The code below represents what I am trying to write. The requirement is that the tax profile should match the correct currency. I have written the if conditions in my code below. However there are more than 100 tax profiles that are read via a database. Should I write if conditions for all 100 of them or is there a better way to code?
using System;
namespace MatchCondition
{
class MatchCondition
{
private const int TaxAmerica1 = 100;
private const int TaxAmerica2 = 200;
private const int TaxIndia1 = 300;
private const int TaxIndia2 = 400;
private const int Rupee =100;
private const int Dollar =200;
static void Main(string[] args)
{
try
{
int currencyId = int.Parse(args[0]);
int taxProfileId = int.Parse(args[1]);
if (currencyId == Rupee && (taxProfileId == TaxIndia1 || taxProfileId == TaxIndia2))
{
Console.WriteLine("All is well!");
}
else if(currencyId == Dollar && (taxProfileId == TaxAmerica1 || taxProfileId == TaxAmerica2))
{
Console.WriteLine("All is well!");
}
else if (taxProfileId == 0)
{
Console.WriteLine("All is well!");
}
else
{
Console.WriteLine("Mismatch Detected!");
}
}
catch (Exception exception)
{
Console.WriteLine(exception.Message);
}
}
}
}
You can put all your valid combinations in a hashtable, i.e. IDictionary and go from there.
For example:
var validCombinations = new Dictionary<int, List<int>>();
validCombinations.Add(Rupee, new List<int> { TaxIndia1, TaxIndia2 });
validCombinations.Add(Dollar, new List<int> { TaxAmerica1, TaxAmerica2 });
int currencyId = int.Parse(args[0]);
int taxProfileId = int.Parse(args[1]);
List<int> validTaxes;
if (taxProfileId == 0 ||
(validCombinations.TryGetValue(currencyId, out validTaxes) &&
validTaxes.Contains(taxProfileId)))
{
Console.WriteLine("All is well!");
}
else
{
Console.WriteLine("Mismatch Detected!");
}
You could also populate the dictionary with combinations read from a database table, so you don't have to hardcode them. YMMV.
You can use a mapping dictionary of lists as an alternative
You could restructure your code like this:
So you just need to add to the validCurrencies Dictionary for each set of valid currency/tax profiles. Note that this is just to give you an alternative to writing 100 conditions, you will need to test and make the code robust yourself.
using System;
using System.Collections.Generic;
namespace MatchCondition
{
class MatchCondition
{
private enum TaxProfileEnum
{
Default = 0,
America1 = 100,
America2 = 200,
India1 = 300,
India2 = 400,
}
private enum CurrencyEnum
{
Rupee = 100,
Dollar = 200,
}
static void Main(string[] args)
{
try
{
Dictionary<CurrencyEnum, List<TaxProfileEnum>> validCurrencies = new Dictionary<CurrencyEnum, List<TaxProfileEnum>>()
{
{ CurrencyEnum.Rupee, new List<TaxProfileEnum>() { TaxProfileEnum.India1, TaxProfileEnum.India2 } },
{ CurrencyEnum.Dollar, new List<TaxProfileEnum>() { TaxProfileEnum.America1, TaxProfileEnum.America2 } },
};
CurrencyEnum currency = (CurrencyEnum)int.Parse(args[0]);
TaxProfileEnum taxProfile = (TaxProfileEnum)int.Parse(args[1]);
if (taxProfile == TaxProfileEnum.Default)
{
Console.WriteLine("All is well!");
return;
}
List<TaxProfileEnum> validTaxes;
if (validCurrencies.TryGetValue(currency, out validTaxes) && validTaxes.Contains(taxProfile))
{
Console.WriteLine("All is well!");
return;
}
Console.WriteLine("Mismatch Detected!");
}
catch (Exception exception)
{
Console.WriteLine(exception.Message);
}
}
}
}
Related
using System;
namespace ConsoleApp12
{
class Cake
{
private string cakeType;
private int weight;
private bool baked;
public Cake(string cakeType, int weight)
{
this.cakeType = cakeType;
this.weight = weight;
this.baked = true;
}
public Cake(string cakeType, int weight, bool baked)
{
this.cakeType = cakeType;
this.weight = weight;
this.baked = baked;
}
public Cake(int weight)
{
this.cakeType = "chocolate";
this.weight = weight;
this.baked = true;
}
public string IsBaked()
{
int count = 0;
Cake[] CakeArr = new Cake[3];
for (int i = 0; i < CakeArr.Length; i++)
{
if (/* if cake is baked */)
{
return "The Cake is indeed baked...";
}
else
{
count++;
}
}
return "There are: " + count + " not baked cakes...";
}
public string GetCakeType() { return this.cakeType; }
public int GetWeight() { return this.weight; }
public bool GetBaked() { return this.baked; }
public void SetBaked(bool baked) { this.baked = baked; }
public void Sold(int weight) { this.weight -= weight; }
}
class Program
{
static void Main(string[] args)
{
Cake c1 = new Cake(1800);
Cake c2 = new Cake("cheese", 1200, false);
Cake c3 = new Cake("chocolate", 2100, true);
c1.Sold(400);
if (c1 == c3)
Console.WriteLine("aaa");
else
Console.WriteLine("bbb");
c3.Sold(700);
if (c1 == c2 || c2 == c3)
Console.WriteLine("ccc");
else
if (c1 == c3)
Console.WriteLine("ddd");
c1.Sold(1400);
c2.SetBaked(c1.GetBaked());
if (c2.GetBaked())
Console.WriteLine("eee");
Console.WriteLine(c2.IsBaked());
}
}
}
I did everything I need but I do not know how to make the system check if the cake is baked in an if statement...
It doesnt matter what everything else do like the other methods because they all supposed to work anyways I just need to find a solution to the method IsBaked in the class Cake.
Please help, thank you.
Assuming you want to check how many of c1, c2, c3 are baked, you might want to create an extension method:
public static class MyCakeExtensionMethods{
public static string HowManyAreNotBaked(this Cake[] cakeArr ){
int count = 0;
for (int i = 0; i < cakeArr.Length; i++)
{
if (!cakeArr[i].GetBaked())
{
count++;
}
}
if( count == 0){
return "all cakes are baked";
return "There are: " + count + " not baked cakes...";
}
}
Note that the body could be mostly simplified to CakeArr.Count(c => c.GetBaked());
But there are other issues with your code:
You should probably be using properties instead of get/set methods
You should probably not allow the cake type to be changed after creation. Unless you found some way to transform a cheese-cake into a chocolatecake in the real world.
You should probably change SetBaked(bool baked) into Bake(), since you cannot un-bake a cake.
You should probably add a check to Sold to ensure you cannot sell more cake than there is.
First of all, here's my script:
using UnityEngine;
using System.Collections;
using Steamworks;
public class Achievements : MonoBehaviour {
public static int currentScore=0;
public static int score300 = 300;
public static int score1000 = 1000;
public static int score3600 = 3600;
public static int score18000 = 18000;
public static int score72000 = 72000;
public static int score180000 = 180000;
void Start() {
if(SteamManager.Initialized) {
string name = SteamFriends.GetPersonaName();
Steamworks.SteamUserStats.SetAchievement("NEW_ACHIEVEMENT_1_0");
Steamworks.SteamUserStats.StoreStats();
Debug.Log(name);
}
}
void Update()
{
currentScore = PlayerPrefs.GetInt("highscore");
if (currentScore == score300 && SteamManager.Initialized){
Steamworks.SteamUserStats.SetAchievement("NEW_ACHIEVEMENT_5_0");
Steamworks.SteamUserStats.StoreStats();
}
if (currentScore == score1000 && SteamManager.Initialized) {
Steamworks.SteamUserStats.SetAchievement("NEW_ACHIEVEMENT_6_0");
Steamworks.SteamUserStats.StoreStats();
}
if (currentScore == score3600 && SteamManager.Initialized) {
Steamworks.SteamUserStats.SetAchievement("NEW_ACHIEVEMENT_7_0");
Steamworks.SteamUserStats.StoreStats();
}
if (currentScore == score18000 && SteamManager.Initialized) {
Steamworks.SteamUserStats.SetAchievement("NEW_ACHIEVEMENT_8_0");
Steamworks.SteamUserStats.StoreStats();
}
}
}
As you can see, I have public integers that hold variety of numbers. I am also using current steamworks.net, and I'm trying to see if I can match both "highscore" (which is already set up and working properly) with scoreXXX. If that happens, I want script to drop an achievement.
Am I executing if(x=x) function wrong? Can someone please help?
The problem is you arent checking if the score is greater than the score benchmarks, only that its equal.
You could simplify your code a bit by putting these values into a Dictionary<int, string>:
private static Dictionary<int, string> highScoreDictionary = new Dictionary<int, string>()
{
{ 300, "NEW_ACHIEVEMENT_5_0" },
{ 1000, "NEW_ACHIEVEMENT_6_0" },
{ 3600, "NEW_ACHIEVEMENT_7_0" },
{ 18000, "NEW_ACHIEVEMENT_8_0" },
{ 72000, "NEW_ACHIEVEMENT_9_0" },
{ 180000, "NEW_ACHIEVEMENT_10_0" }
};
void Update()
{
currentScore = PlayerPrefs.GetInt("highscore");
if(SteamManager.Initialized)
{
//Order by high score, descending
foreach(var score in highScoreDictionary.OrderByDescending(x => x.Key))
{
//If the score is greater than or equal to the benchmark
//Then add the achievement
if(currentScore >= score.Key)
{
Steamworks.SteamUserStats.SetAchievement(score.Value);
Steamworks.SteamUserStats.StoreStats();
break;
}
}
}
}
I made a fiddle here. Its obviously modified a bit since I dont have access to Unity libraries there, but you can see the logic in action.
I try to write a simple console application with Hanoi towers. But I am stuck at one point.
In my program I ask a person to write from to which tower wants to put the disk, but: I have 3 lists as towers, I'll ask for a number from gamer and now how I can build a "compare method"? Because I don't want to copy the same piece of code 6 times...
class Towers : Disks
{
//public Towers(int Value, int WhereItIs) : base(Value, WhereItIs) { }
public List<Disks> Tower1 = new List<Disks>();
public List<Disks> Tower2 = new List<Disks>();
public List<Disks> Tower3 = new List<Disks>();
public void Compare(int dyskFrom, int dyskWhere) {
}
public void Display() {
foreach(var i in Tower1){
Console.WriteLine("Where: {0} | Value: {1}", i.WhereItIs, i.Value);
}
}
public void Build(int TowerHigh) {
for (int i = TowerHigh; i > 0; i--) {
Tower1.Add(new Disks {Value = i, WhereItIs = 1 });
}
}
}
class Disks
{
public int Value; //wartosc krazka
public int WhereItIs; //na ktorej wiezy sie on znajduje
}
class Program
{
static void Main(string[] args)
{
Towers Tower = new Towers();
int TowerHigh;
Console.Write("Podaj wysokość wieży: ");
TowerHigh = int.Parse(Console.ReadLine());
Tower.Build(TowerHigh);
Tower.Display();
Tower.Compare(1, 2);
}
}
It's easier to create an array of Stack<Disk>(). This way you can select a tower by index.
I would use a Stack, because thats typically the functionality you need.
Something like: PSEUDO (typed in browser, no syntax checked)
class Disk
{
public int Size {get; set;}
}
static void Main(string[] args)
{
// create the Stack<Disk> array
Stack<Disk>[] towers = new Stack<Disk>[3];
// create each tower
for(int i=0;i<towers.Length;i++)
{
towers[i] = new Stack<Disk>();
// fill the towers.
for(int j=3;j>0;j--)
towers[i].Enqueue(new Disk { Size = j });
}
bool isHoldingDisk = false;
while(true)
{
DisplayTowers(towers);
if(isHoldingDisk)
Console.WriteLine("On what tower do you want to place it?");
else
Console.WriteLine("Choose a tower to pick a disk");
var key = Console.ReadKey(true);
var chosenTowerIndex = 0;
switch(key)
{
case(Key.Escape):
break;
case(Key.D1):
chosenTowerIndex = 0;
break;
case(Key.D1):
chosenTowerIndex = 1;
break;
case(Key.D1):
chosenTowerIndex = 2;
break;
// etc...
}
if((chosenTowerIndex < 1) || (chosenTowerIndex >= towers.Length))
continue;
// check here if you are holding a disk
if(isHoldingDisk)
{
// logic for testing if you can place the disk here...
// using towers[chosenTowerIndex]
// check if it is completed...
if(completed)
break;
isHoldingDisk = false;
}
else
{
// check if you can pickup a disk....(if there is any)
isHoldingDisk = true;
}
}
// final display...
DisplayTowers(towers);
Console.WriteLine("Thanks for playing");
}
static void DisplayTowers(Stack<Disk>[] towers)
{
// draw some fancy asc-ii art...
}
I'm developing an application in ASP.NET with C# and I'm trying to figure out the best way to implement a logic statement that will stop the system from allowing another reservation to be taken if the trailer for canoes and kayaks is full. The issue is the trailer will hold canoes and kayaks, but there's a lot of different combinations.
There are 5 "rows" on the trailer that count upwards vertically, and 2 "columns" that dissect the 5 rows in the middle. I will draw you a diagram to show you what it looks like, and what boats can go where. "C" will stand for Canoe and "K" will stand for Kayak. The trailer looks like this:
C only|C only }
______|______ } BOAT TRAILER
1C\2K|1C\2K }
______|______ }
1C\2K|1C\2K }
______|______ }
1C\2K|1C\2K }
______|______ }
C only| C only }
______|______ }
So my question is, what's the best option as far as coding and logic is concerned to not take any more "reservations" when the trailer is full? This application will be a .aspx form that will do an insert command to SQL server taking customer information.
public enum BoatType : int
{
Kayak = 1,
Canoe = 2
}
public class BoatReservation
{
public int ReservationID { get; set; }
public BoatType ReservationBoatType { get; set; }
}
public class BoatTrailer
{
public List<BoatReservation> CanoeSlots = new List<BoatReservation>();
public List<BoatReservation> RegularSlots = new List<BoatReservation>();
public BoatTrailer()
{
}
public bool AddBoat(BoatReservation b)
{
bool boatAdded = false;
switch (b.ReservationBoatType)
{
case BoatType.Canoe:
if (CanoeSlots.Count() < 4)
{
CanoeSlots.Add(b);
boatAdded = true;
}
else
{
var reg = RegularSlots.Sum(x => Convert.ToInt16(x.ReservationBoatType));
if (reg <= 10)
{
RegularSlots.Add(b);
boatAdded = true;
}
}
break;
case BoatType.Kayak:
{
var reg = RegularSlots.Sum(x => Convert.ToInt16(x.ReservationBoatType));
if (reg <= 11)
{
RegularSlots.Add(b);
boatAdded = true;
}
}
break;
}
return boatAdded;
}
public void RemoveBoat(BoatReservation b)
{
switch (b.ReservationBoatType)
{
case BoatType.Kayak:
if (RegularSlots.Contains(b))
{
RegularSlots.Remove(b);
}
break;
case BoatType.Canoe:
if (RegularSlots.Contains(b))
{
RegularSlots.Remove(b);
}
else
{
if (CanoeSlots.Contains(b))
{
CanoeSlots.Remove(b);
if (RegularSlots.Where(fb => fb.ReservationBoatType == BoatType.Canoe).Count() > 0)
{
//Move Reservation From Regular to Canoe Only With Opening
BoatReservation mv = RegularSlots.FindLast(fb => fb.ReservationBoatType == BoatType.Canoe);
RegularSlots.Remove(mv);
CanoeSlots.Add(mv);
}
}
}
break;
}
}
public string AvailableSlots()
{
string Output = string.Empty;
int AvailableCanoeCnt = (4 - CanoeSlots.Count()) + ((12 - RegularSlots.Count()) / 2);
int AvailableKayakCnt = (12 - RegularSlots.Count());
Output = string.Format("Canoe Slots Left: {0} Kayak Slots Left {1} ", AvailableCanoeCnt, AvailableKayakCnt);
return Output;
}
}
Quick class that handles reservations (both adding and deleting) of canoes/kayaks to fit a trailer.
Not the best question for this site but I will provide a pseudo structure for this.
Trailer Object
JustCanoes int
CanoeKayakBlend int
When reserving...
If the reservation is for a canoe, and the JustCanoes value is < 4, then increase JustCanoes by 1
If JustCanoes is >= 4
If CanoeKayakBlend <= 10
increase CanoeKayakBlend by 2
else
Sorry no reservation available
If the reservation is for a kayak
If CanoeKayakBlend <= 11
increase CanoeKayakBlend by 1
else
Sorry no reservation available
A very quick and simplistic implementation: Here's the Compartment class
class Compartment
{
private readonly int _maxCanoe;
private readonly int _maxKayak;
private int _currentCanoe;
private int _currentKayak;
private readonly int _id;
private bool _fullCanoe;
private bool _fullKayak;
public Compartment(int id, int maxC, int maxK)
{
_id = id;
_maxCanoe = maxC;
_maxKayak = maxK;
_currentCanoe = _currentKayak = 0;
UpdateCapacityStatus();
}
private void UpdateCapacityStatus()
{
_fullCanoe = _maxCanoe == _currentCanoe;
_fullKayak = _maxKayak == _currentKayak;
}
private string Status
{
get { return IsFull() ? "FULL" : "Space available"; }
}
public bool IsFull()
{
return _fullKayak && _fullCanoe;
}
public void AddCanoe()
{
_fullKayak = true; // disable adding kayak
_currentCanoe = _currentCanoe + 1;
_fullCanoe = _maxCanoe == _currentCanoe; //update canoe status
}
public void AddKayak()
{
_fullCanoe = true; //disable adding canoe
_currentKayak = _currentKayak + 1;
_fullKayak = _maxKayak == _currentKayak; //update kayak status
}
public override string ToString()
{
return string.Format("Id: {5}, Status: {0}, with {1} of {2} canoes or {3} of {4} kayaks", Status, _currentCanoe, _maxCanoe, _currentKayak, _maxKayak, _id);
}
public bool CanAddCanoe()
{
return !_fullCanoe;
}
public bool CanAddKayak()
{
return !_fullKayak;
}
}
And here's the driver console app to test, to use it you should refactor it of course.
`class Program
{
static void Main(string[] args)
{
var trailer = new List
{
new Compartment(1, 1, 0),
new Compartment(2, 1, 0),
new Compartment(3, 1, 2),
new Compartment(4, 1, 2),
new Compartment(5, 1, 2),
new Compartment(6, 1, 2),
new Compartment(7, 1, 2),
new Compartment(8, 1, 2),
};
foreach (var compartment in trailer)
{
Console.WriteLine(compartment.ToString());
}
Console.WriteLine("Press c for canoe or k for kayak");
var keepGoing = true;
while (keepGoing)
{
var input = Console.Read();
if (input == 99 || input == 107) //99 c, 107 k
{
if (trailer.All(c => c.IsFull()))
{
keepGoing = false;
}
else
{
if (input == 99)
{
if(!trailer.Any(t=>t.CanAddCanoe()))
{
Console.WriteLine("Cannot add a canoe!!!!");
}
else
{
var firstAvailable = trailer.First(c => c.CanAddCanoe());
firstAvailable.AddCanoe();
}
}
else if (input == 107)
{
if (!trailer.Any(t => t.CanAddKayak()))
{
Console.WriteLine("Cannot add a kayak!!!!");
}
else
{
var firstAvailable = trailer.First(c => c.CanAddKayak());
firstAvailable.AddKayak();
}
}
else
{
Console.WriteLine("Press c for canoe or k for kayak");
}
}
foreach (var compartment in trailer)
{
Console.WriteLine(compartment.ToString());
}
}
}
Console.ReadKey();
}
}`
I have a class with many fields which represents different physical values.
class Tunnel
{
private double _length;
private double _crossSectionArea;
private double _airDensity;
//...
Each field is exposed using read/write property. I need to check on setter that the value is correct and generate exception otherwise. All validations are similar:
public double Length
{
get { return _length; }
set
{
if (value <= 0) throw new ArgumentOutOfRangeException("value",
"Length must be positive value.");
_length = value;
}
}
public double CrossSectionArea
{
get { return _crossSectionArea; }
set
{
if (value <= 0) throw new ArgumentOutOfRangeException("value",
"Cross-section area must be positive value.");
_crossSectionArea = value;
}
}
public double AirDensity
{
get { return _airDensity; }
set
{
if (value < 0) throw new ArgumentOutOfRangeException("value",
"Air density can't be negative value.");
_airDensity = value;
}
}
//...
Is there any elegant and flexible way to accomplish such validation?
Assuming you want this sort of behaviour, you might consider some helper methods, e.g.
public static double ValidatePositive(double input, string name)
{
if (input <= 0)
{
throw new ArgumentOutOfRangeException(name + " must be positive");
}
return input;
}
public static double ValidateNonNegative(double input, string name)
{
if (input < 0)
{
throw new ArgumentOutOfRangeException(name + " must not be negative");
}
return input;
}
Then you can write:
public double AirDensity
{
get { return _airDensity; }
set
{
_airDensity = ValidationHelpers.ValidateNonNegative(value,
"Air density");
}
}
If you need this for various types, you could even make it generic:
public static T ValidateNonNegative(T input, string name)
where T : IComparable<T>
{
if (input.CompareTo(default(T)) < 0)
{
throw new ArgumentOutOfRangeException(name + " must not be negative");
}
return input;
}
Note that none of this is terribly i18n-friendly...
All depends what technology you are using - if you're under MVC you can use Attributes, like this;
http://msdn.microsoft.com/en-us/library/ee256141(v=vs.98).aspx
Here's my version, it's a bit cleaner than Jon's version in some respects:
interface IValidator <T>
{
bool Validate (T value);
}
class IntValidator : IValidator <int>
{
public bool Validate (int value)
{
return value > 10 && value < 15;
}
}
class Int2Validator : IValidator<int>
{
public bool Validate (int value)
{
return value > 100 && value < 150;
}
}
struct Property<T, P> where P : IValidator<T>, new ()
{
public T Value
{
set
{
if (m_validator.Validate (value))
{
m_value = value;
}
else
{
Console.WriteLine ("Error validating: '" + value + "' is out of range.");
}
}
get { return m_value; }
}
T m_value;
static IValidator<T> m_validator=new P();
}
class Program
{
static void Main (string [] args)
{
Program
p = new Program ();
p.m_p1.Value = 9;
p.m_p1.Value = 12;
p.m_p1.Value = 25;
p.m_p2.Value = 90;
p.m_p2.Value = 120;
p.m_p2.Value = 250;
}
Property<int, IntValidator>
m_p1;
Property<int, Int2Validator>
m_p2;
}
Try to use such a method:
public void FailOrProceed(Func<bool> validationFunction, Action proceedFunction, string errorMessage)
{
// !!! check for nulls, etc
if (!validationFunction())
{
throw new ArgumentOutOfRangeException(errorMessage);
}
proceedFunction();
}
Yes, by creating your own validation attributes.
Read this article: Business Object Validation Using Attributes in C#
I will have the decency of NOT copying it here :)
Using the Validator function I mentioned in my comment above, I'd do something like this (untested code):
void textBox_Changed(object sender, EventArgs e) {
submitButton.Enabled = validator();
}
bool validator() {
const string NON_POSITIVE = "Value must be greater than Zero";
bool result = false;
string controlName = "Length";
try {
_length = Convert.ToDouble(txtLength.Text);
if (_length <= 0) throw new Exception(NON_POSITIVE);
controlName = "Cross Section Area";
_crossSectionArea = Convert.ToDouble(txtCrossSectionArea.Text);
if (_crossSectionArea <= 0) throw new Exception(NON_POSITIVE);
controlName = "Air Density";
_airDensity = Convert.ToDouble(txtAirDensity.Text);
if (_airDensity <= 0) throw new Exception(NON_POSITIVE);
result = true; // only do this step last
} catch (Exception err) {
MessageBox.Show(controlName + " Error: " + err.Message, "Input Error");
}
return result;
}
John Skeet probably has a better way, but this works. :)
You can achieve this using classes from System.ComponentModel.DataAnnotations
class Tunnel
{
[Range(0, double.MaxValue, ErrorMessage = "Length must be positive value.")]
public double Length { get; set; }
}
Validation:
var tunnel = new Tunnel { Length = 0 };
var context = new ValidationContext(tunnel, null, null);
Validator.ValidateObject(tunnel, context, true);
Also you can implement your own validation attributes overriding ValidationAttribute class