How to separate controller from model when already mixed? - c#

I'm not sure if this is exactly a MVC pattern, but what I'm trying to do is separate all the data layer (which in a few words is all that would be serialized to an XML file), from its actions. Implementing MVC just for the sake of it is really not my aim here. So if this is not exactly MVC, I'm fine with that.
Say, for instance, I have this classes (these are just sample classes that try to illustrate my problem, not my actual classes):
public class MixedSubClass
{
public string SomeData {get;set;}
public void DoSomeActionWhichRequiresControls(Control someControl)
{
// do stuff
}
}
public class MixedClass
{
private Control _SomeControl;
public List<MixedSubClass> _SubClasses = new List<MixedSubClass>();
public List<MixedSubClass> SubClasses { get { return _SubClasses; } }
public MixedClass(Control someControl)
{
_SomeControl = someControl;
}
public void DoSomeMoreActionsWhichRequiresControls()
{
foreach (var subClass in SubClasses)
{
subClass.DoSomeActionWhichRequiresControls(_SomeControl);
}
// Do more stuff
}
}
So when I serialize MixedClass, only public fields get serialized, which is what I want. But now I want to have an only data layer, which doesn't even require the Windows.Forms assembly. I want to stay with this:
public class MixedSubClass
{
public string SomeData {get;set;}
}
public class MixedClass
{
public List<MixedSubClass> _SubClasses = new List<MixedSubClass>();
public List<MixedSubClass> SubClasses { get { return _SubClasses; } }
}
And put all this into an independent assembly. But my problem now is how to turn this back to the previous thing. First thing I thought was using extension methods, but, as you can see in my sample code, sometimes I need to store some value that is not serializable, such as the Control _SomeControl. Also, on real life, these lists are lists of lists, trees and more complicated stuff like that so I need a some good foundation before I get started (actually I already have a project with all my data layer by itself which compiles fine without Windows.Forms, but now I'm having trouble putting it back together).
How would you handle this? Should I just not separate the data layer this way?

I think you are doing fine so far. Your data layer should absolutley be free of references to UI controls (whether they be winform, web, etc).
While it is hard to give an exact code sample based on what you've posted, you need to add a set of controller-like classes that map your data (aka model) onto your user-interface (aka view). They should hold a reference to both the data and UI objects and be the ones to perform th work that you stripped out (DoSomeActionWhichRequiresControls).

Related

C#/AS3 How do I create a public global data object that any other object can read, but only certain objects can set?

Here is the conundrum. I have a specific set of state variables that are used in almost every supporting object I have, and I want those variables to be able to be read by any object that needs to read them, but I want to protect them so that only 1 object has the ability to set them.
For example, lets say I am making a poker game. Variables like:
- Minimum Ante
- Maximum Bet
- Maximum Number of Players
- Current GameState (Placing Bets, Shuffling, Dealing, Paying, etc.)
Personally, I prefer small compact component classes, so lets say I have the majority of the poker game logic in 1 controller class, but i have 50 supporting objects that handle everything that isn't the poker game logic itself, such as a PlayerInterface, a graphics controller, 'The Deck' to handle shuffle and deal logic, etc. Alot of my smaller support classes need to see what the minimum ante is, and the current method I am using is for the controller class to pass these variables into the supporting classes as parameters.
The obvious downside to this is I have 50 supporting objects all holding on to their own local variables for minimum ante to hold the same information that I am passing to them from the controller. Wasted parameters, memory, and opens a ton of risk if any of those variables ever get out of sync.
So, how to I make these variables global so everyone can access and read them? The knee jerk reactionary answer is some public static variables, however this presents the problem that anyone could also write to them. Not only do I not want my supporting objects having the power to change the minimum ante without the controller's knowledge, but I also don't want the client shell that holds the poker game to be able to change them without first going through the proper checks contained in the controller.
So what do I do? Someone once mentioned to me the idea of a Singleton, but after plenty of research, most of it a few years old or more, I found about a 50/50 split in the community who say Singletons are a good idea vs those who think they aren't.
If not singletons or statics, then what? I am open to any ideas to research and try out.
Remember, I want any object, anytime, anywhere to be able to GET the data it needs, but only a very specific object to have the ability to SET the data, should it need to change, so that it can filter through the proper checks. By proper checks, I mean for example in the poker game, if a player has the ability to change the Minimum Bet on the table, he should only be able to do so between hands, or before a tournament begins. I don't want him messing with these things during play.
Thanks in advance for any input.
You could use interfaces approach here.
Declare two interfaces as
public interface IReadOnlyAccess
{
int Property{get;}
}
public interface IFullAccess
{
int Property{get;set;}
}
Then your class would implement both interfaces like
public interface MyClass: IReadOnlyAccess, IFullAccess
{
public int Property{get;set;}
}
Then wherever you need full access you get it via IFullAccess, if otherwise - via IReadOnlyAccess.
Make an inner class, it will have access to the main classes private vars:
public class OuterClass
{
public string StringProperty { get; private set; }
public InnerClass CreateInnerClass()
{
InnerClass ic = new InnerClass(this);
return ic;
}
public class InnerClass
{
private OuterClass _outer;
public InnerClass(OuterClass oc)
{
_outer = oc;
}
public string Prop
{
get
{
return _outer.StringProperty ;
}
set
{
_outer.StringProperty = value;
}
}
}
}
So create the main class that most people have readonly access:
var oc = new OuterClass();
oc.StringProperty = "123"; <-- not allowed, is `readonly`
To write to properties, create inner class instance:
var oc = new OuterClass();
var ic = oc.CreateInnerClass();
ic.StringProperty = "123";
Seems like the cleanest, easiest solution is to have everything done in your controller class.
Let's say something like this:
AS3:
//adding the final keyword, locks this class so others can't extent/inherit from it
public final class MyController {
//create a privately scoped var (it can only be accessed in this class)
private var minBet:Number = 0;
//create a public getter that can be read by any class/object
public function get minimumBet():Number {
return minBet;
}
private function set minimumBet(value:Number):void {
//do you checks etc
minBet = value;
}
}
C#
//sealed in C# is the same as final in AS3
public sealed class MyController
{
private float minBet = 0;
public float minimumBet
{
get { return minBet; }
}
}
instanceOfMyController.minBet //will throw an error
instanceOfMyController.minimumBet = 10; //will throw an error
instanceOfMyController.minimumBet //will supply the value of the minBet var
If you're doing a lot cross-language code, consider checking out something like Haxe which can compile out to AS3 or C# with the same code.

Make a data binding between 2 properties in different classes

I have to classes in C# every one contain one proptery so i want to make a data binding between the proprty in the first class and the property in the other one how can i do it. There is an example:
public class FirstClass
{
public string Name { get; set; }
public void BindNameFromRealName()
{
// what can i write here ?
}
}
public class Origine
{
public string RealName { get; set; }
}
You have to have a way to feed the Origine class into the FirstClass. Perhaps a required property for Origine in FirstClass? You can't magically make it know there are other objects in play.
I echo the previous post. Perhaps you want to evaluate your need; what exactly is it you're trying to do. Why do you want to carry data using 2 objects instead of one? If this is like Data Transfer Object <-> Business Object data transfer in scenarios like web service calls, then you might want to check object mapping frameworks like Automapper

Where to create the class

I'm trying to model a production system with "facility" as Class and some subclasses down to "Activity". The facility has a name as only parameter (at the moment), and I'd like to create an instance of the class reading the name as an input from a textbox. Since "activity" is inherit the properties from it's "parent classes" I'll create an instance of the class "activity" and not it's parent.
The problem is that I don't know where to create the class and how to pass it so that when I add the first subclass "Workstation" I can edit the properties of the same "activity" I created earlier.
I don't really have any code to add at this point unfortunately, but please tell me if there's anything special you'd like to see and I'll try to add it to the post.
And by the way, it's in the shape of a WinForm application with a GUI I'm trying to do this.
There are a couple things to note here. First, you'll want to use the Composite pattern to encapsulate the relationships between your classes. (For those who don't understand the OP's type hierarchy, it does make perfect sense in a factory context. There are many activities going on, which can be grouped into workstations and at a higher level into facilities.)
So, you should probably have a base Activity class (that supports the Composite pattern by exposing a collection of child activities), and then your "levels" (like Facility and Workstation) will inherit from Activity. Each of these classes will have unique properties.
The following classes should be created in their respective files, e.g. Activity.cs, Factory.cs, Workstation.cs:
class Activity
{
// An attribute that every Activity may need: a displayable name.
// This might be useful if you have a TreeView, e.g., showing all the activities.
public string Name { get; private set; }
// Every Activity could have child activities - this is the Composite pattern.
// You can loop through these to navigate through the hierarchy of your data.
// (This is often done using recursion; see example below with GetAllWorkstations().)
public List<Activity> ChildActivities { get; private set; }
public Activity()
{
ChildActivities = new List<Activity>();
}
public override string ToString() { return Name; }
}
class Factory : Activity
{
public string City { get; private set; }
public string Address { get; private set; }
}
class Workstation : Activity
{
public string WorkstationNumber { get; private set; }
}
The responsibility of loading your model then has to be handled somewhere. A good place to do it is in your main form. For example, you might write code like this:
class MainForm : Form
{
private readonly List<Factory> topLevelFactoryActivities;
public MainForm()
{
// ... other code
topLevelFactoryActivities = LoadTopLevelFactoryActivities();
}
private IEnumerable<Factory> LoadTopLevelFactoryActivities()
{
var factories = new List<Factory>();
// TODO: Load the factories, e.g. from a database or a file.
// You can load all the child objects for each factory here as well,
// or wait until later ("lazy-loading") if you want to.
// NOTE: If this becomes complex, you can move the LoadTopLevelFactoryActivities()
// method to its own class, which then becomes your "data access layer" (DAL).
return factories;
}
}
Now, if you want to find all the workstations that are part of a particular factory, you would write a method like the following on the Factory class:
class Factory : Activity
{
// ... other code
public IEnumerable<Workstation> GetAllWorkstations()
{
return GetWorkstationsRecursive(this);
}
private IEnumerable<Workstation> WorkstationsIn(Activity parentActivity)
{
foreach (var workstation in parentActivity.ChildActivities.OfType<Workstation>)
{
// Uses a C# feature called 'iterators' - really powerful!
yield return workstation;
}
foreach (var childActivity in parentActivity.ChildActivities)
{
// Using recursion to go down the hierarchy
foreach (var workstation in WorkstationsIn(childActivity))
{
yield return workstation;
}
}
}
}
You would call it like so, e.g. in your main form:
class MainForm : Form
{
// ... other code
public MainForm()
{
// ... other code
// Assume this is assigned to the factory that you want to get all the workstations for
Factory myFactory;
var workstations = myFactory.GetAllWorkstations();
// Now you can use 'workstations' as the items source for a list, for example.
}
}
As an example use case, you might want to show a second form (that belongs to the main form) which shows a list of all the workstations. (In practice you probably shouldn't create too many windows; prefer building a nonoverlapping layout. But just to show how you might pass the model instances around...)
class WorkstationListForm : Form
{
private IEnumerable<Workstation> workstations;
public WorkstationListForm(IEnumerable<Workstation> workstations)
{
this.workstations = workstations;
//TODO: You can now use 'workstations' as the ItemsSource of a list view in this form.
}
}
You could, of course, make topLevelFactoryActivities public on your MainForm and pass the variable this of the MainForm to the WorkstationListForm constructor instead. Then you could access the member on MainForm like this:
public WorkstationListForm(MainForm mainForm)
{
var topLevelFactoryActivities = mainForm.topLevelFactoryActivities;
// Now WorkstationListForm has full access to all the data on MainForm. This may or
// may not be helpful (it's usually best to minimize sharing and public fields).
}
Second, you'll want to use a proper separation between your view (user interface code/classes) and your model (the Activity hierarchy).
Third, if there's going to be any kind of live data being pushed to the user interface then you'll need a databinding mechanism to automatically update the view whenever the model changes.
In general, #2 & #3 are popularly addressed via the Model-View-ViewModel pattern. There is an excellent tutorial here for building an MVVM app using WinForms/C#.
That should get you started, at least. Also see an answer to a similar question. (Sorry about promoting my own answer, but I don't want to type out the whole example twice. Please forgive me. :))

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.

Calling Separate C# Classes for QA/DEV?

I am working in a content management system that uses C# and allows for adding separate code in a central class. One issue that has come up is we would like to have a separate code base for QA and the rest of the site, currently we use the folder structure to switch the call from one class to the other
if (AssetPath == "Websites QA")
{
InputHelperQA.Navigation();//Calling Navigation Section From Helper Class
}
else
{
InputHelper.Navigation();
}
But i feel it is a very tedious way of doing this task. Is there a better way of accomplishing this?, obviously just appending InputHelper + "QA" does not work but some thing along those lines where we only have to call the method once instead of having to wrap an if else around the call.
You really shouldn't have separate code for different environments, besides being branches representing your environments.
You really should store your configuration in a config file or database.
You could do worse than:
1) Have an interface (which you may already have, truth be told)
public interface IInputHelper
{
void Navigation();
}
2) Derive your two instances as you already have:
public class InputHelper : IInputHelper { }
public class InputHelperQA : IInputHelper { }
3) Create some kind of a dispatch manager:
public sealed class InputDispatch
{
private Dictionary<string, IInputHelper> dispatch_ = new Dictionary<string, IInputHelper>(StringComparer.OrdinalIgnoreCase);
public InputDispatch()
{
dispatch_["Websites QA"] = new InputDispatchQA();
dispatch_["Default"] = new InputDispatch();
}
public void Dispatch(string type)
{
Debug.Assert(dispatch_.ContainsKey(type));
dispatch_[type].Navigation();
}
}
I would use Dependency Injection. StructureMap (as just one example) will let you specify which concrete type to provide for an interface via a config file.
http://docs.structuremap.net/XmlConfiguration.htm

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