Factory class knows too much - c#

UPDATED I've updated the example to better illustrate my problem. I realised it was missing one specific point - namely the fact that the CreateLabel() method always takes a label type so the factory can decide what type of label to create. Thing is, it might need to obtain more or less information depending on what type of label it wants to return.
I have a factory class that returns objects representing labels to be sent to a printer.
The factory class looks like this:
public class LargeLabel : ILabel
{
public string TrackingReference { get; private set; }
public LargeLabel(string trackingReference)
{
TrackingReference = trackingReference;
}
}
public class SmallLabel : ILabel
{
public string TrackingReference { get; private set; }
public SmallLabel(string trackingReference)
{
TrackingReference = trackingReference;
}
}
public class LabelFactory
{
public ILabel CreateLabel(LabelType labelType, string trackingReference)
{
switch (labelType)
{
case LabelType.Small:
return new SmallLabel(trackingReference);
case LabelType.Large:
return new LargeLabel(trackingReference);
}
}
}
Say that I create a new label type, called CustomLabel. I want to return this from the factory, but it needs some additional data:
public class CustomLabel : ILabel
{
public string TrackingReference { get; private set; }
public string CustomText { get; private set; }
public CustomLabel(string trackingReference, string customText)
{
TrackingReference = trackingReference;
CustomText = customText;
}
}
This means my factory method has to change:
public class LabelFactory
{
public ILabel CreateLabel(LabelType labelType, string trackingReference, string customText)
{
switch (labelType)
{
case LabelType.Small:
return new SmallLabel(trackingReference);
case LabelType.Large:
return new LargeLabel(trackingReference);
case LabelType.Custom:
return new CustomLabel(trackingReference, customText);
}
}
}
I don't like this because the factory now needs to cater for the lowest common denominator, but at the same time the CustomLabel class needs to get a custom text value. I could provide the additional factory method as an override, but I want to enforce the fact that the CustomLabel needs the value, otherwise it'll only ever be given empty strings.
What is the correct way to implement this scenario?

Well, how do you want to call the factory method?
Concentrate on how you want to be able to use your API, and the implementation will usually make itself fairly clear. This is made even easier if you write the desired results of your API as unit tests.
An overload may well be the right thing to do here, but it really depends on how you want to use the factory.

How about just using the Factory method to decide what label you need?
public class LabelFactory {
public ILabel CreateLabel(string trackingReference, string customText) {
return new CustomLabel(trackingReference, customText);
}
public ILabel CreateLabel(String trackingReference) {
return new BasicLabel(trackingReference);
}
}
Your factory still needs to know about each type (although with an interface you can implement dynamic loading) but there is very little that the client needs to know - according to what data is provided, the factory generates the correct implementation.
This is a simplistic solution to the simple problem you described. I assume the question is an oversimplification of a more complex problem but without knowing what your real problem is, I'd rather not design an over complex solution.

This is probably an indication that a factory pattern isn't the best for you. If you do either need or wish to stick with it, though, I would suggest creating initialization classes/structs that can be passed into the factory, rather than the string. Whether you want to do it with various subclasses of a basic information class (basically creating an initialization class hierarchy that mimics that of your label classes) or one class that contains all of the information is up to you.

You should try to use a configuration class and pass an instance of that to the factory. The configuration classes would build a hierarchy, where a special configuration class would exist for each result you expect from the factory. Each configuration class captures the specific properties of the factory result.
For the example you've given I'd write a BasicLabelConfiguration and a CustomLabelConfiguration derived from it. The BasicLabelConfiguration captures the tracking reference, while the CustomLabelConfiguration captures the custom text.
Finally the factory makes a decision based on the type of the passed configuration object.
Here's an example of the code:
public class BasicLabelConfiguration
{
public BasicLabelConfiguration()
{
}
public string TrackingReference { get; set; }
}
public class CustomLabelConfiguration : BasicLabelConfiguration
{
public CustomLabelConfiguration()
{
}
public string CustomText { get; set; }
}
public class LabelFactory
{
public ILabel CreateLabel(BasicLabelConfiguration configuration)
{
// Possibly make decision from configuration
CustomLabelConfiguration clc = configuration as CustomLabelConfiguration;
if (clc != null)
{
return new CustomLabel(clc.TrackingReference, clc.CustomText);
}
else
{
return new BasicLabel(configuration.TrackingReference);
}
}
}
Finally you'd use the factory like this:
// Create basic label
ILabel label = factory.CreateLabel(new BasicLabelConfiguration
{
TrackingReference = "the reference"
});
or
// Create basic label
ILabel label = factory.CreateLabel(new CustomLabelConfiguration
{
TrackingReference = "the reference",
CustomText = "The custom text"
});

Without further information it's pretty hard to give any advice, but assuming that the factory pattern is what you actually need you could try the following approach:
Pack the needed arguments in some kind of property map (e.g. map of string to string) and pass that as an argument to the factory's create method. Use well-known tags as keys in the map, allowing the specialized factories to extract and interpret the mapped values to their own liking.
This will at least allow you to maintain a single factory interface for the time being, and postpone dealing with architectural issues if (or when) you notice that the factory pattern isn't the correct one here.
(Oh, and if you really want to use the factory pattern here I strongly suggest you make it pluggable to avoid having to modify the factory for each new label type).

You are trying to force the pattern into a scenario in which it does not fit. I would suggest giving up on that particular pattern and focus instead of making the simplest solution possible.
I think in this case I would just have one class, Label, that has a text field for custom text that is normally null/empty but which one can set if the label needs to be custom. It is simple, self-explanatory and will not give your maintenance programmers any nightmares.
public class Label
{
public Label(string trackingReference) : this(trackingReference, string.Empty)
{
}
public Label(string trackingReference, string customText)
{
CustomText = customText;
}
public string CustomText ( get; private set; }
public bool IsCustom
{
get
{
return !string.IsNullOrEmpty(CustomText);
}
}
}

ANSWER UPDATED FOLLOWING UPDATE OF THE QUESTION - SEE BELOW
I still think you're right to be using the Factory pattern, and correct in overloading the CreateLabel method; but I think in passing the LabelType to the CreateLabel method, you're missing the point of using the Factory pattern.
Key point: the entire purpose of the Factory pattern is to encapsulate the logic which chooses which concrete subclass to instantiate and return. The calling code should not be telling the Factory which type to instantiate. The benefit is that the code which calls the Factory is therefore shielded from changes to that logic in the future, and also from the addition of new concrete subclasses to the factory. All your calling code need depend on is the Factory, and the Interface type returned from CreateLabel.
The logic in your code at the point where you call the Factory must currently look something like this pseudocode...
// Need to create a label now
ILabel label;
if(we need to create a small label)
{
label = factory.CreateLabel(LabelType.SmallLabel, "ref1");
}
else if(we need to create a large label)
{
label = factory.CreateLabel(LabelType.LargeLabel, "ref1");
}
else if(we need to create a custom label)
{
label = factory.CreateLabel(LabelType.CustomLabel, "ref1", "Custom text")
}
...so you're explicitly telling the Factory what to create. This is bad, because every time a new label type is added to the system, you'll need to...
Change the factory code to deal with the new LabelType value
Go and add a new else-if to everywhere that the factory's called
However, if you move the logic that chooses the LabelType value into your factory, you avoid this. The logic is encapsulated in the factory along with everything else. If a new type of label is added to your system, you only need to change the Factory. All existing code calling the Factory remains the same, no breaking changes.
What is the piece of data that your current calling code uses to decide whether a big label or small label is needed? That piece of data should be passed to the factory's CreateLabel() methods.
Your Factory and label classes could look like this...
// Unchanged
public class BasicLabel: ILabel
{
public LabelSize Size {get; private set}
public string TrackingReference { get; private set; }
public SmallLabel(LabelSize size, string trackingReference)
{
Size = size;
TrackingReference = trackingReference;
}
}
// ADDED THE NULL OR EMPTY CHECK
public class CustomLabel : ILabel
{
public string TrackingReference { get; private set; }
public string CustomText { get; private set; }
public CustomLabel(string trackingReference, string customText)
{
TrackingReference = trackingReference;
if(customText.IsNullOrEmpty()){
throw new SomeException();
}
CustomText = customText;
}
}
public class LabelFactory
{
public ILabel CreateLabel(string trackingReference, LabelSize labelSize)
{
return new BasicLabel(labelSize, trackingReference);
}
public ILabel CreateLabel(string trackingReference, string customText)
{
return new CustomLabel(trackingReference, customText);
}
}
I hope this is helpful.

From reading your question it sounds like your UI collects the information and then uses the factory to create the appropriate label. We use a different approach in the CAD/CAM application I develop.
During startup my applications uses the factory method to create a master list of labels.
Some of my labels have initialization parameters because they are variants of each other. For example we have three type of flat part labels. While others have parameters that are user defined or not known at setup.
In the first case the initialization is handled within the factory method. So I create three instances of FlatPartLabel passing in the needed parameters.
In the second case Label interface has a configure option. This is called by the label printer dialog to populate a setup panel. In your case this is where the tracking reference and CustomText would be passed in.
My label interface also returns a unique ID for each Label type. If I had a specific command to deal with that type of label then I would traverse the list of labels in my application find which one matches the ID, cast it to the specific type of label, and then configure it. We do this when user want to print one label only for a specific flat part.
Doing this means you can be arbitrary complex in the parameters your labels need and not burden your Factory with unessential parameters.

Related

C# Access to subclass Proprieties from base class instance

I don't really know how to formulate my issue it's a bit complicated for me, i'll try my best to explain.
I'm making a space game, i have a base class which represent places, and i want to have different type of places like planets, space stations, asteroïds, trading ships etc. The player can click on those objects and get informations.
So my classes looks like something like this:
public class Place {
public int placeId;
public string placeName;
public string placeDescription;
/* Place constructor */
}
public class Planet : Place {
/* Specific proprieties of planet */
public PlanetType planetType;
public int planetSize;
...
// Planet constructor
public Planet(int placeId, string placeName, string placeDescription, PlanetType planetType, int planetSize) : base(placeId, placeName, placeDescription) {
this.planetType = planetType;
this.planetSize = planetSize;
...
}
}
And i have a delegate which accept a function like selectPlace with Place in parameters because i don't want to make a delegate for each type of Place i have.
In another script which is supposed to show the information of any kind of Place, i recieves the Place object that the player clicked on. I think i found a solution, however is this correct to do something like this ?
private void updateSelectedPlaceUI(object sender, EventsController.PlaceEventArgs placeArgs){
// This is just a test, i should check which type of subclass it is before
Planet planetTest = placeArgs.Place as Planet; // So now i can use planetTest.planetType
}
And placing this in a switch case so i can handle any type. I just want to be able to get the proprieties from any derived class of Place in order to display them in UI. I would like to know a better way to achieve this.
But i'm wondering if my design is ok and necessary, it has been a while since i haven't used inheritance / polymorphism, and i feel like i'm doing it the wrong way.
I would propably make the UI part of showing the properties a specific place generic to accept something like a PropertyItem, you can decide the properties yourself.
public class PropertyItem
{
public string Text { get; set; }
public object Value { get; set; }
}
And then in your select method you would just call the abstract method of your base class (make your base class abstract as well)
public abstract class Place
{
...
public abstract IEnumerable<PropertyItem> GetProperties();
}
And now you can override this in your Planet
public class Planet : Place
{
...
public override IEnumerable<PropertyItem> GetProperties()
{
yield return new PropertyItem { Text = "Size", Value = this.planetSize };
}
}
And eventually you would use the GetProperties() method to get the properties of your place and show them in a tabular or what ever format your UI knows how to handle the PropertyItem type.
private void updateSelectedPlaceUI(object sender, EventsController.PlaceEventArgs placeArgs)
{
MyUserInterfaceWidget.DisplayProperties(placeArgs.Place.GetProperties());
}

How to get number of concrete classes from factory pattern?

Factory pattern usually creates a base class for the concrete classes and the concrete classes then inherit from that base class. For a lot of applications, we need to know the number of the concrete classes this factory can create. For instance, a factory that creates the typical Shape objects (circle, rectangular, etc.) C# code example below:
public class ShapeFactory
{
public IShape GetShape(int shapeIndex)
{
IShape s = null;
const int color = 1;
const int thickness = 5;
switch (shapeIndex)
{
case 1: s = new Square(color, thickness);
break;
case 2: s = new Triangle(thickness);
break;
case 3: s = new Circle(color);
break;
}
return s;
}
}
The user may want to know how many kinds of shapes are supported by the program. I know 2 ways to do this:
Set the number as a constant in the factory class and make it
visible to public. The drawback is that every time you add a new
Shape, you have to manually increase the number of shapes.
Create a dynamic container (List in C#) that contains all instances
of the concrete objects the factory can create. The advantage is
that it can automatically figure out the number of Shapes it can
create, even if new Shape classes are added. The drawback is
obvious, every kind of Shapes have to be created together with the
Shape requested!
What is the best way to do this? Any best practice on this specific topic?
You could create an Enum that has the constants stored for you.
This also helps helps users by knowing the 'possibilities' by the IDE's auto complete features, plus it prevents the user from entering a number 'out of bounds' such as entering '4' in your example. (Mind you I generally write java... so C# isn't my forte, but you can do 'something' similar to this)
public class ShapeFactory
{
enum PossibleShapes {CIRCLE,
SQUARE,
TRIANGLE, // c# allows you to do this (extra comma) on constructors, not sure about Enums, and helps with reducing 'bad' line changes in git/etc.
};
public IShape GetShape(PossibleShapes whichShape)
{
IShape s = null;
switch (shapeCode)
{
case PossibleShapes.SQUARE : s = new Square(color, thickness);
break;
case PossibleShapes.TRIANGLE: s = new Triangle(thickness);
break;
case PossibleShapes.CIRCLE: s = new Circle(color);
break;
}
return s;
}
}
The "issue" of having to edit the class each time you add a new possibility is moot, because you WILL have to edit this class each time you do that, now you just have to edit the 'PossibleShapes' class too.
(Mind you, I still don't think this is proper usage of the Factory Pattern, because I have no clue where the 'color' and 'thickness' values are coming from, but at least this is better than using reflection)
Here is a Builder Pattern Example that I think does a better example encapsulating your object creation for you. (You could use the Factory Method pattern instead of having different named Methods for each Shape you want to 'get' within the builder)
Plus this allows the user to set the color/thickness themselves easily (can still have defaults, but I didn't put that into this code example)
Represents a product created by the builder
public class Shape
{
public Shape()
{
}
public int Color { get; set; }
public int Thickness { get; set; }
}
The builder abstraction
public interface IShapeBuilder
{
// Adding NotNull attribute to prevent null input argument
void SetColor([NotNull]string colour);
// Adding NotNull attribute to prevent null input argument
void SetThickness([NotNull]int count);
Shape GetShape();
}
Concrete builder implementation
public class ShapeBuilder : IShapeBuilder
{
private Shape _shape;
public ShapeBuilder()
{
}
public int GetNumberShapesPossible()
{
//return some # here
}
public void GetSquare(){
this._shape = new Square();
}
public void GetCircle(){
this._shape = new Circle();
}
public void SetColor(string color)
{
this._shape.Color = color;
}
public void SetThickness(int thickness)
{
this._shape.Thickness = thickness;
}
public Shape Build()
{
return this._shape;
}
}
The director
public class ShapeBuildDirector
{
public Shape Construct()
{
ShapeBuilder builder = new ShapeBuilder();
builder.GetCircle();
builder.SetColour(2);
builder.SetThickness(4);
return builder.GetResult();
}
}
You are going to have to change some code somewhere when you want to add new concrete classes to your library. Unless you plan on bundling the concrete classes as some kind of .dll There is just no way around that. There will have to be some edit to a builder/factory/etc somewhere.
You can store the types of shapes in an array then use Activator to create the instance. This takes care of indexing, count, and simplifies your creation function.
static class ShapeFactory
{
private static readonly Type[] _shapes = new Type[] { typeof(Square), typeof(Triangle), typeof(Circle) };
public static int FactorySize
{
get
{
return _shapes.Length;
}
}
public static IShape GetShape(int shapeIndex, params object[] ctorParams)
{
return (IShape)Activator.CreateInstance(_shapes[shapeIndex], ctorParams);
}
}

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. :))

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.

Appropriate design/design pattern for this problem?

I previously posted this, but I guess it was too verbose and irrelevant. My question is also like this. One poster in the second link said the answer (of why you can't do the code below) was a problem of design, specifically "bad use of inheritance". So I'd like to check this issue again with the experts at StackOverflow and see if this is really an issue of "bad inheritance" - but more importantly, how to fix the design.
Like the poster, I'm also confused about the Factory method and how I can apply it. It seems the factory method is for multiple concrete classes that have the exact same implementation as the abstract base class and do not add their own properties. But, as you will see below, my concrete classes build upon the abstract base class and add extra properties.
The Base Class We Build Upon:
public abstract class FlatScreenTV
{
public string Size { get; set; }
public string ScreenType { get; set; }
}
Extension Class Examples:
public class PhillipsFlatScreenTV : FlatScreenTV
{
// Specific to Phillips TVs. Controls the backlight intensity of the LCD screen.
public double BackLightIntensity { get; set; }
}
public class SamsungFlatScreenTV : FlatScreenTV
{
// Specific to Samsung TVs. Controls the time until the TV automatically turns off.
public int AutoShutdownTime { get; set; }
}
Let's say there are more extension classes for more brands of flat screen TVs. And then, let's say we stick them all into a generic List:
public static void Main()
{
List<FlatScreenTV> tvList = new List<FlatScreenTV>();
tvList.Add(new PhillipsFlatScreenTV());
tvList.Add(new SamsungFlatScreenTV());
tvList.Add(new SharpFlatScreenTV());
tvList.Add(new VizioFlatScreenTV());
FlatScreenTV tv = tvList[9]; // Randomly get one TV out of our huge list
}
The Problem:
I want to access the specific properties of whatever 'original' brand TV this variable belongs to. I know the brand because if I call tv.GetType(), it returns the correct 'original' type - not FlatScreenTV. But I need to be able to cast tv from FlatScreenTV back to its original type to be able to access the specific properties of each brand of flat-screen TVs.
Question #1: How can I dynamically cast that, properly - without makeshift hacks and huge if-else chains to brute-guess the 'original' type?
After browsing around similar design issues, most answers are: you can't. Some people say to look at the Factory Pattern, and others say to revise the design using interfaces, but I don't know how to use either to solve this problem.
Question #2: So, how should I design these classes so that I can access the original type's specific properties in the context above?
Question #3: Is this really bad inheritance?
Your design violates the "Liskov Substitution Principle". In other words, the code that deals with items from your list of FlatScreenTV shouldn't know or care what derived type is.
Say your code needs to create a custom remote control GUI. It might be enough to simply know the names and types of the properties of each TV to auto-generate the UI. In which case you could do something like this to expose the custom properties from the base class:
public abstract class FlatScreenTV
{
public FlatScreenTV()
{
CustomProperties = new Dictionary<string,object>();
}
public Dictionary<string,object> CustomProperties { get; private set; }
public string Size { get; set; }
public string ScreenType { get; set; }
}
public class PhillipsFlatScreenTV : FlatScreenTV
{
public PhillipsFlatScreenTV()
{
BackLightIntensity = 0;
}
// Specific to Phillips TVs. Controls the backlight intensity of the LCD screen.
public double BackLightIntensity
{
get { return (double)CustomProperties["BackLightIntensity"]; }
set { CustomProperties["BackLightIntensity"] = value; }
}
}
public class SamsungFlatScreenTV : FlatScreenTV
{
public SamsungFlatScreenTV()
{
AutoShutdownTime = 0;
}
// Specific to Samsung TVs. Controls the time until the TV automatically turns off.
public int AutoShutdownTime
{
get { return (int)CustomProperties["AutoShutdownTime"]; }
set { CustomProperties["AutoShutdownTime"] = value; }
}
}
If you really do need to be working directly with the derived types, then you should instead consider moving to a plugin based architecture. For example, you might have a factory method like this:
IRemoteControlGUI GetRemoteControlGUIFor(FlatScreenTV tv)
which would scan your plugins and find the one that knew how to build the UI for the particular type of FlatScreenTV you passed in. This means that for every new FlatScreenTV you add, you also need to create a plugin that knows how to make its remote control GUI.
Factory Pattern would be the best way to go
I can offer a partial answer:
Firstly read up on Liskov's Substitution Principle.
Secondly you are creating objects that inherit from FlatScreenTV, but apparently for no purpose as you want to refer to them by their SubType (SpecificTVType) and not their SuperType (FlatScreenTV) - This is bad use of Inheritance as it is NOT using inheritance lol.
If your code wants to access properties particular to a given type, then you really want this code encapsulated within that type. Otherwise everytime you add a new TV type, all the code that handles the TV list would need to be updated to reflect that.
So you should include a method on FlatScreenTV that does x, and override this in TV's as required.
So basically in your Main method above, instead of thinking I want to be dealing with TVTypeX, you should always refer to the basetype, and let inheritance and method overriding handle the specific behaviour for the subtype you are actually dealing with.
Code eg.
public abstract class FlatScreenTV
{
public virtual void SetOptimumDisplay()
{
//do nothing - base class has no implementation here
}
}
public class PhilipsWD20TV
{
public int BackLightIntensity {get;set;}
public override void SetOptimumDisplay()
{
//Do Something that uses BackLightIntensity
}
}
"the factory method is for multiple concrete classes that have the exact same implementation as the abstract base class [interface] and do not add their own properties."
No, speaking more practical, than theorical, the factory method can provide you with objects of concrete classes, in which the concrete classes, must have some common methods and interfaces, but, also some additional specific attributes.
Sometimes I use a method that creates the same class object every time I called, and I need to call it several times, and sometimes I use a method that create several different class objects, and that maybe be confusing, maybe another question.
And, your further comment about a switch sentence, with many options, when using the factory pattern, you usually provide an identifier for the concrete class / concrete object. This can be a string, an integer, an special type id, or an enumerated type.
You could use an integer / enum ID instead, and use a collection to lookup for the concrete class.
You can still leverage a factory. The point of a factory IMO is to put all the heavy lifting of constructing your various TVs in one place. To say categorically "a factory is for multiple concrete classes that have the exact same implementation as the abstract base class" is forgetting about polymorphism.
There is no law that says you cannot use a factory pattern because the sub classes declare unique properties and methods. But the more you can make use of polymorphism, the more a factory pattern makes sense. Also as a general guideline, IMHO, the more complexity that must go into constructing from the base the better off you are in the long run using a factory because you are "encapsulating change" - that is, constructing concrete classes is likely to change due to differing requirements and inherent construction complexity (a design analysis decision, to be sure) . And that change is in a single class - the factory.
Try this: Define everything in the abstract class and then for a given TV subclass either write concrete-specific code, and for those that don't apply write some standard "I don't do that" code.
Think about all the things your TVs do in generic terms: turn on, turn off, etc. Write a virtual method shell in the base class for all the generic things a TV does - this is a simple example of the template method pattern by the way. Then override these in the concrete classes as appropriate.
There are other things you can do in the base class to make it more fundgeable (that's a technical term meaning "reference subclasses as the base class, but do sub-classy things").
Define delegate methods (very powerful yet under-utilized)
use params[] for dynamic method parameter lists
Make Property delegates
Static methods
Declare Properties and methods "abstract" - forces sub-class implementation, vis-a-vis "virtual"
Hide inherited stuff in the sub class (generally using "new" keyword to communicate that it's on purpose)
If construction parameters are numerous or complex, create a class specifically designed to pass configuration to the factory's build method.
public class TVFactory {
public TV BuildTV(Brands thisKind) {
TV newSet;
switch (thisKind) {
case Brands.Samsung :
Samsung aSamsungTV = new Samsung();
aSamsungTV.BacklightIntensity = double.MinVal;
aSamsungTV.AutoShutdownTime = 45; //oops! I made a magic number. My bad
aSamsungTV.SetAutoShutDownTime = new delegate (newSet.SetASDT);
newSet = aSamsungTV;
break;
. . .
} // switch
}
//more build methods for setting specific parameters
public TV BuildTV (Brands thisKind, string Size) { ... }
// maybe you can pass in a set of properties to exactly control the construction.
// returning a concrete class reference violates the spirit of object oriented programming
public Sony BuildSonyTV (...) {}
public TV BuildTV (Brands thisKind, Dictionary buildParameters) { ... }
}
public class TV {
public string Size { get; set; }
public string ScreenType { get; set; }
public double BackLightIntensity { get; set; }
public int AutoShutdownTime { get; set; }
//define delegates to get/set properties
public delegate int GetAutoShutDownTime ();
public delegate void SetAutoShutDownTime (object obj);
public virtual TurnOn ();
public virtural TurnOff();
// this method implemented by more than one concrete class, so I use that
// as an excuse to declare it in my base.
public virtual SomeSonyPhillipsOnlything () { throw new NotImplementedException("I don't do SonyPhillips stuff"); }
}
public class Samsung : TV {
public Samsung() {
// set the properties, delegates, etc. in the factory
// that way if we ever get new properties we don't open umpteen TV concrete classes
// to add it. We're only altering the TVFactory.
// This demonstrates how a factory isolates code changes for object construction.
}
public override void TurnOn() { // do stuff }
public override void TurnOn() { // do stuff }
public void SamsungUniqueThing () { // do samsung unique stuff }
internal void SetASDT (int i) {
AutoShutDownTime = i;
}
}
// I like enumerations.
// No worries about string gotchas
// we get intellense in Visual Studio
// has a documentation-y quality
enum Brands {
Sony
,Samsung
,Phillips
}

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