store a list of ButtonServer's and then call on each one's turnOn/turnOff.
This looks to me like reinventing what event already does.
Now if that button were to have a new state, sleep, we'd have to create a new interface ButtonServerSleep (or some other name) and we'd have to store a new different list of each ButtonServerSleep which would be depending on the button*. And will just end up writing the same kind of code for looping through ButtonServer and call turnOn/turnOff than for looping through ButtonServerSleep and call sleep, the kind of code to which event's were made to avoid.
* if this would break the SRP, tell me.
The example with buttons and lamps is quite hard to follow, but I'll try:
public class Button
{
IButtonServer _buttonServer;
private bool _amIOn;
public Button(IButtonServer buttonServer)
{
_buttonServer = buttonServer;
}
void Poll()
{
_amIOn = !_amIOn;
if(_amIOn) _buttonServer.TurnOn(); else _buttonServer.TurnOff();
}
}
interface ITurnOnOffableDevice
{
void TurnOn();
void TurnOff();
}
interface IButtonServer : ITurnOnOffableDevice
{
void RegisterDevice(ITurnOnOffableDevice l);
}
public Lamp : ITurnOffableDevice
{
public Lamp(IButtonServer buttonServer)
{
buttonServer.RegisterDevice(this);
}
public void TurnOn()
{
Shine();
}
public void TurnOff()
{
Darken();
}
}
public MeatTriturator : ITurnOffableDevice
{
public MeatTriturator(IButtonServer buttonServer)
{
buttonServer.RegisterDevice(this);
}
public void TurnOn()
{
Triturate();
}
public void TurnOff()
{
ShutItDown();
}
}
Now, on some DLL which doesn't know about lamps, or meat triturators, you have this:
public ButtonServer : IButtonServer
{
private List<ITurnOnOffableDevice> _devices = new List<ITurnOnOffAbleDevice>();
public void RegisterDevice(ITurnOnOffAbleDevice l)
{
_devices.Add(l);
}
public void TurnOn()
{
foreach(var l in _devices) { l.TurnOn(); }
}
public void TurnOff()
{
foreach(var l in _devices) { l.TurnOff(); }
}
}
Then you create everything:
public static IButtonServer MyLampAndTrituratorButtonServer;
static void Prepare()
{
DependencyInject.ForType<IButtonServer>.Create<ButtonServer>();
}
static void Main()
{
Prepare();
MyLampAndTrituratorButtonServer = DependencyInject.CreateObject<IButtonServer>();
// The MyLampAndTrituratorButtonServer could be injected directly in the
// constructor of these objects, but for clarity I've left the normal
// object declaration
// this button will turn on lamps and meat triturators
var button = new Button(MyLampAndTrituratorButtonServer);
// these lamp and meat tritutator will be turned on/off by
// the buttons in that server
var lamp = new Lamp(MyLampAndTrituratorButtonServer);
var meatTriturator = new MeatTriturator(MyLampAndTrituratorButtonServer);
}
Then somewhere else, deep inside your program, you have the need to create a new button that lights up that lamp and meat triturator, you'd just do:
var button = new Button(MyLampAndTrituratorButtonServer);
No reference whatsoever to the actual lamp, or the meat triturator.
(Or better yet: create the button while injecting the IButtonServer dependency on the constructor parameter (this would depend on your dependency injector, so I'm not giving code), but then you'd neither need the reference to MyLampAndTrituratorButtonServer)
With this, you have decoupled your buttons from your lamps or meat triturators. The action of turning off and on is done by the button server, which as you can
see is injected, so it could be anything (anything that implements IButtonServer).
So you have delegated the responsibility of turning on and off the devices to a single dependency.
Again, in the "real world", buttons tend to do just one thing, and lamps only turn off and on, and this is dubious to change in the future... but this is an example of delegating the responsibility to a single point.
But let's take it a bit further... imagine your requirements have changed, and the buttons which turn on/off lamps and meat triturators (and only those, not all buttons), need to have a security measure. Whenever they are turned on, they need to auto-shutdown in 30 seconds.
With your "events based approach", you would need to derive one object from "button" (i.e., ButtonThatTurnsOffAt30secs : Button) and change -everywhere- where a lamp or meat triturator is created, then recompile.
With the isolated dependency, you'd just rewrite your buttonserver:
public ButtonServerThatTurnsOffAt30seconds : IButtonServer
{
private List<ITurnOnOffableDevice> _devices = new List<ITurnOnOffAbleDevice>();
public void RegisterDevice(ITurnOnOffAbleDevice l)
{
_devices.Add(l);
}
public void TurnOn()
{
foreach(var l in _devices) { l.TurnOn(); new Timer(30, () => { TurnOff(); } }
}
public void TurnOff()
{
foreach(var l in _devices) { l.TurnOff(); }
}
}
And change your dependency injection:
DependencyInject.ForType<IButtonServer>.Create<ButtonServerThatTurnsOffAt30seconds>();
If you have separated your project right, you wouldn't even need to recompile the whole application, just a single DLL change (or two if you have the dependency injector bootstrap on a different one) and voilá, now all your lamps and meat triturators turn off at 30 seconds.
Again, this is not the best example, and it made making an example hard, but I hope you can follow.
As a disclaimer: I'm trying to make a value on dependency isolation, not aiming to explain SOLID principles or any pattern, since you seem confused on that. I myself don't "follow patterns blindly", I just find whatever I find interesting on all those patterns and use it for a good purpose.
If you are sure your buttons will never change (or ALL your buttons will change at the same time), then there's no need for all of these. Whether going full-throttle on this, or whether to apply the GTD (Getting Things Done) principle, is up to you.
Applying patterns, decoupling dependencies, etc., takes time and effort, and depending on the project, deadline, budget, and possibility of it changing in the future, they are worth implementing or not.

Calling Separate C# Classes for QA/DEV?

I am working in a content management system that uses C# and allows for adding separate code in a central class. One issue that has come up is we would like to have a separate code base for QA and the rest of the site, currently we use the folder structure to switch the call from one class to the other
if (AssetPath == "Websites QA")
{
InputHelperQA.Navigation();//Calling Navigation Section From Helper Class
}
else
{
InputHelper.Navigation();
}
But i feel it is a very tedious way of doing this task. Is there a better way of accomplishing this?, obviously just appending InputHelper + "QA" does not work but some thing along those lines where we only have to call the method once instead of having to wrap an if else around the call.
You really shouldn't have separate code for different environments, besides being branches representing your environments.
You really should store your configuration in a config file or database.
You could do worse than:
1) Have an interface (which you may already have, truth be told)
public interface IInputHelper
{
void Navigation();
}
2) Derive your two instances as you already have:
public class InputHelper : IInputHelper { }
public class InputHelperQA : IInputHelper { }
3) Create some kind of a dispatch manager:
public sealed class InputDispatch
{
private Dictionary<string, IInputHelper> dispatch_ = new Dictionary<string, IInputHelper>(StringComparer.OrdinalIgnoreCase);
public InputDispatch()
{
dispatch_["Websites QA"] = new InputDispatchQA();
dispatch_["Default"] = new InputDispatch();
}
public void Dispatch(string type)
{
Debug.Assert(dispatch_.ContainsKey(type));
dispatch_[type].Navigation();
}
}
I would use Dependency Injection. StructureMap (as just one example) will let you specify which concrete type to provide for an interface via a config file.
http://docs.structuremap.net/XmlConfiguration.htm

Question about Factory Design Architecture

Consider this example
The Interface
interface IBusinessRules
{
string Perform();
}
The Inheritors
class Client1BusinessRules: IBusinessRules
{
public string Perform()
{
return "Business rule for Client 1 Performed";
}
}
class Client2BusinessRules: IBusinessRules
{
public string Perform()
{
return "Business rule for Client 2 Performed";
}
}
class Client3BusinessRules: IBusinessRules
{
public string Perform()
{
return "Business rule for Client 3 Performed";
}
}
The factory class
class BusinessRulesFactory
{
public IBusinessRules GetObject(int clientIdentityCode)
{
IBusinessRules objbase = null;
switch (clientIdentityCode)
{
case 1:
objbase = new Client1BusinessRules();
break;
case 2:
objbase = new Client2BusinessRules();
break;
case 3:
objbase = new Client3BusinessRules();
break;
default:
throw new Exception("Unknown Object");
}
return objbase;
}
}
sample usage:
class Program
{
static void Main(string[] args)
{
BusinessRulesFactory objfactory = new BusinessRulesFactory ();
IBusinessRulesFactory objBase = objfactory.GetObject(2);
Console.WriteLine(objBase.Perform());
objBase = objfactory.GetObject(3);
Console.WriteLine(objBase.Perform());
Console.Read();
}
}
My question is, how about I add another method on the ALgorithm1 Class
but not in the interface because im going to just use it on special scenario?
class Client1BusinessRules: IBusinessRules
{
public string Perform()
{
return "Client1 Business rules is Performed";
}
public string Calculate()
{
return "Additional functionality for CLient1";
}
}
how Am I suppose to call that on the UI something like this
objBase = objfactory.GetObject(1);
Console.WriteLine(objBase.Calculate());
Is there any other solution? thanks in advance
EDIT: I rewrite it to resemble my current project design
I presume you are using the factory class in order to:
have a standard facade accepting parameters that lead to business rule selection and provisioning
encapsulate business rule provisioning
decouple the users from actual implementations of IBusinessRules
Hence I would solve your problem by introducing new interface
interface IComputableRules : IBusinessRules
{
string Calculate();
}
As long as you follow the interface-based design, there's nothing wrong about casting the actual instance to an interface different from IBusinessRules.
IBusinessRules businessRule = objFactory.GetObject(...some input...)
...
// check if the computable service is supported and print the result
IComputableRules computable = businessRule as IComputableRules;
if (computable)
{
Console.WriteLine(computable.Calculate());
}
Here you can think of you business rule classes as service providers, that guarantee some basic service, plus optional additional services depending on the nature of the business rule.
Note: By turning the BusinessRulesFactory into a generic class you might make the indication of a specific service a part of the factory contract, and make sure the returned business rule implementation will support a particular (otherwise optional) service.
class BusinessRulesFactory<TService> where TService : IBusinessRules
{
public TService GetObject(int clientIdentityCode)
{
// ... choose business rule in respect to both clientIdentityCode and TService
}
}
In case where you wouldn't require a specific additional service to be available, you'd just use IBusinessRules as the actual type parameter.
The whole point of the factory pattern is to return the proper implementation of a contract so that the consumer shouldn't worry about how to instantiate it but simply invoke its methods. You could always test the actual type, cast to it and invoke the method but that's a very bad design and I wouldn't recommend it. The consumer shouldn't know anything about the actual type. You will need to rethink your design.
If you want to stick to the current architecture you can introduce a new interface declaration
interface ICalculationRules
{
string Calculate();
}
Now let modify Client1BusinessRules by adding the interface declaration:
class Client1BusinessRules: IBusinessRules, ICalculationRules
{
// everything remains the same
}
Modify your calling code like this:
var objBase = objfactory.GetObject(1);
Console.WriteLine(objBase.Calculate());
var calcBase = obj as ICalculationRules;
if (calcBase != null) calculable.Calculate();
Maintenance implication: Every time you introduce a new interface, you have to touch all your calling code. Since you posted that this code is placed in the UI code, this can get quite a mess.
Each interface you are introducing just means added behaviour to a class. If you have a large range of different behaviours, then the solution above my not feel right, because there is always the need to use the as operation and conditional execution a method. If you want to stick to some classic design pattern this variability of behaviour can be countered with the Decorator Pattern or the Strategy Pattern. They can be smoothly combined with the Factory Pattern.
There are many approaches that can be employed in this case, and it depends on the cost you're willing to put in order to get the value.
For example, you can go with simple casting. You'll get the algorithm object from the factory, cast it to the proper (specific) algorithm object, and then call the "Calculate" function.
Another option - a much more generic one, that would also require much more code - would be to supply a querying mechanism within the base class, that will supply information about the available functionality within the object. This is somewhat comparable to querying for interfaces in COM.
The important questions you need to ask yourself is:
1. How many times will you need to implement specific functionality?
2. Is there a way you can solve the problem with added polymorphism stemming from the base class?
3. Will users of the derived objects know that they are using the specific object, or do you want them to be ignorant of the actual type?
In general what I personally do in such cases is start with the simplest solution (in this case, specific casting and calling the function), and go back and refactor as I go, when I have some more data about the domain. If you're sensitive to "smelly code", you'll get to a point where you see there's too much clutter and you'll refactor it into a better solution.
I would modify it like this
interface IBusinessRules
{
string Perform();
bool CanCalculate { get; }
string Calculate();
}
and add an abstract base class (optional but recommended for further extensibility)
public abstract class BusinessRules : IBusinessRules {
protected BusinessRules() {
}
protected virtual bool CanCalculateCore() {
return false; // Cannot calculate by default
}
protected virtual string CalculateCore() {
throw new NotImplementedException("Cannot calculate");
}
protected abstract string PerformCore();
#region IBusinessRules Members
public string Perform()
{
return PerformCore();
}
public bool CanCalculate
{
get { return CanCalculateCore(); }
}
public string Calculate()
{
return CalculateCore();
}
#endregion
}
So the call site now looks neat:
objBase = objfactory.GetObject(1);
if (objBase.CanCalculate) {
Console.WriteLine(objBase.Calculate());
}
One big problem of extending the interface is, it gives the caller no hint at all that you might support that interface as well.
This is a domain modelling issue and relates to what you mean by BusinessRule and IBase in your problem domain.
What is IBase? Sounds like it should be called IBusinessRule. In which case, what does Calculate mean in the context of a "business rule". If it has a generic meaning in your domain then IBusinessRule should implement it, as should the other classes, even if only as an empty method.
If it doesn't have generic meaning in your domain then your class should implement another interface ICalculable (IAlgorithm?) that has Calculate, which you call as:
ICalculable calculable = obj as ICalculable;
if ( calculable != null ) calculable.Calculate();

Need a pattern to call Verify method for every instance method pattern

I have the following code:
class Foo
{
public Foo()
{
Size = true;
}
private bool _size;
protected bool Size
{
get { _size; }
set { _size = value; }
}
}
class CrazyFoo : Foo
{
public void First()
{
if (!Size)
return;
}
public void Second()
{
if (!Size)
return;
}
public void Finished()
{
if (!Size)
return;
}
}
What is the best way to implement this sort of pattern, as it drives me nuts to type
if(!Size) return;
perhaps I can do it with attributes or AOP?
What is the best and simplest way?
Thanks
If you have the same guard statement at the beginning of too many methods, you can create a method called executeWithGuard:
private void executeWithGuard(Action method)
{
if (HeadSize) method();
}
Then you could do this:
public void ScreenFirstShot()
{
executeWithGuard(() =>
{
// code here
});
}
public void ScreenSecondShot()
{
ExecuteWithGuard(() =>
{
// code here
});
}
public void CrazyUp()
{
ExecuteWithGuard(() =>
{
// code here
});
}
There's no less code doing this... in fact, there's probably more code, but it does allow you to not have to do a find/replace if your guard condition ever changes. I'd only suggest it as a last resort, though. It's very possible that your real problem is that you're doing your validation too far down the call tree. If you can do it at a higher level, you may save yourself from all of this validation.
ALSO
Have a look at the null object patttern. This pattern can be used in some special cases to prevent or simplify state checking.
ALSO (rev 2)
It's hard to know what your intent is since the question focuses on a specific solution, but if you're executing these methods sequentially, you can look at using the strategy pattern, and putting the check in your base strategy class.
From a "pattern" standpoint, though, this doesn't seem onerous to me. It seems perfectly reasonable to me to type:
if(!Size)
return;
You're explicitly handling the cases you want. In your case, this check is pretty specific to what you are working with, from what I can tell (from your original + edits). I'd personally choose a more obvious name, since it does seem a little strange (even in your original), and not completely obvious what's happening.
Even with AOP, you'd be adding some other information here on each method, to make sure your aspect was handled.
Maybe just use one method and an Enum with the values First, Second, Finished etc.? It's hard to tell because, apart from that one check, you don't say what is common. AOP could be a solution, but maybe not, since aspects are usually more general in their conceptional nature.
BTW, maybe choose a different naming for your samples in the future, this may offend some people. (Edited to match new naming)

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