What method should be included in the class - c#

I'm confused what type of methods should be included in the class and what type of methods should be write in a service class?
This is my scenario:
I'm writing a music store app, and my models designed as below
public class Album
{
private string title;
public string Title
{
get { return title; }
set { title = value; }
}
private double price;
public double Price
{
get { return price; }
set { price = value; }
}
private List<Music> musicFiles;
public List<Music> MusicFiles
{
get { return musicFiles; }
set { musicFiles = value; }
}
}
public class Music
{
private string title;
public string Title
{
get { return title; }
set { title = value; }
}
private string duration;
public string Duration
{
get { return duration; }
set { duration = value; }
}
}
Users can do such operations:
Download a whole album or some specific music files;
Delete local files;
Add album to favorite list;
Remove album from favorite list.
Should I put methods such as Dwonload in the model or in another service class? If I put them in the model, the model should reference some other classes. My current solutions are:
solution1: create IDownload/IFavorite interface and let the model implement them, the methods are included in the model;
solution2: create a abstract class which contains all the properties which related to download operation and favorite operation; let models inherite from the abstract class; create DownloadService class and FavoriteService class to implement the details of the operations, pass the argument like below:
AbstractClass obj1 = new MusicFile();
AbstractClass obj2 = nwe Album();
Which solution is sensible, or is there any other solutions?
Thanks!

Also a better of calling your music artifact download, so you have ability to change or add new artifact without changing the downloading caller interfaces. This is as of my understanding about question.
Please consider this is pseudo code and write your own java code with proper syntax.
//Client call
DownloadStore store = new DownloadStore(myMusicfile)
store.download();
DownloadStore store = new DownloadStore(myAlbum)
store.download();
//your download store
DownloadStore {
IMusicArtifact artifact;
DownloadStore(IMusicArtifact artifact){
this.artifact=artifact;
}
public downlod(){
//write common coding for any artifact...
//artifact specific implemenation is called here
artifact.download();
}
}
//your interface class
IMusicArtifact {
download();
}
//your concrete class
Muscifile implements IMusicArtifact {
download(){
// Music file related downloaind stuff
}
}
//your concrete class
Album implements IMusicArtifact {
download(){
// Album related downloaind stuff
}
}

I think the cleanest solution would be a decicated service class, e.g. "Downloader". If Download is a frequently used operation, you may introduce a facade on the music file class or one of its base classes to improve the code understandability.
The answer to your question whether to put the download method in interfaces or in an abstract base class depends on how you think these operations will be used. If you access for instance the download operation primarily as an ability, e.g. you want to download a lot of stuff and don't really care what these items are, then an interface is the best choice. The reason for this is that an interface does not restrict your inheritance hierarchy, whereas an abstract base class does.
An abstract base class is good if you can share the implementation of operations across multiple files. So if downloading an album is the same code as downloading a music file, an abstract class with a shared implementation is more appropriate.
Often, you use objects based on their ability to do certain stuff and the implementation of this stuff is indeed shared. In that case, the best way is to use an interface and a separate abstract base class that contains the shared code. This way, you use the advantages of both an interface and an abstract base class. If you look in the BCL, e.g. in ADO.NET a lot of concepts are implemented this way.

Related

Refactoring to make code open for extensions but closed for modifications

For my project purpose I need to send metrics to AWS.
I have main class called SendingMetrics.
private CPUMetric _cpuMetric;
private RAMMetric _ramMetric;
private HDDMetric _hddMetric;
private CloudWatchClient _cloudWatchClient(); //AWS Client which contains method Send() that sends metrics to AWS
public SendingMetrics()
{
_cpuMetric = new CPUMetric();
_ramMetric = new RAMMetric();
_hddMetric = new HDDMetric();
_cloudwatchClient = new CloudwatchClient();
InitializeTimer();
}
private void InitializeTimer()
{
//here I initialize Timer object which will call method SendMetrics() each 60 seconds.
}
private void SendMetrics()
{
SendCPUMetric();
SendRAMMetric();
SendHDDMetric();
}
private void SendCPUMetric()
{
_cloudwatchClient.Send("CPU_Metric", _cpuMetric.GetValue());
}
private void SendRAMMetric()
{
_cloudwatchClient.Send("RAM_Metric", _ramMetric.GetValue());
}
private void SendHDDMetric()
{
_cloudwatchClient.Send("HDD_Metric", _hddMetric.GetValue());
}
Also I have CPUMetric, RAMMetric and HDDMetric classes that looks pretty much similar so I will just show code of one class.
internal sealed class CPUMetric
{
private int _cpuThreshold;
public CPUMetric()
{
_cpuThreshold = 95;
}
public int GetValue()
{
var currentCpuLoad = ... //logic for getting machine CPU load
if(currentCpuLoad > _cpuThreshold)
{
return 1;
}
else
{
return 0;
}
}
}
So the problem I have is that clean coding is not satisfied in my example. I have 3 metrics to send and if I need to introduce new metric I will need to create new class, initialize it in SendingMetrics class and modify that class and that is not what I want. I want to satisfy Open Closed principle, so it is open for extensions but closed for modifications.
What is the right way to do it? I would move those send methods (SendCPUMetric, SendRAMMetric, SendHDDMetric) to corresponding classes (SendCPUMetric method to CPUMetric class, SendRAMMEtric to RAMMetric, etc) but how to modfy SendingMetrics class so it is closed for modifications and if I need to add new metric to not change that class.
In object oriented languages like C# the Open Closed Principle (OCP) is usually achieved by using the concept of polymorphism. That is that objects of the same kind react different to one and the same message. Looking at your class "SendingMetrics" it's obvious that the class works with different types of "Metrics". The good thing is that your class "SendingMetrics" talks to a all types of metrics in the same way by sending the message "getData". Hence you can introduce a new abstraction by creating an Interface "IMetric" that is implemented by the concrete types of metrics. That way you decouple your "SendingMetrics" class from the concrete metric types wich means the class does not know about the specific metric types. It only knows IMetric and treats them all in the same way wich makes it possible to add any new collaborator (type of metric) that implements the IMetric interface (open for extension) without the need to change the "SendingMetrics" class (closed for modification). This also requires that the objects of the different types of metrics are not created within the "SendingMetrics" class but e.g. by a factory or outside of the class and being injected as IMetrics.
In addition to using inheritance to enable polymorphism and achiving OCP by introducing the interface IMetric you can also use inheritance to remove redundancy. Which means you can introduce an abstract base class for all metric types that implements common behaviour that is used by all types of metrics.
Your design is almost correct. You got 3 data retriever and 1 data sender. So it's easy to add more metric (more retriever) (open for extensions) without affecting current metrics (closed for modifications), you just need a bit more refactor to reduce duplicated code.
Instead of have 3 metrics classes look very similar. Only below line is different
var currentCpuLoad = ... //logic for getting machine CPU load
You can create a generic metric like this
internal interface IGetMetric
{
int GetData();
}
internal sealed class Metric
{
private int _threshold;
private IGetMetric _getDataService;
public Metric(IGetMetric getDataService)
{
_cpuThreshold = 95;
_getDataService = getDataService;
}
public int GetValue()
{
var currentCpuLoad = _getDataService.GetData();
if(currentCpuLoad > _cpuThreshold)
{
return 1;
}
else
{
return 0;
}
}
}
Then just create 3 GetMetric classes to implement that interface. This is just 1 way to reduce the code duplication. You can also use inheritance (but I don't like inheritance). Or you can use a Func param.
UPDATED: added class to get CPU metric
internal class CPUMetricService : IGetMetric
{
public int GetData() { return ....; }
}
internal class RAMMetricService : IGetMetric
{
public int GetData() { return ....; }
}
public class AllMetrics
{
private List<Metric> _metrics = new List<Metric>()
{
new Metric(new CPUMetricService());
new Metric(new RAMMetricService());
}
public void SendMetrics()
{
_metrics.ForEach(m => ....);
}
}

Get instance of a class using generics

I'm working on a game that uses MVCS and has, so far, clearly separated the business logic from the view.
However, I've been having trouble with one particular piece of the puzzle.
In the game we have command classes (IPlayerCommand) that execute a specific business logic. Each command class returns a result class (PlayerCommandResult). For each PlayerCommand we have a respected visual command class (IVisualPlayerCommand) that takes the PlayerCommandResult and updates the view accordingly.
I'd like the IVisualPlayerCommand to use specific classes that inherit PlayerCommandResult in order to get the information it needs (as opposed to using object). I'd also like to make it compile-time safe (as opposed to casting it before using it). For these two reasons I made the classes use generics.
Here are the declaration of the classes:
public class PlayerCommandResult
{}
public interface IPlayerCommand<T> where T : PlayerCommandResult
{
T Execute(GameWorld world);
}
public interface IVisualPlayerComamnd<T> where T : PlayerCommandResult
{
void Play(T commandResult);
}
Here is the Move Unit command as an example:
public class MoveUnitPlayerCommand : IPlayerCommand<MoveUnitPlayerCommandResult>
{
private Unit unitToMove;
public MoveUnitPlayerCommand(Unit unit)
{
this.unitToMove = unit;
}
public MoveUnitPlayerCommandResult Execute(GameWorld world)
{
MoveUnitPlayerCommand result = new MoveUnitPlayerCommand();
// Do some changes to the world and store any information needed to the result
return result;
}
}
public class MoveUnitVisualPlayerCommand : IVisualPlayerCommand<MoveUnitPlayerCommandResult>
{
void Play(MoveUnitPlayerCommandResult commandResult)
{
// Do something visual
}
}
public class MoveUnitPlayerCommandResult : PlayerCommandResult
{
public Unit TargetUnit { get; private set; }
public Path MovePath { get; private set; }
}
So far, so good. However, I'm having a really hard time tying a IPlayerCommand to a IVisualPlayerCommand because of the use of generics:
public class CommandExecutorService
{
public void ExecuteCommand<T>(IPlayerCommand<T> command) where T : PlayerCommandResult
{
T result = command.Execute(world);
IVisualPlayerCommand<T> visualCommand = GetVisualPlayerCommand(command);
visualCommand.Play(result);
}
public IVisualPlayerCommand<T> GetVisualPlayerCommand<T>(IPlayerCommand<T> command) where T : PlayerCommandResult
{
// ?!?!?!?!?!??!?!?!??!?!
}
}
I have a feeling that what I'm trying to do is not even possible because of the way generics work in C# (as opposed to Java where I could say IVisualPlayerCommand<?>).
Could you help me figure out a way?
Any feedback for the design is welcome.
P.S. Sorry if the title doesn't reflect the question. I wasn't sure how to boil down the question in one line.
P.P.S. Which is why I also don't know if this question has been asked and answered before.
You two command classes, are served as service. To me, for this case, I would use the service locator pattern. As how to implement this pattern, you can check this link
The drawback of using template, is that, if something changes, you have to compiled it again.
Here's link which provides an example of the service locator pattern.
So for you code, you want find the corresponding instance of IVisualPlayerCommand to IPlayerCommand, so the concrete service can inherit from both interface, which it actually implements the IVisualPlayerCommand interface, while the IPlayerCommand just severs as a tag.
so the code will like this:
class MoveUnitVisualPlayerCommand: IVisualPlayerCommand, IPlayerCommand {}
services = new Dictionary<object, object>();
this.services.Add(typeof(IPlayerCommand ), new MoveUnitVisualPlayerCommand());
as how to get the service, you can refer the example.
Hope this helps.

Some design-pattern suggestions needed

C#. I have a base class called FileProcessor:
class FileProcessor {
public Path {get {return m_sPath;}}
public FileProcessor(string path)
{
m_sPath = path;
}
public virtual Process() {}
protected string m_sath;
}
Now I'd like to create to other classes ExcelProcessor & PDFProcessor:
class Excelprocessor: FileProcessor
{
public void ProcessFile()
{
//do different stuff from PDFProcessor
}
}
Same for PDFProcessor, a file is Excel if Path ends with ".xlsx" and pdf if it ends with ".pdf". I could have a ProcessingManager class:
class ProcessingManager
{
public void AddProcessJob(string path)
{
m_list.Add(Path;)
}
public ProcessingManager()
{
m_list = new BlockingQueue();
m_thread = new Thread(ThreadFunc);
m_thread.Start(this);
}
public static void ThreadFunc(var param) //this is a thread func
{
ProcessingManager _this = (ProcessingManager )var;
while(some_condition) {
string fPath= _this.m_list.Dequeue();
if(fPath.EndsWith(".pdf")) {
new PDFProcessor().Process();
}
if(fPath.EndsWith(".xlsx")) {
new ExcelProcessor().Process();
}
}
}
protected BlockingQueue m_list;
protected Thread m_thread;
}
I am trying to make this as modular as possible, let's suppose for example that I would like to add a ".doc" processing, I'd have to do a check inside the manager and implement another DOCProcessor.
How could I do this without the modification of ProcessingManager? and I really don't know if my manager is ok enough, please tell me all your suggestions on this.
I'm not really aware of your problem but I'll try to give it a shot.
You could be using the Factory pattern.
class FileProcessorFactory {
public FileProcessor getFileProcessor(string extension){
switch (extension){
case ".pdf":
return new PdfFileProcessor();
case ".xls":
return new ExcelFileProcessor();
}
}
}
class IFileProcessor{
public Object processFile(Stream inputFile);
}
class PdfFileProcessor : IFileProcessor {
public Object processFile(Stream inputFile){
// do things with your inputFile
}
}
class ExcelFileProcessor : IFileProcessor {
public Object processFile(Stream inputFile){
// do things with your inputFile
}
}
This should make sure you are using the FileProcessorFactory to get the correct processor, and the IFileProcessor will make sure you're not implementing different things for each processor.
and implement another DOCProcessor
Just add a new case to the FileProcessorFactory, and a new class which implements the interface IFileProcessor called DocFileProcessor.
You could decorate your processors with custom attributes like this:
[FileProcessorExtension(".doc")]
public class DocProcessor()
{
}
Then your processing manager could find the processor whose FileProcessorExtension property matches your extension, and instantiate it reflexively.
I agree with Highmastdon, his factory is a good solution. The core idea is not to have any FileProcessor implementation reference in your ProcessingManager anymore, only a reference to IFileProcessor interface, thus ProcessingManager does not know which type of file it deals with, it just knows it is an IFileProcessor which implements processFile(Stream inputFile).
In the long run, you'll just have to write new FileProcessor implementations, and voila. ProcessingManager does not change over time.
Use one more method called CanHandle for example:
abstract class FileProcessor
{
public FileProcessor()
{
}
public abstract Process(string path);
public abstract bool CanHandle(string path);
}
With excel file, you can implement CanHandle as below:
class Excelprocessor: FileProcessor
{
public override void Process(string path)
{
}
public override bool CanHandle(string path)
{
return path.EndsWith(".xlsx");
}
}
In ProcessingManager, you need a list of processor which you can add in runtime by method RegisterProcessor:
class ProcessingManager
{
private List<FileProcessor> _processors;
public void RegisterProcessor(FileProcessor processor)
{
_processors.Add(processor)
}
....
So LINQ can be used in here to find appropriate processor:
while(some_condition)
{
string fPath= _this.m_list.Dequeue();
var proccessor = _processors.SingleOrDefault(p => p.CanHandle(fPath));
if (proccessor != null)
proccessor.Process(proccessor);
}
If you want to add more processor, just define and add it into ProcessingManager by using
RegisterProcessor method. You also don't change any code from other classes even FileProcessorFactory like #Highmastdon's answer.
You could use the Factory pattern (a good choice)
In Factory pattern there is the possibility not to change the existing code (Follow SOLID Principle).
In future if a new Doc file support is to be added, you could use the concept of Dictionaries. (instead of modifying the switch statement)
//Some Abstract Code to get you started (Its 2 am... not a good time to give a working code)
1. Define a new dictionary with {FileType, IFileProcessor)
2. Add to the dictionary the available classes.
3. Tomorrow if you come across a new requirement simply do this.
Dictionary.Add(FileType.Docx, new DocFileProcessor());
4. Tryparse an enum for a userinput value.
5. Get the enum instance and then get that object that does your work!
Otherwise an option: It is better to go with MEF (Managed Extensibility Framework!)
That way, you dynamically discover the classes.
For example if the support for .doc needs to be implemented you could use something like below:
Export[typeof(IFileProcessor)]
class DocFileProcessor : IFileProcessor
{
DocFileProcessor(FileType type);
/// Implement the functionality if Document type is .docx in processFile() here
}
Advantages of this method:
Your DocFileProcessor class is identified automatically since it implements IFileProcessor
Application is always Extensible. (You do an importOnce of all parts, get the matching parts and Execute.. Its that simple!)

Can I use more generic interfaces to simplify my classes to use a command pattern?

I'm trying to make an app I'm designing more generic and implement the command pattern into it to use manager classes to invoke methods exposed by interfaces.
I have several classes with the GetItem() and GetList() methods in them, some are overloaded. They accept different parameters as I was trying to use dependency injection, and they return different types. Here are a couple of examples:
class DatastoreHelper
{
public Datastore GetItem(string DatastoreName)
{
// return new Datastore(); from somewhere
}
public Datastore GetItem(int DatastoreID)
{
// return new Datastore(); from somewhere
}
public List<Datastore> GetList()
{
// return List<Datastore>(); from somewhere
}
public List<Datastore> GetList(HostSystem myHostSystem)
{
// return List<Datastore>(); from somewhere
}
}
class HostSystemHelper
{
public HostSystem GetItem(int HostSystemID)
{
// return new HostSystem(); from somewhere
}
public List<HostSystem> GetList(string ClusterName)
{
//return new List<HostSystem>(); from somewhere
}
}
I'm trying to figure out if I could use a generic interface for these two methods, and a manager class which would effectively be the controller. Doing this would increase the reuse ability of my manager class.
interface IGetObjects
{
public object GetItem();
public object GetList();
}
class GetObjectsManager
{
private IGetObjects mGetObject;
public GetObjectsManager(IGetObjects GetObject)
{
this.mGetObject = GetObject;
}
public object GetItem()
{
return this.mGetObject.GetItem();
}
public object GetList()
{
return this.GetList();
}
}
I know I'd have to ditch passing in the parameters to the methods themselves and use class properties instead, but I'd lose the dependency injection. I know I'd have to cast the return objects at the calling code into what they're supposed to be. So my helper classes would then look like this:
class DatastoreHelper
{
public string DatastoreName { get; set; }
public string DatastoreID { get; set; }
public object GetItem()
{
// return new Datastore(); from somewhere
}
public List<object> GetList()
{
// return List<Datastore>(); from somewhere
}
}
class HostSystemHelper
{
public int HostSystemID { get; set; }
public string ClusterName {get; set;}
public object GetItem()
{
// return new HostSystem(); from somewhere
}
public List<object> GetList()
{
//return new List<HostSystem>(); from somewhere
}
}
But is the above a good idea or am I trying to fit a pattern in somewhere it doesn't belong?
EDIT: I've added some more overloaded methods to illustrate that my classes are complex and contain many methods, some overloaded many times according to different input params.
If I understand the concept correctly, a design like this is a really bad idea:
class DatastoreHelper
{
public string DatastoreName { get; set; }
public string DatastoreID { get; set; }
public object GetItem()
{
// return new Datastore(); from somewhere
}
public List<object> GetList()
{
// return List<Datastore>(); from somewhere
}
}
The reason is that getting results would now be a two-step process: first setting properties, then calling a method. This presents a whole array of problems:
Unintuitive (everyone is used to providing parameters as part of the method call)
Moves the parameter binding away from the call site (granted, this would probably mean "moves them to the previous LOC", but still)
It's no longer obvious which method uses which property values
Take an instance of this object and just add a few threads for instant fun
Suggestions:
Make both IGetObjects and GetObjectsManager generic so that you don't lose type safety. This loses you the ability to treat different managers polymorphically, but what is the point in that? Each manager will be in the end specialized for a specific type of object, and unless you know what that type is then you cannot really use the return value of the getter methods. So what do you stand to gain by being able to treat managers as "manager of unknown"?
Look into rewriting your GetX methods to accept an Expression<Func<T, bool>> instead of bare values. This way you can use lambda predicates which will make your code massively more flexible without really losing anything. For example:
helper.GetItem(i => i.DataStoreID == 42);
helper.GetList(i => i.DataStoreName.Contains("Foo"));
The first code samples look quite similar to the Repository Pattern. I think this is what are you trying to apply. The last sample is not good and Jon told you why. However, instead of reinventing the wheel, read a bit about the Repository (lots of questions about it on SO) because, if I understood correctly, this is what you really want.
About reuse, not many things and especially persistence interface are reusable. There is the Generic Repository Pattern (I consider it an anti-pattern) which tries to accomplish that but really, do all the application needs the same persistence interface?
As a general guideline, when you design an object, design it to fullfil the specific application needs, if it happens to be reused that's a bonus, but that's not a primary purpose of an object.
It is not a good idea. Based on these examples you would be better off with a generic interface for the varying return type and parameters of GetItem/GetList. Though honestly the prevalence of Managers, the use of something cas vague as GetItem in multiple places and trying to fit your solution into design patterns (rather than defining the solution in terms of the patterns) are huge code smells to me for the wider solution.

Appropriate design/design pattern for this problem?

I previously posted this, but I guess it was too verbose and irrelevant. My question is also like this. One poster in the second link said the answer (of why you can't do the code below) was a problem of design, specifically "bad use of inheritance". So I'd like to check this issue again with the experts at StackOverflow and see if this is really an issue of "bad inheritance" - but more importantly, how to fix the design.
Like the poster, I'm also confused about the Factory method and how I can apply it. It seems the factory method is for multiple concrete classes that have the exact same implementation as the abstract base class and do not add their own properties. But, as you will see below, my concrete classes build upon the abstract base class and add extra properties.
The Base Class We Build Upon:
public abstract class FlatScreenTV
{
public string Size { get; set; }
public string ScreenType { get; set; }
}
Extension Class Examples:
public class PhillipsFlatScreenTV : FlatScreenTV
{
// Specific to Phillips TVs. Controls the backlight intensity of the LCD screen.
public double BackLightIntensity { get; set; }
}
public class SamsungFlatScreenTV : FlatScreenTV
{
// Specific to Samsung TVs. Controls the time until the TV automatically turns off.
public int AutoShutdownTime { get; set; }
}
Let's say there are more extension classes for more brands of flat screen TVs. And then, let's say we stick them all into a generic List:
public static void Main()
{
List<FlatScreenTV> tvList = new List<FlatScreenTV>();
tvList.Add(new PhillipsFlatScreenTV());
tvList.Add(new SamsungFlatScreenTV());
tvList.Add(new SharpFlatScreenTV());
tvList.Add(new VizioFlatScreenTV());
FlatScreenTV tv = tvList[9]; // Randomly get one TV out of our huge list
}
The Problem:
I want to access the specific properties of whatever 'original' brand TV this variable belongs to. I know the brand because if I call tv.GetType(), it returns the correct 'original' type - not FlatScreenTV. But I need to be able to cast tv from FlatScreenTV back to its original type to be able to access the specific properties of each brand of flat-screen TVs.
Question #1: How can I dynamically cast that, properly - without makeshift hacks and huge if-else chains to brute-guess the 'original' type?
After browsing around similar design issues, most answers are: you can't. Some people say to look at the Factory Pattern, and others say to revise the design using interfaces, but I don't know how to use either to solve this problem.
Question #2: So, how should I design these classes so that I can access the original type's specific properties in the context above?
Question #3: Is this really bad inheritance?
Your design violates the "Liskov Substitution Principle". In other words, the code that deals with items from your list of FlatScreenTV shouldn't know or care what derived type is.
Say your code needs to create a custom remote control GUI. It might be enough to simply know the names and types of the properties of each TV to auto-generate the UI. In which case you could do something like this to expose the custom properties from the base class:
public abstract class FlatScreenTV
{
public FlatScreenTV()
{
CustomProperties = new Dictionary<string,object>();
}
public Dictionary<string,object> CustomProperties { get; private set; }
public string Size { get; set; }
public string ScreenType { get; set; }
}
public class PhillipsFlatScreenTV : FlatScreenTV
{
public PhillipsFlatScreenTV()
{
BackLightIntensity = 0;
}
// Specific to Phillips TVs. Controls the backlight intensity of the LCD screen.
public double BackLightIntensity
{
get { return (double)CustomProperties["BackLightIntensity"]; }
set { CustomProperties["BackLightIntensity"] = value; }
}
}
public class SamsungFlatScreenTV : FlatScreenTV
{
public SamsungFlatScreenTV()
{
AutoShutdownTime = 0;
}
// Specific to Samsung TVs. Controls the time until the TV automatically turns off.
public int AutoShutdownTime
{
get { return (int)CustomProperties["AutoShutdownTime"]; }
set { CustomProperties["AutoShutdownTime"] = value; }
}
}
If you really do need to be working directly with the derived types, then you should instead consider moving to a plugin based architecture. For example, you might have a factory method like this:
IRemoteControlGUI GetRemoteControlGUIFor(FlatScreenTV tv)
which would scan your plugins and find the one that knew how to build the UI for the particular type of FlatScreenTV you passed in. This means that for every new FlatScreenTV you add, you also need to create a plugin that knows how to make its remote control GUI.
Factory Pattern would be the best way to go
I can offer a partial answer:
Firstly read up on Liskov's Substitution Principle.
Secondly you are creating objects that inherit from FlatScreenTV, but apparently for no purpose as you want to refer to them by their SubType (SpecificTVType) and not their SuperType (FlatScreenTV) - This is bad use of Inheritance as it is NOT using inheritance lol.
If your code wants to access properties particular to a given type, then you really want this code encapsulated within that type. Otherwise everytime you add a new TV type, all the code that handles the TV list would need to be updated to reflect that.
So you should include a method on FlatScreenTV that does x, and override this in TV's as required.
So basically in your Main method above, instead of thinking I want to be dealing with TVTypeX, you should always refer to the basetype, and let inheritance and method overriding handle the specific behaviour for the subtype you are actually dealing with.
Code eg.
public abstract class FlatScreenTV
{
public virtual void SetOptimumDisplay()
{
//do nothing - base class has no implementation here
}
}
public class PhilipsWD20TV
{
public int BackLightIntensity {get;set;}
public override void SetOptimumDisplay()
{
//Do Something that uses BackLightIntensity
}
}
"the factory method is for multiple concrete classes that have the exact same implementation as the abstract base class [interface] and do not add their own properties."
No, speaking more practical, than theorical, the factory method can provide you with objects of concrete classes, in which the concrete classes, must have some common methods and interfaces, but, also some additional specific attributes.
Sometimes I use a method that creates the same class object every time I called, and I need to call it several times, and sometimes I use a method that create several different class objects, and that maybe be confusing, maybe another question.
And, your further comment about a switch sentence, with many options, when using the factory pattern, you usually provide an identifier for the concrete class / concrete object. This can be a string, an integer, an special type id, or an enumerated type.
You could use an integer / enum ID instead, and use a collection to lookup for the concrete class.
You can still leverage a factory. The point of a factory IMO is to put all the heavy lifting of constructing your various TVs in one place. To say categorically "a factory is for multiple concrete classes that have the exact same implementation as the abstract base class" is forgetting about polymorphism.
There is no law that says you cannot use a factory pattern because the sub classes declare unique properties and methods. But the more you can make use of polymorphism, the more a factory pattern makes sense. Also as a general guideline, IMHO, the more complexity that must go into constructing from the base the better off you are in the long run using a factory because you are "encapsulating change" - that is, constructing concrete classes is likely to change due to differing requirements and inherent construction complexity (a design analysis decision, to be sure) . And that change is in a single class - the factory.
Try this: Define everything in the abstract class and then for a given TV subclass either write concrete-specific code, and for those that don't apply write some standard "I don't do that" code.
Think about all the things your TVs do in generic terms: turn on, turn off, etc. Write a virtual method shell in the base class for all the generic things a TV does - this is a simple example of the template method pattern by the way. Then override these in the concrete classes as appropriate.
There are other things you can do in the base class to make it more fundgeable (that's a technical term meaning "reference subclasses as the base class, but do sub-classy things").
Define delegate methods (very powerful yet under-utilized)
use params[] for dynamic method parameter lists
Make Property delegates
Static methods
Declare Properties and methods "abstract" - forces sub-class implementation, vis-a-vis "virtual"
Hide inherited stuff in the sub class (generally using "new" keyword to communicate that it's on purpose)
If construction parameters are numerous or complex, create a class specifically designed to pass configuration to the factory's build method.
public class TVFactory {
public TV BuildTV(Brands thisKind) {
TV newSet;
switch (thisKind) {
case Brands.Samsung :
Samsung aSamsungTV = new Samsung();
aSamsungTV.BacklightIntensity = double.MinVal;
aSamsungTV.AutoShutdownTime = 45; //oops! I made a magic number. My bad
aSamsungTV.SetAutoShutDownTime = new delegate (newSet.SetASDT);
newSet = aSamsungTV;
break;
. . .
} // switch
}
//more build methods for setting specific parameters
public TV BuildTV (Brands thisKind, string Size) { ... }
// maybe you can pass in a set of properties to exactly control the construction.
// returning a concrete class reference violates the spirit of object oriented programming
public Sony BuildSonyTV (...) {}
public TV BuildTV (Brands thisKind, Dictionary buildParameters) { ... }
}
public class TV {
public string Size { get; set; }
public string ScreenType { get; set; }
public double BackLightIntensity { get; set; }
public int AutoShutdownTime { get; set; }
//define delegates to get/set properties
public delegate int GetAutoShutDownTime ();
public delegate void SetAutoShutDownTime (object obj);
public virtual TurnOn ();
public virtural TurnOff();
// this method implemented by more than one concrete class, so I use that
// as an excuse to declare it in my base.
public virtual SomeSonyPhillipsOnlything () { throw new NotImplementedException("I don't do SonyPhillips stuff"); }
}
public class Samsung : TV {
public Samsung() {
// set the properties, delegates, etc. in the factory
// that way if we ever get new properties we don't open umpteen TV concrete classes
// to add it. We're only altering the TVFactory.
// This demonstrates how a factory isolates code changes for object construction.
}
public override void TurnOn() { // do stuff }
public override void TurnOn() { // do stuff }
public void SamsungUniqueThing () { // do samsung unique stuff }
internal void SetASDT (int i) {
AutoShutDownTime = i;
}
}
// I like enumerations.
// No worries about string gotchas
// we get intellense in Visual Studio
// has a documentation-y quality
enum Brands {
Sony
,Samsung
,Phillips
}

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