Parsing files to set data of an object - a design question - vb.net

I recently had to write some code which parsed a file to set data in an object. As there were several objects and corresponding files involved here, I decided to separate the parsing code out.
So I then had one class for parsing the files, CommandFileParser, and two classes per file/object type: one for the actual object itself and one for the possible commands that may be used to set the data in the object. e.g. VectorDrawing and VectorDrawingCommands. The latter's methods would be called by CommandFileParser using reflection as it found them in the input file, and applied data to the former.
But to me this seems like a really messy way of doing it. I ended up repeating loads of boilerplate code doing stuff like dataobject.value = value in all the of -Commands classes. And I don't like having an auxillary class per main data class just to set the data.
Can anyone suggest any ideas for cleaner and more appropriately OO ways of doing this?

"I ended up repeating loads of boilerplate code doing stuff like dataobject.value = value."
The assignment statement isn't really "boilerplate". It's the most important statement you have; the fact that there are many means you're doing lots of important things.
However, other "boilerplate" could be anything. Could you provide examples of the specific boilerplate you object to?

If all of your commands just involve direct assignments, perhaps you don't need the command objects. Can you directly do reflection on the objects themselves and get rid of the command objects entirely?
Another possibility is that you have two classes of commands: One is directly implemented by the object, e.g., simple property setting, and the other that is implemented by external command objects, e.g., for commands that need to do calculations or set multiple properties. You do the same reflection as before, but just check two objects.
BTW, I like the idea of using reflection to look for commands. It makes it incredibly easy to add new commands.

I don't know about VB.Net, but in all OO language with which I'm familiar, the normal approach is for a mutable object to contain the methods that set its own attributes' values, rather than putting that work into a second class.
Is there some reason why you wouldn't put the methods in your current VectorDrawingCommands class directly in VectorDrawing instead, and eliminate VectorDrawingCommands completely?

Maybe you want each Class to inherit the CommandFileParser instead of separating it out.

Why couldn't you just use reflection to set the values of the fields or properties directly and remove the entire concept of the -Commands classes?

Related

Design pattern - object used for common data access

I am looking for the correct design pattern to use in the following situation:
I have a process which runs and during this process I need to attach several properties to an object in the system. The object is of the same type but at runtime it might exhibit slightly different behaviour and therefore the way the properties are set can be different depending on the type.
Regardless of the type and behaviour of these objects I want to set the same properties on each.
I then need an object to parse these properties at another point in the process
What is the best way to approach this?
I would suggest you not try to pick a design pattern before coding. First, write the code. Then, start abstracting any redundant code, or code that varies. To understand abstracting code that varies, read Head First Design Patterns. At the very beginning of that book is an example of abstracting what varies, using the strategy pattern. The SimUDuck example there is one of the best-explained examples I've ever seen of the strategy pattern. It sounds like that's what you're asking about. However, your question doesn't have a concrete example of what you're trying to do, so giving a concrete example is difficult here.
Having said that, it sounds like you need good, ol' fashioned polymorphism here: you need to treat all objects the same way, and set the same properties, just with different values. To do this, create an interface and have all of your different types implement that interface. Then, in the calling/consuming code, deal with each of those concrete types as the interface.
If you try to pick a design pattern first, many times you'll end up finding that things change based on the details of the implementation, and your original guess at a design pattern ends up being the wrong fit. Then you end up coding to meet a design pattern and not solving the real problem. Write the code first, even if it's ugly. Get it working. Then find areas to abstract and it will naturally evolve into a design pattern on its own.
If i properly understand, you want add behaviours in runtime???
If yes, so i think - decorator (aka wrapper) design pattern can be good.

Is it OK to create an object inside a function

I work on a class in VBA, that encapsulates downloading stuff with MSXML2.XmlHttp.
There are three possibilities for the return value: Text, XML and Stream.
Should I create a function for each:
aText=myDownloader.TextSynchronous(URL,formData,dlPost,....)
aXml.load myDownloader.XmlSynchronous(URL,formData,dlPost,....)
Or can I just return the XmlHttpObject I created inside the class and then have
aText=myDownloader.Synchronous(URL,formData,dlPost,.....).ResponseText
aXML=myDownloader.Synchronous(URL,formData,dlPost,.....).ResponseXML
In the former case I can set the obj to nothing in the class but have to write several functions that are more or less the same.
In the latter case, I relay on the "garbage collector" but have a leaner class.
Both should work, but which one is better coding style?
In my opinion, the first way is better because you don't expose low level details to a high level of the abstraction.
I did something similar with a web crawler in Java, so I have a class only to manipulate the URL connection getting all the needed data (low level) and a high level class using the low level class that return an object called Page.
You can have a third method that only execute myDownloader.Synchronous(URL,formData,dlPost,.....) and stores the returned object in a private variable and the others method only manipulate this object. This form, you will only open the connection one time.
After much seeking around in the web (triggered by the comment by EmmadKareem) I found this:
First of all, Dont do localObject=Nothing at the end of a method - the variable goes out of scope anyway and is discarded. see this older but enlightening post on msdn
VBA uses reference counting and apart from some older bugs on ADO this seems to work woute well and (as I understand) immediately discards ressources that are not used anymore. So from a performance/memory usage point of view this seems not to be a problem.
As to the coding style: I think the uncomfortable fdeeling I had when I designed this could go away by simply renaming the function to myDownloader.getSyncDLObj(...) or some such.
There seem to be two camps on codestyle. One promotes clean code, which is easy to read, but uses five lines everytime you use it. Its most important prerogative is "every function should do one thing and one thing only. Their approach would probably look something like
myDownloader.URL="..."
myDownloader.method=dlSync
myDownloader.download
aText=myDownloader.getXmlHttpObj.ResponseText
myDownloader.freeResources
and one is OK with the more cluttered, but less lineconsuming
aText=myDownloader.getSyncObj(...).ResponseText
both have their merits both none is wrong, dangerous or frowned upon. As this is a helper class and I use it to remove the inner workings of the xmlhttp from the main code I am more comfortable with the second approach here. (One line for one goal ;)
I would be very interested on anyones take on that matter

How to share/reuse a Lua script for multiple entities?

I'm in the design/skeleton coding phase of my C++ game with Lua scripting, but I have run into a design issue:
The game will have many copies of the same kind of entities, with behavior controlled by the same script. Is there a straightforward way I can share the script between entities of the same type in a single lua_state? I have only been able to find this question asked a couple of times on the Internet; I have read mixed feedback on whether or not it's a good idea to load the same script in different lua_state's, and not in-depth feedback on alternatives.
It's simple and bullet-proof, but I think loading, compiling, and storing addition copies of the same byte code with each instance of the same entity type created is a tragic waste, so I would like to figure out a smarter solution.
These are the two solutions I have thought of. I'm not new to programming or C or OO concepts but I am still learning when it comes to Lua and especially the Lua/C API. I think my ideas are sound but I am not even sure how I would go about implementing them.:
Implement OO in the Lua script and have each entity be represented by a Lua object; all the Lua logic would act on the object. This would also have the benefit (or the "benefit") of allowing the global environment to be changed by anything single entity.
Encapsulate each entity in its own environment using setfenv and copy references of all of the functions from the global space. As I understand it the env is just a different table than the default global, but I've looked into setfenv but I don't know how I would do that.
1 and 2 are just different sides of the same coin, more or less. It's simply a matter of where the object goes. In type 1, the object is an explicit part of the Lua script. Which means the script decides how it wants to set up its objects.
In type 2, the object is the environment. It is still a Lua table, but one created for it by the external code. The script cannot break free of the confines of this object, except in the ways that the external code allows.
The easiest way for me to implement type 1 would be with Luabind. I'd have an AI object as a C++ class, which Lua would be able to derive from. Running the "main script" for that AI would create an instance of that class. You would pass the script parameters, like the name of the entity it controls, maybe a reference it can use to control it, etc.
Type 2 is fairly simple. First, you create the new environment by creating an empty table and populating it with the global variables that you want the user to be able to have access to. These would be for things like talking to game-state (find other objects in the scene, etc), ways to move the entity in question around, and so forth. There are metatable tricks you can play to effectively make these values immutable and constant, so the user can't modify them later.
Then, you load the script with lua_loadstring or lua_loadfile. This puts a function on the Lua stack that represents that Lua script. Then you apply this table as that script function's environment with lua_setfenv. You can then run that script, passing whatever variables you wish (the name of the entity, etc).

Reading a pointer from XML without being sure the relevant Obj-C instance exists

I have a "parent" Obj-C object containing (in a collection) a bunch of objects whose instance variables point to one another, possibly circularly (fear not, no retaining going on between these "siblings"). I write the parent object to XML, which of course involves (among other things) writing out its "children", in no particular order, and due to the possible circularity, I replace these references between the children with unique IDs that each child has.
The problem is reading this XML back in... as I create one "child", I come across an ID, but there's no guarantee the object it refers to has been created yet. Since the references are possibly circular, there isn't even an order in which to read them that solves this problem.
What do I do? My current solution is to replace (in the actual instance variables) the references with strings containing the unique IDs. This is nasty, though, because to use these instance variables, instead of something like [oneObject aSibling] I now have to do something like [theParent childWithID:[oneObject aSiblingID]]. I suppose I could create an aSibling method to simplify things, but it feels like there's a cleaner way than all this. Is there?
This sounds an awful lot like you are re-inventing NSCoding as it handles circular references, etc... Now, there might be a good reason to re-invent that wheel. Only you can answer that question.
In any case, sounds like you want a two pass unarchival process.
Pass 1: Grab all the objects out of the backing store and reconstitute. As each object comes out, shove it in a dictionary or map with the UID as the key. Whenever an object contains a UID, register the object as needing to be fixed up; add it to a set or array that you keep around during unarchival.
Pass 2: Walk the set or array of objects that need to be fixed up and fix 'em up, replacing the UIDs with objects from the map you built in pass #1.
I hit a bit of parse error on that last paragraph. Assuming your classes are sensibly declared, they ought to be able to repair themselves on the fly.
(All things considered, this is exactly the kind of data structure that is much easier to implement in a GC'd environment. If you are targeting Mac OS X, not the iPhone, turning on GC is going to make your life easier, most likely)
Java's serialization process does much the same thing. Every object it writes out, it puts in a 'previously seen objects' table. When it comes to writing out a subsequent reference, if it's seen the object before, then it writes out a code which indicates that it's a previously seen object from the list. When the reverse occurs, whenever it sees such a reference, it replaces it on the fly with the instance before.
That approach means that you don't have to use this map for all instances, but rather the substitution happens only for objects you've seen a second time. However, you still need to be able to uniquely reference the first instance you've got written, whether by some pointer to a part in the data structure or not is dependent on what you're writing.

Selecting the Correct View for an Object Type

I've had this problem many times before, and I've never had a solution I felt good about.
Let's say I have a Transaction base class and two derived classes AdjustmentTransaction and IssueTransaction.
I have a list of transactions in the UI, and each transaction is of the concrete type AdjustmentTransaction or IssueTransaction.
When I select a transaction, and click an "Edit" button, I need to decide whether to show an AdjustmentTransactionEditorForm or an IssueTransactionEditorForm.
The question is how do I go about doing this in an OO fashion without having to use a switch statement on the type of the selected transaction? The switch statement works but feels kludgy. I feel like I should be able to somehow exploit the parallel inheritance hierarchy between Transactions and TransactionEditors.
I could have an EditorForm property on my Transaction, but that is a horrible mixing of my UI peanut butter with my Model chocolate.
Thanks in advance.
You need to map your "EditorForm" to a transaction at some point. You have a couple options:
A switch statement...like you, I think this stinks, and scales poorly.
An abstract "EditorForm" property in base Transaction class, this scales better, but has poor seperation of concerns.
A Type -> Form mapper in your frontend. This scales fairly well, and keeps good seperation.
In C#, I'd implement a Type -> Form mapper like this:
Dictionary <Type,Type> typeMapper = new Dictionary<Type,Type>();
typeMapper.Add(typeof(AdjustTransaction), typeof(AdjustTransactionForm));
// etc, in this example, I'm populating it by hand,
// in real life, I'd use a key/value pair mapping config file,
// and populate it at runtime.
then, when edit is clicked:
Type formToGet;
if (typeMapper.TryGetValue(CurrentTransaction.GetType(), out formToGet))
{
Form newForm = (Form)Activator.CreateInstance(formToGet);
}
You probably don't want to tie it to the inheritance tree--that will bind you up pretty good later when you get a slight requirements change.
The relationship should be specified somewhere in an external file. Something that describes the relationship:
Editing AdujustmentTransaction = AdjustmentTransactionEditorForm
Editing IssueTransaction = IssueTransactionEditorForm
With a little bit of parsing and some better language than I've used here, this file could become very generalized and reusable--you could reuse forms for different objects if required, or change which form is used to edit an object without too much effort.
(You might want users named "Joe" to use "JoeIssueTransactionEditorForm" instead, this could pretty easily be worked into your "language")
This is essentially Dependency Injection--You can probably use Spring to solve the problem in more general terms.
Do I miss something in the question? I just ask because the obvious OO answer would be: Polymorph
Just execute Transaction.editWindow() (or however you want to call it), and
overwrite the method in AdjustmentTransaction and IssueTrasaction with the required functionality. The call to element.editWindow() then opens the right dialog for you.
An alternative to the Dictionary/Config File approach would be
1) to define a interface for each of the transaction editors.
2) In your EXE or UI assembly have each of the forms register itself with the assembly that creates the individual transaction.
3) The class controlling the registration should be a singleton so you don't have multiple form instances floating around.
3) When a individual transaction is created it pulls out the correct form variable from the registration object and assigns it do an internal variable.
4) When the Edit method is called it just uses the Show method of the internal method to start the chain of calls that will result in the display of that transacton editor.
This eliminates the need for config files and dictionaries. It continues to separate the UI from the object. Plus you don't need any switch statement
The downside is having to write the interface for each every form in addition to the form itself.
If you have a great deal of different types of editors (dozens) then in that case I recommend that you use the Command Pattern
You have a master command that contains the dictonary recommend by Jonathan. That commands in turns will use that dictornary to execute one of a number of other command that calls the correct form with the correct object. The forms continue to be separate from the object themselves. The forms reside in the Command assembly. In addition you don't have to update the EXE to add another editor only the Command assembly. Finally by putting things inside of Command you can implement Undo/Redo a lot easier. (Implement a Unexecute as well as a Execute)