How, when an where can I utilize factory design pattern in my scripts?
Please see my factory design pattern.
public interface IMySerializer
{
void Serialize<T>(string path, T obj);
T Deserialize<T>(string path);
}
public class MyXmlSerializer: IMySerializer {
public void Serialize<T>(string path,T obj)
{
XmlSerializer serializer = new XmlSerializer(typeof(T));
using(TextWriter tw=new StreamWriter(path))
{
serializer.Serialize(tw,obj);
}
}
// deserialize as well.
}
public class MyBinarySerializer : IMySerializer {
public void Serialize<T>(string path, T obj) {
var bf=new BinaryFormatter();
Stream fs=File.OpenWrite(path);
bf.Serialize(fs, obj);
fs.Close();
}
// deserialize as well.
}
public class SerializerFactory
{
public enum SerializerType
{
None=-1,Json,Binary,Xml
}
public static void Serialize<T>(SerializerType type,string path,T obj)
{
switch(type)
{
case SerializerType.Json:
new MyJsonSerializer().Serialize(path, obj);
break;
case SerializerType.Binary:
new MyBinarySerializer().Serialize(path, obj);
break;
case SerializerType.Xml:
new MyXmlSerializer().Serialize(path, obj);
break;
default:
throw new ArgumentException("Select serializer type");
break;
}
}
}
It is convenient because I implement them only once and call them easily without knowing about serialization procedures.
The first question: I can use factory design pattern when I completely have the same constructors with the same parameters?
The second one: If I intend to utilize other functions for example, other bunch of methods in the serialization classes in the future, the factory can handle it?
I do not know precisely when factory pattern really works and where it is suitable to apply it.
I am afraid of changing in the future.
object-oriented design-patterns factory-method
New contributor
add a comment |
Please see my factory design pattern.
public interface IMySerializer
{
void Serialize<T>(string path, T obj);
T Deserialize<T>(string path);
}
public class MyXmlSerializer: IMySerializer {
public void Serialize<T>(string path,T obj)
{
XmlSerializer serializer = new XmlSerializer(typeof(T));
using(TextWriter tw=new StreamWriter(path))
{
serializer.Serialize(tw,obj);
}
}
// deserialize as well.
}
public class MyBinarySerializer : IMySerializer {
public void Serialize<T>(string path, T obj) {
var bf=new BinaryFormatter();
Stream fs=File.OpenWrite(path);
bf.Serialize(fs, obj);
fs.Close();
}
// deserialize as well.
}
public class SerializerFactory
{
public enum SerializerType
{
None=-1,Json,Binary,Xml
}
public static void Serialize<T>(SerializerType type,string path,T obj)
{
switch(type)
{
case SerializerType.Json:
new MyJsonSerializer().Serialize(path, obj);
break;
case SerializerType.Binary:
new MyBinarySerializer().Serialize(path, obj);
break;
case SerializerType.Xml:
new MyXmlSerializer().Serialize(path, obj);
break;
default:
throw new ArgumentException("Select serializer type");
break;
}
}
}
It is convenient because I implement them only once and call them easily without knowing about serialization procedures.
The first question: I can use factory design pattern when I completely have the same constructors with the same parameters?
The second one: If I intend to utilize other functions for example, other bunch of methods in the serialization classes in the future, the factory can handle it?
I do not know precisely when factory pattern really works and where it is suitable to apply it.
I am afraid of changing in the future.
object-oriented design-patterns factory-method
New contributor
Welcome to Code Review. Please provide more background about your project, why you have a need for multiple serializers, and how you intend to use this code.
– 200_success
31 mins ago
Hi. Thanks. I would like to write a plugin with different serializations. Therefore, I can apply them in different projects or maybe need to use different serialization in one project (like XML and Json) because of different APIs. It can be perceived as a wrapper, too.
– Mahdi
29 mins ago
I use Unity3d. It has specific json serialization. It is perfect for its own classes like scriptableobjects and monobehaviours but there are limitations for pure C# classes like that I can not exploit generics and polymorphism using unity json serialization. Therefore, I require other serializations for pure classes such as NewtonSoft. Also, I have XML files as well in my game.
– Mahdi
20 mins ago
add a comment |
Please see my factory design pattern.
public interface IMySerializer
{
void Serialize<T>(string path, T obj);
T Deserialize<T>(string path);
}
public class MyXmlSerializer: IMySerializer {
public void Serialize<T>(string path,T obj)
{
XmlSerializer serializer = new XmlSerializer(typeof(T));
using(TextWriter tw=new StreamWriter(path))
{
serializer.Serialize(tw,obj);
}
}
// deserialize as well.
}
public class MyBinarySerializer : IMySerializer {
public void Serialize<T>(string path, T obj) {
var bf=new BinaryFormatter();
Stream fs=File.OpenWrite(path);
bf.Serialize(fs, obj);
fs.Close();
}
// deserialize as well.
}
public class SerializerFactory
{
public enum SerializerType
{
None=-1,Json,Binary,Xml
}
public static void Serialize<T>(SerializerType type,string path,T obj)
{
switch(type)
{
case SerializerType.Json:
new MyJsonSerializer().Serialize(path, obj);
break;
case SerializerType.Binary:
new MyBinarySerializer().Serialize(path, obj);
break;
case SerializerType.Xml:
new MyXmlSerializer().Serialize(path, obj);
break;
default:
throw new ArgumentException("Select serializer type");
break;
}
}
}
It is convenient because I implement them only once and call them easily without knowing about serialization procedures.
The first question: I can use factory design pattern when I completely have the same constructors with the same parameters?
The second one: If I intend to utilize other functions for example, other bunch of methods in the serialization classes in the future, the factory can handle it?
I do not know precisely when factory pattern really works and where it is suitable to apply it.
I am afraid of changing in the future.
object-oriented design-patterns factory-method
New contributor
Please see my factory design pattern.
public interface IMySerializer
{
void Serialize<T>(string path, T obj);
T Deserialize<T>(string path);
}
public class MyXmlSerializer: IMySerializer {
public void Serialize<T>(string path,T obj)
{
XmlSerializer serializer = new XmlSerializer(typeof(T));
using(TextWriter tw=new StreamWriter(path))
{
serializer.Serialize(tw,obj);
}
}
// deserialize as well.
}
public class MyBinarySerializer : IMySerializer {
public void Serialize<T>(string path, T obj) {
var bf=new BinaryFormatter();
Stream fs=File.OpenWrite(path);
bf.Serialize(fs, obj);
fs.Close();
}
// deserialize as well.
}
public class SerializerFactory
{
public enum SerializerType
{
None=-1,Json,Binary,Xml
}
public static void Serialize<T>(SerializerType type,string path,T obj)
{
switch(type)
{
case SerializerType.Json:
new MyJsonSerializer().Serialize(path, obj);
break;
case SerializerType.Binary:
new MyBinarySerializer().Serialize(path, obj);
break;
case SerializerType.Xml:
new MyXmlSerializer().Serialize(path, obj);
break;
default:
throw new ArgumentException("Select serializer type");
break;
}
}
}
It is convenient because I implement them only once and call them easily without knowing about serialization procedures.
The first question: I can use factory design pattern when I completely have the same constructors with the same parameters?
The second one: If I intend to utilize other functions for example, other bunch of methods in the serialization classes in the future, the factory can handle it?
I do not know precisely when factory pattern really works and where it is suitable to apply it.
I am afraid of changing in the future.
object-oriented design-patterns factory-method
object-oriented design-patterns factory-method
New contributor
New contributor
New contributor
asked 35 mins ago
Mahdi
1
1
New contributor
New contributor
Welcome to Code Review. Please provide more background about your project, why you have a need for multiple serializers, and how you intend to use this code.
– 200_success
31 mins ago
Hi. Thanks. I would like to write a plugin with different serializations. Therefore, I can apply them in different projects or maybe need to use different serialization in one project (like XML and Json) because of different APIs. It can be perceived as a wrapper, too.
– Mahdi
29 mins ago
I use Unity3d. It has specific json serialization. It is perfect for its own classes like scriptableobjects and monobehaviours but there are limitations for pure C# classes like that I can not exploit generics and polymorphism using unity json serialization. Therefore, I require other serializations for pure classes such as NewtonSoft. Also, I have XML files as well in my game.
– Mahdi
20 mins ago
add a comment |
Welcome to Code Review. Please provide more background about your project, why you have a need for multiple serializers, and how you intend to use this code.
– 200_success
31 mins ago
Hi. Thanks. I would like to write a plugin with different serializations. Therefore, I can apply them in different projects or maybe need to use different serialization in one project (like XML and Json) because of different APIs. It can be perceived as a wrapper, too.
– Mahdi
29 mins ago
I use Unity3d. It has specific json serialization. It is perfect for its own classes like scriptableobjects and monobehaviours but there are limitations for pure C# classes like that I can not exploit generics and polymorphism using unity json serialization. Therefore, I require other serializations for pure classes such as NewtonSoft. Also, I have XML files as well in my game.
– Mahdi
20 mins ago
Welcome to Code Review. Please provide more background about your project, why you have a need for multiple serializers, and how you intend to use this code.
– 200_success
31 mins ago
Welcome to Code Review. Please provide more background about your project, why you have a need for multiple serializers, and how you intend to use this code.
– 200_success
31 mins ago
Hi. Thanks. I would like to write a plugin with different serializations. Therefore, I can apply them in different projects or maybe need to use different serialization in one project (like XML and Json) because of different APIs. It can be perceived as a wrapper, too.
– Mahdi
29 mins ago
Hi. Thanks. I would like to write a plugin with different serializations. Therefore, I can apply them in different projects or maybe need to use different serialization in one project (like XML and Json) because of different APIs. It can be perceived as a wrapper, too.
– Mahdi
29 mins ago
I use Unity3d. It has specific json serialization. It is perfect for its own classes like scriptableobjects and monobehaviours but there are limitations for pure C# classes like that I can not exploit generics and polymorphism using unity json serialization. Therefore, I require other serializations for pure classes such as NewtonSoft. Also, I have XML files as well in my game.
– Mahdi
20 mins ago
I use Unity3d. It has specific json serialization. It is perfect for its own classes like scriptableobjects and monobehaviours but there are limitations for pure C# classes like that I can not exploit generics and polymorphism using unity json serialization. Therefore, I require other serializations for pure classes such as NewtonSoft. Also, I have XML files as well in my game.
– Mahdi
20 mins ago
add a comment |
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Welcome to Code Review. Please provide more background about your project, why you have a need for multiple serializers, and how you intend to use this code.
– 200_success
31 mins ago
Hi. Thanks. I would like to write a plugin with different serializations. Therefore, I can apply them in different projects or maybe need to use different serialization in one project (like XML and Json) because of different APIs. It can be perceived as a wrapper, too.
– Mahdi
29 mins ago
I use Unity3d. It has specific json serialization. It is perfect for its own classes like scriptableobjects and monobehaviours but there are limitations for pure C# classes like that I can not exploit generics and polymorphism using unity json serialization. Therefore, I require other serializations for pure classes such as NewtonSoft. Also, I have XML files as well in my game.
– Mahdi
20 mins ago