I have really no much experience using design patterns. I guess I need to use Abstract Factory Pattern
in my situation.
I'm creating a system to generate math problems. The developer must implement two interfaces:
- Problem: This contains the properties which needs the problem generated.
- Configuration: This is the range parameters or conditions to generate a Problem.
- Factory: He is incharge of create the new Problem.
What does it mean? It means like a black box. For input is the Configuration
and the output is Problem
, the interface in the middle is the factory.
Here I have my interface and marker interfaces:
public abstract class Problem { }
public abstract class Configuration { }
public interface IProblemFactory
{
Problem CreateProblem();
}
This is a base for the Factories, because I need the Random class. All my classes which implement this one, must have the same seed, so I have a static instace.
public abstract class ProblemBaseFactory<TProblem, TConfiguration> : IProblemFactory
where TProblem : Problem
where TConfiguration : Configuration
{
private const int DEFAULT_SEED = 100;
protected TConfiguration _config;
private static Random _random;
public ProblemBaseFactory() { }
public ProblemBaseFactory(TConfiguration config)
{
_config = config;
if (_random == null) _random = new Random(DEFAULT_SEED);
}
protected TConfiguration Configuration { get { return _config; } }
protected Random Random { get { return _random; } }
public void SetSeed()
{
_random = new Random(DEFAULT_SEED);
}
public Problem CreateProblem()
{
return CreateProblem(_config);
}
public abstract TProblem CreateProblem(TConfiguration config);
}
Then I have an implementation of all of this. For example, this is an Module for BinaryProblems like 2+3
.
public class BinaryConfiguration : Configuration
{
public Range<int> Range1 { get; set; }
public Range<int> Range2 { get; set; }
public List<Operators> Operators { get; set; }
public BinaryConfiguration(Range<int> range1, Range<int> range2, List<Operators> operators)
{
this.Range1 = range1;
this.Range2 = range2;
this.Operators = operators;
}
public class BinaryProblem : Problem
{
public BinaryProblem(decimal x, decimal y, Operators op, decimal response)
{
this.X = x;
this.Y = y;
this.Response = response;
}
public decimal X { get; private set; }
public decimal Y { get; private set; }
public decimal Response { get; private set; }
}
public enum Operators
{
Addition, Substract, Multiplication, Division
}
And the most important part, here is a concrete factory. Look at this part I set the generic values. Why? Because I supposed is the best way to implement the concrete values, I mean I don't have to cast any value right now.
public class BinaryFactory : ProblemBaseFactory<BinaryProblem, BinaryConfiguration>
{
public BinaryFactory(BinaryConfiguration config) : base(config) { }
public override BinaryProblem CreateProblem(BinaryConfiguration config)
{
var x = GenerateValueInRange(config.Range1);
var y = GenerateValueInRange(config.Range2);
var index = Random.Next(config.Operators.Count);
var op = config.Operators[index];
return new BinaryProblem(x, y, op, x + y);
}
private decimal GenerateValueInRange(Range<int> range)
{
return Random.Next(range.Min, range.Max);
}
}
And to implement it is:
BinaryConfiguration configuration = new BinaryConfiguration() {.. }
IProblemFactory factory = new BinaryFactory(configuration);
var a = factory.CreateProblem();
But at this point, I guess this is not the best design.. because if I want to use a new Configuration, I should create another instance of it, and I supposed is not the best thing.
How can I improve it?