Tiered Design With Analytical Widgets - Is This Code Smell?

Posted by Repo Man on Stack Overflow See other posts from Stack Overflow or by Repo Man
Published on 2010-03-29T21:23:51Z Indexed on 2010/03/29 21:33 UTC
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The idea I'm playing with right now is having a multi-leveled "tier" system of analytical objects which perform a certain computation on a common object and then create a new set of analytical objects depending on their outcome. The newly created analytical objects will then get their own turn to run and optionally create more analytical objects, and so on and so on. The point being that the child analytical objects will always execute after the objects that created them, which is relatively important. The whole apparatus will be called by a single thread so I'm not concerned with thread safety at the moment. As long as a certain base condition is met, I don't see this being an unstable design but I'm still a little bit queasy about it.

Is this some serious code smell or should I go ahead and implement it this way? Is there a better way?

Here is a sample implementation:

namespace WidgetTier
{
    public class Widget
    {
        private string _name;

        public string Name
        {
            get { return _name; }
        }

        private TierManager _tm;
        private static readonly Random random = new Random();

        static Widget()
        {
        }

        public Widget(string name, TierManager tm)
        {
            _name = name;
            _tm = tm;
        }

        public void DoMyThing()
        {
            if (random.Next(1000) > 1)
            {
                _tm.Add();
            }
        }
    }

    //NOT thread-safe!
    public class TierManager
    {
        private Dictionary<int, List<Widget>> _tiers;
        private int _tierCount = 0;
        private int _currentTier = -1;
        private int _childCount = 0;

        public TierManager()
        {
            _tiers = new Dictionary<int, List<Widget>>();
        }

        public void Add()
        {
            if (_currentTier + 1 >= _tierCount)
            {
                _tierCount++;
                _tiers.Add(_currentTier + 1, new List<Widget>());
            }
            _tiers[_currentTier + 1].Add(new Widget(string.Format("({0})", _childCount), this));
            _childCount++;
        }

        //Dangerous?
        public void Sweep()
        {
            _currentTier = 0;
            while (_currentTier < _tierCount)  //_tierCount will start at 1 but keep increasing because child objects will keep adding more tiers.
            {
                foreach (Widget w in _tiers[_currentTier])
                {
                    w.DoMyThing();
                }
                _currentTier++;
            }
        }

        public void PrintAll()
        {
            for (int t = 0; t < _tierCount; t++)
            {
                Console.Write("Tier #{0}: ", t);
                foreach (Widget w in _tiers[t])
                {
                    Console.Write(w.Name + "  ");
                }
                Console.WriteLine();
            }
        }
    }

    class Program
    {
        static void Main(string[] args)
        {
            TierManager tm = new TierManager();

            for (int c = 0; c < 10; c++)
            {
                tm.Add();   //create base widgets;
            }

            tm.Sweep();
            tm.PrintAll();

            Console.ReadLine();
        }
    }
}

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