Why not to use ViewBag heavily? - asp.net-mvc-3

What if i use too many ViewBag in MVC3 page? What extreme problems will be there if i continue use them heavily. In less words, what are the disadvantages of ViewBag and what is the alternate for it?

what is the alternate for it?
You should only use ViewModels, It's the recommended approach. Create Strongly typed views. It would make your code cleaner and easy to maintain.
What extreme problems will be there?
Issue with Viewbags/ViewData is compile time checking. ViewBags are just dictionaries and you won't be aware about any issues until run time and thus it makes your code error-prone. So always try to go with ViewModels.

Two points I know:
It makes your controllers less testable.
Your views are not strongly typed

It has the possibility to hit performance at run-time.

Related

howto struct a code? e.g. at the top all variables, then all methods and last all event handlers

i'm currently working on a big projekt and i loose many time searching the right thing in the code. i need to get e.g. a method which makes someting special. so i scroll the whole code.
are there any common and effective methods to struct a file of code? e.g.
1. all global variables
2. constructor etc.
3. all methods
4. all event handlers
do you know common methods to do this??
It's more usual to break large projects into several source files, with logically related functionality. This helps with speeding up compilation and reducing coupling in your design as well as helping you navigate the code.
An example might be to have separate files for
UI functionality
helper classes (such as geometric/maths stuff)
file I/O
core functionality that connects the rest together
Design is a large topic, the book Code Complete by Steve McConnell might be a good starting point for you.
You shouldnt use global variables :)
Try spreading things out over different classes and files. Maks sure each class has only one purpose, instead of 1 class that manages a whole lot of different tasks.
That sounds like a sensible enough structure to me, what would really benefit you though is learning to use the tools you have available — whatever editor you're using it will have a search function, you can use that to quickly find what you're looking for.
Some editors will also include bookmarks too, and most offer a way to move back and forward through recent positions in the file.
Seen this sort of things started, never seen it kept on under the pressure to turn out code though.
Basically my rule of thumb is, if I feel the need to do this, break the code file up.

translating using a global function in OO environment (Zend Framework)

I am working on a project build on the Zend Framework. I'm using Zend_Translate to do my translations, but I want to keep the amount of extra code in the front of my application (views) as minimal as possible. Translation of a text should look like this:
echo __("Text to translate");
Using a view helper isn't doing it, because then I get:
echo $this->__("Text to translate");
This would mean I have to declare a global function somewhere, that calls for Zend_Translate to do the rest of the magic. Because I want the project to stay as clean as possible I'd like some suggestions on where to put this function.
I have considered including a file with my global function inside of the _initLocale() in the bootstrap.
Basically my question is: am I now violating all the holy MVC principles, or is this the right way to go?
This is actually not an easy question to answer. Of course you're violating some principles of OOP because you're basically punctuating your objects with hundreds of little wholes where there should be just one. You should be injecting the translation object into your controllers and views once and then call $this->__(). This is also easily done by creating an intermediate layer between Zend_Controller_Action and your own controllers. BUT... translation is a very specific case and I don't see much potential harm coming from your solution. The Translation method is not likely to change its logics and if you need to rename it, finding and replacing two underscores followed by a bracket will most probably not yield anything else than translated strings... then again that use of 'most probably' is a smell already.
Summary: It seems more or less ok but I still wouldn't do it, especially if it's a software of some meaning with an expected life span of some years.

Typing similar code

I've occasionally found myself in situations where I have to type out redundant code... where only one variable or two will change in each block of code. Usually I'll copy and paste this block and make the necessary changes on each block of code... but is there a better way to handle this?
Heavy use of cut and paste usually means there's something not quite right in the design of the code. Think about how you could refactor such as breaking out the cut/paste functionality into commonly called methods.
Yes. There is always a better way to do it than copy-and-paste. You should always get a little uneasy (kind of like you feel when you're about to give a speech in front of a huge crowd) when you're about to hit "Ctrl-V."
In almost any introductory class you're likely to be using a language that has functions, methods, or sub procedures. (What they're called and what they do depends on the language in question). Any variable that changes needs to be a parameter to that function/method/subprocedure.
When you do that (and the method/function/sub is accessible) you can replace the HUGE chunks of code with a single call to your new m-f-s.
There are a lot of other ways to do this, but when you're just getting started this is probably the way to go.
you have a lot of approaches to this situation. I don't know if you're working with OO or structured programming but you can build methods or functions and give them cohesion and unique responsibilities. I think it's an easy way of thinking...
In the OO paradigm we use some therms on how to avoid this situation: cohesion and low decoupling (you could search for them over the Internet). If you can apply both of them in your code, it will be easier to read and maintain.
That's all

Refactoring methods in existing code base with huge number of parameters

I have inherited an existing code base where the "features" are as follows:
huge monolithic classes with
(literally) 100's of member variables
and methods that go one for pages
(er. screens)
public and private methods with a large number of arguments.
I am trying to clean up and refactor the code, to leave it a little better
than how I found it. So my questions
is worth it (or do you) refactor methods with 10 or so arguments so that they are more readable ?
are there best practices on how long methods should be ? How long do you usually keep them?
are monolithic classes bad ?
is worth it (or do you) refactor methods with 10 or so arguments so that they are more readable ?
Yes, it is worth it. It is typically more important to refactor methods that are not "reasonable" than ones that already are nice, short, and have a small argument list.
Typically, if you have many arguments, it's because a method does too much - most likely, it should be a class of it's own, not a method.
That being said, in those cases when many parameters are required, it's best to encapsulate the parameters into a single class (ie: SpecificAlgorithmOptions), and pass one instance of that class. This way, you can provide clean defaults, and its very obvious which methods are essential vs. optional (based on what is required to construct the options class).
are there best practices on how long methods should be ? How long do you usually keep them?
A method should be as short as possible. It should have one purpose, and be used for one task, whenver possible. If it's possible to split it into separate methods, where each as a real, qualitative "task", then do so when refactoring.
are monolithic classes bad ?
Yes.
if the code is working and there is no need to touch it, i wouldn't refactor. i only refactor very problematic cases if i anyway have to touch them (either for extending them for functionality or bug-fixing). I favor the pragmatic way: Only (in 95%) touch, what you change.
Some first thoughts on your specific problem (though in detail it is difficult without knowing the code):
start to group instance variables, these groups will then be target to do 'extract class'
when having grouped these variables you hopefully can group some methods, which also be moved when doing 'extract class'
often there are many methods which aren't using any fields. make them static (they most likely are helper methods, which can be extracted to helper-classes.
in case non-related instance fields are mixed in many methods, do loads of 'extract method'
use automatic refactoring tools as much as possible, because you most likely have no tests in place and automation is more safe.
Regarding your other concrete questions.
is worth it (or do you) refactor methods with 10 or so arguments so that they are more readable?
definetely. 10 parameters are too many to grasp for us humans. most likely the method is doing too much.
are there best practices on how long methods should be ? How long do you usually keep them?
it depends... on preferences. i stated some things on this thread (though the question was PHP). still i would apply these numbers/metrics to any language.
are monolithic classes bad ?
it depends, what you mean with monolithic. if you mean many instance variables, endless methods, a lot of if/else complexity, yes.
also have a look at a real gem (to me a must have for every developer): working effectively with legacy code
Assuming the code is functioning I would suggest you think about these questions first:
is the code well documented?
do you understand the code?
how often are new features being added?
how often are bugs reported and fixed?
how difficult is it to modify and fix the code?
what is the expected life of the code?
how many versions of the compiler are you behind (if at all)?
is the OS it runs on expected to change during its lifetime?
If the system will be replaced in five years, is documented well, will undergo few changes, and bugs are easy to fix - leave it alone regardless of the size of the classes and the number of parameters. If you are determined to refactor make a list of your refactoring proposals in the order of maximum benefit with minimum changes and attack it incrementally.

How do YOU factor your Domain (namespaces), in Domain Driven Design?

How do YOU factor your Domain (namespaces), in Domain Driven Design?
I have been moving to the following concept:
Project.Entity
Project.Entity.Abstracts
Project.Entity.Entities
Project.Entity.Extensions
Project.Entity.Immutables
Project.Entity.Interfaces
Project.Entity.Repositories
For example, I have an entity in a CMS called "Content". So, I would create a project called Project.Content, and factor the classes to look like:
interface IContent
class Content : IContent
interface IContentRepository
class ContentRepository : IContentRepository
This "Content" Entity model would have its own namespace.
But, I am finding it does not scale well in a large Enterprise environment with well over a dozen projects (try 18) of "Entity" models. I end up with a solution with over a dozen projects, some of which only have 2 or 3 classes (i.e. UrlRewriter). Also, I find myself referencing other projects just for their Interfaces. I feel like this is poluting my domain; while not concret references, it's sometimes difficult to keep from circular references.
So, I fall back to the "Layer" concept at times...
I am wanting to know how other DDD experts are factoring Enterprise-size applications. Please feel free to recommend books and articles.
And thanks in advance!
One think that I do is to add something that identifies the bounded context to it.
Ps. to make sure it is clear why, check both links on bounded context:
http://dddcommunity.org/discussion/messageboardarchive/BoundedContext.html, http://devlicio.us/blogs/casey/archive/2009/02/11/ddd-bounded-contexts.aspx
I use follow the .NET guidelines. I find them very intuitive and they allow you to setup namespaces such that you don't need to import anything you don't need.
I would never impose a strict naming convention for the feature level. The design of each different project should guide that.
I similarily to you have found out that having load of projects becomes a pain to manage.
I prefer the
Project.Domain
Project.DataAccess
Project.Presentation (presenters and such)
Project.Gui (in case of a winforms app)
setup.
In a way making things simple helps a lot when things go bad.
The question is what do you gain when you create another project ? (it is very easy to do so, almost to easy)
Will you ever want to use that project independently or not ? You might end up with the resulting .dlls so coupled you can't even deploy them without being exactly the same versions etc. in that case there is little reason for splitting it up and cluttering your IDE)
You can always move things to a new project later if the need arises, it is somewhat painfull, but by that time you would have a good reason to do it apart from just the feeling that is the way it is done.

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