What I want to do is this in effect:
this = object1
where this is the "this" keyword used within a class and object1 is the object I want "this" to point to. Is that possible?
essentially, I want
this == object1
to evaluate to true.
Edit for clarity:
Public class TestObject {
private static HashSet<string> setOfNames = new HashSet<string>();
private static List<TestObject > listOfObjects= new List<TestObject >();
private string name = null;
public TestObject (string name){
if(setOfNames.contains(name)){
foreach(TestObject o in listOfObjects){
if(o.name.equals(name)){
this = o;
break;
}
} else{
setOfNames.Add(name);
this.name = name;
listOfObjects.Add(this);
}
}
So what I want to do is if an object is ever created with the same parameters as an object before, I want the object to point to the object that was already created to avoid doing uncessary work.
No, this (no pun intended) is not possible. this cannot be reassigned (in a class).
So what I want to do is if an object is ever created with the same parameters as an object before, I want the object to point to the object that was already created to avoid doing uncessary work.
Then you need a factory that creates your instance, a dictionary that maps and caches your instances and your class should implement IEquality<T> to make the lookup and the equality comparison effective.
Edit:
A simple version (without IEquality<T>) would look like:
public class TestObject {
private static Dictionary<string, TestObject> _objectMap = new Dictionary<string, TestObject>();
public static TestObject GetInstance (string name){
if(!_objectMap.TryGetValue(name), out var instance){
instance = new TestObject(name);
_objectMap.Add(name, instance;
}
return instance;
}
private TestObject (string name){
Name = name;
}
public string Name {get;}
}
In times of DI and uncoupled services one would not use a static method, but rather have another factory class with singleton scope. And IEquality would still be useful because HashSets and Dictionaries need a good HashCodes.
Just for the record.Within a struct, this is a valid LValue, i.e. you can assign something to this in struct code . E.g.:
struct Data
{
public int Hi;
public int Lo;
public Data (Data other) {
this = other;
}
}
It's because of the copy semantics of ValueTypes, which have no object identity.
But not possible for RefTypes aka classes.
Related
I have a set of custom data types that can be used to manipulate basic blocks of data. For example:
MyTypeA Foo = new MyTypeA();
Foo.ParseString(InputString);
if (Foo.Value > 4) return;
Some of these types define read-only properties that describe aspects of the types (for example a name, bit size, etc.).
In my custom framework I want to be able to provide these types to the user for use in their applications but I also want to give the user a list of the available types which they could easily bind to a combobox. My current approach:
public static class DataTypes
{
static ReadOnlyCollection<MyDataType> AvailableTypes;
static DataTypes()
{
List<MyDataType> Types = new List<MyDataType>();
Types.Add(new MyTypeA());
Types.Add(new MyTypeB());
AvailableTypes = new ReadOnlyCollection<MyDataType>(Types);
}
}
What concerns me about this is that the user might obtain a type from the AvailableTypes list (by selecting a combobox item for example) and then use that reference directly rather than creating a clone of the type and using their own reference.
How can I make the list of available types read only so that it doesn't allow any writing or changes to the type instances, forcing the user to create their own clone?
Alternatively is there a better way of providing a list of available types?
Thanks, Andy
Make your custom Type class immutable, same as System.Type and you dont have to worry. A end user can fetch all the data it wants but he can not modify the object in any way.
EDIT: Example of immutable class
Take the following class for instance:
public class ImmutablePerson
{
private readonly string name; //readonly ensures the field can only be set in the object's constructor(s).
private readonly int age;
public ImmutablePerson(string name, int age)
{
this.name = name;
this.age = age;
}
public int Age { get { return this.age; } } //no setter
public string Name { get { return this.name; } }
public ImmutablePerson GrowUp(int years)
{
return new ImmutablePerson(this.name, this.age + years); //does not modify object state, it returns a new object with the new state.
}
}
ImmutablePerson is an immutable class. Once created there is no way a consumer can modify it in any way. Notice that the GrowUp(int years) method does not modify the state of the object at all, it just returns a new instance of ImmutablePerson with the new values.
I hope this helps you understand immutable objects a little better and how they can help you in your particular case.
To get around the problems you've mentioned, you could create a wrapper around your instances, and have the wrapper provide the functionality you require.
For example:
public class TypeDescriptor
{
private MyDataType _dataType;
public TypeDescriptor(MyDataType dataType)
{
_dataType = dataType;
}
public override string ToString()
{
return _dataType.ToString();
}
}
You class would then look something like:
public static class DataTypes
{
public static ReadOnlyCollection<TypeDescriptor> AvailableTypes;
static DataTypes()
{
List<TypeDescriptor> Types = new List<TypeDescriptor>();
Types.Add(new TypeDescriptor(new MyTypeA()));
Types.Add(new TypeDescriptor(new MyTypeB()));
AvailableTypes = new ReadOnlyCollection<TypeDescriptor>(Types);
}
}
Binding to the list and relying on the ToString() will now result in your data types ToString being called.
Create a list of types rather than a list of instances. e.g.
List<Type> Types = new List<Type>();
Types.Add(typeof(MyTypeA));
Types.Add(typeof(MyTypeB()));
etc.
To answer the comment on binding to a drop down list:
MyDropDown.Datasource = Type.Select(t => t.Name);
MyDropDown.DataBind();
This will not use the custom property of your classes but it will give you the simple calss name without all the other guff e.g. MyTypeA
A collection cannot "inject" type modifiers into its members. The collection you have declared is readonly. If you want MyDataType to be readonly you must declare that way.
Somthing like :
EDIT extended class to have a parse method
public class MyDataType
{
private MyDataType()
{
...
}
internal static MyDataType Parse(string someString)
{
MyDataType newOne = new MyDataType();
newOne.Value = ... //int.Parse(someString); ?
}
public int Value { get; private set; }
}
If the collection stays generic there is no readonly constraint.
You would use it like this, following your example.
MyTypeA foo = MyTypeA.Parse(inputString);
if (foo.Value > 4) return;
You probably shouldn't store instances of your types in the list. Instead you can store types. These can be used to create instances:
public static class DataTypes
{
static ReadOnlyCollection<Type> AvailableTypes;
static DataTypes()
{
List<Type> Types = new List<Type>();
Types.Add(typeof(MyTypeA));
Types.Add(typeof(MyTypeB));
AvailableTypes = new ReadOnlyCollection<MyDataType>(Type);
}
}
You can use Activator.CreateInstance to create a concrete instance:
Object myType = Activator.CreateInstance(AvailableTypes[0]);
Unless your types share a common base type you cannot downcast the result and an Object isn't that useful.
Also the use of the term type in your code makes my example a bit confusing as I suggest you store the types of something called type.
You could consider creating and attribute that you then can apply to MyTypeA, MyTypeB etc. Then you can build the AvailableTypes using reflection and the list will always be up to date with your code. E.g. if you add MyTypeC and use the attribute it will automatically be added to the list.
You can also add a display string property to the attribute and use that for display in the combo box. If you want to do that you should store a small object combining the type and the display string in AvailableTypes.
Here is an example. Using generic words like type and data can be confusing so to pick a random name I just use foo. Obviously you should use a more descriptive name.
[AttributeUsage(AttributeTargets.Class, Inherited = false)]
sealed class FooAttribute : Attribute {
public FooAttribute(String displayName) {
DisplayName = displayName;
}
public String DisplayName { get; private set; }
}
You can decorate you classes using this attribute:
[Foo("Type A")]
class MyTypeA { ... }
[Foo("Type B")]
class MyTypeB { ... }
For the combobox you want a list of factory objects with a nice ToString implementation (this class can be improved by adding some error handling which I have left out to save space):
class FooFactory {
readonly Type type;
public FooFactory(Type type) {
this.type = type;
DisplayName = ((FooAttribute) Attribute.GetCustomAttribute(
type,
typeof(FooAttribute))
).DisplayName;
}
public String DisplayName { get; private set; }
public Object CreateFoo() {
return Activator.CreateInstance(this.type);
}
public override String ToString() {
return DisplayName;
}
}
Returning Object from CreateFoo isn't very useful but that is a separate issue.
You can build this list at run-time:
var factories = Assembly
.GetExecutingAssembly()
.GetTypes()
.Where(t => Attribute.IsDefined(t, typeof(FooAttribute)))
.Select(t => new FooFactory(t));
I'm not exactly sure of what you want but should something like this be ok ?
public static class DataTypes
{
static Dictionary<string,Type> AvailableTypes
= new Dictionary<string,Type>()
{
{ "MyTypeA", MyTypeA },
{ "MyTypeB", MyTypeB },
...
};
}
That is actually return types instead of sample instances of theses types. Thus you would be sure that only new instances would be created by the user of your class.
Then in the calling code :
MyTypeA a = Activator.CreateInstance(DataTypes.AvailableTypes["MyTypeA"]);
Greetings everyone!
I'll try to make my problem simple: I have an enum to select which ObjType I should use (ObjTypeA and ObjTypeB both inherits from ObjType). So I created a method to extend the given enum, in order to return a new instance according to the selected property in the enum, like follows in the code. I think it works more or less like a factory design pattern. So far so good, but eventually, like in the class MyClass, I may attempt to create n instances of ObjTypeA or ObjTypeB, but I'll have to face the if statement everytime I call the GetObjTypeInstance() method. So:
Can an enum return an instance, something like: public enum EObjType { ObjTypeA = new ObjTypeA(), ObjTypeB = new ObjTypeB() }? Actually, it'd be better to append some GetInstance() method to the ObjTypeA and to the ObjTypeB options in the enum. If there's a way to do this, how can I do it? Doing this I'd avoid those if statements every while step.
Is there any other (and better) way to this this (if you understood my problem...)? How?
Thanks in advance!
Follow the example code:
public static class EObjTypeExt
{
public static ObjType GetObjTypeInstance(this EObjType ot)
{
if (ot == EObjType.ObjTypeA)
{
return new ObjTypeA();
}
else if (ot == EObjType.ObjTypeB)
{
return new ObjTypeB();
}
throw new ArgumentOutOfRangeException("unrecognized type!");
}
}
public enum EObjType { ObjTypeA, ObjTypeB }
public class MyClass
{
ObjType[] obj { get; set; }
public MyClass(EObjType otEnum, int n)
{
this.obj = new ObjType[n];
int i = 0;
while (i < n)
{
this.obj[i] = otEnum.GetObjTypeInstance();
i++;
}
}
}
You'll have to byte this apple somewhere.
Maybe replace the if/elseif chain with switch statement, they work great with enums.
Instead of using an enum, I would use a class that looks like an enum:
public class EObjType {
public static readonly EObjType ObjTypeA = new EObjType(() => (ObjType)(new ObjTypeA));
public static readonly EObjType ObjTypeB = new EObjType(() => (ObjType)(new ObjTypeB));
private readonly Func<ObjType> generator;
private EObjType(Func<ObjType> generator) {
this.generator = generator;
}
public ObjType GetInstanceOfObjType() {
return generator();
}
}
You can then use it exactly as you have been the enum.
EObjType otEnum = EObjType.ObjTypeA;
ObjType obj = otEnum.GetInstanceOfObjType();
You need to use a factory or other creational design pattern.
For instance, you could hold a dictionary from enum key to type value to get the desired class type using selected enum value. Then use reflection to create a new instance (object) of received type.
Initialize static dictionary's values using static constructor of factory class. You can enter the values manually or better yet, load possible values from a config file.
I'm not sure that I'd really advocate this approach, but you could call the enum ToString() method, treat that as your class name and use reflection to instantiate an object of that type.
One advantage of this would be that you could reflect and get the type once, then call the constructor n times in your loop.
As Danny Varod points out, a dictionary mapping your enum values to their Types (or to functions that create those types) would allow you to avoid if statements. Since enum is really just an integer underneath, an array would be more memory and time efficient, but readability is probably most important here.
You could create a factory that allows registration of functions that map to your enumeration, you could that use some sort of registration process to register your different enumerations
public class ObjectFactory
{
private readonly Dictionary<MyObjectType, Func<MyObject>> _store = new Dictionary<MyObjectType, Func<MyObject>>();
public void Register<T>(MyObjectType type) where T: MyObject, new()
{
this.Register(type, () => new T());
}
public void Register(MyObjectType type, Func<MyObject> factory)
{
_store.Add(type, factory);
}
public MyObject CreateInstance(MyObjectType type)
{
Func<MyObject> factory;
if(_store.TryGetValue(type, out factory))
{
return factory.Invoke();
}
return null;
}
}
public enum MyObjectType { A, B }
public class MyObject {}
public class MyObjectA : MyObject {}
public class MyObjectB : MyObject {}
Usage as follows
var factory = new ObjectFactory();
factory.Register<MyObjectA>(MyObjectType.A);
factory.Register<MyObjectB>(MyObjectType.B);
var a = factory.CreateInstance(MyObjectType.A);
var b = factory.CreateInstance(MyObjectType.B);
Assert.IsInstanceOf(typeof(MyObjectA), a);
Assert.IsInstanceOf(typeof(MyObjectB), b);
You could use Activator.CreateInstance.
public class ObjType {}
public class ObjTypeA : ObjType {}
public class ObjTypeB : ObjType {}
public enum EObjType { ObjTypeA, ObjTypeB }
public static class EObjTypeExt
{
public static ObjType GetObjTypeInstance( EObjType ot)
{
object o = Activator.CreateInstance(null,ot.ToString());
return (ObjType)o;
}
}
I have a class say ClassA with a string array inside class.
In my code I have ClassA as an object, then I want to create another new ClassA object, but it should copy the original object to the new class and do whatever it is supposed to do.
But strangely, when I declare that new object, whatever changed in the new object affects the original object.
Is there any reason why I am getting such behaviour?
It sounds like you're just doing this to copy it:
ClassA obj2 = obj1;
In this case then changes to obj2 would indeed be reflected in obj1 because the objects that you're using are just pointers to the same location in the memory heap. You're not actually copying it, you're just making another reference to it.
Take a look at the ICloneable interface here. You'd want something like this:
public class ClassA : ICloneable
{
public string myString { get; set; }
public object Clone()
{
var obj = new ClassA();
obj.myString = myString;
return myObj;
}
}
Then you'd call it like this:
ClassA obj2 = (ClassA)obj1.Clone();
Keep in mind that this isn't very type-safe, however. That cast is a bit messy (and, honestly, I haven't tried it, so it might even be problematic). I don't think .NET has introduced a generic ICloneable yet. But it shouldn't be too hard to write one. Something like:
public interface ICloneable<T>
{
public T Clone();
}
public class ClassA : ICloneable<ClassA>
{
public string myString { get; set; }
public ClassA Clone()
{
var obj = new ClassA();
obj.myString = myString;
return myObj;
}
}
This should be callable like this:
ClassA obj2 = obj1.Clone<ClassA>();
or possibly even (at least with a little tweaking):
ClassA obj2 = obj1.Clone();
An additional benefit to making a generic interface like this is that any given class can be "cloneable" to other types, not just itself. You can implement as many ICloneable<T> interfaces as you want on a single class. So you could have something like:
SomeOtherClass obj3 = obj1.Clone<SomeOtherClass>();
This is all off the top of my head and I don't have a compiler handy to test it, but you get the idea.
I'm sure it is because you are just setting another reference to the one string array in the new object. If you want a separate string array you need to create a constructor that creates a new string array and copies the strings over.
You can make a constructor overload that takes a new ClassA object and copies it's parameters.
public class ClassA
{
public String SomeParam { get; set; }
public ClassA(ClassA myoldobject)
{
//Logic for initializing new object.
this.SomeParam = myoldobject.SomeParam;
}
public ClassA(String someparam)
{
this.SomeParam = someparam;
}
}
This enables you to say
ClassA one = new ClassA("Test");
ClassA two = new ClassA(one);
This is because class - is a reference type and you are trying to get the behaviour of a value type. See deeper explanation here. Also it is greatly explained in CLR via C# book by J. Richter.
If you want to copy a reference type, you might need to implement an IClonable interface and call Clone for that.
It seems that you've assigned the first object to the second ..
To copy an existed object you have to assign all of its properties values to the new object, not to assign the whole object because this way you create another reference to the same object.
To create a copy of the first instance of ClassA, try the following:
ClassA = secondObject = new ClassA();
secondObject.Property1 = firstObject.Property1;
secondObject.Property2 = firstObject.Property2;
............
I want to copy values from one object to another object. Something similar to pass by value but with assignment.
For example:
PushPin newValPushPin = oldPushPin; //I want to break the reference here.
I was told to write a copy constructor for this. But this class has a lot of properties, it will probably take an hour to write a copy constructor by hand.
Is there a better way to assign an object to another object by value?
If not, is there a copy constructor generator?
Note: ICloneable is not available in Silverlight.
If you can mark the object that is to be cloned as Serializable then you can use in-memory serialization to create a copy. Check the following code, it has the advantage that it will work on other kinds of objects as well and that you don't have to change your copy constructor or copy code each time an property is added, removed or changed:
class Program
{
static void Main(string[] args)
{
var foo = new Foo(10, "test", new Bar("Detail 1"), new Bar("Detail 2"));
var clonedFoo = foo.Clone();
Console.WriteLine("Id {0} Bar count {1}", clonedFoo.Id, clonedFoo.Bars.Count());
}
}
public static class ClonerExtensions
{
public static TObject Clone<TObject>(this TObject toClone)
{
var formatter = new BinaryFormatter();
using (var memoryStream = new MemoryStream())
{
formatter.Serialize(memoryStream, toClone);
memoryStream.Position = 0;
return (TObject) formatter.Deserialize(memoryStream);
}
}
}
[Serializable]
public class Foo
{
public int Id { get; private set; }
public string Name { get; private set; }
public IEnumerable<Bar> Bars { get; private set; }
public Foo(int id, string name, params Bar[] bars)
{
Id = id;
Name = name;
Bars = bars;
}
}
[Serializable]
public class Bar
{
public string Detail { get; private set; }
public Bar(string detail)
{
Detail = detail;
}
}
There is a protected member called "MemberwiseClone", you can write this in your class...
public MyClass Clone(){
return (MyClass)this.MemberwiseClone();
}
then you can access..
MyClass newObject = oldObject.Clone();
The only way (that I'm aware of) to do this, and do it correctly, is to implement the copy yourself. Take for example:
public class FrobAndState
{
public Frob Frobber { get; set;}
public bool State { get; set; }
}
public class Frob
{
public List<int> Values { get; private set; }
public Frob(int[] values)
{
Values = new List<int>(values);
}
}
In this example you'd need to know how Frob was implemented, i.e. the fact that you need to call the constructor to create a copy of it as Values is read-only, to be able to make a copy of a given instance of FrobAndState.
Also - you couldn't just implement FrobAndState.Copy thusly:
public class FrobAndState
{
// ... Properties
public FrobAndState Copy()
{
var new = new FrobAndState();
new.State = this.State;
new.Frobber = this.Frobber;
}
}
Because both the instance of FrobAndState that you called .Copy() on, and the new instance would both have a reference to the same instance of Frobber.
In short, copying things is hard and any Copy implementation is difficult to get right.
C# does not have a copy constructor. There are different ways to tackle this. At the OOP level you could use inheritance or aggregation. AutoMapper might also be worth a try.
I want to copy values from one object
to another object. Something similiar
to pass by value but with assignment.
What do you mean by "with assignment"? If you mean that you want people to be able to say:
a = b;
And for you to define what = means, the only way you can do that in C# is if b is a different type to a and you've defined an implicit conversion (or more tenuously, if a stands for something of the form x.Y where Y is a property with a setter). You can't override = for a simple assignment between identical types in C#.
I was told to write a copy constructor
for this. But this class has alot of
properties, it will probably take an
hour to write a copy constructor by
hand.
If that's really true, then I would guess that you have a different problem. Your class is too big.
If you make your class Serializable you could Serialize it to a MemoryStream and Deserialize to a new instance.
If you want copy-on-assignment you should be using a struct instead of a class. But be careful, it is easy to make subtle mistakes. It is highly recommended that all stucts be immmutable to reduce the chance for error.
Though, this may not answer your question directly, but to add a cent; usually the term Clone is linked with shallow copy(referenced objects). To have a deep copy, I believe you will need to look into the some creational pattern(prototype?). The answer to this question might help.
You implement Justin Angel's method of cloning objects in Silverlight
using System;
using System.Reflection;
using System.Windows;
namespace JustinAngelNet.Silverlight.Framework
{
public static class SilverlightExtensions
{
public static T Clone<T>(T source)
{
T cloned = (T) Activator.CreateInstance(source.GetType());
foreach (PropertyInfo curPropInfo in source.GetType().GetProperties())
{
if (curPropInfo.GetGetMethod() != null
&& (curPropInfo.GetSetMethod() != null))
{
// Handle Non-indexer properties
if (curPropInfo.Name != "Item")
{
// get property from source
object getValue = curPropInfo.GetGetMethod().Invoke(source, new object[] {});
// clone if needed
if (getValue != null && getValue is DependencyObject)
getValue = Clone((DependencyObject) getValue);
// set property on cloned
if (getValue != null)
curPropInfo.GetSetMethod().Invoke(cloned, new object[] {getValue});
}
// handle indexer
else
{
// get count for indexer
int numberofItemInColleciton =
(int)
curPropInfo.ReflectedType.GetProperty("Count").GetGetMethod().Invoke(source, new object[] {});
// run on indexer
for (int i = 0; i < numberofItemInColleciton; i++)
{
// get item through Indexer
object getValue = curPropInfo.GetGetMethod().Invoke(source, new object[] {i});
// clone if needed
if (getValue != null && getValue is DependencyObject)
getValue = Clone((DependencyObject) getValue);
// add item to collection
curPropInfo.ReflectedType.GetMethod("Add").Invoke(cloned, new object[] {getValue});
}
}
}
}
return cloned;
}
}
}
Then you can do this
MyClass newObject = SilverlightExtensions.Clone(oldObject);
I'm learning about DDD, and have come across the statement that "value-objects" should be immutable. I understand that this means that the objects state should not change after it has been created. This is kind of a new way of thinking for me, but it makes sense in many cases.
Ok, so I start creating immutable value-objects.
I make sure they take the entire state as parameters to the constructor,
I don't add property setters,
and make sure no methods are allowed to modify the content (only return new instances).
But now I want to create this value object that will contain 8 different numeric values. If I create a constructor having 8 numeric parameters I feel that it will not be very easy to use, or rather - it will be easy to make a mistake when passing in the numbers. This can't be good design.
So the questions is: Are there any other ways of making my immutable object better.., any magic that can be done in C# to overcome a long parameter list in the constructor? I'm very interested in hearing your ideas..
UPDATE: Before anyone mentions it, one idea has been discussed here:
Immutable object pattern in C# - what do you think?
Would be interested in hearing other suggestions or comments though.
Use a builder:
public class Entity
{
public class Builder
{
private int _field1;
private int _field2;
private int _field3;
public Builder WithField1(int value) { _field1 = value; return this; }
public Builder WithField2(int value) { _field2 = value; return this; }
public Builder WithField3(int value) { _field3 = value; return this; }
public Entity Build() { return new Entity(_field1, _field2, _field3); }
}
private int _field1;
private int _field2;
private int _field3;
private Entity(int field1, int field2, int field3)
{
// Set the fields.
}
public int Field1 { get { return _field1; } }
public int Field2 { get { return _field2; } }
public int Field3 { get { return _field3; } }
public static Builder Build() { return new Builder(); }
}
Then create it like:
Entity myEntity = Entity.Build()
.WithField1(123)
.WithField2(456)
.WithField3(789)
.Build()
If some of the parameters are optional you won't need to call the WithXXX method and they can have default values.
At the moment, you'd have to use a constructor with lots of args, or a builder. In C# 4.0 (VS2010), you can use named/optional arguments to achieve something similar to C# 3.0 object-initializers - see here. The example on the blog is:
Person p = new Person ( forename: "Fred", surname: "Flintstone" );
But you can easily see how something similar can apply for any constructor (or other complex method). Compare to the C# 3.0 object-initializer syntax (with a mutable type):
Person p = new Person { Forename = "Fred", Surname = "Flintstone" };
Not much to tell them apart, really.
Jon Skeet has posted some thoughts on this subject too, here.
Off the top of my head, two different answers come to mind ...
... the first, and probably simplest, is to use an object factory (or builder) as a helper that ensures you get things right.
Object initialization would look like this:
var factory = new ObjectFactory();
factory.Fimble = 32;
factory.Flummix = "Nearly";
var mine = factory.CreateInstance();
... the second is to create your object as a conventional, mutable, object with a Lock() or Freeze() function. All of your mutators should check to see if the object has been locked, and throw an exception if it has.
Object initialization would look like this:
var mine = new myImmutableObject();
mine.Fimble = 32;
mine.Flummix = "Nearly";
mine.Lock(); // Now it's immutable.
Which method to take depends a lot on your context - a factory has the advantage of being convenient if you have a series of similar objects to construct, but it does introduce another class to write and maintain. A lockable object means there is only one class, but other users might get unexpected runtime errors, and testing is harder.
Although it is probably part of the domain of what you are doing, and thus my suggestion may be invalid, what about attempting to break down the 8 parameters into logical groups?
Whenever I see heaps of parameters, i feel like the object/method/contructor ought to be simpler.
I have been boggled with the same question as complex constructors is also bad design to me. I am also not a big fan of the builder concept as it seems like too much extra code to maintain. What we need is popsicle immutability, which means that an object starts out as mutable where you are allowed to use the property setters. When all properties are set there must be a way of freezing the object into an immutable state. This strategy is unfortunately not supported natively in the C# language. I therefore ended up designing my own pattern for creating immutable objects as described in this question:
Immutable object pattern in C# - what do you think?
Anders Hejlsberg is talking about support for this type of immutability from 36:30 in the following interview:
Expert to Expert: Anders Hejlsberg - The Future of C#
You can use reflection in order to initialize all the fields of the object and laziness to make "setter" like methods (using monadic functional style) in order to chain the set methods/functions together.
For example:
You can use this base class:
public class ImmutableObject<T>
{
private readonly Func<IEnumerable<KeyValuePair<string, object>>> initContainer;
protected ImmutableObject() {}
protected ImmutableObject(IEnumerable<KeyValuePair<string,object>> properties)
{
var fields = GetType().GetFields().Where(f=> f.IsPublic);
var fieldsAndValues =
from fieldInfo in fields
join keyValuePair in properties on fieldInfo.Name.ToLower() equals keyValuePair.Key.ToLower()
select new {fieldInfo, keyValuePair.Value};
fieldsAndValues.ToList().ForEach(fv=> fv.fieldInfo.SetValue(this,fv.Value));
}
protected ImmutableObject(Func<IEnumerable<KeyValuePair<string,object>>> init)
{
initContainer = init;
}
protected T setProperty(string propertyName, object propertyValue, bool lazy = true)
{
Func<IEnumerable<KeyValuePair<string, object>>> mergeFunc = delegate
{
var propertyDict = initContainer == null ? ObjectToDictonary () : initContainer();
return propertyDict.Select(p => p.Key == propertyName? new KeyValuePair<string, object>(propertyName, propertyValue) : p).ToList();
};
var containerConstructor = typeof(T).GetConstructors()
.First( ce => ce.GetParameters().Count() == 1 && ce.GetParameters()[0].ParameterType.Name == "Func`1");
return (T) (lazy ? containerConstructor.Invoke(new[] {mergeFunc}) : DictonaryToObject<T>(mergeFunc()));
}
private IEnumerable<KeyValuePair<string,object>> ObjectToDictonary()
{
var fields = GetType().GetFields().Where(f=> f.IsPublic);
return fields.Select(f=> new KeyValuePair<string,object>(f.Name, f.GetValue(this))).ToList();
}
private static object DictonaryToObject<T>(IEnumerable<KeyValuePair<string,object>> objectProperties)
{
var mainConstructor = typeof (T).GetConstructors()
.First(c => c.GetParameters().Count()== 1 && c.GetParameters().Any(p => p.ParameterType.Name == "IEnumerable`1") );
return mainConstructor.Invoke(new[]{objectProperties});
}
public T ToObject()
{
var properties = initContainer == null ? ObjectToDictonary() : initContainer();
return (T) DictonaryToObject<T>(properties);
}
}
Can be implemented like so:
public class State:ImmutableObject<State>
{
public State(){}
public State(IEnumerable<KeyValuePair<string,object>> properties):base(properties) {}
public State(Func<IEnumerable<KeyValuePair<string, object>>> func):base(func) {}
public readonly int SomeInt;
public State someInt(int someInt)
{
return setProperty("SomeInt", someInt);
}
public readonly string SomeString;
public State someString(string someString)
{
return setProperty("SomeString", someString);
}
}
and can be used like this:
//creating new empty object
var state = new State();
// Set fields, will return an empty object with the "chained methods".
var s2 = state.someInt(3).someString("a string");
// Resolves all the "chained methods" and initialize the object setting all the fields by reflection.
var s3 = s2.ToObject();