What data structure is appropriate for this? - c#

Within code I want to do something like this:
item.Stage = Stage.Values.ONE;
Where Stage.Values.ONE represents some predefined Stage:
public class Stage
{
[Key]
public virtual int StageId { get; set; }
public string Name { get; set; }
public TimeSpan Span { get; set; }
}
I'm dealing with EF CodeFirst... and I have a lot of stages to define. I'm not sure if I should store the data in the database, or in the dbContext, or what, but I'm looking for the simplest implementation.
I've tried this:
I've tried the following (defining two constants):
public class Stage
{
[Key]
public virtual int StageId { get; set; }
public string Name { get; set; }
public TimeSpan Span { get; set; }
public static class Values
{
public static readonly Stage ONE = new Stage()
{
StageId = 0,
Name = "ONE",
Span = new TimeSpan(0, 0, 0)
};
public static readonly Stage TWO = new Stage()
{
StageId = 1,
Name = "TWO",
Span = new TimeSpan(0, 0, 10)
};
}
But whenever I create a new instance of an entity that has a Stage, a new Stage is added to the db. I just need a few constant stages.
Use of Stage:
public class Side
{
public Side()
{
Stage = Stage.Values.ONE; // Adds new Stage to DB, when it should be a reference to the one I defined above
}
public virtual Stage Stage { get; set; }
}

It looks a bit like an enum, and I've used a kind of 'extended enum' patter several times before with some success. Because you're refencing these values in code, it may not make sense to store them in the database as well, but it's possible if needed.
The technique is described in detail here: http://lostechies.com/jimmybogard/2008/08/12/enumeration-classes/
Basically, you create a base class which provides a number of services similar to an enum, and then to create your "enumerated class" you inherit from it and provide a bunch of static instances which call the constructor with however many properties you need to have.
To avoid link rot, here is the base class to use (just put the whole class into your project somewhere), and scroll down for your own code.
public abstract class Enumeration : IComparable
{
private readonly int _value;
private readonly string _displayName;
protected Enumeration()
{
}
protected Enumeration(int value, string displayName)
{
_value = value;
_displayName = displayName;
}
public int Value
{
get { return _value; }
}
public string DisplayName
{
get { return _displayName; }
}
public override string ToString()
{
return DisplayName;
}
public static IEnumerable<T> GetAll<T>() where T : Enumeration, new()
{
var type = typeof(T);
var fields = type.GetFields(BindingFlags.Public | BindingFlags.Static | BindingFlags.DeclaredOnly);
foreach (var info in fields)
{
var instance = new T();
var locatedValue = info.GetValue(instance) as T;
if (locatedValue != null)
{
yield return locatedValue;
}
}
}
public override bool Equals(object obj)
{
var otherValue = obj as Enumeration;
if (otherValue == null)
{
return false;
}
var typeMatches = GetType().Equals(obj.GetType());
var valueMatches = _value.Equals(otherValue.Value);
return typeMatches && valueMatches;
}
public override int GetHashCode()
{
return _value.GetHashCode();
}
public static int AbsoluteDifference(Enumeration firstValue, Enumeration secondValue)
{
var absoluteDifference = Math.Abs(firstValue.Value - secondValue.Value);
return absoluteDifference;
}
public static T FromValue<T>(int value) where T : Enumeration, new()
{
var matchingItem = parse<T, int>(value, "value", item => item.Value == value);
return matchingItem;
}
public static T FromDisplayName<T>(string displayName) where T : Enumeration, new()
{
var matchingItem = parse<T, string>(displayName, "display name", item => item.DisplayName == displayName);
return matchingItem;
}
private static T parse<T, K>(K value, string description, Func<T, bool> predicate) where T : Enumeration, new()
{
var matchingItem = GetAll<T>().FirstOrDefault(predicate);
if (matchingItem == null)
{
var message = string.Format("'{0}' is not a valid {1} in {2}", value, description, typeof(T));
throw new ApplicationException(message);
}
return matchingItem;
}
public int CompareTo(object other)
{
return Value.CompareTo(((Enumeration)other).Value);
}
}
And now your code will look something like this:
public class Stage : Enumeration
{
public TimeSpan TimeSpan { get; private set; }
public static readonly Stage One
= new Stage (1, "Stage one", new TimeSpan(5));
public static readonly Stage Two
= new Stage (2, "Stage two", new TimeSpan(10));
public static readonly Stage Three
= new Stage (3, "Stage three", new TimeSpan(15));
private EmployeeType() { }
private EmployeeType(int value, string displayName, TimeSpan span) : base(value, displayName)
{
TimeSpan = span;
}
}
Once you have that set up, you can just store the .Value in the database. I'm afraid I haven't done it in EF, but in nHibernate it's reasonably straight-forward to tell a property to just store the ".Value" of the property, and you can wire it back up when you load the value by having it call:
Stage.FromValue<Stage>(intValue);

Hold the Stage as a property of your entity, use it the way you're doing and add
Ignore(x => x.Stage)
to your mapping. This will ignore this property when mapping to your database.
Edit: I misinterpreted the question.
If you want just the different stages in your database, you should put the stages in their own table with an ID, and refer to that ID trough a relationship. Every entity will hold an additional reference and you'll have to define relationships for them.
Is this what you were looking for?

Related

Dbset as hashset in the Entity Framework

I need to merge data from tables in the database with data based on some logic from third-party sources. I implemented this logic via hashset, for which I overloaded the GetHashCode and Equals methods for entities. Now I don't understand how I can save the result of work in the database via DbSet, with subsequent data loading and subsequent merging (the task of merging/supplementing is periodic)
The directories are quite voluminous, so working through hashset speeds up the process.
class Program
{
private class DummyDbContext { public void SaveChangesAsync() { }}
static void Main(string[] args)
{
var dbContext = new DummyDbContext(); // TODO: Get from DI
// TODO: I don't know how to do it yet with HashSets
var currentFactories = LoadCurrentFactoriesFromDb(dbContext);
var currentProducts = LoadCurrentProductsFromDb(dbContext);
var thirdPartyData = GetThirdPartyData();
foreach (var data in thirdPartyData)
{
/*
In reality, the logic is more complicated, because some data transformation is required.
Some data may be missing. That is why comparing two objects is not quite easy (see the method Product.Equals)
*/
var factory = new Factory(data.otherFactory.Name);
var product = new Product(data.otherProduct.Property1, data.otherProduct.Property2, factory);
if (currentFactories.TryGetValue(factory, out var existedFactory))
factory = existedFactory;
else
currentFactories.Add(factory);
if (currentProducts.TryGetValue(product, out var existedProduct))
{
if (!existedProduct.Factory.Equals(factory))
throw new InvalidOperationException(); // TODO:
product = existedProduct;
factory.Products.Add(product); // TODO:
}
else
currentProducts.Add(product);
}
// **how to implement the saving of combined directories, in hashsets, in the database ?**
dbContext.SaveChangesAsync();
}
private static IEnumerable<(ThirdPartyFactory otherFactory, ThirdPartyProduct otherProduct)> GetThirdPartyData()
{
return new (ThirdPartyFactory otherFactory, ThirdPartyProduct otherProduct)[]
{
( new ThirdPartyFactory () {Name = "SomeFactory"}, new ThirdPartyProduct() {Property1 = "ProductName1"}),
( new ThirdPartyFactory () {Name = "SomeFactory"}, new ThirdPartyProduct() {Property1 = "ProductName2"}),
( new ThirdPartyFactory () {Name = "SomeFactory"}, new ThirdPartyProduct() {Property2 = "Property1"})
};
}
private static HashSet<Factory> LoadCurrentFactoriesFromDb(DummyDbContext context)
{
// DbContext.DbSet<Factory>.GetAll()
return new HashSet<Factory>();
}
private static HashSet<Product> LoadCurrentProductsFromDb(DummyDbContext context)
{
// DbContext.DbSet<Product>.GetAll()
return new HashSet<Product>();
}
}
public class Product
{
public Product(string property1, string property2, Factory factory)
{
Property1 = property1;
Property2 = property2;
Factory = factory;
}
public long Id { get; set; }
public string Property1 { get; }
public string Property2 { get; }
public Factory Factory { get; }
public override bool Equals(object? obj)
{
if (obj == null)
return false;
var product = (Product) obj;
return (string.IsNullOrWhiteSpace(Property1) && string.IsNullOrWhiteSpace(product.Property1)
|| string.CompareOrdinal(this.Property1, product.Property1) == 0)
&& (string.IsNullOrWhiteSpace(Property2) && string.IsNullOrWhiteSpace(product.Property2)
|| string.CompareOrdinal(this.Property2, product.Property2) == 0);
}
public override int GetHashCode()
{
return HashCode.Combine(Property1, Property2).GetHashCode();
}
}
public class Factory
{
public Factory(string name)
{
Name = name;
}
public long Id { get; set; }
public string Name { get; }
public HashSet<Product> Products { get; set; }
}
public class ThirdPartyProduct
{
public string Property1 { get; set; }
public string Property2 { get; set; }
}
public class ThirdPartyFactory
{
public string Name { get; set; }
}
Is it possible to implement this ? Or do I need to convert data from DbSet to HashSet and then back ? But won't I lose information about entities inside the context during such transformations ?

C# Interface: extracting additional public property value (not part of interface) from a concrete class

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?

Avoiding usage of Enums for abstraction and dependency injection, struggling at concept

So right now I am trying to design a new hire program that grants access to active directory groups, generates documents with their information and location.
Right now I am doing this with an enumeration, with a switch statement that sets the details on the ViewModel like this:
case CaneRidgeSettings.Departments.SCSC:
Model.ScannerFolder = #"scan1\Supply Chain Service Center\" + Model.UserId;
Model.ExtensionRanges = "list station 8000 to-ext 8349";
Model.AdministrativeAssistant = Loader.SCSCAdminAssistant;
Model.DuoCode = "Franklin TN - 8175";
Model.PrinterSelectedIndex = (int)CaneRidgeSettings.PrinterGroups.Cane_Ridge_5th_Floor_West;
return await find.FindNextComputer("800SCSC");
The problem I have with this design is that if I ever add more departments to this building, I have to manually update this switch. So I tried a few things around this such as a dictionary, but it didn't seem to bind to a combo-box very well (even when implementing my own INotifyCollectionChanged).
So instead I created an interface that contains this information, for simplicity and length lets just say the interface does this:
public interface IDepartmentInfo
{
string DepartmentName { get; }
List<string> ActiveDirectoryGroups { get; }
string AdministrativeAssistant { get; }
string Floor { get; }
}
I then created a new class that implements this interface
public class SCSC : IDepartmentInfo
{
public string DepartmentName { get; } = "Shared Services";
public List<string> ActiveDirectoryGroups { get; } = new List<string>() {"Example_AD_GRP","Domain_Users"};
public string AdministrativeAssistant { get; } = "Lisa_Smith#outlook.com";
public string Floor { get; } = "5th Floor East";
public override string ToString() => DepartmentName;
}
Then, on my main Building Class I have an observable collection that expects an IDepartmentInfo and initializes those departments
public class CaneRidgeBuilding : IBuilding
{
public ObservableCollection<IDepartmentInfo> Departments { get; set; } = new ObservableCollection<IDepartmentInfo>() {new SCSC(), new ARS()};
public override string ToString()
{
return "CaneRidge";
}
}
On my View Model I implemented a few properties, mainly the BuildingSelectedIndex and the DepartmentSelectedIndex.
I also have an IDepartmentInfo property that notifies when it is changed because it is databound to several labels on my UI.
public class MainWindowViewModel : BindableBase
{
public ObservableCollection<IBuilding> Buildings { get; set; } = new ObservableCollection<IBuilding>() { new CaneRidgeBuilding() };
private ObservableCollection<IDepartmentInfo> _departmentInfos = new ObservableCollection<IDepartmentInfo>();
public ObservableCollection<IDepartmentInfo> DepartmentInfos
{
get { return _departmentInfos; }
set { SetProperty(ref _departmentInfos, value); }
}
private int _buildingIndex = -1;
public int BuildingIndex
{
get { return _buildingIndex; }
set
{
SetProperty(ref _buildingIndex, value);
SetDepartments();
}
}
private void SetDepartments()
{
if (BuildingIndex != -1)
DepartmentInfos = Buildings[BuildingIndex].Departments;
}
private int _departmentIndex = -1;
public int DepartmentIndex
{
get { return _departmentIndex; }
set
{
SetProperty(ref _departmentIndex, value);
LoadDepartmentSettings();
}
}
private IDepartmentInfo _departmentInformation;
public IDepartmentInfo DepartmentInformation
{
get { return _departmentInformation; }
set { SetProperty(ref _departmentInformation, value); }
}
private void LoadDepartmentSettings()
{
if (DepartmentIndex != -1)
DepartmentInformation = DepartmentInfos[DepartmentIndex];
}
private string _title = "Prism Application";
public string Title
{
get { return _title; }
set { SetProperty(ref _title, value); }
}
public MainWindowViewModel()
{
}
}
And it works exactly the way I want it to, however to problem I am running into now is how would I handle dependency injection? If I have 10 departments implementing IDepartmentInfo, how exactly could I pass this to an observable collection?
Because the moment I introduce a new building, if I tell Unity to resolve all IDepartmentInfos, what is going to happen is I'll get every single department even if it doesn't belong to CaneRidge.
If I split the departments to each building, then I run into issues where I can't easily load the departments into the ViewModel, because it is expecting an IDepartmentInfo collection. If I limited it to just one type of collection, then it wouldn't work.
Am I over-complicating things?
Here is an idea.
Custom attribute
Introduce a BuilingAttribute so each IDepartmentInfo implementation can declare Type of the building it belongs to (allow multiple if one department can belong to multiple buildings, I got the idea it can't).
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
public class BuildingAttribute : Attribute
{
public Type BuildingType { get; private set; }
public BuildingAttribute(Type buildingType)
{
this.BuildingType = buildingType;
}
}
DepartmentInfo Collection Factory
An interface that knows how to create a collection of DepartmentInfo for each building Type.
public interface IDepartmentInfoCollectionFactory
{
void RegisterDepartment<T>(Func<IDepartmentInfo> departmentCreator) where T : class, IBuilding;
ObservableCollection<IDepartmentInfo> GetDepartments<T>() where T : class, IBuilding;
}
And the implementation (will be registered as singleton).
public class DepartmentInfoCollectionFactory : IDepartmentInfoCollectionFactory
{
private readonly Dictionary<Type, List<Func<IDepartmentInfo>>> departmentCreators =
new Dictionary<Type, List<Func<IDepartmentInfo>>>();
void IDepartmentInfoCollectionFactory.RegisterDepartment<T>(Func<IDepartmentInfo> departmentCreator)
{
Type buildingType = typeof(T);
if (!this.departmentCreators.ContainsKey(buildingType))
this.departmentCreators.Add(buildingType, new List<Func<IDepartmentInfo>>());
if (!this.departmentCreators[buildingType].Contains(departmentCreator))
this.departmentCreators[buildingType].Add(departmentCreator);
}
ObservableCollection<IDepartmentInfo> IDepartmentInfoCollectionFactory.GetDepartments<T>()
{
Type buildingType = typeof(T);
if (!this.departmentCreators.ContainsKey(buildingType))
throw new InvalidOperationException(
string.Format("No departments have been registered for {0}.", buildingType.ToString()));
ObservableCollection<IDepartmentInfo> departmentInfos = new ObservableCollection<IDepartmentInfo>();
foreach(Func<IDepartmentInfo> creator in this.departmentCreators[buildingType])
{
departmentInfos.Add(creator());
}
return departmentInfos;
}
}
Configuring the factory, so it knows how to create IDepartmentInfo collections.
protected override void ConfigureContainer()
{
Container.RegisterType<IDepartmentInfoCollectionFactory, DepartmentInfoCollectionFactory>(
new ContainerControlledLifetimeManager());
this.ConfigureDepartmentInfoCollectionFactory(Container.Resolve<IDepartmentInfoCollectionFactory>());
}
private void ConfigureDepartmentInfoCollectionFactory(IDepartmentInfoCollectionFactory factory)
{
// Types implementing IDepartmentInfo
var deptInfoTypes = AppDomain.CurrentDomain
.GetAssemblies()
.SelectMany(s => s.GetTypes())
.Where(t => typeof(IDepartmentInfo).IsAssignableFrom(t) && !t.IsInterface);
foreach(Type type in deptInfoTypes)
{
// Get collection of BuildingAttribute for the type
var buildingAttributes = type.GetCustomAttributes(typeof(BuildingAttribute), false)
.OfType<BuildingAttribute>();
if (buildingAttributes.Count() < 1)
throw new InvalidOperationException(
string.Format("The type {0} didn't declare BuildingArgument.", type.ToString()));
var buildingType = buildingAttributes.First().BuildingType;
if (buildingType == null || !buildingType.GetInterfaces().Contains(typeof(IBuilding)))
throw new InvalidOperationException(
string.Format("{0}: BuildingType is not an IBuilding.", type.ToString()));
var registerMethod = typeof(IDepartmentInfoCollectionFactory).GetMethod("RegisterDepartment")
.MakeGenericMethod(new Type[] { buildingType });
registerMethod.Invoke(factory, new object[]
{
new Func<IDepartmentInfo>(() => (IDepartmentInfo)Container.Resolve(type))
});
}
}
Inject the factory.
public class FooBuilding : IBuilding
{
private IDepartmentInfoCollectionFactory factory;
private readonly ObservableCollection<IDepartmentInfo> departmentInfos;
public string Name { get; } = "FooBuilding";
public ObservableCollection<IDepartmentInfo> DepartmentInfos
{
get { return this.departmentInfos; }
}
public FooBuilding(IDepartmentInfoCollectionFactory factory)
{
this.factory = factory;
this.departmentInfos = factory.GetDepartments<FooBuilding>();
}
}
Adding new department
It doesn't require any editing, just create new class with the attribute.
[Building(typeof(FooBuilding))]
public class BarDepartment : IDepartmentInfo
{
public string Name { get; } = "Bar department";
}
I was able to figure out how to inject different buildings and departments, probably not the best way
EDIT: Updated it to use reflection to make it less maintenance
protected override void ConfigureContainer()
{
base.ConfigureContainer();
Container.RegisterTypes(AllClasses.FromLoadedAssemblies()
.Where(type => typeof(IDepartment).IsAssignableFrom(type)), WithMappings.FromAllInterfaces, WithName.TypeName, WithLifetime.None);
ObservableCollection<IBuilding> Buildings = new ObservableCollection<IBuilding>()
{
Container.Resolve<Building1>(new ParameterOverride("departments",GetDepartmentCollection("Building1"))),
Container.Resolve<Building2>(new ParameterOverride("departments",GetDepartmentCollection("Building2")))
};
Container.RegisterInstance(typeof(ObservableCollection<IBuilding>), Buildings,
new ExternallyControlledLifetimeManager());
}
private ObservableCollection<IDepartment> GetDepartmentCollection(string buildingName)
{
var departments = new List<IDepartment>();
foreach (var registration in Container.Registrations.Where( s => s.MappedToType.Namespace.Contains(buildingName)))
{
departments.Add((IDepartment)Container.Resolve(registration.MappedToType));
}
return new ObservableCollection<IDepartment>(departments);
}
Now I am able to completely eliminate the enumeration and it can be extended in the future without breaking any code or requiring me to change anything.

Detecting changes within serializable data classes in C#

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));
}
}

C# update a varying property on each item within a collection

I have this code (which is way simplified from the real code):
public interface IAmount
{
decimal Amount { get; set; }
}
public class SomeAmount : IAmount
{
public decimal Amount { get; set; }
}
public static void UpdateAmounts( this IEnumerable< IAmount > amounts, decimal totalAmount )
{
foreach ( IAmount amount in amounts )
amount.Amount = GetAmount();
}
public static decimal GetAmount()
{
return 12345m;
}
The code works great and the UpdateAmounts ExtensionMethod is used quite frequently throughout the application to apply a penny rounding routine (not like the one in Office Space!)
The problem is I do not like having an IAmount interface with a specific name of the column I need to set (Amount). In a new requirement, I need to update a database entity collection with this routine and the name of the property I need to update is "GrossAmount". Sometimes too it would be nice to update other writable decimal properties in a similar manner.
The problem is that it appears I cannot simple say amount.Field = GetAmount() where the .Field part deals with a different property on the entity. Is it possible somehow? I am not on C# 4.0, so using a dynamic type isn't possible for me yet.
You could do this in a more functional style, something like this:
public class Something
{
public decimal Amount { get; set; }
public decimal OtherAmount { get; set; }
}
public static void UpdateAmounts<T, U>(IEnumerable<T> items, Action<T,U> setter, Func<T, U> getter)
{
foreach (var o in items)
{
setter(o, getter(o));
}
}
public void QuickTest()
{
var s = new [] { new Something() { Amount = 1, OtherAmount = 11 }, new Something() { Amount = 2, OtherAmount = 22 }};
UpdateAmounts(s, (o,v) => o.Amount = v, (o) => o.Amount + 1);
UpdateAmounts(s, (o,v) => o.OtherAmount = v, (o) => o.OtherAmount + 2);
}
What about having a Dictionary-like interface ?
public interface IAmount {
decimal this[string fieldName] { get; set; }
}
Implementation is simply:
public class Money : IAmout {
private Dictionary<string, decimal> _dict;
public decimal this[string fieldName] {
get { return _dict[fieldName]; }
set { _dict[fieldName] = value; }
}
}
(of course, it requires some error checking)
Then, one can write:
Money m = new Money();
m["Amount"] = ...
or
m["GrossAmount"] = ...
Not as nice as dynamic, I agree.
public class SomeAmount : IAmount
{
decimal amount;
public decimal Amount
{
get{return this.amount;}
set{this.amount=value; }
}
}
Not sure how willing you are to screw with your entities, but...
public class SomeGrossAmount : IAmount
{
public decimal GrossAmount { get; set; }
decimal IAmount.Amount
{
get { return GrossAmount; }
set { GrossAmount = value; }
}
}
This hides the Amount implementation of your entity in any context that it's not directly used as an IAmount, while still allowing it to function as an IAmount.
You could hide the Field property, like this:
public interface IAmount
{
decimal Field
{ get; set; }
}
public class SomeAmount : IAmount
{
public decimal Amount
{ get; set; }
decimal IAmount.Field
{
get { return Amount; }
set { Amount = value; }
}
}
public class SomeGrossAmount : IAmount
{
public decimal GrossAmount
{ get; set; }
decimal IAmount.Field
{
get { return GrossAmount; }
set { GrossAmount= value; }
}
}
Casting the object to IAmount reveals the Field for your purposes. Otherwise, Field is hidden in the designer and Amount (or GrossAmount) is what you'll be working with.
You could also use reflection in order to apply your rounding on every decimal inside your type.
public static void UpdateAmounts( this IEnumerable< IAmount > amounts, decimal totalAmount )
{
foreach ( IAmount amount in amounts )
{
var myType = amount.GetType();
var myTypeProperties = myType.GetProperties();
foreach (PropertyInfo h_pi in myTypeProperties)
{
if (h_pi.Property_Type == typeof(decimal)) // or h_pi.Name == "Amount" || h_pi.Name == "GrossAmount"...
{
//DoStuff
}
}
}
amount.Amount = GetAmount();
}
there is better way to write that but I'm sure you get the point. Using reflection you could also get rid of the whole interface thing and simply go by reflection.
P.S. : Reflection is not the fastest way to go but it's an easy way to get runtime flexibility.
Let me know if that's what you wanted...
Or, when you do not mind using reflection (it is a bit slower): it is very powerful in combination with attributes. First, create an attribute used to mark the decimal property you need:
[AttributeUsage(AttributeTargets.Property,
Inherited = true, AllowMultiple = false)]
sealed class DecimalFieldAttribute : Attribute
{
public DecimalFieldAttribute()
{ }
}
Mark your field with the attribute, e.g.:
public class SomeGrossAmount
{
[DecimalField]
public decimal GrossAmount
{
get;
set;
}
}
Then use this method to set such a field:
public static void SetDecimalField(object obj, decimal value)
{
// Enumerate through all the properties to find one marked
// with the DecimalFieldAttribute.
PropertyInfo[] properties = obj.GetType().GetProperties();
PropertyInfo decimalfieldproperty = null;
foreach (PropertyInfo property in properties)
{
object[] attributes = property.GetCustomAttributes(typeof(DecimalFieldAttribute), true);
if (attributes.Length == 0)
continue;
// Check, or just break; when you'll not be making this error.
if (decimalfieldproperty != null)
throw new Exception("More than one property is marked with the DecimalFieldAttribute.");
// Found a candidate.
decimalfieldproperty = property;
}
// Check, or just assume that you'll not be making this error.
if (decimalfieldproperty == null)
throw new Exception("No property with the DecimalFieldAttribute found.");
// Set the value.
decimalfieldproperty.SetValue(obj, value, null);
}
I would suggest something like this:
public class Entity
{
public decimal Amount { get; set; }
public decimal OtherAmount { get; set; }
}
public static void Update<TEntity, TValue>(this IEnumerable<TEntity> entities, Func<TValue> valueGetter, Action<TEntity, TValue> valueSetter)
{
foreach (TEntity entity in entities)
{
TValue value = valueGetter.Invoke();
valueSetter.Invoke(entity, value);
}
}
public static decimal GetAmount()
{
throw new NotImplementedException();
}
public static decimal GetOtherAmount()
{
throw new NotImplementedException();
}
public static IEnumerable<Entity> GetEntities()
{
throw new NotImplementedException();
}
static void Main()
{
IEnumerable<Entity> entities = GetEntities();
entities.Update<Entity, decimal>(GetAmount, (entity, value) => entity.Amount = value);
entities.Update<Entity, decimal>(GetOtherAmount, (entity, otherValue) => entity.OtherAmount = otherValue);
}

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