Problem with boundry for different aggregates - aggregate

I have a problem with the boundaries of aggregates. I was trying to read about aggregates, aggregate roots, and boundaries, looking for some code examples but I still struggle with it.
The app that I'm working on is an app to manage architecture projects.
Among the screens in the app there will be a screen with all details for the selected project, and one with all jobs for the selected constructor.
I have one AggregateRoot - ArchitectureProject.It has an Architect, Stages, etc. and it has a list of ConstructorJobs (as it has to be on the screen with project details). ConstructorJob has its name, some value, and a Constructor. A Constructor can have some ConstructorType. As for me, Constructor is another AggregateRoot. I have a problem with ConstructorJob. Where should I place it? What should be responsible for managing it?
I was trying to thing what cannot exist with what, and ConstructorJob cannot exists without Project, but on the other hand it has to have Constructor as well...
I can't imagine that Constructor would belong to Project Aggregate, as ConstructorType would be 4th level child to id, so searching for all constructors of that type would be painful, wouldn't be?
I would appreciate any explanation, how to handle such cases.

I think you are missing an important rule which usually makes your life a lot easier:
Rule: Reference Other Aggregates by Identity
See also Vaughn Vernon's Book Implementing Domain-Driven Design, chapter 10 - Aggregates.
It is important to note that Aggregates in the sense of domain-driven design are not so much focused on if the existence of one aggregate makes sense without the other. It is more about transactional boundaries. So an aggregate should create a boundary around elements that should only change together within the same transaction - to adhere to consistency.
So I guess, that you will change your Project in different use cases you would change the Constructor - which I guess can be referenced in different projects.
This means you should reference other aggregates within aggregates only by id which avoids modelling huge aggregates with deep hierarchies. It also means that if your aggregates tend to grow bigger over time that you might have missed some new aggregate which you initially modelled as entity and should be an aggregate on its own.
As for me, Constructor is another AggregateRoot. I have a problem with ConstructorJob. Where should I place it? What should be responsible for managing it?
In your case I would model it the following way:
The ConstructorJob is a Value Object which holds some data (name, etc.) and also a reference to a Constructor aggregate. But this reference is not a reference in terms of object reference like you would do it with a child entity of an aggregate root. The constructor aggregate is referenced by an identifier (UUID, integer or whatever you are using as id type) in the ConstructorJob.
The ConstructorJob value object would be part of the Project aggregate. The project aggregate could of course directly hold the id of the constructor aggregate but I guess in your case the value object might fit quite well.

Related

ERD diagram conversion into UML diagram

I have an ERD Diagram of an E-commerce with the following entities Product , Tag , ProductTag,Category and other entities of course.
I tried to convert it into class diagram as follows:
1- removed the id
2- converted the foreign key into object of the type i'm refering to(product_id converted into => product: Product)
my question is , is this good approach to follow on all my entities? does it like achieve the SOLID principle? I have a presentation in 2 days and I want to be very sure of what I have made , any comment or modification would be really enough .I also chose these tables because they represent one to many and many to many. thanks in advance.
Basically your approach is correct. It's just a couple of UML specifications you got wrong.
The label in the middle of the connectors is just the name of the connector. Unless you do some OCL wizardry this name is meaningless. There is a way to adorn it with a black triangle to show the reading direction. This sometimes helps business people to understand how classes are related to each other (see Fig. 11.27 on p. 202 of UML 2.5). But usually you would not use it.
The shared aggregation has no semantics (p. 110 of UML: Indicates that the Property has shared aggregation semantics. Precise semantics of shared aggregation varies by application area and modeler.). So leave the open diamond away. Composite (filled diamond) can be used to show responsibility (when I'm killed I will kill my composites first). Usually it adds too little to be really useful, it only heats up the futile composition-discussion.
The navigation-direction is incorrect. The AC in the middle sees both connected classes so it's shown without any arrow. If you have an additional (directed) association you place it as lone (extra) connector. In that case put role names towards any end. That makes navigation clearer than just a simple arrow. I for myself use arrows only on rough sketches on the drawing board.
P.S. Just noticing that you have operations in your classes that have the same name as the class and take one paramter being also the class. I would guess you intend to show a constructor here. In that case you would make it Classname():Classname and provide only the paramaters that are needed for the constructor. Else these opreations don't seem to make much sense. Similarly the CRUD operations seem to work on a list of 'itself' which is also probably not desired. You would have a collection class which handles the base class where these operation make sense. So to summarize: you would only add getter/setter operations for the (private) properties matching the columns from your table.
P.P.S.: As per Christophe's comment it's a good idea to adorn the class instantiation operation with a <<create>> stereotype which highlights its purpose. See p. 196 of UML 2.5:
This stereotype is part of the standard (see p. 677) and the table on p. 678 states:
Specifies that the designated feature creates an instance of the classifier to which the feature is attached.
On the modeling part of your question, there’s already a perfect answer. For the records, I’d nevertheless like to add a complementary answer on the SOLID part:
Single responsibility: your classes have more than one reason to change, because you may want to change Product for what it is (e.g. add more product-related attributes), but you may also want to change the class to add new getByXxx() operations to find products in the database based on other criteria, independently of what a product really is. SO it's not complying.
Open-closed principle: we cannot tell
Liskov substitution principle: in absence of inheritance, this is not relevant. Moreover, you couldn't tell without having precondition, postcondition and invariant constraints.
Interface segregation principe: is probably not compliant, because you impose an implicit interface that all inheriting class would have to provide, even if they don't need it (e.g. products not stored in a database). A first step in the right direction, would be to use an interface for the common database operations.
Dependency inversion: we cannot tell but probably it isn't , because update(), delete(),... probably depends on some database, so that you can't switch it to another database. With DIP, you'd inject the database in the class that use it, so that you could at any moment inject another database that offers the same interface.
You didn't ask, but your design seems to correspond to active records. If you want to go for a cleaner, more SOLID design, you should prefer factor out the database related code to either repositories or table data gateways.

What are the disadvantages of using records instead of classes?

C# 9 introduces record reference types. A record provides some synthesized methods like copy constructor, clone operation, hash codes calculation and comparison/equality operations. It seems to me convenient to use records instead of classes in general. Are there reasons no to do so?
It seems to me that currently Visual Studio as an editor does not support records as well as classes but this will probably change in the future.
Firstly, be aware that if it's possible for a class to contain circular references (which is true for most mutable classes) then many of the auto generated record members can StackOverflow. So that's a pretty good reason to not use records for everything.
So when should you use a record?
Use a record when an instance of a class is entirely defined by the public data it contains, and has no unique identity of it's own.
This means that the record is basically just an immutable bag of data. I don't really care about that particular instance of the record at all, other than that it provides a convenient way of grouping related bits of data together.
Why?
Consider the members a record generates:
Value Equality
Two instances of a record are considered equal if they have the same data (by default: if all fields are the same).
This is appropriate for classes with no behavior, which are just used as immutable bags of data. However this is rarely the case for classes which are mutable, or have behavior.
For example if a class is mutable, then two instances which happen to contain the same data shouldn't be considered equal, as that would imply that updating one would update the other, which is obviously false. Instead you should use reference equality for such objects.
Meanwhile if a class is an abstraction providing a service you have to think more carefully about what equality means, or if it's even relevant to your class. For example imagine a Crawler class which can crawl websites and return a list of pages. What would equality mean for such a class? You'd rarely have two instances of a Crawler, and if you did, why would you compare them?
with blocks
with blocks provides a convenient way to copy an object and update specific fields. However this is always safe if the object has no identity, as copying it doesn't lose any information. Copying a mutable class loses the identity of the original object, as updating the copy won't update the original. As such you have to consider whether this really makes sense for your class.
ToString
The generated ToString prints out the values of all public properties. If your class is entirely defined by the properties it contains, then this makes a lot of sense. However if your class is not, then that's not necessarily the information you are interested in. A Crawler for example may have no public fields at all, but the private fields are likely to be highly relevant to its behavior. You'll probably want to define ToString yourself for such classes.
All properties of a record are per default public
All properties of a record are per default immutable
By default, I mean when using the simple record definition syntax.
Also, records can only derive from records and you cannot derive a regular class from a record.

Best Data Structure for an Entity-Component-System Framework

I've been reading a lot about Entity Frameworks and now I want to implement it on my game. An Entity Framework is based on making the game entities simple containers of Components, where a Component contains a certain characteristic of an Entity (and all the variables/accessors which describe this characteristic).
The game logic is then modularized by creating Systems. Each System implements and runs a certain aspect of the game logic (eg. Collisions, Rendering, Animation). Each System has to be able to access every Entity which has some certain combination of Components (eg. RenderSystem has to get only Entities which have PositionComponent and AnimationComponent).
My question regards the best data structure for achieving such functionality.
My current idea is to create a Vector (with N cells, where N is the number of possible components) of List of Entity. So whenever I create (instantiate and add certain Components) an Entity, I would also reference this Entity from each List for each Component it contains. "Killing" an Entity would require removing each reference from each List. The problem would be querying which entities have to be processed by a certain System, because the search-key would be a combination of Components, and not a single Component, adding overhead to the operation (many searches and comparisons would have to be done).
Is my idea good? Is there any better data structure I can use? Note that everything in the game is supposed to be an Entity, summing up to thousands of Entites on a single Level (I could possibly use some space partitioning).
They are two ways of doing it,
The purely data oriented system would lead you not to have an Entity class but just components sharing an ID. In this case, a vector or a hashmap for every system wouldn't be a problem as the search in these data structure is fast. If you want several components per system per entity you can aggregate your components in one data structure adapted for each system.
The problem is that a pure data oriented system can be less usable than a more pragmatic approach where you keep all the features of the previously described system but you keep an entity class that holds reference to his components (or aggregated components structures) of every system. Processing an entity (deleting or inspecting it) becomes much easier as you still have a place where all the information about what the entity is, i.e. what it is made of and not what state it is in, can be found in one place instead of querying every system.
In your case, the best thing is to try... It's quite easy and fast to implement a rough engine in the two ways, and once you've played with the two you'll be able to decide which one suites you better.
This article is valuable as far as it suggests 4 iterations for the data structure, but no one is a good solution in my opinion. But I recommend to read it, because there is a detailed analysis of the problem, nice estimations in terms of memory and such other good material.

Need some advice concerning MVVM + Lightweight objects + EF

We develop the back office application with quite large Db.
It's not reasonable to load everything from DB to memory so when model's proprties are requested we read from DB (via EF)
But many of our UIs are just simple lists of entities with some (!) properties presented to the user.
For example, we just want to show Id, Title and Name.
And later when user select the item and want to perform some actions the whole object is needed. Now we have list of items stored in memory.
Some properties contain large textst, images or other data.
EF works with entities and reading a bunch of large objects degrades performance notably.
As far as I understand, the problem can be solved by creating lightweight entities and using them in appropriate context.
First.
I'm afraid that each view will make us create new LightweightEntity and we eventually will end with bloated object context.
Second. As the Model wraps EF we need to provide methods for various entities.
Third. ViewModels communicate and pass entities to each other.
So I'm stuck with all these considerations and need good architectural design advice.
Any ideas?
For images an large textst you may consider table splitting, which is commonly used to split a table in a lightweight entity and a "heavy" entity.
But I think what you call lightweight "entities" are data transfer objects (DTO's). These are not supplied by the context (so it won't get bloated) but by projection from entities, which is done in a repository or service.
For projection you can use AutoMapper, especially its newer feature that I describe here. This allows you to reduce the number of methods you need to provide "for various entities" (DTO's), because the type to project to can be given in a generic type parameter.

Aggregate class extending base class - Violation of LSP?

The Liskov Substitution Principle (LSP) on Wikipedia
Say I have a Alien class with an numFingers attribute*. Occasionally, I need to pull the sum of the numFingers from the database, grouped by other field values. In these cases, I have no need to manipulate each record individually, but I do need access to a lot of their functionality -- be able to get attributes, perform some basic logic on them, etc. This may include data summed from thousands of records, so it makes little sense to instantiate thousands of Alien objects when the database query can do the work of summing for me.
I would like to make an extension class called AlienAggregate, whose attributes are set from the grouped & summed query. This class would allow me to call any of Alien's methods. The only difference between functionality of the two classes, is GetID(). The aggregate class has no ID, since its data has been derived from any number of records. Because of this, calling GetID() on AlienAggregate throws an exception.
Is this a violation of the Liskov Substitution Principle? Is there a better way to handle a call to GetID()? Is there a better way to design the relationship between the Alien and AlienAggregate classes?
*Actual names may have been changed just because I can.
I don't think you're violating LSP since the principle only applies when Alien is a subtype of AlienAggregate (or the other way around). There is no is a relationship here (more of an aggregation of Alien's as you've appropriately named them).
Instead, it sounds like both Alien, and AlienAggregate probably implement a LooksAlien Interface. The Alien class just has an additional method, GetID().
...just beware of the nefarious BeginInvasion method on AlienAggregate.