JavaScript is a single-threaded language, but it can perform tasks asynchronously using various techniques. This article will guide you through mastering JavaScript async programming with detailed examples.
Callbacks
A callback is a function passed as an argument to another function. This technique allows a function to call another function when a task is completed.
function downloadFile(url, callback) {
// Simulate file download with setTimeout
setTimeout(function() {
console.log(`Downloaded file from ${url}`);
callback();
}, 3000);
}
downloadFile('http://example.com/file.txt', function() {
console.log('Finished downloading file');
});
In this example, downloadFile simulates downloading a file from a URL. When the download is complete, it calls the callback function, which logs a message to the console.
Promises
A Promise is an object representing the eventual completion or failure of an asynchronous operation. It’s a more powerful alternative to callbacks for handling asynchronous operations.
function downloadFile(url) {
return new Promise(function(resolve, reject) {
// Simulate file download with setTimeout
setTimeout(function() {
console.log(`Downloaded file from ${url}`);
resolve();
}, 3000);
});
}
downloadFile('http://example.com/file.txt')
.then(function() {
console.log('Finished downloading file');
});
In this example, downloadFile returns a Promise that resolves after downloading a file. The then method is used to schedule a callback when the Promise is resolved.
Async/Await
Async/await is a syntax sugar built on top of Promises. It makes asynchronous code look and behave like synchronous code.
async function downloadFile(url) {
// Simulate file download with setTimeout
await new Promise(function(resolve, reject) {
setTimeout(function() {
console.log(`Downloaded file from ${url}`);
resolve();
}, 3000);
});
}
async function main() {
await downloadFile('http://example.com/file.txt');
console.log('Finished downloading file');
}
main();
In this example, downloadFile is an async function that returns a Promise. The await keyword is used to pause the execution of the async function until the Promise is resolved.
Generators
Generators are special kinds of functions that can pause their execution and resume later. They are often used with Promises to manage asynchronous operations.
function* downloadFiles(urls) {
for (let url of urls) {
yield new Promise(function(resolve, reject) {
// Simulate file download with setTimeout
setTimeout(function() {
console.log(`Downloaded file from ${url}`);
resolve();
}, 3000);
});
}
}
async function main() {
let generator = downloadFiles(['http://example.com/file1.txt', 'http://example.com/file2.txt']);
for await (let promise of generator) {
console.log('Finished downloading file');
}
}
main();
In this example, downloadFiles is a generator function that yields Promises for each URL in the input array. The for await...of loop is used to iterate over these Promises and wait for each one to resolve.
Mastering these techniques will help you write efficient, readable, and maintainable asynchronous code in JavaScript.
Some common use cases for async/await
Async/await in JavaScript is primarily used to write asynchronous code in a synchronous manner. Here are some common use cases:
API Calls: Async/await is often used when making API calls. For instance, when you need to fetch data from an API, you start the fetch and then wait for it to complete without blocking the rest of your code.
async function fetchData() {
const response = await fetch('https://api.example.com/data');
const data = await response.json();
console.log(data);
}
fetchData();
Database Operations: Async/await can be used for reading from or writing to a database, which are typically asynchronous operations.
async function getUser(userId) {
const user = await database.users.findOne({ id: userId });
console.log(user);
}
getUser('123');
File System Operations: In Node.js, async/await can be used for file system operations like reading or writing files.
const fs = require('fs').promises;
async function readFile(filePath) {
const data = await fs.readFile(filePath, 'utf-8');
console.log(data);
}
readFile('./test.txt');
Delay Execution: Async/await can be used with setTimeout inside a Promise to delay execution of an operation.
function delay(milliseconds) {
return new Promise(resolve => setTimeout(resolve, milliseconds));
}
async function delayedLog(item) {
await delay(1000);
console.log(item);
}
async function processArray(array) {
for (const item of array) {
await delayedLog(item);
}
}
processArray([1, 2, 3, 4]);
In this example, each item in the array is logged after a delay of 1 second.
Remember that error handling in async/await can be done using try/catch blocks. This is an important aspect of writing robust asynchronous JavaScript code.
Errors with async/await
Error handling in async/await can be achieved using try/catch blocks. Here’s an example:
In this example, if either fetch or response.json() fails, the control will go to the catch block, and the error will be logged to the console.
It’s important to handle errors in async/await to prevent unhandled promise rejections, which can lead to unexpected behavior in your JavaScript applications. Always wrap your await calls in try/catch blocks when working with async/await. This will ensure that any errors that occur during the execution of asynchronous code are properly caught and handled.
How to handle errors with callbacks?
Error handling with callbacks in JavaScript is typically done by following a convention known as the “Error-first Callback”. In this convention, the first argument of the callback function is reserved for an error object. If there is an error, it will be passed as the first argument, and the other data will be passed in subsequent arguments.
Here’s an example:
function doAsyncTask(callback) {
setTimeout(function() {
try {
let result = someFunctionThatMightThrow(); // This might throw an error
callback(null, result); // If everything went well, pass null as the first argument
} catch (error) {
callback(error); // If there was an error, pass it as the first argument
}
}, 1000);
}
doAsyncTask(function(error, data) {
if (error) {
console.error('An error occurred:', error);
} else {
console.log('Received data:', data);
}
});
In this example, doAsyncTask performs an asynchronous operation that might throw an error. If an error is thrown, it’s passed to the callback as the first argument. If no errors are thrown, null is passed as the first argument (indicating no errors), and the result of the operation is passed as the second argument.
The callback function checks if the first argument is truthy. If it is, that means an error occurred and it logs the error. If it’s not truthy (i.e., null), that means no errors occurred and it logs the received data.
This “error-first” convention is widely used in Node.js and makes it easier to handle errors consistently in your asynchronous JavaScript code.
Optimize ORM performance in a distributed software system
Optimizing ORM performance in distributed software system is crucial to ensuring your application runs smoothly and efficiently. ORM tools simplify the interaction between your application and its database by mapping database tables to objects in your code. However, as your software system grows and becomes distributed, ORM performance can become a bottleneck
Lazy Loading
This technique defers the initialization of an object until it is needed. It can significantly improve performance by avoiding unnecessary data loads.
Example in .NET C# .NET core
publicclassCustomer{publicint CustomerId {get;set;}private List<Order> _orders;public List<Order> Orders{get{if(_orders==null){_orders=LoadOrdersFromDatabase();}return_orders;}}private List<Order>LoadOrdersFromDatabase(){// Load orders from the database based on CustomerId// This is just a placeholder. Replace it with your actual data access code.returnnew List<Order>();}}
In this example, the Orders property for a Customer object is loaded lazily. That is, the orders are not loaded from the database when a Customer object is instantiated. Instead, the orders are loaded only when the Orders property is accessed for the first time. This can improve performance by avoiding unnecessary database queries. However, please replace LoadOrdersFromDatabase() with your actual data access code.
Eager Loading
Contrary to lazy loading, eager loading fetches all related data in a single query. This can be beneficial when you know you’ll need the related data for each object, as it reduces the number of queries.
In this example, when you query the Customers from the database, the related Orders for each Customer are also loaded at the same time. This is done by using the Include method, which tells Entity Framework to also load the related entities. This can improve performance by reducing the number of queries to the database when you know you’ll need the related data for each object. However, it can also lead to loading more data than necessary if you don’t actually need the related data for each object. So it’s important to use this feature judiciously.
Caching
Implementing a cache for frequently accessed data can reduce the load on the database and improve response times. Be mindful of cache invalidation strategies to ensure data consistency.
using System;using System.Runtime.Caching;publicclassProgram{staticvoidMain(string[] args){ MemoryCache cache =MemoryCache.Default;// Add data to cachestring key ="KeyName";object value ="This is the cached data";cache.Add(key,value,DateTimeOffset.UtcNow.AddHours(1));// Retrieve data from cacheif(cache.Contains(key)){Console.WriteLine(cache.Get(key));}}}
a key-value pair is added to the cache with an expiration time of 1 hour. When retrieving data, it first checks if the key exists in the cache. If it does, it retrieves the data from the cache instead of from a more expensive resource like a database. This can significantly improve performance by reducing the load on the database and improving response times. However, it’s important to manage your cache properly to ensure that your data remains consistent and your cache does not consume too much memory.
Batch Operations
Instead of performing CRUD operations one by one, batch them together to reduce the number of database hits.
Database Indexing
Proper indexing based on the application’s read-write patterns can significantly speed up query execution.
Denormalization
While normalization reduces data redundancy, denormalization can sometimes improve read performance at the cost of some redundancy.
Sharding
Distributing data across different databases (shards) can help in balancing the load and improving performance in large-scale systems.
Connection Pooling
Reusing database connections rather than creating new ones for each request can save overhead and improve performance.
using System.Data.SqlClient;publicclassProgram{staticvoidMain(string[] args){string connectionString ="Data Source=(local);Initial Catalog=YourDatabase;Integrated Security=True;Pooling=True;Max Pool Size=100;Min Pool Size=10";using(SqlConnection connection =new SqlConnection(connectionString)){connection.Open();// Execute your database operations here}}}
a connection string is defined with Pooling=True, which enables connection pooling. The Max Pool Size and Min Pool Size parameters are also set, which define the maximum and minimum number of connections that the pool will maintain.
When the SqlConnection object is disposed at the end of the using block, the connection is not actually closed. Instead, it’s returned to the connection pool so it can be reused in subsequent database operations. This can significantly improve performance by avoiding the overhead of establishing a new database connection for each operation.
Query Optimization
It’s crucial to write efficient queries. Avoid using SELECT * and only fetch the fields you need. Also, avoid N+1 query problems where a separate query is executed for each related record.
Use of Stored Procedures
Stored procedures can encapsulate complex queries on the database side, reducing network traffic since only the procedure call is sent over the network.
Vertical Partitioning
This involves splitting a table into smaller ones where each table stores different columns of the original data. It’s useful when tables have columns that are not often accessed.
Horizontal Partitioning
This is splitting a table into smaller ones where each table stores different rows of data. It’s useful when a table has a large number of rows.
Replication
Replicating data across multiple databases can improve read performance. However, it adds complexity to maintaining data consistency.
Avoiding ORM When Necessary
While ORMs can increase developer productivity, they can sometimes lead to performance issues due to their overhead. For complex queries or performance-critical paths, consider using raw SQL.
Monitoring and Profiling
Regularly monitor your system and profile your queries to identify bottlenecks and optimize accordingly.
Kubernetes Cluster or Kubernetes is open-source software that allows you to run application pods inside a cluster of master and worker nodes. A cluster must at least have 1 master and 1 worker node. A pod is simply a group of containers.
The master node is responsible for managing the cluster and ensuring that the desired state (defined in the YAML configuration files) is always maintained.
If the master node detects that a pod/node has gone down, it restarts it. If it detects a substantial rise in traffic, it auto-scales the cluster by spawning new pods.
The master node is accompanied by worker node(s). These run the application containers. Each Kubernetes node has the following components:
Kube-proxy: A network proxy that allows pods to communicate.
Kubelet: It’s responsible for starting the pods, and maintaining their state and lifetime.
Container runtime: A package that creates containers, and allows them to interact with the operating system. Docker used to be the primary container runtime until the Kubernetes team deprecated it in v1.20.
However, you can still set Docker up using cri-dockerd, open-source software that lets you integrate Docker with the Kubernetes Runtime Interface (CRI).
In this article, we will be using containerd as our runtime. Let’s begin!
Step 1. Install containerd
To install containerd, follow these steps on both VMs:
Load the br_netfilter module required for networking.
sudo modprobeoverlaysudo modprobebr_netfiltercat <<EOF | sudo tee /etc/modules-load.d/containerd.confoverlaybr_netfilterEOF
2. To allow iptables to see bridged traffic, as required by Kubernetes, we need to set the values of certain fields to 1.
7. Finally, to apply these changes, we need to restart containerd.
sudo systemctlrestartcontainerd# To check that containerd is indeed running, use this command:ps -ef| grep containerd# Expect output similar to this:# root 63087 1 0 13:16 ? 00:00:00 /usr/bin/containerd
Step 2. Install Kubernetes
Update the apt package index and install packages needed to use the Kubernetes apt repository:
sudo apt-get update
sudo apt-get install -y apt-transport-https ca-certificates curl
# Download the Google Cloud public signing key:
curl -fsSL https://packages.cloud.google.com/apt/doc/apt-key.gpg | sudo gpg --dearmor -o /etc/apt/keyrings/kubernetes-archive-keyring.gpg
# Add the Kubernetes apt repository:
echo "deb [signed-by=/etc/apt/keyrings/kubernetes-archive-keyring.gpg] https://apt.kubernetes.io/ kubernetes-xenial main" | sudo tee /etc/apt/sources.list.d/kubernetes.list
Update apt package index, install kubelet, kubeadm and kubectl, and pin their version:
Note: In releases older than Debian 12 and Ubuntu 22.04, /etc/apt/keyrings does not exist by default. You can create this directory if you need to, making it world-readable but writeable only by admins.
The kubelet is now restarting every few seconds, as it waits in a crashloop for kubeadm to tell it what to do.
Step 3. Setting up the cluster
With our container runtime and Kubernetes modules installed, we are ready to initialize our Kubernetes cluster.
Run the following command on the master node to allow Kubernetes to fetch the required images before cluster initialization: and Initialize the cluster
sudo kubeadm config images pull
sudo kubeadm init --pod-network-cidr=10.244.0.0/16
# The initialization may take a few moments to finish. Expect an output #similar to the following:
# Your Kubernetes control-plane has initialized successfully!
To start using your cluster, you need to run the following as a regular user:
Alternatively, if you are the root user, you can run:
export KUBECONFIG=/etc/kubernetes/admin.conf
You should now deploy a pod network to the cluster. Run kubectl apply -f [podnetwork].yaml with one of the options listed at Kubernetes.
You will see a kubeadm join at the end of the output. Copy and save it in some file. We will have to run this command on the worker node to allow it to join the cluster. But fear not, if you forget to save it, or misplace it, you can also regenerate it using this command:
sudo kubeadm token create --print-join-command
Deploy a pod network to our cluster. This is required to interconnect the different Kubernetes components.
WebRTC, or Web Real-Time Communication, is a technology that allows for real-time communication between devices using peer-to-peer connections. WebRTC makes it perfect for creating chat servers, as it allows for fast and efficient communication between clients. In this blog post, we will be creating a basic chat server using WebRTC and providing an example of how to create a client in JavaScript.
Table of Contents
The WebRTC Chat Server
To start, we will create a basic WebRTC server using the peerjs library. peerjs is a JavaScript library that abstracts away the complexity of WebRTC, making it easier to create a server. You’ll need to install peerjs using npm:
npm install peer
We will create a basic server using Node.js, using the peerjs library to handle connections and communication between clients.
This code creates an HTTP server using the express library and attaches the PeerServer to it. The server is set to listen on port 9000 and the path ‘/myapp’ is set as the WebRTC path.
The Chat Client
To connect to the chat server, a client can use the WebRTC API built into modern web browsers. Here is an example of how to create a simple chat client using JavaScript that connects to the chat server:
<scriptsrc="https://unpkg.com/peerjs@1.3.2/dist/peerjs.min.js"></script><script>// Connect to the chat serverconstpeer=newPeer();peer.on('open',function(id){console.log('My peer ID is: '+id);});// Handle incoming messagespeer.on('connection',function(conn){conn.on('data',function(data){console.log('Received',data);});});// Connect to another clientconstconn=peer.connect('other-client-id');conn.on('open',function(){conn.send('Hello!');});</script>
This code creates a new Peer object, which connects to the server we created earlier. The onopen event is used to display the client’s ID in the console when the connection is established. The connection event is used to handle incoming messages, and the data event is used to display the message in the console. The connect method is used to connect to another client, and the send method is used to send messages to the connected client.
As a basic example, this chat server is not handling errors that may occur during the execution of the program and is missing security features such as authentication and encryption which is required in production-ready chat server.
In The Chat Server Enable audio and video calling
Enabling audio and video calling in a WebRTC chat server using the peerjs library is relatively straightforward. The peerjs library provides a getUserMedia method that allows you to access the user’s microphone and camera. Here is an example of how to enable audio and video calling in the chat server:
constexpress=require('express');constPeerServer=require('peer').PeerServer;constapp=express();constserver=app.listen(9000);constpeerServer=PeerServer({port:9000,path:'/myapp',allow_discovery:true});peerServer.on('connection',(client)=>{client.on('call',(call)=>{navigator.getUserMedia({video:true,audio:true},(stream)=>{call.answer(stream);// Answer the call with the user's microphone and cameracall.on('stream',(remoteStream)=>{// Display the remote stream in a video elementconstvideo=document.getElementById('remote-video');video.srcObject=remoteStream;});},(err)=>{console.log(err);});});});
This code creates an HTTP server using the express library and attaches the PeerServer to it. The server is set to listen on port 9000 and the path ‘/myapp’ is set as the WebRTC path. The allow_discovery options set to true, so clients can discover each other and connect.
The connection event is used to handle incoming connections and the call event is used to handle incoming calls. The getUserMedia method is used to access the user’s microphone and camera, and the answer method is used to answer the call with the user’s microphone and camera. The stream event is used to display the remote stream in a video element.
Please note that this is a basic example, In a production-ready chat server, you will need to handle errors that may occur during the execution of the program and add security features such as authentication and encryption.
In conclusion, you can use the peerjs library to enable audio and video calling in a WebRTC chat server. The library provides a simple API for accessing the user’s microphone and camera and handling communication between clients.
WebSockets are a powerful tool for creating real-time communication applications, such as chat servers. They allow for bidirectional communication between a client and a server, allowing for fast and efficient communication. In this blog post, we will be creating a basic chat server using WebSockets in .NET 6 and providing an example of how to create a client and client javascript chat UI.
The Chat Server
To start, we will create a basic WebSocket server using the System.Net.WebSockets namespace in C#. We will create a separate listener class to handle incoming connections, and a chat class to handle communication between clients.
This server listens for incoming WebSocket connections on the “http://localhost:8080/” URI prefix. When a new connection is made, a unique ID is generated for the client and the socket is added to a dictionary of connected clients. The server then enters a while loop to continuously listen for messages from the client. If the message is intended for all clients, the “SendToAllMessage” method is called. If the message is intended for a specific client, the “SendToClientMessage” method is called, which sends the message to the client with the specified ID.
The Client and Client Javascript Chat UI
To connect to the chat server, a client can use the WebSocket API built into modern web browsers. Here is an example of how to create a simple chat UI using HTML, CSS, and JavaScript that connects to the chat server:
<!DOCTYPEhtml><html><head><title>Chat</title><style>/* CSS for styling the chat UI */</style></head><body><divid="chat-container"><divid="messages"></div><formid="message-form"><inputtype="text"id="message-input"placeholder="Enter message"><buttontype="submit">Send</button></form></div><script>// JavaScript for connecting to the chat server and handling UI eventsvarsocket=newWebSocket("ws://localhost:8080/");socket.onopen=function(event){console.log("Connected to server");}socket.onmessage=function(event){varmessages=document.getElementById("messages");varmessage=document.createElement("div");message.innerText=event.data;messages.appendChild(message);}document.getElementById("message-form").addEventListener("submit",function(event){event.preventDefault();varinput=document.getElementById("message-input");varmessage=input.value;socket.send(message);input.value="";});</script></body></html>
In this example, a WebSocket object is created and connected to the server using the “ws://localhost:8080/” URI. The onopen event is used to display a message in the console when the connection is established, and the onmessage event is used to display incoming messages in the chat UI. The form’s submit event is used to send messages to the server.
As a basic example, this chat server is not handling errors that may occur during the execution of the program and is missing security features such as authentication and encryption which is required in production-ready chat server.
In conclusion, WebSockets are a great tool for creating real-time communication applications, and with the .NET framework, it’s easy
The HttpClientHandlerclass in C# is a derived class of HttpMessageHandler that provides a convenient way to configure the underlying HTTP client used by the HttpClient class. It allows you to set various properties and options that determine how the HTTP client will behave, such as the proxy settings, credentials, and certificate validation.
Here is an example of how to use the HttpClientHandlerclass to configure an HttpClient object:
using (var handler = new HttpClientHandler()){// Configure the handler's properties here handler.UseProxy = true;handler.Proxy=newWebProxy("http://proxy-server:port");handler.Credentials=newNetworkCredential("username","password");using (var client = new HttpClient(handler)) {// Use the client to make requests here var response = await client.GetAsync("http://example.com"); }}
The HttpClientHandlerclass provides various properties and methods you can use to configure the underlying HTTP client, such as:
UseProxy: Indicates whether a proxy should be used for requests.
Proxy: Specifies the proxy to use for requests.
Credentials: Specifies the credentials to use for requests.
ServerCertificateCustomValidationCallback: A callback method that is called to determine whether a server certificate should be accepted.
AutomaticDecompression: Indicates whether automatic decompression of response content is enabled
MaxAutomaticRedirections : Indicates the maximum number of redirects that will be followed automatically
It is important to note that when you are done with the HttpClient and HttpClientHandler objects, you should dispose them to release the resources they hold. The using statement is a convenient way to do this.
Creating a Virtual Machine in vSphere Using Terraform – A Step-by-Step Guide
create virtual machine in vSphere using terraform
vSphere is a powerful virtualization platform for managing and deploying virtual machines. However, manually creating virtual machines can be time-consuming and error-prone. This is where Terraform comes in. With Terraform, you can automate the process of creating virtual machines in vSphere.
In this guide, we will walk you through the process of creating a virtual machine in vSphere using Terraform. We will cover the following steps:
Setting up Terraform
Creating a Terraform configuration file
Applying the Terraform configuration
Step 1: Setting up Terraform
Before we can start creating virtual machines in vSphere using Terraform, we need to set up Terraform on our local machine. Terraform is a command-line tool, so you’ll need to have the command-line interface (CLI) installed on your machine. You can download Terraform from the official website.
Step 2: Creating a Terraform Configuration File
Once you have Terraform installed, you can create a Terraform configuration file. This file is written in the HashiCorp Configuration Language (HCL) and is used to define the infrastructure you want to create.
Here is an example of a Terraform configuration file that creates a virtual machine in vSphere:
Once you have created your Terraform configuration file, you can use the terraform apply command to create the virtual machine in vSphere. This command will prompt you to confirm the changes before applying them.
$ terraform apply
You will need to configure your vSphere credentials, folder and network ids, and run terraform init, terraform plan, and terraform apply to create the virtual machine.
That’s it! With these simple steps, you have successfully created a virtual machine in vSphere using Terraform. This process can be repeated to create multiple virtual machines with minimal effort, making it a great option for automating the creation of virtual machines in vSphere environment.
In conclusion, using Terraform to automate the creation of virtual machines in vSphere can save you a lot of time and effort. With this guide, you should now be able to create virtual machines in vSphere using Terraform with ease. Remember to use the right keywords like vSphere, Terraform, Virtual Machine, create, VMware and Cloud Automation in the post and in the meta tags to optimize your post for SEO.
You can also further customize this example with additional resources and parameters, such as adding a data disk, configuring a custom script extension to run after the VM is created, and so on.
Also, you can use vSphere provider version 2.0 which is more recommended and have more features than 1.x versions.
JavaScript is a single-threaded language, but it can perform tasks asynchronously using various techniques. This article will guide you through mastering JavaScript async programming with detailed examples. Callbacks A callback is a function passed as an argument to another function. This technique allows a function to call another function when a task is completed. In … Read more
Optimizing ORM performance in distributed software system is crucial to ensuring your application runs smoothly and efficiently. ORM tools simplify the interaction between your application and its database by mapping database tables to objects in your code. However, as your software system grows and becomes distributed, ORM performance can become a bottleneck Lazy Loading This … Read more
What is Kubernetes? Kubernetes Cluster or Kubernetes is open-source software that allows you to run application pods inside a cluster of master and worker nodes. A cluster must at least have 1 master and 1 worker node. A pod is simply a group of containers. The master node is responsible for managing the cluster and … Read more
WebRTC Chat Server WebRTC, or Web Real-Time Communication, is a technology that allows for real-time communication between devices using peer-to-peer connections. WebRTC makes it perfect for creating chat servers, as it allows for fast and efficient communication between clients. In this blog post, we will be creating a basic chat server using WebRTC and providing … Read more
Create a Chat Server in .NET C# Using WebSockets WebSockets are a powerful tool for creating real-time communication applications, such as chat servers. They allow for bidirectional communication between a client and a server, allowing for fast and efficient communication. In this blog post, we will be creating a basic chat server using WebSockets in … Read more
Create Virtual Machine using Terraform in VMware ESXi
Terraform ESXi, vmware to create virtual machine, how to create virtual machine in vmware using terraform in vmware esxi. In the following example we are using terraform to create vm in vmware esxi.
You will need to configure your vSphere credentials, folder and network ids, and run terraform init, terraformplan, and terraformapply to create the virtual machine.
You can also further customize this example with additional resources and parameters, such as adding a data disk, configuring a custom script extension to run after the VM is created, and so on.
Also, you can use vSphere provider version 2.0 which is more recommended and have more features than 1.x versions.
Please note that ESXi is the type of Hypervisor, but the provider vSphere is used to manage the Virtual Machines on ESXi servers.
Design patterns are reusable solutions to common software design problems. They provide a way to organize and structure code in a consistent and maintainable way. In C#, there are several design patterns that are commonly used to solve a variety of problems in object-oriented programming. These patterns can be divided into three main categories: creational, structural, and behavioral.
Creational Design Patterns: These patterns deal with object creation mechanisms, trying to create objects in a manner suitable to the situation. It deals with object creation, trying to create objects in a manner suitable to the situation. Some of the Creational Design patterns in C# are:
Singleton pattern: This pattern ensures that a class has only one instance, while providing a global access point to this instance.
Factory pattern: This pattern provides an interface for creating objects in a super class, but allows subclasses to alter the type of objects that will be created.
Abstract Factory pattern: This pattern provides an interface for creating families of related or dependent objects without specifying their concrete classes.
Structural Design Patterns: These patterns deal with object composition. They use inheritance and composition to form large structures from small individual objects. Some of the Structural Design patterns in C# are:
Adapter pattern: This pattern allows classes with incompatible interfaces to work together by wrapping its own interface around that of an already existing class.
Bridge pattern: This pattern separates an object’s interface from its implementation so you can vary or replace the implementation without changing the client code.
Composite pattern: This pattern allows you to compose objects into tree structures to represent part-whole hierarchies.
Decorator pattern: This pattern allows behavior to be added to an individual object, either statically or dynamically, without affecting the behavior of other objects from the same class.
Facade pattern: This pattern provides a simplified interface to a complex system of classes.
Behavioral Design Patterns: These patterns deal with communication between objects. They describe how objects can operate together to carry out the flow of a program. Some of the Behavioral Design patterns in C# are:
Chain of Responsibility pattern: This pattern allows multiple objects to handle a request, with the order of objects defined at runtime.
Command pattern: This pattern encapsulates a request as an object, allowing for different requests to be handled using the same interface.
Iterator pattern: This pattern allows for the traversal of a collection of objects without exposing its underlying representation.
Mediator pattern: This pattern allows objects to communicate without knowing each other’s identities.
Observer pattern: This pattern allows for objects to be notified of changes to other objects, without the objects being tightly coupled.
State pattern: This pattern allows an object to alter its behavior when its internal state changes.
Strategy pattern: This pattern allows for the selection of an algorithm at runtime.
Template Method pattern: This pattern defines the skeleton of an algorithm in a method, allowing subclasses to fill in the details.
Visitor pattern: This pattern allows for the operation to be performed on a set of objects from a collection, without changing the classes of the objects themselves.
It’s worth noting that these patterns is not a definitive solution for the specific problem, it just provides a common approach to solve the problem, you should evaluate and make a decision whether the pattern is a good fit for your specific use case. Also it’s very important to keep in mind that over-using design patterns can lead to a more complex and harder-to-maintain codebase.
Singleton pattern
The Singleton pattern is a creational design pattern that ensures a class has only one instance, while providing a global access point to this instance. The singleton class has a private constructor to prevent other objects from instantiating it, and it keeps a static reference to its sole instance. Here’s an example of a simple implementation of the Singleton pattern in C#:
This implementation uses the Lazy Initialization approach, which means that the instance is not created until the first time it is accessed. The Instance property uses a lock statement to ensure that only one thread can create the instance at a time, making it thread-safe.
The sealed keyword is used on the class definition to prevent inheritance, allowing a derived class to circumvent the singleton pattern.
Here’s an example of how to use the Singleton class:
In this example, singleton1 and singleton2 are references to the same instance of the Singleton class, and their hash codes are the same.
Note that there’re other implementation of singleton like using static constructors, this is just one example, also it’s also important to consider if a singleton is really a good fit for your use case as it can cause tight coupling, it can make testing hard and some design pattern suggest to avoid using it.
Factory pattern
The Factory pattern is a creational design pattern that provides an interface for creating objects in a super class, but allows subclasses to alter the type of objects that will be created. This pattern allows to encapsulate the instantiation process and provide a way to create objects of different types, without specifying the exact class of object that will be created.
Here’s an example of a simple implementation of the Factory pattern in C#:
publicinterface IProduct{stringDescription();}publicclassProductA: IProduct{publicstringDescription(){return"I am Product A";}}publicclassProductB: IProduct{publicstringDescription(){return"I am Product B";}}publicclassFactory{public IProduct GetProduct(string productType){if(productType=="A"){returnnew ProductA();}elseif(productType=="B"){returnnew ProductB();}returnnull;}}
In this example, we have an interface IProduct that defines a method Description(), and two classes ProductA and ProductB that implement that interface. The Factory class has a method GetProduct that takes a string argument specifying the type of product to be created, and it returns an object of the specified type.
Here’s an example of how to use the Factory class:
In this example, the GetProduct method is called twice, once with the argument “A” and once with the argument “B”. The factory creates an instance of ProductA and ProductB respectively and the output is what is expected.
The factory pattern is a good way to create objects when you want to centralize control over the creation process and you want to hide the instantiation logic from the client. It provides a way to change the type of objects that are created without changing the code that calls the factory method. Also you can use more advanced version like abstract factory pattern, it allows to create families of related or dependent objects without specifying their concrete classes.
Abstract Factory pattern
The Abstract Factory pattern is a creational design pattern that provides an interface for creating families of related or dependent objects without specifying their concrete classes. This pattern allows you to create objects that belong to a particular class hierarchy, and it provides a way to change the implementation of that hierarchy without changing the code that uses it.
Here’s an example of a simple implementation of the Abstract Factory pattern in C#:
publicabstractclassVehicle{publicabstractstringDescription();}publicclassCar: Vehicle{publicoverridestringDescription(){return"I am a Car";}}publicclassBike: Vehicle{publicoverridestringDescription(){return"I am a Bike";}}publicabstractclassVehicleFactory{publicabstract Vehicle CreateVehicle();}publicclassCarFactory: VehicleFactory{publicoverride Vehicle CreateVehicle(){returnnew Car();}}publicclassBikeFactory: VehicleFactory{publicoverride Vehicle CreateVehicle(){returnnew Bike();}}
In this example, Vehicle is an abstract class that defines the interface for creating Vehicle objects. Car and Bike are concrete classes that implement this interface. VehicleFactory is an abstract class that defines the interface for creating VehicleFactory objects. CarFactory and BikeFactory are concrete classes that implement this interface and create the desired objects of Car and Bike respectively.
Here’s an example of how to use the Abstract Factory:
In this example, a factory object is created based on a given condition, and the factory is used to create a Vehicle object. The CreateVehicle method creates an instance of the appropriate class, either Car or Bike, and the output is the description of the created object.
The Abstract Factory pattern allows you to create families of related objects without specifying their concrete classes. It provides a way to change the implementation of a class hierarchy without changing the code that uses it. It is also useful when you want to centralize the control over the creation of objects and hide the instantiation logic from the client.
It’s worth noting that, just as with the Factory pattern, it’s important to evaluate if the Abstract Factory pattern is the best fit for your specific use case and not to overuse it.
Prototype pattern
The Prototype pattern is a creational design pattern that allows you to create new objects by cloning existing objects, rather than by creating them from scratch. This pattern is useful when creating new objects is an expensive or complex operation and you want to avoid the overhead of creating new objects from scratch every time.
Here’s an example of a simple implementation of the Prototype pattern in C#:
publicinterface IPrototype<T>{ T Clone();}publicclassConcretePrototype: IPrototype<ConcretePrototype>{publicstring Name {get;set;}public ConcretePrototype Clone(){return(ConcretePrototype)this.MemberwiseClone();}}
In this example, IPrototype is an interface that defines a single method Clone(). The ConcretePrototype class is a concrete implementation of this interface. This class has a Name property, and the Clone() method creates a new object that is a copy of the current object, using the MemberwiseClone() method to create a shallow copy of the object.
Here’s an example of how to use the Prototype class:
In this example, a new ConcretePrototype object is created with a name of “Original”, and then a copy of this object is created using the Clone() method and the name is changed to “Cloned”. The original object and the cloned object are then displayed.
The Prototype pattern allows you to create new objects by copying existing objects, which can be faster and more memory-efficient than creating new objects from scratch. It’s especially useful when creating new objects is an expensive or complex operation, such as loading data from a database, generating random values, or performing complex calculations.
It’s worth noting that, while it’s using the MemberwiseClone method to create the new object, this method is providing shallow copy which means that it copies only the references to the objects, it means that if the object has references to other objects, it will create new reference to the same objects. In some cases, you may want to create a deep copy, it’s possible to use serialization or define a custom copy constructor.
Adapter pattern
The Adapter pattern is a structural design pattern that allows classes with incompatible interfaces to work together by wrapping its own interface around that of an already existing class. This pattern can be used to make existing classes work with others without modifying their source code.
Here’s an example of a simple implementation of the Adapter pattern in C#:
In this example, we have an interface ITarget that defines a method Request(), and an existing class Adaptee that has a method SpecificRequest(). The Adapter class wraps an instance of the Adaptee class and implements the ITarget interface. The Request() method in the Adapter class calls the SpecificRequest() method of the Adaptee class.
Here’s an example of how to use the Adapter class:
ITarget target =new Adapter();target.Request();
Output:SpecificRequestmade
In this example, the target variable is of type ITarget, which is an interface and not the concrete class Adaptee. But the request method is calling the method from Adaptee.
The Adapter pattern allows you to create a wrapper around an existing class, allowing the wrapper to adapt the interface of the existing class to match the interface that is required. This pattern is useful when you need to use an existing class in a new context, and the existing class does not meet the requirements of the new context. It’s a good way to integrate different systems and libraries, or to make them work together in a new way.
It’s worth noting that, Adapter pattern is also known as Wrapper, it’s a classic GoF pattern. It’s important to notice that it doesn’t modify the existing class and also it’s not related to inheritance, it’s related to composition. Also, it’s possible to use this pattern in other ways like adapting interface, adapting class, and adapting object
Bridge pattern
The Bridge pattern is a structural design pattern that separates an object’s interface from its implementation, so you can vary or replace the implementation without changing the client code. This pattern allows you to change the implementation of an object without affecting the client code that uses it.
Here’s an example of a simple implementation of the Bridge pattern in C#:
In this example, we have an interface IBridge that defines a method OperationImp(), and two concrete classes ImplementationA and ImplementationB that implement this interface. The AbstractBridge is an abstract class that has a private field of type IBridge and it encapsulate it, this class has an Operation that calls the encapsulated object’s OperationImp method and adds ConcreteBridge1 and ConcreteBridge2 are concrete classes that inherit from AbstractBridge, and they both override the Operation() method to add more text to the output.
Here’s an example of how to use the Bridge pattern:
In this example, the implementation variable is of type IBridge, which is an interface and it can be set to be an instance of either ImplementationA or ImplementationB classes, this way the client code doesn’t need to be aware of the specific implementation. The bridge1 and bridge2 variables are of type AbstractBridge, which is an abstract class, but they are set to be instances of ConcreteBridge1 and ConcreteBridge2 classes respectively. When the Operation() method is called on these instances, it returns a string that includes the text from the AbstractBridge class, the ConcreteBridge1 or ConcreteBridge2 class, and the ImplementationA or ImplementationB class.
The Bridge pattern allows you to separate the interface of an object from its implementation, so you can change the implementation without affecting the client code. This pattern is useful when you want to be able to change the implementation of a class without affecting the client code that uses it. It also allows to extend the implementation and the abstraction separately. It’s a good way to reduce the complexity of your code and make it more maintainable.
Composite pattern
The Composite pattern is a structural design pattern that allows you to build structures of objects with a tree-like shape, where some objects are composite (they contain other objects), and others are leaf objects (they do not contain any other objects). This pattern provides a way to work with individual objects and compositions of objects in a uniform way.
Here’s an example of a simple implementation of the Composite pattern in C#:
In this example, Component is an abstract class that defines the Operation() method, Leaf
and Composite are concrete classes that implement the Component interface. The Leaf class represents leaf objects and only implements the Operation() method, while the Composite class represents composite objects, it holds a list of child Component objects and implements the Operation() method, it also has Add and Remove methods that allow you to add and remove child components.
Here’s an example of how to use the Composite pattern:
In this example, two leaf objects are created, and then added to a composite object. When the Operation() method is called on the composite object, it calls the Operation() method on all of its child objects, which in this case are the leaf objects, displaying the message “Leaf Operation” twice.
The Composite pattern provides a way to work with individual objects and compositions of objects in a uniform way. This pattern allows you to create complex structures, such as trees, where each node can be a leaf or a composite of other nodes. This pattern also enables you to treat individual objects and compositions of objects in a uniform way. It’s a good way to represent hierarchical structure of objects and also it’s a good way to build more complex structure out of simple ones.
It’s worth noting that, Composite pattern is closely related with the Iterator pattern, it’s a way to navigate the composite structure and use its elements. Also it’s important to note that this pattern can make your code more complex as it increases the number of objects in your codebase.
Decorator pattern
The Decorator pattern is a structural design pattern that allows you to add new behaviors to existing objects by wrapping them in a decorator object. This pattern provides a flexible way to extend the functionality of an object without modifying its source code.
Here’s an example of a simple implementation of the Decorator pattern in C#:
In this example, IComponent is an interface that defines a single method Operation(). The ConcreteComponent class is a concrete implementation of this interface, it simply returns a string of “Concrete Component” when the Operation() is called. Decorator is an abstract class that also implements the IComponent interface, it holds a private reference to an IComponent object, and it defines the same Operation() method that calls the Operation() method of the encapsulated object. ConcreteDecoratorA and ConcreteDecoratorB are concrete classes that inherit from Decorator, they wrap the IComponent object and add their own functionality to the Operation() method by prefixing the output of the wrapped object with their own name.
Here’s an example of how to use the Decorator pattern:
In this example, a new ConcreteComponent object is created and then it’s wrapped in two ConcreteDecoratorA and ConcreteDecoratorB decorators. When the Operation() method is called on the final decorator, it will execute the Operation() method on the ConcreteDecoratorB first, which will call the Operation() method on the ConcreteDecoratorA before that and finally calling the Operation() method on the ConcreteComponent object, adding its own prefix to the output of each call.
The Decorator pattern allows you to add new behaviors to existing objects without modifying their source code. This pattern provides a flexible way to extend the functionality of an object at runtime, and it also allows you to create a flexible and reusable code by creating decorators that can be combined in different ways to achieve different behaviors. It’s useful when you want to add or change the functionality of an object dynamically and also it’s useful when you want to add functionality to a class hierarchy without affecting the existing code.
It’s worth noting that, It’s important to notice that the decorator pattern can lead to a high number of small classes, and the decorator objects and their relationship can become complex, making it harder to understand and maintain your code. Also, the decorator can have a similar performance impact to inheritance, it could lead to a high number of objects.
Facade pattern
The Facade pattern is a structural design pattern that provides a simplified interface to a complex system of objects, hiding the underlying complexity and dependencies. This pattern allows you to provide a single, unified API for a set of interfaces in a subsystem, making it easier to use and understand.
Here’s an example of a simple implementation of the Facade pattern in C#:
In this example, SubsystemA and SubsystemB are two subsystems with their own interface and functionality. Facade is a class that provides a simplified interface to these subsystems, it holds the references to both subsystems, it has Operation1 and Operation2 that use the methods of the subsystems.
Here’s an example of how to use the Facade pattern:
var facade =new Facade();Console.WriteLine(facade.Operation1());Console.WriteLine(facade.Operation2());
Output:-FacadeOperation1Subsystem A, Method A1Subsystem B, Method B1Facade Operation 2Subsystem A, Method A2Subsystem B, Method B2
In this example, the Facade object provides a simplified interface to two different subsystems, by using its own methods Operation1() and Operation2(), it hides the underlying complexity of the subsystems, which the client code does not need to be aware of. The client code only needs to know about the Facade object and its methods to use the subsystems, making it easier to use and understand.
The Facade pattern makes a complex system easier to use by providing a unified and simpler interface to it. This pattern is useful when you want to provide a simple, easy-to-understand, and easy-to-use interface to a complex system, which will make your code more maintainable and testable. It’s also useful when you want to create a layer of abstraction between a system and its clients.
It’s worth noting that, facade design pattern is closely related to the proxy design pattern. The main difference is that a proxy controls access to the original object while a facade only simplifies the interface, although both design pattern are providing a simpler interface to complex systems.
Chain of Responsibility pattern
The Chain of Responsibility pattern is a behavioral design pattern that allows you to process a request through a chain of objects, where each object has the opportunity to handle the request or to pass it on to the next object in the chain. This pattern decouples the sender of a request from its receiver, by giving multiple objects an opportunity to handle the request.
Here’s an example of a simple implementation of the Chain of Responsibility pattern in C#:
publicabstractclassHandler{protected Handler Successor {get;set;}publicvoidSetSuccessor(Handler successor){Successor=successor;}publicabstractvoidHandleRequest(int request);}publicclassConcreteHandlerA: Handler{publicoverridevoidHandleRequest(int request){if(request>=0&&request<10){Console.WriteLine("Request "+request+" handled by ConcreteHandlerA");}elseif(Successor!=null){Successor.HandleRequest(request);}}}publicclassConcreteHandlerB: Handler{publicoverridevoidHandleRequest(int request){if(request>=10&&request<20){Console.WriteLine("Request "+request+" handled by ConcreteHandlerB");}elseif(Successor!=null){Successor.HandleRequest(request);}}}
In this example, Handler is an abstract class that defines the HandleRequest method, and ConcreteHandlerA and ConcreteHandlerB are concrete classes that inherit from Handler. Each class has a certain range of integers that it can handle, and if the request falls outside of this range, it passes the request to its successor. The Successor property holds the next handler in the chain, which could be another concrete handler or null if there is no more handler to process the request.
Here’s an example of how to use the Chain of Responsibility pattern:
var handlerA =new ConcreteHandlerA();var handlerB =new ConcreteHandlerB();handlerA.SetSuccessor(handlerB);handlerA.HandleRequest(5);handlerA.HandleRequest(15);
In this example, two ConcreteHandlerA and ConcreteHandlerB objects are created and chained together, with ConcreteHandlerA as the first handler and ConcreteHandlerB as its successor. When the HandleRequest(5) method is called on the ConcreteHandlerA, it handles the request because the value is within its range, and the output is “Request 5 handled by ConcreteHandlerA”. When the HandleRequest(15) method is called, ConcreteHandlerA does not handle it because it falls outside of its range. So it passes the request on to its successor ConcreteHandlerB which handles it within its range and the output is “Request 15 handled by ConcreteHandlerB”.
The Chain of Responsibility pattern allows you to process a request through a chain of objects, and it’s a good way to create a flexible and reusable code by creating a chain of handlers that can be combined in different ways to achieve different behaviors. It’s useful when you want to process a request through a dynamic set of objects, it also allows to add or remove handlers from the chain at runtime.
It’s worth noting that, the Chain of Responsibility pattern might lead to a longer chain of objects, which could make the program harder to understand and maintain. Also, the pattern can make it harder to figure out which object handles a request. However, if the number of handlers is not too large, the pattern can be very effective in handling requests.
Command pattern
The Command pattern is a behavioral design pattern that allows you to encapsulate a request as an object, separating the command itself from the object that initiates the request. This pattern enables the decoupling of the sender and receiver of a request, making it easier to add new commands and new objects that handle requests, without modifying existing code.
Here’s an example of a simple implementation of the Command pattern in C#:
In this example, ICommand is an interface that defines a single method Execute(), ConcreteCommandA and ConcreteCommandB are concrete classes that implement the ICommand interface. They both have a reference to Receiver and they’re able to perform some action on the Receiver. Receiver contains the business logic and Invoker holds a reference to ICommand, it’s responsible for executing the command when needed.
Here’s an example of how to use the Command pattern:
In this example, two ConcreteCommandA and ConcreteCommandB objects are created and each one encapsulates a request to perform an action on the Receiver object. The Invoker object holds a reference to an ICommand object and it’s responsible for executing the command when needed.
When the invoker.Invoke() method is called with the commandA, it calls the Execute() method on the ConcreteCommandA object, which then calls the ActionA() method on the Receiver object, which performs the action and prints “Performing action A.”. When the invoker.Invoke() method is called with the commandB, it calls the Execute() method on the ConcreteCommandB object, which then calls the ActionB() method on the Receiver object, which performs the action and prints “Performing action B.”.
The Command pattern allows you to encapsulate a request as an object, decoupling the sender and receiver of the request. It makes it easier to add new commands and new objects that handle requests without modifying existing code. It’s useful when you want to queue or log requests, support undo/redo, or implement deferred execution of a request.
It’s worth noting that, while the command pattern can make it easier to add new commands, it can also make it harder to understand the relationships between the objects, as well as lead to an increase in the number of objects in your program. However, if the number of commands is not too large, this pattern can be a very effective way to handle requests.
Mediator pattern
The Mediator pattern is a behavioral design pattern that allows objects to communicate with each other through a mediator object, rather than communicating directly with each other. This pattern promotes loose coupling by keeping objects from referring to each other explicitly, and it allows objects to be added or removed from the communication without affecting the other objects.
Here’s an example of a simple implementation of the Mediator pattern in C#:
publicinterface IMediator{voidSend(string message, Colleague sender);}publicabstractclassColleague{protected IMediator _mediator;publicColleague(IMediator mediator){_mediator=mediator;}}publicclassConcreteColleagueA: Colleague{publicConcreteColleagueA(IMediator mediator):base(mediator){}publicvoidSend(string message){_mediator.Send(message,this);}publicvoidNotify(string message){Console.WriteLine("Colleague A receives the message: "+message);}}publicclassConcreteColleagueB: Colleague{publicConcreteColleagueB(IMediator mediator):base(mediator){}publicvoidSend(string message){_mediator.Send(message,this);}publicvoidNotify(string message){Console.WriteLine("Colleague B receives the message: "+message);}}publicclassConcreteMediator: IMediator{private ConcreteColleagueA _colleagueA;private ConcreteColleagueB _colleagueB;public ConcreteColleagueA ColleagueA{set{_colleagueA=value;}}public ConcreteColleagueB ColleagueB{set{_colleagueB=value;}}publicvoidSend(string message, Colleague sender){if(sender==_colleagueA){_colleagueB.Notify(message);}else{_colleagueA.Notify(message);}}}
In this example, IMediator is an interface that defines a single method Send(), Colleague is an abstract class that has a reference to the mediator object, ConcreteColleagueA and ConcreteColleagueB are concrete classes that inherits from Colleague. They both have Send() method that use the mediator to communicate with each other. ConcreteMediator is an implementation of the IMediator interface. It holds the references to ConcreteColleagueA and ConcreteColleagueB, and it’s responsible for routing the message from one colleague to another, based on the sender.
Here’s an example of how to use the Mediator pattern:
var mediator =new ConcreteMediator();var colleagueA =new ConcreteColleagueA(mediator);var colleagueB =new ConcreteColleagueB(mediator);mediator.ColleagueA=colleagueA;mediator.ColleagueB=colleagueB;colleagueA.Send("Hello from colleague A");colleagueB.Send("Hello from colleague B");
In this example, two ConcreteColleagueA and ConcreteColleagueB objects are created, and each one has a reference to a ConcreteMediator object. The ConcreteMediator holds references to both ConcreteColleagueA and ConcreteColleagueB objects. When the colleagueA.Send("Hello from colleague A") is called, it uses the mediator to send the message to colleagueB, ConcreteMediator receives the message and routes it to the correct recipient which is ColleagueB and it Notifies Colleague B with the message received. Similarly, when colleagueB.Send("Hello from colleague B") is called, it sends the message to ColleagueA and ColleagueA gets notified with the message received.
The Mediator pattern promotes loose coupling by keeping objects from referring to each other explicitly, it allows objects to be added or removed from the communication without affecting the other objects. It’s useful when you have a complex system of objects that communicate with each other in many ways, it can help you to make the system more flexible and maintainable.
Observer pattern
The Observer pattern is a behavioral design pattern that allows objects (observers) to be notified of changes to the state of another object (subject), without the subject and observer being tightly coupled. This pattern promotes loose coupling by keeping the subject and observer from referring to each other explicitly.
Here’s an example of a simple implementation of the Observer pattern in C#:
publicinterface IObserver{voidUpdate(ISubject subject);}publicinterface ISubject{voidAttach(IObserver observer);voidDetach(IObserver observer);voidNotify();}publicclassConcreteSubject: ISubject{private List<IObserver> _observers =new List<IObserver>();privatestring _state;publicstring State{get{return_state;}set{_state=value;Notify();}}publicvoidAttach(IObserver observer){_observers.Add(observer);}publicvoidDetach(IObserver observer){_observers.Remove(observer);}publicvoidNotify(){foreach(var observer in_observers){observer.Update(this);}}}publicclassConcreteObserver: IObserver{publicvoidUpdate(ISubject subject){if(subjectis ConcreteSubject concreteSubject){Console.WriteLine("State of the subject has changed to "+concreteSubject.State);}}}
In this example, IObserver is an interface that defines a single method Update(), ISubject is an interface that defines methods for attaching and detaching observers, as well as a method for notifying the observers of a change in the state of the subject. The ConcreteSubject and ConcreteObserver classes implement the ISubject and IObserver interfaces, respectively.
Here’s an example of how to use the Observer pattern:
In this example, ConcreteSubject object is created and two ConcreteObserver objects are created and registered as observers of the subject. When the subject’s state is changed by calling subject.State = "State 1" or subject.State = "State 2", the Notify() method is called, which causes the registered observers to be notified of the change via the Update() method, observer will print the new state of the subject “State of the subject has changed to State 1” or “State of the subject has changed to State 2”
The Observer pattern allows you to create a system where objects can be notified of changes to the state of other objects without being tightly coupled, making it easy to add or remove observer
State pattern
The State pattern is a behavioral design pattern that allows an object to change its behavior depending on its internal state. The pattern allows the object to transition between different states and to execute different actions based on the current state. This pattern promotes loose coupling by keeping the state-specific behavior separate from the object that uses that behavior.
Here’s an example of a simple implementation of the State pattern in C#:
publicinterface IState{voidHandle();}publicclassConcreteStateA: IState{publicvoidHandle(){Console.WriteLine("Handling in ConcreteStateA.");}}publicclassConcreteStateB: IState{publicvoidHandle(){Console.WriteLine("Handling in ConcreteStateB.");}}publicclassContext{private IState _state;publicContext(IState state){_state=state;}publicvoidRequest(){_state.Handle();}public IState State{set{_state=value;}}}
In this example, IState is an interface that defines a single method Handle(), ConcreteStateA and ConcreteStateB are concrete classes that implement the IState interface and define the state-specific behavior. Context is an object that holds the current state, and it’s responsible for delegating the request to the current state.
Here’s an example of how to use the State pattern:
var context =new Context(new ConcreteStateA());context.Request();// Output: Handling in ConcreteStateA.context.State=newConcreteStateB();context.Request();// Output: Handling in ConcreteStateB.
In this example, a Context object is created with an initial state of ConcreteStateA. When the Request() method is called, it delegates the request to the current state, ConcreteStateA, which handles the request and prints “Handling in ConcreteStateA.”. Then, the state is changed to ConcreteStateB by setting the State property on the context object, and the Request() method is called again, which causes the request to be handled by ConcreteStateB and prints “Handling in ConcreteStateB.”
This way, the context object can change its behavior depending on the current state, and the client code does not need to know the details of how the different states are implemented. The State pattern allows you to encapsulate the state-specific behavior in separate classes, making it easier to add new states or change the behavior of existing states without modifying the context class.
It is worth noting that the state pattern can make the codebase more complex if not used judiciously. It can be particularly useful when a class has to change its behavior in response to a large number of internal states, or when a class has a particularly complex state-transition diagram.
In conclusion, State pattern allows an object to alter its behavior when its internal state changes. The object will appear to change its class. It encapsulates each state into its own class. When an object’s state changes, it can change its behavior. This can be useful when a class has too many conditional statements based on its internal state.
Strategy pattern
The Strategy pattern is a behavioral design pattern that allows an object to change its behavior depending on the context. The pattern allows the object to select one of a number of different algorithms at runtime, without the calling code being aware of the algorithm used. This pattern promotes loose coupling by keeping the calling code and the algorithm being used separate.
Here’s an example of a simple implementation of the Strategy pattern in C#:
In this example, IStrategy is an interface that defines a single method Execute(), ConcreteStrategyA and ConcreteStrategyB are concrete classes that implement the IStrategy interface and define different algorithms. Context is an object that holds a reference to the current strategy and it’s responsible for calling the Execute() method on the strategy.
Here’s an example of how to use the Strategy pattern:
var context =new Context(new ConcreteStrategyA());context.Execute();// Output: Executing algorithm A.context.Strategy=newConcreteStrategyB();context.Execute();// Output: Executing algorithm B.
In this example, a Context object is created with an initial strategy of ConcreteStrategyA. When the Execute() method is called, it delegates the request to the current strategy, ConcreteStrategyA, which handles the request and prints “Executing algorithm A.”. Then, the strategy is changed to ConcreteStrategyB by setting the Strategy property on the context object, and the Execute() method is called again, which causes the request to be handled by ConcreteStrategyB and prints “Executing algorithm B.”
This way, the context object can change its behavior depending on the current strategy, and the client code does not need to know the details of how the different algorithms are implemented. The Strategy pattern allows you to encapsulate the algorithm-specific behavior in separate classes, making it easier to add new algorithms or change the behavior of existing algorithms without modifying the context class.
It’s worth noting that Strategy pattern is a variation of State pattern where instead of encapsulating the state as classes it encapsulates the behavior. As it allows for an object to change its behavior in response to a changing environment, This pattern can be particularly useful when you have a lot of classes that differ only in their behavior.
In conclusion, the Strategy pattern allows an object to change its behavior depending on the context. It defines a family of algorithms, encapsulates each one, and makes them interchangeable. The pattern promotes the open/closed principle and allows to add new strategies without changing existing client code.
Template Method pattern
The Template Method pattern is a behavioral design pattern that defines the skeleton of an algorithm in a method, called the template method, and allows subclasses to provide the details of the algorithm without changing the overall structure of the algorithm. This pattern promotes code reuse by keeping the common parts of the algorithm in the base class and allowing subclasses to customize specific parts of the algorithm.
Here’s an example of a simple implementation of the Template Method pattern in C#:
In this example, AbstractClass is an abstract class that defines the template method TemplateMethod(). The TemplateMethod() defines the overall structure of the algorithm and calls three methods, Step1(), Step2(), and Step3(). These methods are defined as abstract, meaning that they must be implemented by a concrete subclass. ConcreteClass is a concrete subclass of AbstractClass that provides the implementation for the three abstract methods.
Here’s an example of how to use the Template Method pattern:
var concreteClass =new ConcreteClass();concreteClass.TemplateMethod();
In this example, a ConcreteClass object is created, and the TemplateMethod() is called on it. When the TemplateMethod() is called, it calls the three methods, Step1(), Step2(), and Step3() in order, which have been implemented by ConcreteClass, and prints “Step 1 executed.”, “Step 2 executed.” and “Step 3 executed.”
This way, the AbstractClass defines the overall structure of the algorithm, and the ConcreteClass provides the details of the algorithm without changing the overall structure. The Template Method pattern allows you to reuse the common parts of an algorithm in the base class and customize specific parts of the algorithm in the subclasses. It also ensures that the order of the steps is fixed by being defined in the base class.
It’s worth noting that in Template Method pattern the base class calls the methods in a specific order, but subclasses have the flexibility to change the implementation, this way it allows to maintain the overall structure of the algorithm while implementing variations.
In addition, you can also make the step methods non-abstract, and provide a default implementation in the base class. This way, subclasses can override the methods only if they need to change the behavior.
Another important aspect to notice, is that the Template Method pattern relies on inheritance, which can create a hierarchy of classes with many subclasses that differ by just one or two methods. This can make the system hard to understand, especially in large systems with many classes.
In conclusion, The Template Method pattern defines the skeleton of an algorithm in a method and allows subclasses to fill in the details. It enables the reuse of the common parts of the algorithm and allows the customization of specific parts of the algorithm. It provides a way to enforce the order of method calls in a flexible and maintainable way, while still allowing different implementations of steps to evolve over time.
Visitor pattern
The Visitor pattern is a behavioral design pattern that separates an algorithm from the object structure on which it operates. The pattern allows you to add new operations to a set of objects without modifying the classes of the objects themselves. This pattern promotes loose coupling by keeping the algorithm separate from the objects it operates on.
Here’s an example of a simple implementation of the Visitor pattern in C#:
publicinterface IVisitor{voidVisit(Element element);}publicinterface Element{voidAccept(IVisitor visitor);}publicclassConcreteElementA: Element{publicvoidAccept(IVisitor visitor){visitor.Visit(this);}}publicclassConcreteElementB: Element{publicvoidAccept(IVisitor visitor){visitor.Visit(this);}}publicclassConcreteVisitor1: IVisitor{publicvoidVisit(Element element){if(elementis ConcreteElementA){Console.WriteLine("ConcreteVisitor1 is visiting ConcreteElementA.");}if(elementis ConcreteElementB){Console.WriteLine("ConcreteVisitor1 is visiting ConcreteElementB.");}}}
In this example, IVisitor is an interface that defines a single method Visit(Element). Element is an interface that defines a single method Accept(IVisitor), ConcreteElementA and ConcreteElementB are concrete classes that implement the Element interface. ConcreteVisitor1 is a concrete class that implements the IVisitor interface and defines a specific operation to be performed on the elements it visits.
Here’s an example of how to use the Visitor pattern:
var elements =new List<Element>{new ConcreteElementA(),new ConcreteElementB()};var visitor =new ConcreteVisitor1();foreach(var element inelements){element.Accept(visitor);}
In this example, a list of Element objects is created that contains an instance of ConcreteElementA and ConcreteElementB. The visitor ConcreteVisitor1 is then created and is passed to each element’s Accept method. The Accept method then calls the visitor’s Visit method passing in the current element. The Visit method in the visitor then checks the type of the element it is visiting and performs an operation on it. In this case, it prints “ConcreteVisitor1 is visiting ConcreteElementA.” or “ConcreteVisitor1 is visiting ConcreteElementB.” accordingly
This way, the Visitor pattern allows you to add new operations to a set of objects without modifying the classes of the objects themselves. The algorithm is separated from the objects it operates on, making it possible to add new algorithms without changing the object classes.
It’s worth noting that this pattern might make the code harder to read because it introduces an extra level of indirection. However, it provides a way to add new behavior to existing classes without modifying the existing source code, and the new algorithms can be added or removed at runtime making the system more flexible.
In conclusion, the Visitor pattern separates an algorithm from the object structure on which it operates. It allows you to add new operations to a set of objects without modifying the classes of the objects themselves. This pattern promotes loose coupling by keeping the algorithm separate from the objects it operates on and can be useful when a system needs to support many operations that need to be performed on the classes of an object hierarchy, but keeping the number of classes in the system from becoming unwieldy.
Summarizing Design Patterns
Design patterns are a collection of solutions to common problems in software design. They provide a common vocabulary and a set of best practices that can be used to solve common design problems.
There are several different categories of design patterns, including creational, structural, and behavioral patterns.
Creational patterns deal with object creation and initialization. Examples include the Singleton, Factory, and Abstract Factory patterns.
Structural patterns deal with object composition and relationship. Examples include the Adapter, Bridge, Composite, and Decorator patterns.
Behavioral patterns deal with object communication and coordination. Examples include the Chain of Responsibility, Command, Mediator, Observer, State, Strategy, and Template Method.
Each pattern has its own specific use case and its own trade-offs. They are not meant to be used in isolation, but rather in combination to achieve a specific goal.
In summary, Design patterns are a powerful tool that can help developers create flexible, maintainable and efficient code. By providing solutions to common design problems, they make it easier to understand the relationships between different objects in a system and how they interact, which ultimately leads to better design and implementation of software systems.
Design Patterns architectural impact
Design patterns can have a significant impact on the architecture of a software system. They provide a way to organize the relationships between different objects in a system and the interactions between them, which can lead to more flexible, maintainable, and efficient code.
Using design patterns can help to promote a modular and decoupled architecture. By encapsulating the implementation details of an object within a single class, design patterns can help to separate the concerns of different parts of the system, making it easier to modify or extend each component without affecting the others. This can lead to a more maintainable and extensible system.
Design patterns can also help to improve the scalability and performance of a system. For example, the Singleton and Flyweight patterns can help to reduce the number of objects that need to be created in a system, which can lead to improved performance. The Adapter pattern can help to decouple different parts of the system and make it easier to change the implementation of one component without affecting the others, which can help to improve the scalability of the system.
Using design patterns can also help to improve the readability and understandability of a system. By providing a common vocabulary and set of best practices, design patterns make it easier for developers to communicate and understand the relationships between different objects in a system, which can lead to better collaboration and improved productivity.
In conclusion, design patterns can have a significant impact on the architecture of a software system, by promoting a more modular and decoupled architecture, improving scalability and performance, and increasing readability and understandability. It is important for developers to understand the trade-offs and use cases of the different patterns and use them appropriately.
SOLID is a set of five design principles that can help developers create more maintainable and flexible software. These principles were first introduced by Robert C. Martin in his book “Agile Software Development, Principles, Patterns, and Practices,” and have since become a widely accepted set of guidelines for writing high-quality code.
The SOLID principles are as follows:
Single Responsibility Principle (SRP) – A class should have only one reason to change.
Open-Closed Principle (OCP) – A class should be open for extension but closed for modification.
Liskov Substitution Principle (LSP) – Derived classes must be substitutable for their base classes.
Interface Segregation Principle (ISP) – A class should not be forced to implement interfaces it does not use.
Dependency Inversion Principle (DIP) – Depend on abstractions, not on concretions.
Let’s take a look at each of these principles in more detail, along with an example of how they can be applied in practice.
Single Responsibility Principle (SRP)
The Single Responsibility Principle states that a class should have only one reason to change. This means that a class should have a single, well-defined responsibility, and that responsibility should be entirely encapsulated by the class. For example, consider a BankAccount class. The responsibility of this class should be to manage the balance of a bank account, and it should not be responsible for logging transactions or generating statements. These responsibilities should be handled by separate classes, such as a TransactionLogger or StatementGenerator class.
In this example, the BankAccountclass has a single responsibility, which is to manage the balance of a bank account. It has methods for depositing and withdrawing money, as well as a property to get the current balance. The TransactionLoggerand StatementGenerator classes have a single responsibility each, which is to log transactions and generate statements, respectively. Finally, the BankAccountService class has the responsibility of coordinating the actions of the BankAccount, TransactionLogger, and StatementGenerator classes. Each class has a single, well-defined responsibility, and as such, are less prone to change and easy to test.
Here, BankAccount class has single responsibility of managing balance. TransactionLogger has responsibility of logging the transactions and StatementGenerator has the responsibility of generating statements. Lastly, the BankAccountService class has the responsibility of coordinating the actions of all three classes.
By following SRP, it would be easy to understand and test these classes individually as they have single responsibility.
Open-Closed Principle (OCP)
The Open-Closed Principle states that a class should be open for extension but closed for modification. This means that a class should be designed in such a way that new functionality can be added without modifying the existing code. For example, consider a Shape class with subclasses such as Rectangle and Circle. Instead of modifying the Shape class to handle new types of shapes, you could create new subclasses and extend the functionality. This way, the existing code remains unchanged and easy to maintain.
In this example, we have an abstract Shape class that has a single method GetArea() that is abstract. Two derived classes Rectangleand Circleimplements the GetArea() method. The AreaCalculatorclass has a method TotalArea() that takes a list of Shapeobjects, and it can work with any type of shape without changing the code of AreaCalculatorclass, as the AreaCalculatorclass depends on the abstractions provided by the Shape class.
In this example, the Shape class is open for extension (by adding new shape classes that inherit from it), but closed for modification (the existing Shape class does not need to be changed in order to support new shape types).
With OCP, adding new functionality like adding new shape type will not require modification of Shapeclass and AreaCalculatorclass. It only need to create new class and implement the abstractions provided by Shape class
It’s worth noting that the goal of OCP is to allow new functionality to be added to the program without having to modify existing classes. So the goal is to minimize the changes of code and make the application more robust and flexible.
Liskov Substitution Principle (LSP)
The Liskov Substitution Principle states that derived classes must be substitutable for their base classes. This means that objects of a derived class should be able to replace objects of the base class without affecting the correctness of the program. For example, consider a Bird class with a fly method. A subclass of Bird, such as Penguin, should be able to override the fly method to throw an exception or provide a different implementation, but it should still be substitutable for the Bird class in any code that uses the Bird class.
abstract class Bird
{
public abstract void Fly();
}
class Pigeon : Bird
{
public override void Fly()
{
Console.WriteLine("Flying at a moderate speed");
}
}
class Ostrich : Bird
{
public override void Fly()
{
throw new InvalidOperationException("Ostriches cannot fly");
}
}
class BirdWatcher
{
public void Watch(Bird bird)
{
bird.Fly();
}
}
In this example, we have an abstract Bird class that has a single method Fly() that is abstract. We have two derived classes Pigeonand Ostrich, which implement the Fly() method. The Pigeon class provides the implementation of the fly method, while the Ostrichclass throws an exception, indicating that Ostriches cannot fly.
The BirdWatcherclass has a method Watch() which takes a Birdobject as a parameter and calls the Fly() method on it. Since Pigeonand Ostrichare both derived from the Birdclass, they can be used interchangeably with the BirdWatcherclass. This is the Liskov Substitution Principle in action: we can substitute an instance of a derived class for an instance of its base class without affecting the correctness of the program.
In this example, because Pigeonand Ostrichboth inherit from the Birdclass, and both implement the Fly() method, we can use them interchangeably in the BirdWatcherclass. This is the Liskov Substitution Principle in action, and it allows for greater flexibility and reusability in the design of your code.
LSP ensures that any implementation of a base class (or interface) should be able to replace the base class without affecting the functionality of the system. This makes the code more robust and less prone to bugs, while increasing the maintainability and testability.
Interface Segregation Principle (ISP)
The Interface Segregation Principle states that a class should not be forced to implement interfaces it does not use. This means that a class should only be required to implement the methods that it needs, and should not be required to implement methods that it does not use. For example, consider an Animal interface with methods such as eat, sleep, and mate. A class such as Fish, which does not mate, should not be forced to implement the mate method. Instead, you could create separate interfaces for different types of animals and have the classes implement the appropriate interfaces.
In this example, We have three interfaces IEat, ISleep, IDive, which represent different behaviors. The Fishclass only needs to implement the IEatand IDiveinterfaces, as it does not need to sleep. The Mammalclass implements the IEatand ISleepinterfaces, but not the IDiveinterface, as it does not need to dive.
By providing smaller, specific interfaces instead of one big interface, the classes are less forced to implement methods they do not need, resulting in more flexible and maintainable code.
In this example, the Fishclass only needs to implement the methods that it requires, and is not forced to implement methods that it does not need, and the Mammalclass is also only required to implement the methods that it needs. This allows for greater flexibility and reusability in the design of your code, and helps to prevent the implementation of unnecessary methods.
ISP helps to prevent the implementation of unnecessary methods and also it makes the code more flexible and maintainable. The goal of ISP is to make interfaces lean, so that classes that implement these interfaces are not forced to implement unnecessary methods. This leads to smaller, less complex classes, making the code more testable, maintainable and easy to understand.
Dependency Inversion Principle (DIP)
The Dependency Inversion Principle states that dependencies should be inverted, so that high-level modules depend on abstractions, not on concretions. This means that a class should not depend on concrete implementations of other classes, but rather on abstractions. By depending on abstractions, a class is less tied to specific implementations, making it more flexible and easier to maintain.
For example, consider a Car class that depends on a Wheel class. If the Wheel class is changed, the Car class will also have to change. To invert the dependency, we can create an IWheel interface and make the Car class depend on this interface. The Wheel class would then implement the interface. Now, if the Wheel class is changed, the Car class will not have to change, as it is only dependent on the abstraction (the IWheel interface).
In this way, the high-level module, Car class, is less dependent on low-level module, Wheel class and hence less prone to change.
Dependency Inversion Principle helps in loose coupling between modules and increases the flexibility, maintainability and testability of code.
In this example, the Carclass depends on an IEngineinterface, which defines the behavior of starting an engine. Instead of depending on concrete implementations such as ElectricEngineor CombustionEngine, the Car class depends on the abstraction provided by the IEngineinterface.
We can create new implementations of the IEngineinterface without changing the Carclass and it will still work fine. This allows for greater flexibility and maintainability in the design of the code, since changes to the implementation of the engine will not affect the Carclass.
In this example, the Car class depends on the abstraction of the IEngineinterface, rather than on specific implementations of the engine. The ElectricEngineand CombustionEngineclasses can be changed or replaced without affecting the Car class. This allows for greater flexibility and maintainability in the design of the code.
Dependency Inversion Principle is about creating a flexible and maintainable code. When high-level module (in this example is Car class) depends on abstraction and low-level module (engine interface) can implement the abstraction in different way, it leads to less change in high-level module.
It is also worth noting that, Dependency Injection frameworks such as Autofac or Ninject can be used to manage dependencies at runtime and make code more loosely coupled.
SOLID principles In summary,
SOLID principles provide a set of guidelines for creating high-quality, maintainable code. By adhering to these principles, developers can create code that is easy to understand, modify, and extend, and that is less prone to errors and bugs. Implementing SOLID principles in your codebase can take some time and effort, but the long-term benefits are well worth it.