Wednesday, 22 February 2017

Singleton Design Pattern

What is singleton pattern?
The singleton pattern is one of the simplest design patterns:
There are only two points in the definition of a singleton design pattern,
  1. There should be only one instance allowed for a class and
  2. We should allow global point of access to that single instance.
This structural code demonstrates the Singleton pattern which assures only a single instance
(the singleton) of the class can be created.

using System;

namespace ConsoleApp1
{
    /// <summary>  
    /// MainApp startup class for Structural  
    /// Singleton Design Pattern.  
    /// </summary>  
    class MainApp
    {
        /// <summary>  
        /// Entry point into console application.  
        /// </summary>  
        static void Main()
        {
            // Constructor is protected -- cannot use new  
            Singleton s1 = Singleton.Instance();
            Singleton s2 = Singleton.Instance();
            // Test for same instance  
            if (s1 == s2)
            {
                Console.WriteLine("Objects are the same instance");
            }
            // Wait for user  
            Console.ReadKey();
        }
    }

    /// <summary>  
    /// The Thread safe 'Singleton' class  
    /// </summary>  
    class Singleton
    {
        // Holds the single instance of the class.
        private static Singleton _instance;

        //Ensures that only one thread can enter the critical section at a time.
        private static readonly object _lock = new object();

        // Constructor is 'protected'  
        protected Singleton()
        {
        }
        public static Singleton Instance()
        {
            // First check (without locking) for performance
            if (_instance == null)
            {
                lock (_lock)
                {
                    // Second check (with locking) to ensure only one instance is created
                    if (_instance == null)
                    {
                        _instance = new Singleton();
                    }
                }
            }
            return _instance;
        }
    }
}

When to use Singleton classes
A very simple example is say Logger, suppose we need to implement the logger and log it to some file according to date time. In this case, we cannot have more than one instances of Logger in the application otherwise the file in which we need to log will be created with every instance.
We use Singleton pattern for this and instantiate the logger when the first request hits or when the server is started.

Here is how it looks:
public class Singleton {

// Holds the single instance of the class.
    private static Singleton instance;   
  
// Private constructor to Prevents external instantiation.
    private Singleton(){}
  
    public static Singleton getInstance() {
      if (instance == null)
        instance = new Singleton();
      return instance;
    }
  }

As you can see, the constructor is private, so we are unable instantiate it in the normal fashion. What you have to do is call it like this:
public Singleton singleton = Singleton.getInstance();

When you do this, the getInstance() method then checks to see if the parameter ‘instance’ is null. If it is, it will create a new one by calling the private constructor. After that, it just returns it. Of course, if it is not null, it just returns the existing instance of it. This insures that there is only one copy of the object within your program.

Singleton Pattern Versus Static Class-
Both singleton classes and static classes are design patterns used to manage instances and state, but they serve different purposes and have distinct characteristics. 

Here are the key differences between them:

Singleton Class

Instance Control: A singleton class allows only one instance of the class to be created. It provides a global point of access to that instance.
State: A singleton can maintain state across its methods, as it holds an instance that can have instance variables.
Lazy Initialization: Singleton instances can be created lazily (i.e., only when needed) or eagerly (at application startup).
Inheritability: Singleton classes can be subclassed, allowing for the possibility of extended functionality.
Instantiation: You typically control the instantiation of a singleton via a private constructor and a static method to get the instance.

Static Class

No Instance Control: A static class cannot be instantiated. It can only contain static members (methods and properties), and there is no concept of an instance.
No State: Static classes do not maintain state. Any data must be stored in static fields, which are shared across all calls.
Eager Initialization: Static classes are often initialized when the application starts, and their members can be accessed without creating an instance.
No Inheritability: Static classes cannot be subclassed or instantiated, as they do not allow for inheritance.
Accessibility: All members of a static class are inherently static, and can be accessed directly via the class name without creating an object.

Summary
Singleton: One instance, can maintain state, supports lazy initialization, can be subclassed.
Static Class: No instances, cannot maintain state, initialized at startup, cannot be subclassed.

Choosing between a singleton and a static class often depends on whether you need to maintain state and whether you want the flexibility of inheritance and instance methods.



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SOLID Design Principles

S.O.L.I.D:
The First 5 Principles of Object Oriented Design
S.O.L.I.D is an acronym for the first five object-oriented design(OOD) principles

SOLID Principles is a coding standard that all developers should have a clear concept for developing software in a proper way to avoid a bad design.
When the developer builds a software following the bad design, the code can become inflexible and more brittle, small changes in the software can result in bugs. For these reasons, we should follow SOLID Principles.

S.O.L.I.D STANDS FOR:

When expanded the acronyms might seem complicated, but they are pretty simple to grasp.

S – Single-responsiblity principle
O – Open-closed principle
L – Liskov substitution principle
I – Interface segregation principle
D – Dependency Inversion Principle

Let’s look at each principle individually to understand why S.O.L.I.D can help make us
better developers.

Single-responsibility Principle
S.R.P for short – this principle states that:

A class should have one and only one reason to change, meaning that a class should have
only one job.

Example:  A typical example could a EmailSender class:
This should just deal with sending an email out. this should not be responsible for loading the email content from database or even formatting the email content to be sent.

Open-closed Principle
Objects or entities should be open for extension, but closed for modification. This simply
means that a class should be easily extendable without modifying the class itself.
Creating new extension methods are the example of this principles.

Example: See the below code, there are 2 types of customer New and Existing, we have implemented If and Else for both customer. This is Ok if we have only these two type of customer.
class Customer
{
    int Type;
    void Add()
    {
        if (Type == 0)
        {
            Console.Write("AddNewCustomer");
        }
        else
        {
            Console.Write("AddExistingCustomer");
        }
    }
}

But what If we have to add new type? Here we modify our code to implement OCP, See the below code: 
public class CustomerBetter
    {
        public virtual void Add()
        {
            Console.Write("AddNewCustomer");
        }
    }

    class ExistingCustomer : CustomerBetter
    {
        public override void Add()
        {
            Console.Write("ExistingCustomer");
        }
    }

    class AnotherCustomer : CustomerBetter
    {
        public override void Add()
        {
            Console.Write("AnotherCustomer");
        }
    }

Liskov substitution principle

All this is stating is that every subclass/derived class should be substitutable for their
base/parent class. 

“Provides ability to replace any instance of a parent class with an instance of one of its child classes without negative side effects”  https://medium.com/swlh

Interface segregation principle

A client should never be forced to implement an interface that it doesn’t use or clients
shouldn’t be forced to depend on methods they do not use.

Example: We have one interface ICustomer which have two function Add() and Read().   Customer1 class implementing the ICustome interface. This works perfectly fine here.

interface ICustomer 
{
    void Add();
    void Read();
}

class Customer1 : ICustomer
{
    void Add()
    {
        // Add functionality here!
    }

    void Read()
    {
        // Read functionality here!
    }
}

Now we have another customer named Customer2 who wants to implement only Add() function from interface ICustomer . With the current interface It's not possible. Let's break the interface for two classes.
interface ICustomer 
{
    void Add();
}

interface ICustomerV2 
{
    void Read();
}

class Customer1 : ICustomerICustomerV2 
{
  // Implement Add and read function both
}

class Customer2 : ICustomer
{
  // Implement only Add function
}
Examples can be seen herehttps://github.com/

Dependency Inversion principle
Entities must depend on abstractions not on concretions. It states that the high level module must not depend on the low level module, but they should depend on abstractions.

If we don’t follow SOLID Principles we  
1. End up with tight or strong coupling of the code with many other modules/applications
2. Tight coupling causes time to implement any new requirement, features or any bug fixes and some times it creates unknown issues
3. End up with a code which is not testable
4. End up with duplication of code
5. End up creating new bugs by fixing another bug
6. End up with many unknown issues in the application development cycle

Following SOLID Principles helps us to  
1. Achieve reduction in complexity of code
2. Increase readability, extensibility and maintenance
3. Reduce error and implement Reusability
4. Achieve Better testability
5. Reduce tight coupling



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