3 Tier application with singleton Pattern - c#

I am Just creating a 3 Tier WinForm Application with following pattern.
-- MY BASE CLASS : DAL Class
public class Domain
{
public string CommandName = string.Empty;
public List<Object> Parameters = new List<Object>();
public void Save()
{
List<Object> Params = this.SaveEntity();
this.ExecuteNonQuery(CommandName, Params.ToArray());
}
public void Delete()
{
List<Object> Params = this.DeleteEntity();
this.ExecuteNonQuery(CommandName, Params.ToArray());
}
public void Update()
{
List<Object> Params = this.UpdateEntity();
this.ExecuteNonQuery(CommandName, Params.ToArray());
}
protected virtual List<Object> SaveEntity()
{
return null;
}
protected virtual List<Object> UpdateEntity()
{
return null;
}
protected virtual List<Object> DeleteEntity()
{
return null;
}
public int ExecuteNonQuery(string SqlText, params object[] Params)
{
/*
* Code block for executing Sql
*/
return 0;
}
}
My Business Layer Class which is going to inherit DLL Class
-- MY Children CLASS : BLL CLASS
public class Person : Domain
{
public string name
{
get;
set;
}
public string number
{
get;
set;
}
protected override List<object> SaveEntity()
{
this.Parameters.Add(name);
this.Parameters.Add(number);
return this.Parameters;
}
}
-- USE
This is way to use my Base Class
void Main()
{
Person p = new Person();
p.name = "Vijay";
p.number = "23";
p.Save();
}
Questions
Is this the right architecture I am following and Is there any chance to create the base class as Singleton?
Is there any other batter architecture?
Is there any pattern I can follow to extend my functionality?
Kindly suggest.

Lets see. I would try to give my input.
What I see here you are trying to do is ORM. So please change the name of base class from Domain to something else
Is this the right architecture I am following and Is there any chance to create the base class as Singleton?
Why do you need you base class as singleton. You would be inheriting your base class and you would create instances of child classes. Never ever you would be creating a instance of base itself.(99% times :) )
Is there any other batter architecture?
Understand this. To do a certain thing, there could be multiple ways. Its just the matter of fact, which one suits you the most.
Is there any pattern I can follow to extend my functionality?
Always remember the SOLID principles which gives you loose coupling and allow easy extensibility.
SOLID
There are couple of changes that I would suggest. Instead of a base class, start with Interface and then inherit it to make an abstract class.
Also make sure your base class can do all the CRUD functionality. I do not see a retrieval functionality here. How are you planning to do it? Probably you need a repository class that returns all the entity of your application. So when you need person, you would just go on ask the repository to return all the Person.
All said and done, there are lots of ORM tool, that does this kind of functionality and saves developer time. Its better to learn those technologies. For example LINQ - SQL.

Is this the right architecture I am following
There is no architecture which is optimal for any problem without context. That said, there are things that you can do to make your life more difficult. Singleton is not your problem in your implementation.
Is there any other batter architecture?
Probably, yes. Just glimpsing at the code, I see quite a lot of stuff that is going to hurt you in the near and not so near future.
First, a piece of advice: get the basics right, don't run before you can walk. This may be the cause for the downvotes.
Some random issues:
You are talking about 3-Tier architecture, but there are technically no tiers there, not even layers. Person doesn't look like business logic to me: if I understood correctly, it also must supply the string for the commands to execute, so it has to know SQL.
Empty virtual methods should be abstract. If you want to be able to execute arbitrary SQL move this outside the class
As #Anand pointed out, there are no methods to query
CommandName and Parameters are exposed as fields instead of properties
CommandName is not a Name, Domain doesn't look like a fitting name for that class
It looks like an awkward solution to a well-known problem (ORM). You say that you want to be able to execute custom SQL but any decent ORM should be able to let you do that.
Suggested reads: Code Complete for the basic stuff and Architecting Applications for the Enterprise for some clarity on the architectural patterns you could need.

As suggested by Anand, I removed all SQL related functions from my base class and put them all in another class, Sql.
Following that, I made the Sql class into a singleton. And I stored the Sql instance in BaseDAL so it can be accessible in all DAL class.
My code looks something like this
public class BaseDAL
{
// Singleton Instance
protected Sql _dal = Sql.Instance;
public string CommandName = string.Empty;
public List<Object> Parameters = new List<Object>();
public void Save()
{
List<Object> Params = this.SaveEntity();
_dal.ExecuteNonQuery(CommandName, Params.ToArray());
}
public void Delete()
{
List<Object> Params = this.DeleteEntity();
_dal.ExecuteNonQuery(CommandName, Params.ToArray());
}
public void Update()
{
List<Object> Params = this.UpdateEntity();
_dal.ExecuteNonQuery(CommandName, Params.ToArray());
}
protected virtual List<Object> SaveEntity()
{
return null;
}
protected virtual List<Object> UpdateEntity()
{
return null;
}
protected virtual List<Object> DeleteEntity()
{
return null;
}
// Other functions, like DataTable and DataSet querying
}
And the new SQL class is
public class Sql
{
// All other functions are also present in this class for DataTable DataSet and many other
// So this class is more then enough for me.
public int ExecuteNonQuery(string SqlText, params object[] Params)
{
// Code block for executing SQL
return 0;
}
}
CommandName and Parameters are exposed as fields instead of properties. In the original solution, they were properties. Also, I have a method in BaseDAL to query data so to help with implementing the Person class.

Related

First experience of using interfaces in C#?

I have an interface:
interface ISqlite
{
void insert();
void update();
void delete();
void select();
}
And custom service class:
class SqliteService
{
public SQLiteDatabase driver;
public SqliteService() {
SqliteConnection(new SQLiteDatabase());
}
public void SqliteConnection(SQLiteDatabase driver)
{
this.driver = driver;
}
public void select(ISqlite select) {
select.select();
}
public void insert(ISqlite insert) {
insert.insert();
}
public void delete(ISqlite delete)
{
delete.delete();
}
}
And last class Pacients that realizes ISqlite interface:
class Pacients: ISqlite
{
public List<ClientJson> pacients;
public Pacients() {
this.pacients = new List<ClientJson>();
}
public void add(ClientJson data) {
this.pacients.Add(data);
}
public void insert()
{
throw new NotImplementedException();
}
/* Others methos from interface */
}
I try to use my code like as:
/* Create instance of service class */
SqliteService serviceSqlite = new SqliteService();
/* Create instance of class */
Pacients pacient = new Pacients();
pacient.add(client);
serviceSqlite.insert(pacient);
As you can see above I send object pacient that realizes interface ISqlite to service. It means that will be called method insert from object pacient.
Problem is that I dont understand how to add data in this method using external class: SQLiteDatabase()? How to get access to this.driver in service class from object pacient?
Edit 1
I think I must move instance of connection new SQLiteDatabase() to db inside Pacients class is not it?
Generally speaking, I would favor a solution where the data objects themselves don't know anything about how they're stored, i.e. they have no knowledge of the class that communicates with the database. Many ORMs do just that.
Of course it might not be easy depending on the specifics of your situation... Try to examine what your methods on each object actually need; generally speaking they need the values of properties, and what column each property corresponds to, right? So any external class can do this if it knows these bits of information. You can specify the name of the column with a custom attribute on each property (and if the attribute isn't there, the column must have the same name as the property).
And again, this is the most basic thing that ORMs (Object Relational Mappers) do, and in addition they also manage more complicated things like relationships between objects/tables. I'm sure there are many ORMs that work with SqlLite. If you're OK with taking the time to learn the specifics of an ORM, that's what I would recommend using - although they're not silver bullets and will never satisfy all possible requirements, they are in my opinion perfect for automating the most common day to day things.
More to the point of the question, you can of course make it work like that if you pass the SQLiteDatabase object to the methods, or keep it in a private field and require it in the constructor or otherwise make sure that it's available when you need it; there's no other simple solution I can think of. And like you pointed out, it implies a certain degree of coupling.
You can change the signature of interface's methods to pass an SQLiteDatabase object.
interface ISqlite
{
void insert(SQLiteDatabase driver);
void update(SQLiteDatabase driver);
void delete(SQLiteDatabase driver);
void select(SQLiteDatabase driver);
}
Example call from the service:
public void insert(ISqlite insert)
{
insert.insert(driver);
}
I think you can figure out the rest by yourself.

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.

C# bank example - class for customers - what for withdrawls, deposits, etc

I'm learning C# and am trying to get my head around when to use classes and when not to.
If I was writing an app for a bank, I know I would use classes for customers which would include their name, account number, balance, etc. Would I use a static class for the methods that would deposit into their account, withdraw, change their address, etc since I only need to write them once?
Also, what would I use to keep track of every customer object? Having 2,000 Customers:
exampleName = new Customer();
in my code doesn't seem right. I'm not at the point of learning database's yet and am just learning classes.
Having a database would be ideal, but in the mean time you could use an IEnumerable to hold your Customer objects, like this:
List<Customer> myCustomers = new List<Customer>();
myCustomers.Add(new Customer {Name = "Bob", Address = "123 Anywhere St." });
Then you can just pass the list around where needed.
Typically you will then have a property on the Customer class that holds the accounts:
public class Customer
{
public Customer()
{
_accounts = new List<Account>();
}
public List<Account> Accounts
{
get { return _accounts; }
set { _accounts = value; }
}
private List<Account> _accounts;
}
And so on. Note that I'm keeping this simple and doing things the more long winded and descriptive way as you are a beginner.
Using lists of items in this way is a good way to start because you will natuarlly use these when you get to using a database; you will retrieve result sets from the database and then translate those result sets into lists of business objects.
As for using static methods to do business logic like adjusting balances, changing addresses, etc., for you at this stage it doesn't matter. If you are using tools like Resharper it will nag you with suggestions like that, but in your case you can safely ignore that particular one. What you should look for is keeping everything as self contained as possible, avoid leakage of data and leakage of responsibilities between objects - this is just good coding discipline and a good way to prevent bugs that are caused by loose coding.
Once you've got your functionality laid down and working, you may have a desire to move some functionality into static 'helper' style classes. This is absolutely fine, but do be careful - helper classes are fantastic and everything but can quickly turn into an anti-pattern if you don't maintain that coding discipline.
You don't need to use a static class, or static methods, in order to only write the methods once. It may or may not make sense to do so, but this is a perfectly valid way to write the methods without repeating yourself:
public class Customer
{
//properties, constructors, etc.
public virtual void Deposit(decimal amount) { }
public virtual void Withdraw(decimal amount) { }
//etc
}
This also allows you to make use of polymorphism, e.g.
public class BusinessCustomer : Customer
{
public override void Deposit(decimal amount) { //some other implementation }
}
Static classes are used when you aren't going to instantiate objects. You get one "instance" of that class - you can't do things like:
MyStaticClass m = new MyStaticClass();
m.SomeFunc();
when you've got a static class. Instead you'd use it by using the class name itself. Something like:
MyStaticClass.SomeFunc();
As to what would you use to keep track of every Customer object? You could use some sort of collection to hold these. Granted, in a real system there'd be some sort of persistence piece, likely a database, to hold the data. But you could just make something like:
IEnumerable<Customer> Customers = new List<Customer>();
And then add your customers to that list
Customers.Add(new Customer() { ... });
Back to the question about static methods...
So, the deal here is that you're not going to be referencing instance members in a static method, so you wouldn't use static methods to update a particular Customer's address. Assuming your Customer class looked like:
public class Customer
{
public string Address { get; set; }
}
You couldn't use a static method like
public static void SetAddress()
because each Customer (presumably) has a different address. You couldn't access the customer's address there because it isn't static. Get that? Instead, you'd use a static method if you were wanting to do something that didn't need to deal with instance data. I use static methods for things like utility functions.
public static double ComputeSomething(double someVal) { ... }
Here, the ComputeSomething function can be called by anybody like:
var result = MyStaticClass.ComputeSomething(3.15);
The takeaway here is that static classes aren't used to instantiate objects, rather they are used really as a convenient container to hold functions. Static functions are ones that can be on a non-static class but can't access any of the instance data.
One place where a static function would be used would be for the Singleton pattern. You make the constructor non-public so folks can't call it, and instead provide a static method on the class to return the one and only instance of the class. Something like:
public class MySingleton
{
private static MySingleton instance;
private MySingleton() {}
public static MySingleton Instance
{
get
{
if (instance == null)
{
instance = new MySingleton();
}
return instance;
}
}
}
what for withdrawls, deposits, etc
Those would be called Transactions.
This is meant to be in addition to the other answers. This is example of polymorphism with interfaces.
public interface IDeposit {
void Deposit(decimal amount);
}
public interface IWithdraw {
void Withdraw(decimal amount);
}
public class Customer : IDeposit, IWithdraw {
public void Deposit(decimal amount) { throw new NotImplementedException(); }
public void Withdraw(decimal amount) { throw new NotImplementedException(); }
}
public class DepositOnlyATM : IDeposit {
public void Deposit(decimal amount) { throw new NotImplementedException(); }
}
Keeps concepts separate, and allows for implementing multiple interfaces, or just one. With class inheritance approaches you only get one, and you get all of it. Inevitably you end up with spaghetti in my experience because sub-classes want some of the behavior, but not all of it.
I would recommend instead of getting into the implementation details right away that you first write down some simple user stories for your bank example. For instance
As a customer I would like to open a new account so that I can make deposits and withdrawls
Just in that requirement, we can envision a couple of classes (customer and account). From there just functionally decompose what the customer should do and what the account should do.
I've found that the book "The Object Oriented Thought Process" is a good read and will help answer some of the questions as to "when do I do this vs. that".
Good luck and have fun!

how to use Factory pattern? [duplicate]

This question already has answers here:
Closed 10 years ago.
Possible Duplicate:
Constructor vs. Factory in .NET Framework
I understand factory patten and have implemented it but couldn't get what benefit it will bring. For example instead of:
MyType1 obj=new Mytype1();
MyType2 obj=new Mytype2();
writing:
IMyType obj1 = Factory.Create(1);
IMyType obj2 = Factory.Create(2);
Is it something I have missed or not conceive. Can you please put your own experience example.
Some benefits of the factory pattern:
You can keep track of the objects you create. If you want to re-use objects or enforce a limit on the number of objects created, the factory can enforce that.
You can control how objects are created. If there are some parameters used to create the objects, you can return an existing object when clients pass in the same parameters for an object that has already been created.
You can have the factory return an interface but internally create different types of objects that support the interface.
Factory patterns are good for many reasons
A couple of them are:
you can initialise the item in the factory (default values etc) and make the item creation procedural (look at other classes/procedures, get defaults, inspect configuration values).
A constructor is one way to create an item but you can't inspect other classes or run other processes that are outside of the newly created instance without tightly coupling the class to these dependencies
it provides a central repository for item creation which enforces patterns/practices amongst developers in your team
Those are some of the reasons I can think of :)
e.g.
This class is dependent on the ConfigManager for instantiation
class SomeClass
{
public int SomeValue;
public SomeClass()
{
// Check the config for some value
SomeValue = ConfigManager.GetDefaultInt("SomeValue");
}
}
This class is not because it uses a factory
class SomeClass
{
public int SomeValue;
public SomeClass()
{
}
}
class SomeClassFactory
{
public SomeClass CreateSomeClass()
{
SomeClass obj = new SomeClass();
obj.SomeValue = ConfigManager.GetDefaultInt("SomeValue");
}
}
The benefit of the Factory pattern is that it encapsulates the details of construction and specific type from how it is used. This allows you to evolve to more interesting designs later with fewer places to make a change.
Consider this example:
public interface IStorage
{
void Save(SomeObject toSave);
SomeObject Get(SomeId id);
}
public class DatabaseStorage : IStorage
{
public void Save(SomeObject toSave)
{
//persist to DB somehow
}
public SomeObject Get(SomeId id)
{
//get from db somehow and return
}
}
public class StorageFactory
{
public IStorage GetStorage()
{
return new DatabaseStorage();
}
}
public class DatabaseStorage : IStorage
{
public void Save(SomeObject toSave)
{
//persist to DB somehow
}
public SomeObject Get(SomeId id)
{
//get from db somehow and return
}
}
Now imagine you later get the requirement to cache some results, or to log all results. You could create a proxy, like this:
public class LoggingStorage : IStorage
{
private readonly IStorage _proxied;
public LoggingStorage(IStorage proxied)
{
_proxied = proxied;
}
public void Save(SomeObject toSave)
{
//log this call
_proxied.Save(toSave);
}
public SomeObject Get(SomeId id)
{
//log this call
return _proxied.Get(id);
}
}
Now, if you used a constructor, you have to replace every use of it to wrap it with this. If you used the factory, you only change it:
public class StorageFactory
{
public IStorage GetStorage()
{
return new LoggingStorage(new DatabaseStorage());
}
}
Of course, speculative factories can seem a little heavy handed for this, which is why I prefer to encapsulate the constructor.
jQuery is a factory function that takes advantage of the way JavaScript works to create objects with a very low memory footprint.
Let's investigate with a horribly mutilated, drastically simplified version of jQuery to help see the potential benefits:
var $ = jQuery = (function(){ //this anon function fires once, and returns a function
//defines all kinds of internal functions jquery uses here
function jQuery(selector,context){ // we're going to return this inner JQ later
//defines only the logic needed to decide what to do with the arguments here
//and then builds the jQuery object with 'return new jQuery.prototype.init();'
}
//defines jQuery.prototype properties here:
jQuery.prototype = {
//...
init:function(selector,context){ //gets used to build the JQ objects
this.constructor.prototype = jQuery.prototype; //hands off the function prototype
}
//...
}
return jQuery; //this gets assigned to the outer jQuery and $ vars
})()
So... now we have a factory function that is also something like a namespace whose prototype we can extend, and expect those methods to be available on the object it spits out. Furthermore, the objects themselves have very little weight in memory aside from the DOM objects they typically wrap because all functions are references pulled in from closure or the outer prototype object that gets handed off as a reference. Aside from a bit of logic and some state vars, everything the object needs is built when jQuery first gets parsed or handed down from the prototype object as you add new methods to factory function's prototype property.
Now, try to do that with new jQuery()
If anything, applying the factory pattern in JavaScript can be immensely and uniquely powerful.

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.

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