Generic Nullability In Expression - c#

I would like to know how should I change KO signature to allow generic nullability as OK does:
public class X {}
public static class G
{
public static void OK<T>(T? p) where T: class {}
public static void KO<T>(Expression<Func<X, T?>> p) where T: class {}
}
[Fact]
public void Test1()
{
string? value1 = null;
string value2 = "hi";
G.OK(value1);
G.OK(value2);
Expression<Func<X, string?>> expression1 = _ => null;
Expression<Func<X, string>> expression2 = _ => "test";
G.KO(expression1);
G.KO(expression2); // Warning: (*1)
// (*1) Argument of type 'Expression<Func<UnitTest1.X, string>>' cannot be used
// for parameter 'p' of type 'Expression<Func<UnitTest1.X, string?>>' in
// 'void G.KO<string>(Expression<Func<X, string?>> p)' due to differences
// in the nullability of reference types.
}
My goal is to avoid warning (*1)
What I have tried section:
I tried several approaches, for example, to create a new method public static void KO<T>(Expression<Func<X, T>> p) where T: class {} but error appears: Type 'UnitTest1.G' already defines a member called 'KO' with the same parameter types. Also, to create a different signature method public static void KO<T>(Expression<Func<X, T>> p, bool ignore = false) where T: class {} but warning remains (this approach works with struct but not with class.
This runs but is a bit dirty (I guess this is how I deal with nullables on EF model builder):
public class X {}
public static class G
{
public static void OK<T>(T? p) where T: class {}
public static void KO<T>(Expression<Func<X, T>> p) // <-- remove nullable
where T: class {}
}
public void Test1()
{
string? value1 = null;
string value2 = "hi";
G.OK(value1);
G.OK(value2);
Expression<Func<X, string>> expression1 = _ => null!; // <-- fake not null
Expression<Func<X, string>> expression2 = _ => "";
G.KO(expression1);
G.KO(expression2);
}

Related

Generic class for enumerations - casting issue

I want to write a generic class that accepts enumerations. Since this class is intended to implement some interfaces, the main aim is to be able to treat enumerations as other objects implementing those interfaces(e.g. for list extensions, etc). Hence, for a sample enum
public enum QEnum : int
{
xlNoValue = 0,
xlSomeValue = 1
}
public static class QEnumExtensions
{
public static string toString(this QEnum xThis)
{
...
}
public static QEnum toEnum(this string xThis)
{
...
}
}
I would like to declare a generic class such as
public class QEnumHolder<T> where T : struct, IConvertible
{
private T mxVal = default(T);
public QEnumHolder()
{
if (!typeof(T).IsEnum) throw new NotSupportedException();
}
public QEnumHolder(T xVal)
{
if (!typeof(T).IsEnum) throw new NotSupportedException();
mxVal = xVal;
}
static public implicit operator QEnumHolder<T>(T xVal)
{
return new QEnumHolder<T>(xVal);
}
static public implicit operator T(QEnumHolder<T> xVal)
{
return (T)xVal.mxVal;
}
public string toString()
{
if (mxVal is QEnum) return ((QEnum)Convert.ToInt32(mxVal)).toString();
...
}
public void fromString(string xString)
{
if (mxVal is QEnum)
mxVal = (???)xString.toEnum(); // problem
}
}
All of the enumerations that we use implement
toString() function which returns a "nice" string that can go into comboBoxes, etc
conversion of string to enumeration, as above
hence the structure of toString/toEnum is pretty much given. The problem is with the last code line marked "problem". I have no idea how to tell the compiler that in this branch, the return type of toEnum() and T will be the same.
I tried to circumvent the problem by declaring mxVal as int and using Convert.ToInt32 everywhere. However, then I run into problem in the operator T where the compiler has objections against converting int to a T (the compiler can't know that T will be enum, hence I can't use none of the "int to enum conversion" discussions here on SO).
A better design would be to use some naming convention, put all your enum extension methods in one and the same static class, and bind these functions inside your holder class static constructor. Something like this:
public static partial class MyEnumExtensions
{
public static MyEnumHolder<T> ToHolder<T>(this T source)
where T : struct, IConvertible
{
return new MyEnumHolder<T>(source);
}
}
public class MyEnumHolder<T> where T : struct, IConvertible
{
static readonly Func<T, string> toStringFunc;
static readonly Func<string, T> toEnumFunc;
static MyEnumHolder()
{
if (!typeof(T).IsEnum) throw new NotSupportedException();
// Use your naming conventions
var name = typeof(T).Name;
toStringFunc = (Func<T, string>)Delegate.CreateDelegate(typeof(Func<T, string>),
typeof(MyEnumExtensions).GetMethod("toString", new[] { typeof(T) }));
toEnumFunc = (Func<string, T>)Delegate.CreateDelegate(typeof(Func<string, T>),
typeof(MyEnumExtensions).GetMethod("to" + name, new[] { typeof(string) }));
}
private T value;
public MyEnumHolder() { value = default(T); }
public MyEnumHolder(T value) { this.value = value; }
static public implicit operator MyEnumHolder<T>(T x) { return new MyEnumHolder<T>(x); }
static public implicit operator T(MyEnumHolder<T> x) { return x.value; }
public string toString()
{
return toStringFunc(value);
}
public void fromString(string xString)
{
value = toEnumFunc(xString);
}
}
Sample enum definitions (could be in separate files, but must be inside the same project):
public enum MyEnumA { A1, A2, A3 }
partial class MyEnumExtensions
{
public static string toString(this MyEnumA x)
{
//...
return x.ToString();
}
public static MyEnumA toMyEnumA(this string x)
{
//...
return (MyEnumA)Enum.Parse(typeof(MyEnumA), x);
}
}
and
public enum MyEnumB { B1, B2, B3 }
partial class MyEnumExtensions
{
public static string toString(this MyEnumB x)
{
//...
return x.ToString();
}
public static MyEnumB toMyEnumB(this string x)
{
//...
return (MyEnumB)Enum.Parse(typeof(MyEnumB), x);
}
}
test:
var a = MyEnumA.A1.ToHolder();
var sA = a.toString();
a.fromString("A2");
var b = MyEnumB.B2.ToHolder();
var sB = b.toString();
b.fromString("B1");
mxVal = (T)(object)xString.toEnum();

Get reference to parameter inside a Lambda passed as a Func

Given the following set of classes:
public class MyClass
{
public int MyInt { get; set; }
}
public class ObjectProcessor
{
public int ProcessObject(MyClass myClass)
{
return myClass.MyInt ++;
}
}
public class Runner
{
public void Run()
{
var classToPass = new MyClass();
FuncExecutor.ExecuteAction<MyClass>(x => x.ProcessObject(classToPass));
}
}
public static class FuncExecutor
{
public static void ExecuteAction<T>(Expression<Func<ObjectProcessor, int>> expression)
{
// var func = expression.Compile(); ... does having an Expression help?
// How can I get a reference to 'classToPass' at this point?
// The 'classToPass' Type is known to be 'T', in this case 'MyClass'.
}
}
From within the ExecuteAction method, how can I get a reference to the classToPass instance that was passed in to ProcessObject?
EDIT: The comments have highlighted the complexity of trying to parse Expression Trees which could vary widely in their composition.
However, in this particular case there are two facts which cut down this variation considerably:
ProcessObject will only ever take a single parameter.
The parameter type is known in advance.
Code altered to express this.
To answer very specifically:
public class Runner
{
public void Run()
{
var classToPass = new MyClass();
classToPass.MyInt = 42;
FuncExecutor.ExecuteAction(x => x.ProcessObject(classToPass));
}
}
public class FuncExecutor
{
public static void ExecuteAction(Expression<Func<ObjectProcessor, int>> expression)
{
var lambdaExpression = (LambdaExpression)expression;
var methodCallExpression = (MethodCallExpression)lambdaExpression.Body;
var memberExpression = (MemberExpression)methodCallExpression.Arguments[0];
var constantExpression = (ConstantExpression)memberExpression.Expression;
var fieldInfo = (FieldInfo)memberExpression.Member;
var myClassReference = (MyClass) fieldInfo.GetValue(constantExpression.Value);
Console.WriteLine(myClassReference.MyInt); // prints "42"
}
}
Please note that when you pass the lambda to the ExecuteAction method, you capture a local variable reference (classToPass). The compiler will generate some code to handle that properly. More precisely, it will generate a type with a single member (a field) of type MyClass to hold the reference and use it from this point. That's why you'll get a MemberExpression in the argument expression list.
Since you can't directly manipulate this generated type, you can't just use the member expression Value property. But you can dynamically invoke the member accessor using the MemberInfo and the target reference (an instance of the compiler generated type).
I would not rely on this code.
You can read more about lambda related compiler generated code here, for example: http://thewalkingdev.blogspot.fr/2012/04/c-lambda-expressions-and-closures.html
The easiest way is to pass the instance as parameter and let ExecuteAction take care of calling the process method using that instance. To do this it is necessary to give your code a little bit of structure using a generic object processor interface:
public interface IObjectProcessor<T> {
public int ProcessObject(T instance);
}
public class MyClassProcessor : IObjectProcessor<MyClass> {
public int ProcessObject(MyClass myClass) {
return myClass.MyInt ++;
}
}
public class Runner {
public void Run() {
var classToPass = new MyClass();
var processor = new MyClassProcessor();
FuncExecutor.ExecuteAction<MyClass>(processor, classToPass);
}
}
public class FuncExecutor {
public static void ExecuteAction<T>(IObjectProcessor<T> processor, T obj) {
int result = processor.ProcessObject(obj);
}
}
This design could be a little annoying especially if your processor are "stateless" and if you really need a Func as parameter. In this case you can drop the interface and use static processors:
public class MyClassProcessor
public static int ProcessObject(MyClass myClass) {
return myClass.MyInt ++;
}
}
public class Runner {
public void Run() {
var classToPass = new MyClass();
FuncExecutor.ExecuteAction<MyClass>(MyClassProcessor.ProcessObject, classToPass);
}
}
public class FuncExecutor {
public static void ExecuteAction<T>(Func<T, int> process, T obj) {
int result = process(obj);
}
}

Looking for generic way to implement function in base class

I'm trying to do a simple implementation of the Specification pattern in my domain layer.
If I have a static class full of specifications like this:
public static class FooSpecifications
{
public static Func<Foo, bool> IsSuperhuman
{
get
{
return foo => foo.CanShootLasersOutOfItsEyes && foo.CanFly;
}
}
}
Then I can do marvellous things like this:
IEnumerable<Foo> foos = GetAllMyFoos();
var superFoos = foos.Where(FooSpecifications.IsSuperhuman);
I can also add bool method to Foo to determine if a particular instance meets a specification:
public bool Meets(Func<Foo, bool> specification)
{
return specification.Invoke(this);
}
Given that Foo, like all my domain entities, extends DomainObject, is there a way I can put a generic implementation of Meets() into the DomainObject to save me implementing Meets() separately in every entity?
Something like this...
public abstract class DomainObj<T> // T - derived type
where T : DomainObj<T>
{
public bool Meets(Func<T, bool> specification)
{
return specification.Invoke((T) this);
}
}
public class Foo : DomainObj<Foo> {}
public class Bar : DomainObj<Bar> {}
Func<Foo, bool> foospec = x => true;
Func<Bar, bool> barspec = x => true;
var foo = new Foo();
var bar = new Bar();
foo.Meets(foospec);
foo.Meets(barspec); // won't compile because of mismatched types of spec and object instance
EDIT
Maybe it will be better to translate Meet method to extension. This will remove need in type parameter.
public abstract class DomainObj
{
}
public static class DomainObjExtensions
{
public static bool Meets<T>(this T obj, Func<T, bool> f)
where T : DomainObj
{
return f(obj);
}
}
public class Foo : DomainObj {}
public class Bar : DomainObj {}
Func<Foo, bool> foospec = x => true;
Func<Bar, bool> barspec = x => true;
var foo = new Foo();
var bar = new Bar();
foo.Meets(foospec);
foo.Meets(barspec); // error

Discriminated union in C#

[Note: This question had the original title "C (ish) style union in C#"
but as Jeff's comment informed me, apparently this structure is called a 'discriminated union']
Excuse the verbosity of this question.
There are a couple of similar sounding questions to mine already in SO but they seem to concentrate on the memory saving benefits of the union or using it for interop.
Here is an example of such a question.
My desire to have a union type thing is somewhat different.
I am writing some code at the moment which generates objects that look a bit like this
public class ValueWrapper
{
public DateTime ValueCreationDate;
// ... other meta data about the value
public object ValueA;
public object ValueB;
}
Pretty complicated stuff I think you will agree. The thing is that ValueA can only be of a few certain types (let's say string, int and Foo (which is a class) and ValueB can be another small set of types. I don't like treating these values as objects (I want the warm snugly feeling of coding with a bit of type safety).
So I thought about writing a trivial little wrapper class to express the fact that ValueA logically is a reference to a particular type. I called the class Union because what I am trying to achieve reminded me of the union concept in C.
public class Union<A, B, C>
{
private readonly Type type;
public readonly A a;
public readonly B b;
public readonly C c;
public A A{get {return a;}}
public B B{get {return b;}}
public C C{get {return c;}}
public Union(A a)
{
type = typeof(A);
this.a = a;
}
public Union(B b)
{
type = typeof(B);
this.b = b;
}
public Union(C c)
{
type = typeof(C);
this.c = c;
}
/// <summary>
/// Returns true if the union contains a value of type T
/// </summary>
/// <remarks>The type of T must exactly match the type</remarks>
public bool Is<T>()
{
return typeof(T) == type;
}
/// <summary>
/// Returns the union value cast to the given type.
/// </summary>
/// <remarks>If the type of T does not exactly match either X or Y, then the value <c>default(T)</c> is returned.</remarks>
public T As<T>()
{
if(Is<A>())
{
return (T)(object)a; // Is this boxing and unboxing unavoidable if I want the union to hold value types and reference types?
//return (T)x; // This will not compile: Error = "Cannot cast expression of type 'X' to 'T'."
}
if(Is<B>())
{
return (T)(object)b;
}
if(Is<C>())
{
return (T)(object)c;
}
return default(T);
}
}
Using this class ValueWrapper now looks like this
public class ValueWrapper2
{
public DateTime ValueCreationDate;
public Union<int, string, Foo> ValueA;
public Union<double, Bar, Foo> ValueB;
}
which is something like what I wanted to achieve but I am missing one fairly crucial element - that is compiler enforced type checking when calling the Is and As functions as the following code demonstrates
public void DoSomething()
{
if(ValueA.Is<string>())
{
var s = ValueA.As<string>();
// .... do somethng
}
if(ValueA.Is<char>()) // I would really like this to be a compile error
{
char c = ValueA.As<char>();
}
}
IMO It is not valid to ask ValueA if it is a char since its definition clearly says it is not - this is a programming error and I would like the compiler to pick up on this. [Also if I could get this correct then (hopefully) I would get intellisense too - which would be a boon.]
In order to achieve this I would want to tell the compiler that the type T can be one of A, B or C
public bool Is<T>() where T : A
or T : B // Yes I know this is not legal!
or T : C
{
return typeof(T) == type;
}
Does anyone have any idea if what I want to achieve is possible? Or am I just plain stupid for writing this class in the first place?
I don't really like the type-checking and type-casting solutions provided above, so here's 100% type-safe union which will throw compilation errors if you attempt to use the wrong datatype:
using System;
namespace Juliet
{
class Program
{
static void Main(string[] args)
{
Union3<int, char, string>[] unions = new Union3<int,char,string>[]
{
new Union3<int, char, string>.Case1(5),
new Union3<int, char, string>.Case2('x'),
new Union3<int, char, string>.Case3("Juliet")
};
foreach (Union3<int, char, string> union in unions)
{
string value = union.Match(
num => num.ToString(),
character => new string(new char[] { character }),
word => word);
Console.WriteLine("Matched union with value '{0}'", value);
}
Console.ReadLine();
}
}
public abstract class Union3<A, B, C>
{
public abstract T Match<T>(Func<A, T> f, Func<B, T> g, Func<C, T> h);
// private ctor ensures no external classes can inherit
private Union3() { }
public sealed class Case1 : Union3<A, B, C>
{
public readonly A Item;
public Case1(A item) : base() { this.Item = item; }
public override T Match<T>(Func<A, T> f, Func<B, T> g, Func<C, T> h)
{
return f(Item);
}
}
public sealed class Case2 : Union3<A, B, C>
{
public readonly B Item;
public Case2(B item) { this.Item = item; }
public override T Match<T>(Func<A, T> f, Func<B, T> g, Func<C, T> h)
{
return g(Item);
}
}
public sealed class Case3 : Union3<A, B, C>
{
public readonly C Item;
public Case3(C item) { this.Item = item; }
public override T Match<T>(Func<A, T> f, Func<B, T> g, Func<C, T> h)
{
return h(Item);
}
}
}
}
I like the direction of the accepted solution but it doesn't scale well for unions of more than three items (e.g. a union of 9 items would require 9 class definitions).
Here is another approach that is also 100% type-safe at compile-time, but that is easy to grow to large unions.
public class UnionBase<A>
{
dynamic value;
public UnionBase(A a) { value = a; }
protected UnionBase(object x) { value = x; }
protected T InternalMatch<T>(params Delegate[] ds)
{
var vt = value.GetType();
foreach (var d in ds)
{
var mi = d.Method;
// These are always true if InternalMatch is used correctly.
Debug.Assert(mi.GetParameters().Length == 1);
Debug.Assert(typeof(T).IsAssignableFrom(mi.ReturnType));
var pt = mi.GetParameters()[0].ParameterType;
if (pt.IsAssignableFrom(vt))
return (T)mi.Invoke(null, new object[] { value });
}
throw new Exception("No appropriate matching function was provided");
}
public T Match<T>(Func<A, T> fa) { return InternalMatch<T>(fa); }
}
public class Union<A, B> : UnionBase<A>
{
public Union(A a) : base(a) { }
public Union(B b) : base(b) { }
protected Union(object x) : base(x) { }
public T Match<T>(Func<A, T> fa, Func<B, T> fb) { return InternalMatch<T>(fa, fb); }
}
public class Union<A, B, C> : Union<A, B>
{
public Union(A a) : base(a) { }
public Union(B b) : base(b) { }
public Union(C c) : base(c) { }
protected Union(object x) : base(x) { }
public T Match<T>(Func<A, T> fa, Func<B, T> fb, Func<C, T> fc) { return InternalMatch<T>(fa, fb, fc); }
}
public class Union<A, B, C, D> : Union<A, B, C>
{
public Union(A a) : base(a) { }
public Union(B b) : base(b) { }
public Union(C c) : base(c) { }
public Union(D d) : base(d) { }
protected Union(object x) : base(x) { }
public T Match<T>(Func<A, T> fa, Func<B, T> fb, Func<C, T> fc, Func<D, T> fd) { return InternalMatch<T>(fa, fb, fc, fd); }
}
public class Union<A, B, C, D, E> : Union<A, B, C, D>
{
public Union(A a) : base(a) { }
public Union(B b) : base(b) { }
public Union(C c) : base(c) { }
public Union(D d) : base(d) { }
public Union(E e) : base(e) { }
protected Union(object x) : base(x) { }
public T Match<T>(Func<A, T> fa, Func<B, T> fb, Func<C, T> fc, Func<D, T> fd, Func<E, T> fe) { return InternalMatch<T>(fa, fb, fc, fd, fe); }
}
public class DiscriminatedUnionTest : IExample
{
public Union<int, bool, string, int[]> MakeUnion(int n)
{
return new Union<int, bool, string, int[]>(n);
}
public Union<int, bool, string, int[]> MakeUnion(bool b)
{
return new Union<int, bool, string, int[]>(b);
}
public Union<int, bool, string, int[]> MakeUnion(string s)
{
return new Union<int, bool, string, int[]>(s);
}
public Union<int, bool, string, int[]> MakeUnion(params int[] xs)
{
return new Union<int, bool, string, int[]>(xs);
}
public void Print(Union<int, bool, string, int[]> union)
{
var text = union.Match(
n => "This is an int " + n.ToString(),
b => "This is a boolean " + b.ToString(),
s => "This is a string" + s,
xs => "This is an array of ints " + String.Join(", ", xs));
Console.WriteLine(text);
}
public void Run()
{
Print(MakeUnion(1));
Print(MakeUnion(true));
Print(MakeUnion("forty-two"));
Print(MakeUnion(0, 1, 1, 2, 3, 5, 8));
}
}
I wrote some blog posts on this subject that might be useful:
Union Types in C#
Implementing Tic-Tac-Toe Using State Classes
Let's say you have a shopping cart scenario with three states: "Empty", "Active" and "Paid", each with different behavior.
You create have a ICartState interface that all states have in common (and it could just be an empty marker interface)
You create three classes that implement that interface. (The classes do not have to be in an inheritance relationship)
The interface contains a "fold" method, whereby you pass a lambda in for each state or case that you need to handle.
You could use the F# runtime from C# but as a lighter weight alternative, I have written a little T4 template for generating code like this.
Here's the interface:
partial interface ICartState
{
ICartState Transition(
Func<CartStateEmpty, ICartState> cartStateEmpty,
Func<CartStateActive, ICartState> cartStateActive,
Func<CartStatePaid, ICartState> cartStatePaid
);
}
And here's the implementation:
class CartStateEmpty : ICartState
{
ICartState ICartState.Transition(
Func<CartStateEmpty, ICartState> cartStateEmpty,
Func<CartStateActive, ICartState> cartStateActive,
Func<CartStatePaid, ICartState> cartStatePaid
)
{
// I'm the empty state, so invoke cartStateEmpty
return cartStateEmpty(this);
}
}
class CartStateActive : ICartState
{
ICartState ICartState.Transition(
Func<CartStateEmpty, ICartState> cartStateEmpty,
Func<CartStateActive, ICartState> cartStateActive,
Func<CartStatePaid, ICartState> cartStatePaid
)
{
// I'm the active state, so invoke cartStateActive
return cartStateActive(this);
}
}
class CartStatePaid : ICartState
{
ICartState ICartState.Transition(
Func<CartStateEmpty, ICartState> cartStateEmpty,
Func<CartStateActive, ICartState> cartStateActive,
Func<CartStatePaid, ICartState> cartStatePaid
)
{
// I'm the paid state, so invoke cartStatePaid
return cartStatePaid(this);
}
}
Now let's say you extend the CartStateEmpty and CartStateActive with an AddItem method which is not implemented by CartStatePaid.
And also let's say that CartStateActive has a Pay method that the other states dont have.
Then here's some code that shows it in use -- adding two items and then paying for the cart:
public ICartState AddProduct(ICartState currentState, Product product)
{
return currentState.Transition(
cartStateEmpty => cartStateEmpty.AddItem(product),
cartStateActive => cartStateActive.AddItem(product),
cartStatePaid => cartStatePaid // not allowed in this case
);
}
public void Example()
{
var currentState = new CartStateEmpty() as ICartState;
//add some products
currentState = AddProduct(currentState, Product.ProductX);
currentState = AddProduct(currentState, Product.ProductY);
//pay
const decimal paidAmount = 12.34m;
currentState = currentState.Transition(
cartStateEmpty => cartStateEmpty, // not allowed in this case
cartStateActive => cartStateActive.Pay(paidAmount),
cartStatePaid => cartStatePaid // not allowed in this case
);
}
Note that this code is completely typesafe -- no casting or conditionals anywhere, and compiler errors if you try to pay for an empty cart, say.
I have written a library for doing this at https://github.com/mcintyre321/OneOf
Install-Package OneOf
It has the generic types in it for doing DUs e.g. OneOf<T0, T1> all the way to
OneOf<T0, ..., T9>. Each of those has a .Match, and a .Switch statement which you can use for compiler safe typed behaviour, e.g.:
```
OneOf<string, ColorName, Color> backgroundColor = getBackground();
Color c = backgroundColor.Match(
str => CssHelper.GetColorFromString(str),
name => new Color(name),
col => col
);
```
I am not sure I fully understand your goal. In C, a union is a structure that uses the same memory locations for more than one field. For example:
typedef union
{
float real;
int scalar;
} floatOrScalar;
The floatOrScalar union could be used as a float, or an int, but they both consume the same memory space. Changing one changes the other. You can achieve the same thing with a struct in C#:
[StructLayout(LayoutKind.Explicit)]
struct FloatOrScalar
{
[FieldOffset(0)]
public float Real;
[FieldOffset(0)]
public int Scalar;
}
The above structure uses 32bits total, rather than 64bits. This is only possible with a struct. Your example above is a class, and given the nature of the CLR, makes no guarantee about memory efficiency. If you change a Union<A, B, C> from one type to another, you are not necessarily reusing memory...most likely, you are allocating a new type on the heap and dropping a different pointer in the backing object field. Contrary to a real union, your approach may actually cause more heap thrashing than you would otherwise get if you did not use your Union type.
char foo = 'B';
bool bar = foo is int;
This results in a warning, not an error. If you're looking for your Is and As functions to be analogs for the C# operators, then you shouldn't be restricting them in that way anyhow.
If you allow multiple types, you cannot achieve type safety (unless the types are related).
You can't and won't achieve any kind of type safety, you could only achieve byte-value-safety using FieldOffset.
It would make much more sense to have a generic ValueWrapper<T1, T2> with T1 ValueA and T2 ValueB, ...
P.S.: when talking about type-safety I mean compile-time type-safety.
If you need a code wrapper (performing bussiness logic on modifications you can use something along the lines of:
public class Wrapper
{
public ValueHolder<int> v1 = 5;
public ValueHolder<byte> v2 = 8;
}
public struct ValueHolder<T>
where T : struct
{
private T value;
public ValueHolder(T value) { this.value = value; }
public static implicit operator T(ValueHolder<T> valueHolder) { return valueHolder.value; }
public static implicit operator ValueHolder<T>(T value) { return new ValueHolder<T>(value); }
}
For an easy way out you could use (it has performance issues, but it is very simple):
public class Wrapper
{
private object v1;
private object v2;
public T GetValue1<T>() { if (v1.GetType() != typeof(T)) throw new InvalidCastException(); return (T)v1; }
public void SetValue1<T>(T value) { v1 = value; }
public T GetValue2<T>() { if (v2.GetType() != typeof(T)) throw new InvalidCastException(); return (T)v2; }
public void SetValue2<T>(T value) { v2 = value; }
}
//usage:
Wrapper wrapper = new Wrapper();
wrapper.SetValue1("aaaa");
wrapper.SetValue2(456);
string s = wrapper.GetValue1<string>();
DateTime dt = wrapper.GetValue1<DateTime>();//InvalidCastException
Here is my attempt. It does compile time checking of types, using generic type constraints.
class Union {
public interface AllowedType<T> { };
internal object val;
internal System.Type type;
}
static class UnionEx {
public static T As<U,T>(this U x) where U : Union, Union.AllowedType<T> {
return x.type == typeof(T) ?(T)x.val : default(T);
}
public static void Set<U,T>(this U x, T newval) where U : Union, Union.AllowedType<T> {
x.val = newval;
x.type = typeof(T);
}
public static bool Is<U,T>(this U x) where U : Union, Union.AllowedType<T> {
return x.type == typeof(T);
}
}
class MyType : Union, Union.AllowedType<int>, Union.AllowedType<string> {}
class TestIt
{
static void Main()
{
MyType bla = new MyType();
bla.Set(234);
System.Console.WriteLine(bla.As<MyType,int>());
System.Console.WriteLine(bla.Is<MyType,string>());
System.Console.WriteLine(bla.Is<MyType,int>());
bla.Set("test");
System.Console.WriteLine(bla.As<MyType,string>());
System.Console.WriteLine(bla.Is<MyType,string>());
System.Console.WriteLine(bla.Is<MyType,int>());
// compile time errors!
// bla.Set('a');
// bla.Is<MyType,char>()
}
}
It could use some prettying-up. Especially, I couldn't figure out how to get rid of the type parameters to As/Is/Set (isn't there a way to specify one type parameter and let C# figure the other one?)
So I've hit this same problem many times, and I just came up with a solution that gets the syntax I want (at the expense of some ugliness in the implementation of the Union type.)
To recap: we want this sort of usage at the call site.
Union<int, string> u;
u = 1492;
int yearColumbusDiscoveredAmerica = u;
u = "hello world";
string traditionalGreeting = u;
var answers = new SortedList<string, Union<int, string, DateTime>>();
answers["life, the universe, and everything"] = 42;
answers["D-Day"] = new DateTime(1944, 6, 6);
answers["C#"] = "is awesome";
We want the following examples to fail to compile, however, so that we get a modicum of type safety.
DateTime dateTimeColumbusDiscoveredAmerica = u;
Foo fooInstance = u;
For extra credit, let's also not take up more space than absolutely needed.
With all that said, here's my implementation for two generic type parameters. The implementation for three, four, and so on type parameters is straight-forward.
public abstract class Union<T1, T2>
{
public abstract int TypeSlot
{
get;
}
public virtual T1 AsT1()
{
throw new TypeAccessException(string.Format(
"Cannot treat this instance as a {0} instance.", typeof(T1).Name));
}
public virtual T2 AsT2()
{
throw new TypeAccessException(string.Format(
"Cannot treat this instance as a {0} instance.", typeof(T2).Name));
}
public static implicit operator Union<T1, T2>(T1 data)
{
return new FromT1(data);
}
public static implicit operator Union<T1, T2>(T2 data)
{
return new FromT2(data);
}
public static implicit operator Union<T1, T2>(Tuple<T1, T2> data)
{
return new FromTuple(data);
}
public static implicit operator T1(Union<T1, T2> source)
{
return source.AsT1();
}
public static implicit operator T2(Union<T1, T2> source)
{
return source.AsT2();
}
private class FromT1 : Union<T1, T2>
{
private readonly T1 data;
public FromT1(T1 data)
{
this.data = data;
}
public override int TypeSlot
{
get { return 1; }
}
public override T1 AsT1()
{
return this.data;
}
public override string ToString()
{
return this.data.ToString();
}
public override int GetHashCode()
{
return this.data.GetHashCode();
}
}
private class FromT2 : Union<T1, T2>
{
private readonly T2 data;
public FromT2(T2 data)
{
this.data = data;
}
public override int TypeSlot
{
get { return 2; }
}
public override T2 AsT2()
{
return this.data;
}
public override string ToString()
{
return this.data.ToString();
}
public override int GetHashCode()
{
return this.data.GetHashCode();
}
}
private class FromTuple : Union<T1, T2>
{
private readonly Tuple<T1, T2> data;
public FromTuple(Tuple<T1, T2> data)
{
this.data = data;
}
public override int TypeSlot
{
get { return 0; }
}
public override T1 AsT1()
{
return this.data.Item1;
}
public override T2 AsT2()
{
return this.data.Item2;
}
public override string ToString()
{
return this.data.ToString();
}
public override int GetHashCode()
{
return this.data.GetHashCode();
}
}
}
And my attempt on minimal yet extensible solution using nesting of Union/Either type.
Also usage of default parameters in Match method naturally enables "Either X Or Default" scenario.
using System;
using System.Reflection;
using NUnit.Framework;
namespace Playground
{
[TestFixture]
public class EitherTests
{
[Test]
public void Test_Either_of_Property_or_FieldInfo()
{
var some = new Some(false);
var field = some.GetType().GetField("X");
var property = some.GetType().GetProperty("Y");
Assert.NotNull(field);
Assert.NotNull(property);
var info = Either<PropertyInfo, FieldInfo>.Of(field);
var infoType = info.Match(p => p.PropertyType, f => f.FieldType);
Assert.That(infoType, Is.EqualTo(typeof(bool)));
}
[Test]
public void Either_of_three_cases_using_nesting()
{
var some = new Some(false);
var field = some.GetType().GetField("X");
var parameter = some.GetType().GetConstructors()[0].GetParameters()[0];
Assert.NotNull(field);
Assert.NotNull(parameter);
var info = Either<ParameterInfo, Either<PropertyInfo, FieldInfo>>.Of(parameter);
var name = info.Match(_ => _.Name, _ => _.Name, _ => _.Name);
Assert.That(name, Is.EqualTo("a"));
}
public class Some
{
public bool X;
public string Y { get; set; }
public Some(bool a)
{
X = a;
}
}
}
public static class Either
{
public static T Match<A, B, C, T>(
this Either<A, Either<B, C>> source,
Func<A, T> a = null, Func<B, T> b = null, Func<C, T> c = null)
{
return source.Match(a, bc => bc.Match(b, c));
}
}
public abstract class Either<A, B>
{
public static Either<A, B> Of(A a)
{
return new CaseA(a);
}
public static Either<A, B> Of(B b)
{
return new CaseB(b);
}
public abstract T Match<T>(Func<A, T> a = null, Func<B, T> b = null);
private sealed class CaseA : Either<A, B>
{
private readonly A _item;
public CaseA(A item) { _item = item; }
public override T Match<T>(Func<A, T> a = null, Func<B, T> b = null)
{
return a == null ? default(T) : a(_item);
}
}
private sealed class CaseB : Either<A, B>
{
private readonly B _item;
public CaseB(B item) { _item = item; }
public override T Match<T>(Func<A, T> a = null, Func<B, T> b = null)
{
return b == null ? default(T) : b(_item);
}
}
}
}
You could throw exceptions once there's an attempt to access variables that haven't been initialized, ie if it's created with an A parameter and later on there's an attempt to access B or C, it could throw, say, UnsupportedOperationException. You'd need a getter to make it work though.
The C# Language Design Team discussed discriminated unions in January 2017 https://github.com/dotnet/csharplang/blob/master/meetings/2017/LDM-2017-01-10.md#discriminated-unions-via-closed-types
You can vote for the feature request at https://github.com/dotnet/csharplang/issues/113
You can export a pseudo-pattern matching function, like I use for the Either type in my Sasa library. There's currently runtime overhead, but I eventually plan to add a CIL analysis to inline all the delegates into a true case statement.
It's not possible to do with exactly the syntax you've used but with a bit more verbosity and copy/paste it's easy to make overload resolution do the job for you:
// this code is ok
var u = new Union("");
if (u.Value(Is.OfType()))
{
u.Value(Get.ForType());
}
// and this one will not compile
if (u.Value(Is.OfType()))
{
u.Value(Get.ForType());
}
By now it should be pretty obvious how to implement it:
public class Union
{
private readonly Type type;
public readonly A a;
public readonly B b;
public readonly C c;
public Union(A a)
{
type = typeof(A);
this.a = a;
}
public Union(B b)
{
type = typeof(B);
this.b = b;
}
public Union(C c)
{
type = typeof(C);
this.c = c;
}
public bool Value(TypeTestSelector _)
{
return typeof(A) == type;
}
public bool Value(TypeTestSelector _)
{
return typeof(B) == type;
}
public bool Value(TypeTestSelector _)
{
return typeof(C) == type;
}
public A Value(GetValueTypeSelector _)
{
return a;
}
public B Value(GetValueTypeSelector _)
{
return b;
}
public C Value(GetValueTypeSelector _)
{
return c;
}
}
public static class Is
{
public static TypeTestSelector OfType()
{
return null;
}
}
public class TypeTestSelector
{
}
public static class Get
{
public static GetValueTypeSelector ForType()
{
return null;
}
}
public class GetValueTypeSelector
{
}
There are no checks for extracting the value of the wrong type, e.g.:
var u = Union(10);
string s = u.Value(Get.ForType());
So you might consider adding necessary checks and throw exceptions in such cases.
I am currently trying to create a Julia Runtime in .NET. Julia has types like Union{Int, String}... Etc. I am currently trying to simulate this .NET (without doing weird IL that would not be able to be called from c#).
Here is a compile time implementation of a union of structures. I will be creating more unions for object unions, and cross object and struct unions (this will be the most complex case).
public struct Union<T1,T2> where T1 : struct where T2 : struct{
private byte type;
[FieldOffset(1)] private T1 a1;
[FieldOffset(1)] private T2 a2;
public T1 A1 {
get => a1;
set {
a1 = value;
type = 1;
}
}
public T2 A2 {
get => a2;
set {
a2 = value;
type = 2;
}
}
public Union(int _ = 0) {
type = 0;
a1 = default;
a2 = default;
}
public Union(T1 a) : this() => A1 = a;
public Union(T2 a) : this() => A2 = a;
public bool HasValue => type < 1 || type > 2;
public bool IsNull => !HasValue;
public bool IsT1 => type == 1;
public bool IsT2 => type == 2;
public Type GetType() {
switch (type) {
case 1: return typeof(T1);
case 2: return typeof(T2);
default: return null;
}
}
}
You can use the above like the following:
Union<int, long> myUnion(5); \\Set int inside
myUnion.a2 = 5;
Type theTypeInside = myUnion.GetType(); //long
myUnion.a1 = 5;
theTypeInside = myUnion.GetType(); //int
I will also be creating dynamic union generators or aligned unions for the cross object and struct union.
Take a look at:Generated Struct Union Output to see the current compile time unions I am using.
If you want to create a union of any size take a look at Generator for Struct Unions
If anyone has any improvements for the above let me know! Implementing julia into .NET is an extraordinarily hard task!
I use own of Union Type.
Consider an example to make it clearer.
Imagine we have Contact class:
public class Contact
{
public string Name { get; set; }
public string EmailAddress { get; set; }
public string PostalAdrress { get; set; }
}
These are all defined as simple strings, but really are they just strings?
Of course not. The Name can consist of First Name and Last Name. Or is an Email just a set of symbols? I know that at least it should contain # and it is necessarily.
Let's improve us domain model
public class PersonalName
{
public PersonalName(string firstName, string lastName) { ... }
public string Name() { return _fistName + " " _lastName; }
}
public class EmailAddress
{
public EmailAddress(string email) { ... }
}
public class PostalAdrress
{
public PostalAdrress(string address, string city, int zip) { ... }
}
In this classes will be validations during creating and we will eventually have valid models. Consturctor in PersonaName class require FirstName and LastName at the same time. This means that after the creation, it can not have invalid state.
And contact class respectively
public class Contact
{
public PersonalName Name { get; set; }
public EmailAdress EmailAddress { get; set; }
public PostalAddress PostalAddress { get; set; }
}
In this case we have same problem, object of Contact class may be in invalid state. I mean it may have EmailAddress but haven't Name
var contact = new Contact { EmailAddress = new EmailAddress("foo#bar.com") };
Let's fix it and create Contact class with constructor which requires PersonalName, EmailAddress and PostalAddress:
public class Contact
{
public Contact(
PersonalName personalName,
EmailAddress emailAddress,
PostalAddress postalAddress
)
{
...
}
}
But here we have another problem. What if Person have only EmailAdress and haven't PostalAddress?
If we think about it there we realize that there are three possibilities of valid state of Contact class object:
A contact only has an email address
A contact only has a postal address
A contact has both an email address and a postal address
Let's write out domain models. For the beginning we will create Contact Info class which state will be corresponding with above cases.
public class ContactInfo
{
public ContactInfo(EmailAddress emailAddress) { ... }
public ContactInfo(PostalAddress postalAddress) { ... }
public ContactInfo(Tuple<EmailAddress,PostalAddress> emailAndPostalAddress) { ... }
}
And Contact class:
public class Contact
{
public Contact(
PersonalName personalName,
ContactInfo contactInfo
)
{
...
}
}
Let's try use it:
var contact = new Contact(
new PersonalName("James", "Bond"),
new ContactInfo(
new EmailAddress("agent#007.com")
)
);
Console.WriteLine(contact.PersonalName()); // James Bond
Console.WriteLine(contact.ContactInfo().???) // here we have problem, because ContactInfo have three possible state and if we want print it we would write `if` cases
Let's add Match method in ContactInfo class
public class ContactInfo
{
// constructor
public TResult Match<TResult>(
Func<EmailAddress,TResult> f1,
Func<PostalAddress,TResult> f2,
Func<Tuple<EmailAddress,PostalAddress>> f3
)
{
if (_emailAddress != null)
{
return f1(_emailAddress);
}
else if(_postalAddress != null)
{
...
}
...
}
}
In the match method, we can write this code, because the state of the contact class is controlled with constructors and it may have only one of the possible states.
Let's create an auxiliary class, so that each time do not write as many code.
public abstract class Union<T1,T2,T3>
where T1 : class
where T2 : class
where T3 : class
{
private readonly T1 _t1;
private readonly T2 _t2;
private readonly T3 _t3;
public Union(T1 t1) { _t1 = t1; }
public Union(T2 t2) { _t2 = t2; }
public Union(T3 t3) { _t3 = t3; }
public TResult Match<TResult>(
Func<T1, TResult> f1,
Func<T2, TResult> f2,
Func<T3, TResult> f3
)
{
if (_t1 != null)
{
return f1(_t1);
}
else if (_t2 != null)
{
return f2(_t2);
}
else if (_t3 != null)
{
return f3(_t3);
}
throw new Exception("can't match");
}
}
We can have such a class in advance for several types, as is done with delegates Func, Action. 4-6 generic type parameters will be in full for Union class.
Let's rewrite ContactInfo class:
public sealed class ContactInfo : Union<
EmailAddress,
PostalAddress,
Tuple<EmaiAddress,PostalAddress>
>
{
public Contact(EmailAddress emailAddress) : base(emailAddress) { }
public Contact(PostalAddress postalAddress) : base(postalAddress) { }
public Contact(Tuple<EmaiAddress, PostalAddress> emailAndPostalAddress) : base(emailAndPostalAddress) { }
}
Here the compiler will ask override for at least one constructor. If we forget to override the rest of the constructors we can't create object of ContactInfo class with another state. This will protect us from runtime exceptions during Matching.
var contact = new Contact(
new PersonalName("James", "Bond"),
new ContactInfo(
new EmailAddress("agent#007.com")
)
);
Console.WriteLine(contact.PersonalName()); // James Bond
Console
.WriteLine(
contact
.ContactInfo()
.Match(
(emailAddress) => emailAddress.Address,
(postalAddress) => postalAddress.City + " " postalAddress.Zip.ToString(),
(emailAndPostalAddress) => emailAndPostalAddress.Item1.Name + emailAndPostalAddress.Item2.City + " " emailAndPostalAddress.Item2.Zip.ToString()
)
);
That's all.
I hope you enjoyed.
Example taken from the site F# for fun and profit

C#: Generic types that have a constructor?

I have the following C# test code:
class MyItem
{
MyItem( int a ) {}
}
class MyContainer< T >
where T : MyItem, new()
{
public void CreateItem()
{
T oItem = new T( 10 );
}
}
Visual Studio can't compile it, the error is at line where 'new' is used:
'T': cannot provide arguments when creating an instance of a variable type
Is it possible in C# to create an object of generic type with non-parameterless constructor? It's no problem to do such thing in C++ templates, so i'm very curious why i can't do same thing in C#. Maybe some additional 'where' is required or syntax is different?
C#, and VB.Net for that matter, do not support the notion of constraining a generic to have a constructor with specific parameters. It only supports constraining to have an empty constructor.
One work around is to have the caller pass in a factory lambda to create the value. For instance
public void CreateItem(Func<int,T> del) {
T oItem = del(10);
}
Call site
CreateItem(x => new SomeClass(x));
It can be done with reflection:
public void CreateItem()
{
int constructorparm1 = 10;
T oItem = Activator.CreateInstance(typeof(T), constructorparm1) as T;
}
But there is no generic constraint to ensure that T implements the desired constructor, so I wouldn't advise doing this unless you are careful to declare that constructor in every type that implements the interface.
There's no such generic constraint, so it's not possible directly (this is a CLR limitation). If you want this, you have to provide a factory class (which has a parameterless constructor), and pass it as a second generic type parameter.
IMO, the best approach here is an initialize method, i.e.
interface ISomeInterface {
void Init(int i);
}
class Foo : ISomeInterface {
void ISomeInterface.Init(int i) { /* ... */ }
}
static class Program {
static T Create<T>(int i) where T : class, ISomeInterface, new() {
T t = new T();
t.Init(i);
return t;
}
static void Main() {
Foo foo = Create<Foo>(123);
}
}
However, you can do what you want with Expression (but without compile-time support):
using System;
using System.Linq.Expressions;
class Foo {
public Foo(int i) { /* ... */ }
}
static class Program {
static T Create<T>(int i) {
return CtorCache<T>.Create(i);
}
static class CtorCache<T> {
static Func<int, T> ctor;
public static T Create(int i) {
if (ctor == null) ctor = CreateCtor();
return ctor(i);
}
static Func<int, T> CreateCtor() {
var param = Expression.Parameter(typeof(int), "i");
var ci = typeof(T).GetConstructor(new[] {typeof(int)});
if(ci == null) throw new InvalidOperationException("No such ctor");
var body = Expression.New(ci, param);
return Expression.Lambda<Func<int, T>>(body, param).Compile();
}
}
static void Main() {
Foo foo = Create<Foo>(123);
}
}
Note that this caches and reuses the delegate for performance.
One pattern I use is to have the constrained class implement an interface which defines an Init method with the appropriate signature:
interface IMyItem
{
void Init(int a);
}
class MyItem : IMyItem
{
MyItem() {}
void Init(int a) { }
}
class MyContainer< T >
where T : MyItem, IMyItem, new()
{
public void CreateItem()
{
T oItem = new T();
oItem.Init( 10 );
}
}

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