示例#1
0
        void AnnounceInsideFactory(CarProduced theEvent)
        {
            // TODO:  Reduce the Inventory of parts that were just used
            // TODO:  But the whole inventory system needs to be revamped I think :)

            // Rule: an employee can only build one car a day
            // so remember who just did it

            EmployeesWhoHaveProducedACarToday.Add(theEvent.EmployeeName);
        }
示例#2
0
        void AnnounceInsideFactory(CarProduced theEvent)
        {

            // TODO:  Reduce the Inventory of parts that were just used
            // TODO:  But the whole inventory system needs to be revamped I think :)

            // Rule: an employee can only build one car a day
            // so remember who just did it

            EmployeesWhoHaveProducedACarToday.Add(theEvent.EmployeeName);
        }
示例#3
0
        void AnnounceInsideFactory(CarProduced theEvent)
        {
            // Reduce the Inventory of parts that were just used to ProduceACar
            // There is a better way to not repeat the hard-coded Model T parts needed but leave it for now

            if (theEvent.CarModel == "Model T")
            {
                // Parts Needed To Build a Model T
                // 6 wheels
                // 1 engine
                // 2 sets of "bits and pieces
                // Reduce Parts Stock Inventory by that Amount

                int currentItemQuantity = 0;
                // TODO:  Rinat, This is atomic and safe right?  I think yes because of Factory Agg boundary but...??
                // TODO:  Negative inventory concerns, check on eventually consistent stuff.
                if (InventoryOfPartsOnShelf.TryGetValue("wheels", out currentItemQuantity))
                {
                        InventoryOfPartsOnShelf["wheels"] = currentItemQuantity - 6;
                }

                currentItemQuantity = 0;
                if (InventoryOfPartsOnShelf.TryGetValue("engine", out currentItemQuantity))
                {
                    InventoryOfPartsOnShelf["engine"] = currentItemQuantity - 1;
                }

                currentItemQuantity = 0;
                if (InventoryOfPartsOnShelf.TryGetValue("bits and pieces", out currentItemQuantity))
                {
                    InventoryOfPartsOnShelf["bits and pieces"] = currentItemQuantity - 2;
                }
            }

            // Rule: an employee can only produce one car per day
            // so remember who just did it

            EmployeesWhoHaveProducedACarToday.Add(theEvent.EmployeeName);
        }