Implementing the IEqualityComparer of T interface for object equality with C# .NET

The generic IEqualityComparer of T provides you a way to indicate whether two custom objects are equal. We’ve looked at equality in a number of posts on this blog – see the link below if you’re curious – and IEqualityComparer fulfils a similar purpose though its usage is different.

Equality comparers are most often used to filter out duplicates from a collection.

Consider the following class:

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Implementing the IEquatable of T interface for object equality with C# .NET

In this short post we’ll see a way how to make two custom objects equatable using the generic IEquatable interface. Consider the following object:

public class Person
{
	public int Id { get; set; }
	public string Name { get; set; }
	public int Age { get; set; }
}

The object superclass has an Equals method that we can test as follows:

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SOLID principles in .NET revisited part 4: the Liskov Substitution Principle

Introduction

In the previous post we looked at the Open-Closed Principle, i.e. ‘O’ in the SOLID acronym. We saw how the OCP facilitated the flexibility and extensibility of a class. It also places a constraint on a class by making it “append-only”. In other words you can extend a class but you cannot change the implementation of existing parts of a class.

In this post we’ll take a look at letter ‘L’ which stands for the Liskov Substitution Principle LSP.

Definition of LSP

LSP stands for the interchangeability of different implementations of an abstraction. An abstraction in C#, and probably most other popular object-oriented programming languages, can either be an abstract base class or an interface. According to LSP it shouldn’t make any difference what implementation of an abstraction you call from a client. Any concrete implementation of the abstraction should behave in a way that doesn’t break the client and doesn’t produce any unexpected and/or incorrect results. The client shouldn’t ever be concerned with the implementation details of an abstraction. It should be able to consume any concrete implementation “without batting an eye”.

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How to declare natural ordering by implementing the generic IComparer interface in C# .NET

In this post we showed how to declare natural ordering for a custom type by implementing the generic IComparable interface. We saw that it required us to implement the CompareTo method. The example we looked at was a simple Triangle class where we said that triangles can be ordered based on their areas. That’s probably a reasonable comparison for triangle.

However, what about the following object?

public class Building
{
	public double Area { get; set; }
	public int NumberOfRooms { get; set; }
	public string Address { get; set; }
	public bool ForSale { get; set; }
	public DateTime DateBuilt { get; set; }
}

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SOLID principles in .NET revisited part 3: the Open-Closed principle

Introduction

In the previous post we looked at the letter ‘S’ in SOLID, i.e. the single responsibility principle. We identified the reasons for change in the OnDemandAgentService class and broke out 3 of them into separate classes. The OnDemandAgentService can now concentrate on starting a new on-demand agent and delegate other tasks to specialised services such as EmailService. Also, an additional benefit is that other classes in the assembly can re-use those specialised services so that e.g. logging can be centralised.

In this post we’ll look at the second constituent of the SOLID principles, the letter ‘O’ which stands for the Open-Closed Principle OCP.

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How to declare natural ordering by implementing the generic IComparable interface in C# .NET

Primitive types such as integers can be ordered naturally in some way. Numeric and alphabetical ordering comes in handy with numbers and strings. However, there’s no natural ordering for your own custom objects with a number of properties.

Consider the following Triangle class:

public class Triangle
{
	public double BaseSide { get; set; }
	public double Height { get; set; }

	public double Area
	{
		get
		{
			return (BaseSide * Height) / 2;
		}
	}
}

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How to build URIs with the UriBuilder class in C#

You can normally use the URI object to construct URIs in C#. However, there’s an object called UriBuilder which lets you build up a URI from various elements.

Here’s an example to construct a simple HTTP address with a scheme, a host and a path:

UriBuilder uriBuilder = new UriBuilder();
uriBuilder.Scheme = "http";
uriBuilder.Host = "cnn.com";
uriBuilder.Path = "americas";
Uri uri = uriBuilder.Uri;

uri will be “http://cnn.com/americas”

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SOLID principles in .NET revisited part 2: Single Responsibility Principle

Introduction

In the previous post we set the tone for the recycled series on SOLID. We also presented a piece of code to be improved. There are several issues with this code and we’ll try to improve it step by step as we go through the principles behind SOLID.

In this post we’ll start with ‘S’, i.e. the Single Responsibility Principle (SRP). We’ll partly improve the code by applying SRP to it. Note that the code will still have a lot of faults left after this but we’ll improve it gradually.

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Join custom objects into a concatenated string in .NET C#

Say you have the following Customer object with an overridden ToString method:

public class Customer
{
	public int Id { get; set; }
	public string Name { get; set; }
	public string City { get; set; }

	public override string ToString()
	{
		return string.Format("Id: {0}, name: {1}, city: {2}", Id, Name, City);
	}
}

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SOLID principles in .NET revisited part 1: introduction with code to be improved

Introduction

Probably every single programmer out there wants to write good code. Nobody has the desire to be ashamed of the code base they have written. Probably no programmer wants to turn a large software project into a failure by deliberately writing low quality code.

What is good code anyway? Opinions differ on this point but we can generally say that good code means code that is straightforward to extend and maintain, code that’s easy to test, code that is flexible, code that is relatively easy to read, code that is difficult to break and code that can swiftly be adapted to changes in the requirements without weeks of refactoring. These traits are interdependent. E.g. code that’s flexible will be easier to change in line with new requirements. The English word “solid” has the meaning of “difficult to break” or “resistant to change” which is naturally applicable to good code.

However, it’s very difficult to write good code in practice. On the other hand it’s very easy to write bad code. Compilers do not understand software engineering principles so they won’t complain if your code is “bad” in any way – except if your code contains faulty syntax but that’s not what we mean by bad code here. Modern object oriented languages like C#, Java or Python provide a lot of flexibility to the programmer. He or she can construct code which performs one or more functions in lots of different ways. Also, different programmers might point out different parts in the same code base as being “bad”.

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