I have a some code that gets passed a class derived from a certain class. Let's call this a parameter class.
The code uses reflection to walk the class' members and analyze certain custom attributes given to them. Basically, it's a configurable parser which will analyze input according to the attributes and put what it found into the data members.
This is used in several places in our code. You specify the parameter class, putting in attributed data members, and pass this to the parser. Something like this:
public class MyFancyParameters : ParametersBase
{
[SomeAttribute(Name="blah", AnotherParam=true)]
public string Blah { get; set; }
// .. .more such stuff
}
var parameters = new MyFancyParameters();
Parser.Parse(input, parameters);
In many places there are similar groups of attributed data members that need to get parsed. So the parameter classes are, in some places, similar. That's redundant and that, of course, hurts. Whenever I need a change in such an area, I need to make that change in half a dozen places, all clones. It's just a matter of time when these parts will start drift apart.
However, the similarities cannot be grouped in acyclic graphs, so I can't use single inheritance to group them.
What I would do in C++ is to put these chunks of similar stuff into their own classes, just inherit a bunch of them that contain whatever I need, and be done. (I think that's referred to as mix-in inheritance.)
C#, however, doesn't have multiple inheritance. So I was thinking of putting these chunks into data members and change the parser to recurse into data members. But that would considerably complicate the parser.
What else is there?
Can you have your parser accept a collection of parameter classes instead of a single parameter class? Alternately, you could allow the parser to recurse into your parameter class and have it supply additional parameter classes as properties. Basically, every property of a ParametersBase derived class that inherits from type ParametersBase is recursed into and flattened into a single list of parameters.
Actually, I just saw that you already mentioned the recursive solution. I think this is probably your best bet and it's not too complex to support. You should be able to create a helper function for enumerating the parameter properties that makes a hierarchy look like a flat class.
Here's some code that would provided a 'flattened' view of your properties, if I understand your requirement correctly. You'll probably want to augment the production code with additional safeguards (such as keeping a stack of types to detect circular references.)
public class ParametersParser
{
public static IEnumerable<PropertyInfo> GetAllParameterProperties(Type parameterType)
{
foreach (var property in parameterType.GetProperties())
{
if (Attribute.IsDefined(property, typeof(SomeAttribute)))
yield return property;
if (typeof(ParametersBase).IsAssignableFrom(property.PropertyType))
{
foreach (var subProperty in GetAllParameterProperties(property.PropertyType))
yield return subProperty;
}
}
}
}
Related
I am writing an app that processes a bunch of ticker data from a page. The main class that I am working with is called Instrument, which is used to store all the relevant data pertaining to any instrument. The data is downloaded from a website, and parsed.
class Instrument
{
string Ticker {get; set;}
InstrumentType Type {get; set;}
DateTime LastUpdate {get; set;}
}
My issue is that I am not sure how to properly structure the classes that deal with the parsing of the data. Not only do I need to parse data to fill in many different fields (Tickers, InstrumentType, Timestamps etc.), but because the data is pulled from a variety of sources, there is no one standard pattern that will handle all of the parsing. There are even some parsing methods that need to make use of lower level parsing methods (situations where I regex parse the stock/type/timestamp from a string, and then need to individually parse the group matches).
My initial attempt was to create one big class ParsingHandler that contained a bunch of methods to deal with every particular parsing nuance, and add that as a field to the Instrument class, but I found that many times, as the project evolved, I was forced to either add methods, or add parameters to adapt the class for new unforeseen situations.
class ParsingHandler
{
string GetTicker(string haystack);
InstrumentType GetType(string haystack);
DateTime GetTimestamp(string haystack);
}
After trying to adapt a more interface-centric design methodology, I tried an alternate route and defined this interface:
interface IParser<outParam, inParam>
{
outParam Parse(inParam data);
}
And then using that interface I defined a bunch of parsing classes that deal with every particular parsing situation. For example:
class InstrumentTypeParser : IParser<InstrumentType, string>
{
InstrumentType Parse(string data);
}
class RegexMatchParser : IParser<Instrument, Match> where Instrument : class, new()
{
public RegexMatchParser(
IParser<string, string> tickerParser,
IParser<InstrumentType, string> instrumentParser,
IParser<DateTime, string> timestampParser)
{
// store into private fields
}
Instrument Parser(Match haystack)
{
var instrument = new Instrument();
//parse everything
return instrument;
}
}
This seems to work fine but I am now in a situation were it seems like I have a ton of implementations that I will need to pass into class constructors. It seems to be dangerously close to being incomprehensible. My thoughts on dealing with it are to now define enums and dictionaries that will house all the particular parsing implementations but I am worried that it is incorrect, or that I am heading down the wrong path in general with this fine-grained approach. Is my methodology too segmented? Would it be better to have one main parsing class with a ton of methods like I originally had? Are there alternative approaches for this particular type of situation?
I wouldn't agree with attempt to make the parser so general, as IParser<TOut, TIn>. I mean, something like InstrumentParser looks to be quite sufficient to deal with instruments.
Anyway, as you are parsing different things, like dates from Match objects and similar, then you can apply one interesting technique that deals with generic arguments. Namely, you probably want to have no generic arguments in cases when you know what you are parsing (like string to Instrument - why generics there?). In that case you can define special interfaces and/or classes with reduced generic arguments list:
interface IStringParser<T>: IParser<T, string> { }
You will probably parse data from strings anyway. In that case, you can provide a general-purpose class which parses from Match objects:
class RegexParser: IStringParser<T>
{
Regex regex;
IParser<T, Match> parser;
public RegexParser(Regex regex, IParser<T, Match> containedParser)
{
this.regex = regex;
this.parser = containedParser;
}
...
T Parse(string data)
{
return parser.Parse(regex.Match(data));
}
}
By repeatedly applying this technique, you can make your top-most consuming classes only depend on non-generic interfaces or interfaces with one generic member. Intermediate classes would wrap around more complicated (and more specific) implementations and it all becomes just a configuration issue.
The goal is always to go towards as simple consuming class as possible. Therefore, try to wrap specifics and hide them away from the consumer.
public class ScheduleRatesController
{
protected CoreDataManager dataManager;
public ScheduleRatesController()
{
dataManager = new CoreDataManager();
}
// testing
public ScheduleRatesController(CoreDataManager manager)
{
dataManager = manager;
}
public virtual void GetTranQuotesToFillRatesAndPayments(ref List<int> ids)
{
ids.AddRange(new List<int>());
}
}
So to give you guys some background, we're splitting one DB query into a bunch of different ones, and we want subclasses to basically each take on a DB call for their GetTranQuotesToFillRatesAndPayments() method that represents it's specific query.
What you see above is the base class I have. I made those two methods virtual as I plan on having subclasses override them to perform their own stuff. So one could be like:
public override void GetTranQuotesToFillRatesAndPayments(ref List<int> ids)
{
ids.AddRange(dataManager.GetLoanTranQuotes());
}
and etc. My question is, is this the best/cleanest way to perform a pattern like this?
The code that calls this is going to contain a huge list of filtered id's, that it's going to need to fill by calling each classes call to GetTranQuotesToFillRatesAndPayments(). Let me know if this doesn't make sense. I'm kind of getting turned off by the fact that I'm going to need to call the same method like 6 times, each on a different class. I think that might be messy in itself even though the goal of it was to make it clean. I don't want to have something like this on the calling side:
List<int> ids = new List<int>();
ScheduleRatesController controller = new LoanController();
controller.GetTranQuotesToFillRatesAndPayments(ref ids);
controller = new TradeController();
controller.GetTranQuotesToFillRatesAndPayments(ref ids);
etc.
Let me know if you need any more background or info.
Thanks.
Several design remarks:
Using the ref keyword usually indicates design problems and should be avoided. There is no need to pass a reference value using the ref keyword (any List<T> is always passed by reference). Your program would work equally without it.
A better idea than passing your list to the method would be to return your data from the method, and allow callers to decide what to do with it. Maybe you will only want to find a single value at some other place in your program, and creating a new list is an overkill. Also, you should try to add as little functionality as possible to each class (Single Responsibility Principle), and your class is right now responsible for fetching the data and deciding how it should be stored.
Naming: your method name is really complex. Also, the name "controller" doesn't usually represent an object responsible for fetching data.
On the other hand, you have a CoreDataManager class (btw, Manager is a bad suffix for any class), which appears to contain a bunch of methods which return various data. What is the need for ScheduleRatesController then? Does it only copy this to a list?
Business logic should be separated from your Data access layer. You should consider using Repository pattern, or similar (check this answer, for example), to ensure that your data class only fetches the data from the DB.
If you have several classes which need to fulfill a certain contract, start by creating the interface which they need to implement. Don't think about reusing code at this time. Your code, for example, forces all subclasses to use the CoreDataManager, while one day it may turn out that a certain "controller" might need to be composed of different objects.
Use a List<Func<List<int>,List<int>>>. Which is basically a list of functions with the following type signature:
List<int> MyFunc(List<int> foo);
You can then pass the list of functions to a method that works like the following:
public List<int> GetAllIds(List<Func<List<int>,List<int>>> functionList) {
var listOfIds = new List<int>();
foreach(var f in functionList) {
listOfIds = f(listOfIds);
}
return listOfIds;
}
You can use lambdas to compose functionList like so:
functionList.Add(list => {
list.AddRange(dataManager.GetLoanTranQuotes());
return list;
});
Now you do not have to depend on any specific inheritance hierarchy. You can use function composition to produce the whole list.
what I mean by that is:
I basically have a class that has too many properties and functions now. To remain performant and understandable, it needs to shrink somehow. But I still need all those properties and methods somewhere.
It's like this right now:
class Apple
float seedCount;
...
...about 25 variables and properties here.
void Update() <-- a huge method that checks for each property and updates if so
In most cases the class needs almost none of those properties. In some cases in needs to be able to grow very selectively and gain a feature or lose a feature.
The only solution I have come up with, is that I create a bunch of classes and place some properties in there. I only initialize this classes object when one of those properties is needed, otherwise it remains null.
class Apple
Seed seed;
Many problems because of that:
I constantly have to check for every single object and feature each frame. If the seed is not initialized I don't have to calculate anything for it. If it is, I have to.
If I decided to put more than 1 property/feature into the Seed class, I need to check every single one of those aswell.
It just gets more and more complicated. The problem I have is therefore, that I need granular control over all the features and can't split them intelligently into larger subclasses. Any form of subclass would just contain a bunch of properties that need to be checked and updated if wanted.
I can't exactly create subclasses of Apple, because of the need for such high granular control. It would be madness to create as many classes as there are combinations of properties.
My main goal: I want short code.
It would be madness to create as many classes as there are combinations of properties.
Sounds like you might be looking for the Decorator Pattern. It's purpose is to make it easier to manage objects that can have many different combinations of properties without an exponentially growing heirarchy. You just have one small subclass for each property or behavior (not necessarily one C# property, just something you can group together) and then you can compose them together at runtime.
In your case, each Apple decorator class will override your Update method, and make the calculations necessary for its parts, and then call base.Update to pass it to the next in line.
Your final answer will heavily depend on exactly what your "Apple" really is.
After reviewing your comments and samples in my other answer, I've thought about the Decorator pattern and how it was being used vs how you want things to work. I've come to the conclusion that Decorator is not right for this purpose. I'm thinking Strategy instead. I have modified the previous sample code for you to take a look at.
I've gotten rid of the decorators altogether. The Broodfather abstract class remains. It has two additional properties an IBroodfatherMagicAbility and an IBroodfatherBloodthirstAbility. This two properties will allow you to access the different attributes that pertain to those abilities, however the key to this all is that the strategy for implementing the abilities can change at runtime (see Strategy pattern).
There are two classes each that implement a "strategy" for both bloodthrist and magic.
IBroodfatherBloodthirstAbility.cs - this is the interface that all "bloodthirst strategies" must implement.
BroodfatherNonBloodThristy.cs - class that implements the attributes for non-bloodthirsty.
BroodfatherBloodThristy.cs - class that implements the attributes for bloodthirsty.
IBroodfatherMagicAbility.cs - this is the interface that all "magical strategies" must implement.
BroodfatherNonMagical.cs - class that implements a strategy for non-magical.
BroodfatherMagical.cs - class that implements a strategy for magical.
BasicBroodfather.cs - this is similar to the previous example, except that now when an instance is created the magic and bloodthrist properties get set to new instances of the non-magical and non-bloodthristy strategy objects.
Program.cs is the driver that shows the classes and how the different strategies can get swapped in and out at runtime.
I think you'll find that more suited to how you wanted things to work.
you may use a nested class in Apple class
http://msdn.microsoft.com/en-us/library/ms173120(VS.80).aspx
I think the key thing here is that you are trying to hold everything in one class. Because of that, the class must be constantly checking what it has and what it doesn't. The solution is to create subclasses or decorators that already know whether or not they have a particular thing. Then they don't have to be checking it each time.
Because you have so many properties which may be combined in different ways, it sounds like the decorator solution is more up your alley.
I think you're in the right path: composition. You compose your class with the other classes that are needed. But you also need to delegate responsibility accordingly. In your example, it's the Seed class that should be responsible for checking it's internal state, and Apple just delegates to it.
As for the optional features problem, maybe you can use null objects instead of null references. This way, you don't need to check for null everytime, and the code is more consistent.
I've been pondering this question for a bit and I've come up with an alternate solution. This may be a bit unorthodox and anti-object oriented, but if you're not faint of heart read on...
Building upon the Apple example: the Apple class can contain many properties, these properties which could be categorized into related groups. For the example I rolled with an Apple class with some properties related to the apple's seeds and others related to the apple's skin.
Apple
a. Seed
a1. GetSeedCount
a2. ...
b. Skin
b1. GetSkinColor
b2. ...
I'm using a dictionary object to store all the apples properties.
I wrote extension methods to define accessors to the properties, using different classes to keep them separate and organized.
By using a dictionary for the properties, you can iterate through all properties stored thusfar at any point (if you have to check all of them, as it sounded like you needed in your update method). Unfortunately you lose strong typing of the data (at least in my sample I did because I'm using a Dictionary< string, string>. You could have separate dictionaries for every type needed, but that would require more plumbing code to route the property access to the correct dictionary.
Using extension methods to define accessors to the properties allows you to separate the code for each logical categories of properties. This keeps things organized into separate chunks of related logic.
Here is a sample I came up with to test how this would work, given with the standard warning that if you were to continue down this path robustification would be in order (validation, error handling, etc.).
Apple.cs
namespace ConsoleApplication1
{
using System.Collections.Generic;
using System.Text;
public class Apple
{
// Define the set of valid properties for all apple objects.
private static HashSet<string> AllowedProperties = new HashSet<string>(
new string [] {
"Color",
"SeedCount"
});
// The main store for all properties
private Dictionary<string, string> Properties = new Dictionary<string, string>();
// Indexer for accessing properties
// Access via the indexer should be restricted to the extension methods!
// Unfortunately can't enforce this by making it private because then extension methods wouldn't be able to use it as they are now.
public string this[string prop]
{
get
{
if (!AllowedProperties.Contains(prop))
{
// throw exception
}
if (Properties.ContainsKey(prop))
{
return this.Properties[prop];
}
else
{
// TODO throw 'property unitialized' exeception || lookup & return default value for this property || etc.
// this return is here just to make the sample runable
return "0";
}
}
set
{
if (!AllowedProperties.Contains(prop))
{
// TODO throw 'invalid property' exception
// these assignments are here just to make the sample runable
prop = "INVALID";
value = "0";
}
this.Properties[prop] = value.ToString();
}
}
public override string ToString()
{
StringBuilder sb = new StringBuilder();
foreach (var kv in this.Properties)
{
sb.AppendFormat("{0}={1}\n", kv.Key, kv.Value);
}
return sb.ToString();
}
}
}
AppleExtensions.cs
namespace AppleExtensionMethods
{
using System;
using ConsoleApplication1;
// Accessors for Seed Properties
public static class Seed
{
public static float GetSeedCount(this Apple apple)
{
return Convert.ToSingle(apple["SeedCount"]);
}
public static void SetSeedCount(this Apple apple, string count)
{
apple["SeedCount"] = count;
}
}
// Accessors for Skin Properties
public static class Skin
{
public static string GetSkinColor(this Apple apple)
{
return apple["Color"];
}
public static void SetSkinColor(this Apple apple, string color)
{
apple["Color"] = ValidSkinColorOrDefault(apple, color);
}
private static string ValidSkinColorOrDefault(this Apple apple, string color)
{
switch (color.ToLower())
{
case "red":
return color;
case "green":
return color;
default:
return "rotten brown";
}
}
}
}
Here is a test drive:
Program.cs
namespace ConsoleApplication1
{
using System;
using AppleExtensionMethods;
class Program
{
static void Main(string[] args)
{
Apple apple = new Apple();
apple.SetSkinColor("Red");
apple.SetSeedCount("8");
Console.WriteLine("My apple is {0} and has {1} seed(s)\r\n", apple.GetSkinColor(), apple.GetSeedCount());
apple.SetSkinColor("green");
apple.SetSeedCount("4");
Console.WriteLine("Now my apple is {0} and has {1} seed(s)\r\n", apple.GetSkinColor(), apple.GetSeedCount());
apple.SetSkinColor("blue");
apple.SetSeedCount("0");
Console.WriteLine("Now my apple is {0} and has {1} seed(s)\r\n", apple.GetSkinColor(), apple.GetSeedCount());
apple.SetSkinColor("yellow");
apple.SetSeedCount("15");
Console.WriteLine(apple.ToString());
// Unfortunatly there is nothing stopping users of the class from doing something like that shown below.
// This would be bad because it bypasses any behavior that you have defined in the get/set functions defined
// as extension methods.
// One thing in your favor here is it is inconvenient for user of the class to find the valid property names as
// they'd have to go look at the apple class. It's much easier (from a lazy programmer standpoint) to use the
// extension methods as they show up in intellisense :) However, relying on lazy programming does not a contract make.
// There would have to be an agreed upon contract at the user of the class level that states,
// "I will never use the indexer and always use the extension methods!"
apple["Color"] = "don't panic";
apple["SeedCount"] = "on second thought...";
Console.WriteLine(apple.ToString());
}
}
}
Addressing your comment from 7/11 (the date, not the store) :)
In the sample code you provided, there is a comment that states:
"As you can see, I can't call
BasicBroodmother methods on "monster"
You realize you could do something like this at that point:
BasicBroodmother bm = monster as BasicBroodmother;
if (bm != null)
{
bm.Eat();
}
There isn't much meat to your code, (I understand it was just an example), but when I look at it I get the feeling that you should be able to improve the design. My immediate thought was having an abstract class for broodmother which would contain default implementations of any attributes/actions that are common to all broodmothers. Then specialized broodmothers, like the magical broodmother, would contain any specialized attributes/actions specific to the magical broodmother, but also inherit from the abstract class and if necessary override the nessecary base attributes/actions.
I would take a look at the Strategy pattern for the design of the actions so that the actions (i.e. behaviours like eat, spawn, attack) can be swappable based the type of monster.
[edit 7/13]
Don't have time to go into details right now (need sleep), but I put together some sample code showing a different approach.
The code consists of:
Broodfather.cs - abstract class filled with all things common to different Broodfathers "types."
BasicBroodFather.cs - concrete class that inherits from Broodfather.
BroodfatherDecorator.cs - abstract class to be inherited by all Broodfather decorators.
MagicalBroodfather.cs - this class decorates/wraps a Broodfather with "magic"
BloodthirstyBroodfather.cs - this class decorates/wraps a Broodfather with "bloodthirst"
program.cs - demonstrates two examples: The first starts with a basic broodfather that gets wrapped by magic then by bloodthirst. The second starts with a basic broodfather and wraps it in the other order bloodthirst, then magic.
Maybe your methods are not were they are supposed to be?
If you separated the Seed class from the Apple class, why don't you move the methods that use the Seed information to the Seed class too?
If those methods need information on other Apple properties, you can pass it as a parameter.
By doing this, I guess you can eliminate the initialization checks...
This is a great book about how to solve this kind of problem:
Refactoring
My main goal: I want short code.
Options:
Rewrite all functions as static and create a class for each one.
Rewrite your codebase in Perl.
Remove all comments.
I am trying to create a web-based tool for my company that, in essence, uses geographic input to produce tabular results. Currently, three different business areas use my tool and receive three different kinds of output. Luckily, all of the outputs are based on the same idea of Master Table - Child Table, and they even share a common Master Table.
Unfortunately, in each case the related rows of the Child Table contain vastly different data. Because this is the only point of contention I extracted a FetchChildData method into a separate class called DetailFinder. As a result, my code looks like this:
DetailFinder DetailHandler;
if (ReportType == "Planning")
DetailHandler = new PlanningFinder();
else if (ReportType == "Operations")
DetailHandler = new OperationsFinder();
else if (ReportType == "Maintenance")
DetailHandler = new MaintenanceFinder();
DataTable ChildTable = DetailHandler.FetchChildData(Master);
Where PlanningFinder, OperationsFinder, and MaintenanceFinder are all subclasses of DetailFinder.
I have just been asked to add support for another business area and would hate to continue this if block trend. What I would prefer is to have a parse method that would look like this:
DetailFinder DetailHandler = DetailFinder.Parse(ReportType);
However, I am at a loss as to how to have DetailFinder know what subclass handles each string, or even what subclasses exist without just shifting the if block to the Parse method. Is there a way for subclasses to register themselves with the abstract DetailFinder?
You could use an IoC container, many of them allows you to register multiple services with different names or policies.
For instance, with a hypothetical IoC container you could do this:
IoC.Register<DetailHandler, PlanningFinder>("Planning");
IoC.Register<DetailHandler, OperationsFinder>("Operations");
...
and then:
DetailHandler handler = IoC.Resolve<DetailHandler>("Planning");
some variations on this theme.
You can look at the following IoC implementations:
AutoFac
Unity
Castle Windsor
You might want to use a map of types to creational methods:
public class DetailFinder
{
private static Dictionary<string,Func<DetailFinder>> Creators;
static DetailFinder()
{
Creators = new Dictionary<string,Func<DetailFinder>>();
Creators.Add( "Planning", CreatePlanningFinder );
Creators.Add( "Operations", CreateOperationsFinder );
...
}
public static DetailFinder Create( string type )
{
return Creators[type].Invoke();
}
private static DetailFinder CreatePlanningFinder()
{
return new PlanningFinder();
}
private static DetailFinder CreateOperationsFinder()
{
return new OperationsFinder();
}
...
}
Used as:
DetailFinder detailHandler = DetailFinder.Create( ReportType );
I'm not sure this is much better than your if statement, but it does make it trivially easy to both read and extend. Simply add a creational method and an entry in the Creators map.
Another alternative would be to store a map of report types and finder types, then use Activator.CreateInstance on the type if you are always simply going to invoke the constructor. The factory method detail above would probably be more appropriate if there were more complexity in the creation of the object.
public class DetailFinder
{
private static Dictionary<string,Type> Creators;
static DetailFinder()
{
Creators = new Dictionary<string,Type>();
Creators.Add( "Planning", typeof(PlanningFinder) );
...
}
public static DetailFinder Create( string type )
{
Type t = Creators[type];
return Activator.CreateInstance(t) as DetailFinder;
}
}
As long as the big if block or switch statement or whatever it is appears in only one place, it isn't bad for maintainability, so don't worry about it for that reason.
However, when it comes to extensibility, things are different. If you truly want new DetailFinders to be able to register themselves, you may want to take a look at the Managed Extensibility Framework which essentially allows you to drop new assemblies into an 'add-ins' folder or similar, and the core application will then automatically pick up the new DetailFinders.
However, I'm not sure that this is the amount of extensibility you really need.
To avoid an ever growing if..else block you could switch it round so the individal finders register which type they handle with the factory class.
The factory class on initialisation will need to discover all the possible finders and store them in a hashmap (dictionary). This could be done by reflection and/or using the managed extensibility framework as Mark Seemann suggests.
However - be wary of making this overly complex. Prefer to do the simplest thing that could possibly work now with a view to refectoring when you need it. Don't go and build a complex self-configuring framework if you'll only ever need one more finder type ;)
You can use the reflection.
There is a sample code for Parse method of DetailFinder (remember to add error checking to that code):
public DetailFinder Parse(ReportType reportType)
{
string detailFinderClassName = GetDetailFinderClassNameByReportType(reportType);
return Activator.CreateInstance(Type.GetType(detailFinderClassName)) as DetailFinder;
}
Method GetDetailFinderClassNameByReportType can get a class name from a database, from a configuration file etc.
I think information about "Plugin" pattern will be useful in your case: P of EAA: Plugin
Like Mark said, a big if/switch block isn't bad since it will all be in one place (all of computer science is basically about getting similarity in some kind of space).
That said, I would probably just use polymorphism (thus making the type system work for me). Have each report implement a FindDetails method (I'd have them inherit from a Report abstract class) since you're going to end with several kinds of detail finders anyway. This also simulates pattern matching and algebraic datatypes from functional languages.
I have around 8-9 parameters to pass in a function which returns an array. I would like to know that its better to pass those parameters directly in the function or pass an array instead? Which will be a better way and why?
If I would do anything, then it would be to create an structure that holds all parameters to get nice intellisence and strong names.
public struct user
{
public string FirstName;
public string LastName;
public string zilionotherproperties;
public bool SearchByLastNameOnly;
}
public user[] GetUserData(user usr)
{
//search for users using passed data and return an array of users.
}
Pass them individually, because:
that is the type-safe way.
IntelliSense will pick it up in Visual Studio and when you write your calling functions, you will know what's what.
It is faster to execute that way.
If the parameter really IS the array, though, then pass the array. Example:
For functions which look like this, use this notation:
Array FireEmployee(string first, string middle, string last, int id) {...}
For functions that look like this, use the array:
Array FireEmployees(Employee[] unionWorkers) {...}
Your scenario is covered by the Introduce Parameter Object refactoring in Martin Fowler's refactoring book. The book is well worth owning, but for those who don't, the refactoring is described here. There's also a preview on the publisher's site, and on Google books. It recommends replacing the parameters not with an array, but a new object.
Regarding Skeets comment on my example above that he would use a class instead of a structure and maybe make it clearer where to use a class and where to use a structure i post this too. I think there are other out there who are curious about this too.
The main reason to use a class as I could see was you could make it immutable, but thats possible with structures too?
for example:
struct user
{
public user(string Username, string LastName)
{
_username = Username;
}
private string _username;
public string UserName {
get { return _username; }
}
}
I have long time felt that I dont know the differences anymore between classes and structures now when we can have propertys, initializers, fields and exactly everything that a class has in a structure too. I know classes are refernce types and structures are value types but what difference does it make in the case above when using it as a parameter in a function?
I found this description of the differences on the site http://www.startvbdotnet.com/oop/structure.aspx and that description is exactly how I mapped it in my head:
Structures can be defined as a tool
for handling a group of logically
related data items. They are
user-defined and provide a method for
packing together data of different
types. Structures are very similar to
Classes. Like Classes, they too can
contain members such as fields and
methods. The main difference between
classes and structures is, classes are
reference types and structures are
value types. In practical terms,
structures are used for smaller
lightweight objects that do not
persist for long and classes are used
for larger objects that are expected
to exist in memory for long periods.
Maybe this should be a own question but I felt it was related when we all had different views on the structure vs class-thing as parameter.
I assume you're using C# 4 and can just use named parameters:
FireEmployee(
first: "Frank",
middle: "",
last: "Krueger",
id: 338);
These make the code almost as readable as VB or Smalltalk. :-)
If not, I would go with what Dave Markle has to say.
If this is library code that will see a lot of use, and if some of the parameters have typical values that are candidates for default values, then you should consider Dave Markle's advice, and provide a selectio of overloads with progressively fewer parameters. This is the approach recommended in the Microsoft Framework Design Guidelines.
Alternately, you can get a similar effect with Stefan's approach, by setting default values with member initializers and using a progression of ctor overloads.
If you really don't want to pass in your arguments separately I would suggest creating a new class which encapsulates all of your arguments. You can (in Java and most likely in C#) declare a public inner class inside the class containing the gnarly method for this purpose. This avoids having classes floating around which are really just helper types.
I would say pass them individually as well. I don't like the idea of creating a class, then passing that class through as an argument. Its a form of stamp coupling, which means making changes will be harder since one class uses the other. And reusing one class means you would have to reuse the other as well.
You could use an interface to reduce stamp coupling, but that's too much overhead for my tastes, so that's why I like to pass the arguments individually.
Do you really need 8-9 parameters for a single function? It seems to me that if you need that many parameters, then you're probably doing too many different things in that function. Try refactoring the code into separate functions so that each function has exactly one purpose.
Do not pass them as an array unless the function acts on an array, I wouldn't create a new data structure either to group the parameters for the following reasones
Passing a new data structure hides what the function really needs as input (does it need all the data structure/part of it?)
Related to 1 it makes UTs more difficult (when writing a UT you need to recreate the entire data structure)
If the input parameters are not related you end up with a new data structure that groups unrelated data types for no other reason than to make a function call look neater
If you chose to pass the new data structure to your function the function can not be used in a scope where the new datastructure was defined
Really the only disadvantage to passing each paramater to the function is that you might not be able to fit the function in one line of code, but don't forget the lines you need before the function call in which you will fill up your data structure.