what is best way to model many-to-many relationship?
lets say we have a two classes , Team and Player
IMHO what you describe is the "natural" way for OO. Your XXX.getXXXList() is the interface to your classes. And for a limit number of classes that would be the right way.
Consider there are 1000 classes that can be "interconnected". Than it may be interesting to have some ManyToManyManager to drop in an object, add another object to the related objects of an object and retrieve the list of all objects releated to another. That would be some sort of delegation vs. implementation.
Shure if you delegate your many-to-many to another instance your object model do not reflect that many-to-many relation anymore.
public class Player
{
public Team[] Teams {get;set;}
}
public class Team
{
public Player[] Players {get;set;}
}
Perfectly reasonable.
Relationship between players and teams form Bipartite Graph. Expecting comments(and downvotes?)! I am OOD noob.
class MyPlayer
{
public string Name { get; set; }
public MyPlayer(string n)
{
Name = n;
}
}
class MyTeam
{
public string Name { get; set; }
public MyTeam(string n)
{
Name = n;
}
}
class PlayerTeamPair
{
public MyPlayer Player { get; set; }
public MyTeam Team { get; set; }
public PlayerTeamPair(MyPlayer p,MyTeam t)
{
Player = p;
Team = t;
}
}
class PlayerTeamBipartiteGraph
{
public List<PlayerTeamPair> Edges { get; set; }
public PlayerTeamBipartiteGraph()
{
Edges = new List<PlayerTeamPair>();
}
public void AddPlayerAndTeam(MyPlayer p, MyTeam t)
{
Edges.Add(new PlayerTeamPair(p, t));
}
public List<MyTeam> GetTeamList(MyPlayer p)
{
var teams = from e in Edges where e.Player == p select e.Team;
return teams.ToList<MyTeam>();
}
public List<MyPlayer> GetPlayerList(MyTeam t)
{
var players = from e in Edges where e.Team == t select e.Player;
return players.ToList<MyPlayer>();
}
}
class Program
{
static void Main(string[] args)
{
var G = new PlayerTeamBipartiteGraph();
MyPlayer a = new MyPlayer("A");
MyPlayer b = new MyPlayer("B");
MyPlayer c = new MyPlayer("C");
MyPlayer d = new MyPlayer("D");
MyTeam t1 = new MyTeam("T1");
MyTeam t2 = new MyTeam("T2");
G.AddPlayerAndTeam(a, t1);
G.AddPlayerAndTeam(b, t1);
G.AddPlayerAndTeam(c, t1);
G.AddPlayerAndTeam(b, t2);
G.AddPlayerAndTeam(d, t2);
G.GetTeamList(b).ForEach(t => Console.Write(" {0} ",t.Name));
Console.WriteLine();
G.GetPlayerList(t2).ForEach(p => Console.Write(" {0} ",p.Name));
Console.WriteLine();
}
}
It's worth to distinguish the API feel from actual implementation.
While it makes sense for both classes to expose such a collection (e.g. get*List()), they don't neccessarily have to hold the instance of the collection.
I suggest you create a League
class or something alike, that holds some sort of a private player-team mappings dictionary. Additions to those 'collections' thorough the Team/Player instance, should call internal methods on the League
instance to update the mappings. This way, you keep updates atomic (as Andrey suggested) and error free.
Split the many-to-many relationship into two one-to-many's. Makes everything a lot more simple.
it is fine, Player
has a collection of Team
and Team
has collection of Player
. You need to be careful about integrity in add/remove operations, because they are not "atomic"