3
\$\begingroup\$

I was just wondering, is there a way to load these better and log the times they each took? It seems like a headache having to write about 90+ stopwatches, which is what I will have to do as I have about 100 of these to load.

// PacketManager
var packetManagerStopwatch = Stopwatch.StartNew();
_packetManager = new PacketManager();
packetManagerStopwatch.Stop();
Logger.Trace("Loaded PacketManager [took " + packetManagerStopwatch.ElapsedMilliseconds + "ms]");

// Achievements 
var achievementStopwatch = Stopwatch.StartNew();
_achievementManager = new AchievementManager();
achievementStopwatch.Stop();
Logger.Trace("Loaded Achievements [took " + achievementStopwatch.ElapsedMilliseconds + "ms]");

// Talents
var talentsStopwatch = Stopwatch.StartNew();
_talentTrackManager = new TalentTrackManager();
talentsStopwatch.Stop();
Logger.Trace("Loaded Talents [took " + talentsStopwatch.ElapsedMilliseconds + "ms]");

// Badges
var badgeStopwatch = Stopwatch.StartNew();
_badgeManager = new BadgeManager();
badgeStopwatch.Stop();
Logger.Trace("Loaded Badges [took " + badgeStopwatch.ElapsedMilliseconds + "ms]");

// ClientManager
var clientManagerStopwatch = Stopwatch.StartNew();
_clientManager = new GameClientManager();
clientManagerStopwatch.Stop();
Logger.Trace("Loaded GameClientManager [took " + clientManagerStopwatch.ElapsedMilliseconds + "ms]");

// ModerationManager
var moderationManagerStopwatch = Stopwatch.StartNew();
_moderationManager = new ModerationManager();
moderationManagerStopwatch.Stop();
Logger.Trace("Loaded ModerationManager [took " + moderationManagerStopwatch.ElapsedMilliseconds + "ms]");

// ItemDataManager
var itemManagerStopwatch = Stopwatch.StartNew();
_itemDataManager = new ItemDataManager();
itemManagerStopwatch.Stop();
Logger.Trace("Loaded ItemDataManager [took " + itemManagerStopwatch.ElapsedMilliseconds + "ms]");
\$\endgroup\$
  • \$\begingroup\$ Where is this code? In a constructor? Are the fields readonly? Can the constructor be parameterized? How close to the entry point is it? Who is the caller? \$\endgroup\$ – Mathieu Guindon Mar 17 '17 at 13:57
  • 2
    \$\begingroup\$ Why does your code have so many Managers? \$\endgroup\$ – 200_success Mar 17 '17 at 14:01
  • \$\begingroup\$ I have about 100 of these to load - There's something terribly wrong with your implementation. \$\endgroup\$ – t3chb0t Mar 20 '17 at 7:22
1
\$\begingroup\$

You need a generic method like this:

static T createInstanceOf<T>() where T : new() {
  var stopwatch = Stopwatch.StartNew();
  T result = new T();
  stopwatch.Stop();
  Logger.Trace("Loaded "+ result.GetType().Name +" [took " + packetManagerStopwatch.ElapsedMilliseconds + "ms]");
  return result;
}

Now you can simply use it like this:

_packetManager = createInstanceOf<PacketManager>();
_achievementManager = createInstanceOf<AchievementManager>();
_talentTrackManager = createInstanceOf<TalentTrackManager>();
_badgeManager = createInstanceOf<BadgeManager>();
// and so on...
\$\endgroup\$
  • \$\begingroup\$ I don't know where you're getting Stopwatch.StartNew(), but if it has stopwatch.Pause() and stopwatch.Resume() methods, it's better to create only one instance of it. The way you're doing now is creating a lot of work for the garbage collector. \$\endgroup\$ – Behnam Rasooli Mar 17 '17 at 13:22
  • 1
    \$\begingroup\$ I like the general idea but (a) methods in c# are PascalCase, and (b) I don't like that it's doing all that extra stuff in a method that's only supposed to create an instance of something. Maybe for this case it's ok, but I think for production use you wouldn't be doing all this timing and tracing, so I'd wrap it in a decorator that calls the "create instance" method and times/logs it. \$\endgroup\$ – 404 Mar 17 '17 at 13:27
  • \$\begingroup\$ For production use I would use a profiler tool, I wouldn't roll my own implementation. How would you use a decorator? \$\endgroup\$ – Behnam Rasooli Mar 17 '17 at 13:35

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