I have the following problem: I have a set of engines which automaticly (listening to events) controls my model. The following picture shows in general the class diagram:
Now I have a client which knows the EngineFacade and i want to set the property Active from Engine2 from the client, but neither the client nor the EngineFacade knows which of the three engines is Engine2.
There are two ways, but I dont like any of them:
Check if one of the engines is of type Engine2 - if there is another class which does the same task but is named different I have to change it in the EngineBuilder AND in the EngineFacade.
Check with an identifier string - I dont really like magic strings.
What I know on the client site is that there is or should be an engine which handels the grid. But I dont know more.
Maybe I have to choose between the two devils, but maybe one of you has a better solution.
You could use an attribute on the implementation of Engine2, like so:
[AttributeUsage(AttributeTargets.Class)]
public class HandlesGridAttribute : Attribute { }
Which you then apply to your derivation:
[HandlesGrid]
public Engine2 : EngineBase { ... }
Then, in your client, check for the attribute:
IEnumerable<EngineBase> bases = ...;
// Get all the implementations which handle the grid.
IEnumerable<EngineBase> handlesGrid = bases.
Where(b => b.GetType().
GetCustomAttributes(typeof(HandlesGridAttribute), true).Any());
// Set the active property.
foreach (EngineBase b in handlesGrid) b.Active = true;
The major drawback here (which may or may not apply to you) is that you can't change the value at runtime (since the attribute is baked in at compile time). If your engine is not dynamic in this way, then the attribute is the right way to go.
If you need to change whether or not a derivation can perform this action at runtime though, then you have to fall back to your second option, code constructs that identify what the attributes of the engine are. Mind you, it doesn't have to be a string (and I don't like that either), but it can be something that is more structured that will give you the information you're looking for.
Related
I'm in the middle of refactoring an analytics api which needs to allow clients to send events as HTTP GET requests, with their "Hit" data encoded in the URL's QueryString Parameters.
My API's job is to recieve these events, and then place the "valid" events onto a queue in another part of the system for processing.
Some Hits have the same shape. The only thing that makes them different is the value of the type parameter, which all events must have at a minimum.
The problem I've encountered is that based on the Hit type, I'd like to be able to assume the type of each field given to me, which requires model binding. Of course. Currently, I can only find out what model to validate against after checking the value of type - which risks making the API excessively "stringly typed"
An example route would be:
GET https://my.anonymousanalytics.net/capture?type=startAction&amount=300&so_rep=true
Therefore, my Hit would be:
{
type: "startAction",
amount: 300,
so_rep: true
}
Which, hypothetically, could be bound to the Model StackOverflowStartHitModel
class StackOverflowStartHitModel {
public string type { get; } // Q: Could I force the value of this to be "startAction"?
? public int amount { get; }
public boolean so_rep { get; }
}
Why am I asking this here? Well I'm normally a JavaScript developer, but everyone who I'd normally turn to for C# wisdom is off work with the flu.
I have experimented with the [FromQuery] attribute decorator, but my concern is that for Hits that are the exact same shape, I might not be able to tell the difference between whether it is a startAction or an endAction, for example.
you're going to need to have a validation engine of some sort, but do not confuse this with your UI model validation. It sounds like you really have one model with a number of valid states which really is business logic.
Your model looks like this:
public class StackOverflowModel
{
public string type { get; set;}
public int amount { get; set; }
public bool so_rep { get; set;}
}
it doesn't matter what value your type field has and you don't need to hard-code it either, it will be captured as is and then it can be checked against valid states.
There are a number of ways to do this, that I can think of.
One option would be to create a list of valid rules ( states ) and then simply check if your input model matches any of them. One way to implement something like this could be with a library like FluentValidation. You can see an example here: Validation Rules and Business Rules in MVC
Another option would be to use some sort of Pattern Matching techniques like described here: https://learn.microsoft.com/en-us/dotnet/csharp/pattern-matching
Whichever option you go with, make sure you put this validation stuff in a separate class, maybe even a separate project. You can then add tests for each rule that you have to make sure everything works. This will also keep your controller light.
You haven't given examples of valid and invalid states, but I am guessing you're really talking about variations of those 3 parameters such as, when type is "something" then amount can only be < 200 and so_rep can only be "whatever". This can be done quite nicely with the FluentValidation library.
public abstract class Unit
{
public abstract List<Move> allowedMoves{get;}
}
public class Javelineer : Unit
{
public List<Move> allowedMoves =>
new List<Move> {Move.Impale, Move.JavelinThrow, Move.ShieldBlock};
}
public class Dragon : Unit
{
public List<Move> allowedMoves =>
new List<Move> {Move.BreatheFire, Move.Swipe, Move.Bite, Move.Devour, Move.TailBash};
}
The X:
Given the above code, if and how can I retrieve the allowed moves of a given unit without necessarily instantiating a new object?
I know I can retrieve the property with this code:
typeof(Javelineer).GetProperty("allowedMoves")
But if and how can I retrieve the definition of this property?
The Y:
The client (web browser) must send the game server the player's unit. This includes the unit's type and moves this unit is able to perform (4 out of all available; similarily to Pokemon).
While the validation (of course) is performed on the server, the browser still needs to get a list of available unit types and allowed moves.
In order not to duplicate code, I would like to avoid hard-coding this data in Javascript.
Having read some excellent SO questions & answers I think I can retrieve all available units with code similar to this:
Assembly.GetExecutingAssembly().GetTypes().Where(
type => type.BaseType == typeof(Unit)
).Select(type => type.Name).ToList()
I'd call this code on server startup, cache the result and send the cached result to every connecting client, because I have feeling this code is likely expensive to call.
But how can I retrieve the list of allowed moves?
You have a couple of options, but TL;DR: Construct the object instance and read the property.
In any case, here are some options, creative minds might be able to find a couple more even.
Construct the instance, read the property.
This is your best option code-wise because it will be easy to understand, maintain, bugfix.
Rewrite the code to allow for easy detection of the values using reflection
One way to do this would be to use attributes, tagging the property or object with the legal moves. However, to avoid having the bug that the attributes does one thing, the code another, you might have to change the code to use the attributes as well, which would be a performance hit.
Additionally, reading those attributes would likely construct many more objects than your original object.
Use mono.cecil or some other IL-inspection library to decode the code of the property getter and finding the construction of that list, extracting the values being added to the list. You would essentially either have to dumb down the code of that property to be on par with what you have right now (and never allow it to become more complex) or basically simulate execution of code.
This is like constructing a flotilla of space warships with enough firepower to demolish a local starsystem, just to kill an ant.
Bottom line, construct the object instance, read the property.
Sorry if something similar has been asked before. I'll try and be specific as possible.
I'm working on a quiz/study flash card application in c#. That would allow a user to create a number of study cards for self assessment. I would like the user to have the ability to create different types of card i.e. one where there is just a question and the answer, say both held as strings, one where there is a question and then multiple choices of answer and one where these is a phrase with words missing. Ideally I'd like to leave this open to extension later e.g. I might want to add a question that consists of a diagram or image where the missing words were labels that needed to be supplied.
Designing each of these things individually is probably do-able. Where I'm stuck is knowing how to design this in such a way that the user can attempt to take the test and the system can loop through the cards in such a way that the next card the user is presented with is any random one from the set and can be any one of the types I've mentioned below. I could define some sort of common interface say ICard and iterate through a collection of that type but am I always going to have to actually know what type I have so I can display what's needed for that particular card to the user e.g. display the multiple choices if it's a multiple choice type of card. Something about that kind of design doesn't seem quite right but I'm not sure of what other approach to take.
Thanks
Use ICard for the general card and some other interface for each type of card.
class MyCard: IMyCard, ICard
{ ... }
Loop through using ICard and when you get to the rendering part use
if(object is IMyCard)
renderIMyCard();
To determine which specific type of card you are working with. Strictly speaking, you don't really need to use an interface for each of the types but using an interface will make the code easier to Unit test if you do.
The other way you might go about this is to just embed the type of card in ICard as an enum property. But I think the interface method will serve you better in the long run.
Define model classes for each type of card, with a common base interface. Then, define corresponding View classes which handle rendering for those model classes. Here's an example:
Models:
interface IFlashCard { ... }
class MultipleOptionFlashCard : IFlashCard
{
String question;
List<String> answerOptions;
// etc.
}
Views
interface IFlashCardView
{
render();
}
class MultipleOptionFlashCardView : IFlashCardView
{
public void render()
{
// show textbox for question
// show radio buttons for answer options
}
}
Finally in the render phase,
IFlashCard flashCard = getNextFlashCard();
IFlashCardView flashCardView = mapModelToView(flashCard);
flashCardView.render();
where you map the model to the view in any number of ways, such as:
IFlashCardView mapModelToView(IFlashCard card)
{
if (card is MultipleOptionFlashCard)
{
return new MultipleOptionFlashCardView(card);
}
else ...
}
If you are using WPF, you can define a DataTemplate to directly map a model class to a set of controls, so this process becomes simpler and DRYer.
Basically I'm trying to implement some sort of poor man's Aspect Oriented Programming in C#. I had thought about using a ContextAttribute but they seem only be be bound at the class level. Is there any way that I can put an attribute in such that it will receive the same parameters as the method which it annotates or some way to access the context in which it fired?
I have this code
public void AddUser(User user)
{
var errors = DataAnnotationsValidationRunner.GetErrors(user);
if (errors.Any())
throw new RulesException(errors);
users.Add(user);
}
from which I would like to extract the first 3 lines so I had something like
[Validated]
public void AddUser(User user)
{
users.Add(user);
}
I think you are missing a third component. Most AOP implementations (e.g. Aspect#) rely on a proxy or interceptor to actually execute the code. In your scenario, you lack whichever component needed to 1) know the attribute exists on the method, and 2) trigger the mechanism (or become it) needed to execute the code within the attribute.
Fortunately, there are already many (fairly) simple solutions available in open source. The simplest option I can think of would be to use a compile-time weaver like PostSharp. Grab a copy of that, and in the samples you'll find several examples of exactly what you are trying to do (you'd be interested in the OnMethodInvocationAspect).
The end result is that your code looks exactly like it does in the sample you provided, yet it's also running the code you wish.
Don't know exactly how your solution should look like, but in C# attributes do not execute code as long as you don't request them (as far as I know). And if you query for the attribute, you also have the context. So there is something wrong with your strategy in my opinion.
I have seen the following code:
[DefaultValue(100)]
[Description("Some descriptive field here")]
public int MyProperty{...}
The functionality from the above snippit seems clear enough, I have no idea as to how I can use it to do useful things. Im not even sure as to what name to give it!
Does anyone know where I can find more information/a tutorial on these property attributes?
I would be also interested in any novel / useful tasks this feature can do.
The functionality from the above
snippit seems clear enough,
Maybe not, as many people think that [DefaultValue()] sets the value of the property. Actually, all it does to tell some visual designer (e.g. Visual Studio), what the code is going to set the default value to. That way it knows to bold the value in the Property Window if it's set to something else.
People have already covered the UI aspect - attributes have other uses, though... for example, they are used extensively in most serialization frameworks.
Some attributes are given special treatment by the compiler - for example, [PrincipalPermission(...)] adds declarative security to a method, allowing you to (automatically) check that the user has suitable access.
To add your own special handling, you can use PostSharp; there are many great examples of using PostSharp to do AOP things, like logging - or just code simplification, such as with automatic INotifyPropertyChanged implementation.
They are called Attributes, there is a lot of information in msdn, e.g. http://msdn.microsoft.com/en-us/library/z0w1kczw.aspx
In general they don't "do" anything on their own, they are used by some other code that will use your class. XmlSerialization is a good example: XmlSerializer (provided by Microsoft as part of the framework) can almost any class (there are a number of requirements on the class though) - it uses reflection to see what data is contained in the class. You can use attributes (defined together with XmlSerializer) to change the way XmlSerializer will serialize your class (e.g. tell it to save the data as attribute instead of an element).
The ones in your example is used by the visual designer (i.e. MS Expression Blend and Visual Studio designer) to give hints in the designer UI.
Note that they are metadata and will not affect the property logic. Setting DefaultValue for instance will not set the property to that value by default, you have to do that manually.
If you for some reason want to access these attributes, you would have to use reflection.
See MSDN for more information about designer attributes.
We use it to define which graphical designer should be loaded to configure
an instance of a specific type.
That is to say, we have a kind of workflow designer which loads all possible command
types from an assembly. These command types have properties that need to be configured,
so every command type has the need for a different designer (usercontrol).
For example, consider the following command type (called a composite in our solution)
[CompositeMetaData("Delay","Sets the delay between commands",1)]
[CompositeDesigner(typeof(DelayCompositeDesigner))]
public class DelayComposite : CompositeBase
{
// code here
}
This is information is used in two places
1) When the designer creates a list of commands, it uses the CompositeMetaData
to display more information about the command.
2) When the user adds a command to the designer and the designer creates
an instance of that class, it looks at the CompositeDesigner property,
creates a new instance of the specified type (usercontrol) and adds it
to the visual designer.
Consider the following code, we use to load the commands into our "toolbar":
foreach (Type t in assembly.GetExportedTypes())
{
Console.WriteLine(t.Name);
if (t.Name.EndsWith("Composite"))
{
var attributes = t.GetCustomAttributes(false);
ToolboxListItem item = new ToolboxListItem();
CompositeMetaDataAttribute meta = (CompositeMetaDataAttribute)attributes
.Where(a => a.GetType() == typeof(Vialis.LightLink.Attributes.CompositeMetaDataAttribute)).First();
item.Name = meta.DisplayName;
item.Description = meta.Description;
item.Length = meta.Length;
item.CompositType = t;
this.lstCommands.Items.Add(item);
}
}
As you can see, for every type in the assembly of which the name ends with "Composite",
we get the custom attributes and use that information to populate our ToolboxListItem instance.
As for loading the designer, the attribute is retreived like this:
var designerAttribute = (CompositeDesignerAttribute)item.CompositType.GetCustomAttributes(false)
.Where(a => a.GetType() == typeof(CompositeDesignerAttribute)).FirstOrDefault();
This is just one example of how you might be able to use custom attributes,
I hope this gives you a place to start.
These attributes customize the design time experience.
http://msdn.microsoft.com/en-us/library/a19191fh.aspx