I need to have a list where all items extend class A and implement interface I. Additionally class A might be multiple parents up in the hierarchy.
If all the classes were direct descendants of class A I could just use an Abstract class that implements I as the generic and use that, but my use case doesn't allow for this.
is there a way to tell a List that its elements must both extend class A and implement interface I ? List<A,I> ? If not is there another way around this?
Example Code:
public class A
{
// Class belongs to a third party library
}
public class B : A
{
// Class belongs to a third party library
public string Text{ get; set; }
}
public class C : A
{
// Class belongs to a third party library
public string Other{ get; set; }
}
interface I
{
// Belongs to me
bool shouldSend();
string getName();
string getValue();
}
public class MyClass : B, I
{
public string Name{ get; set; }
public function myClass(ObjectWithName obj)
{
Name = obj.Name;
}
public string getValue()
{
return Text;
}
public bool shouldSend()
{
return true;
}
}
public class MyClass2 : C, I
{
public string Name{ get; set; }
public function myClass(ObjectWithName obj)
{
Name = obj.Name;
}
public string getValue()
{
return Other;
}
public bool shouldSend()
{
return true;
}
}
public class mainActions
{
// Here is where I need the list to use both restrictions
public List<A,I> myList;
// The class I need to use these things in
public function mainActions(List<ObjectWithName> elements)
{
ThirdPartyCollection TPC = new ThirdPartyCollection();
foreach(var el in elements)
{
MyList.Add(new MyClass(el));
MyList.Add(new MyClass2(el));
// TPC.Add accepts implementations of A here
TPC.Add(MyList.ElementAt(MyList.Count - 1));
TPC.Add(MyList.ElementAt(MyList.Count - 2));
}
}
public function doThisLater()
{
foreach(var el in myList)
{
if(el.shouldSend())
{
// I need an implementation of I here
doSomethingElse(el.getName(), el.getValue());
}
}
}
}
EDIT: For anyone coming in search of an answer here in the future, it doesn't seem to be possible. Instead I used #servys answer and made a new list to hold my sub class objects:
public class MyList<T> : List<T> where T : A, I
{
}
Then I kept different lists for each subclass:
protected MyList<MyClass> MCList = new MyList<MyClass>();
protected MyList<MyClass2> MCList2 = new MyList<MyClass2>();
When you specify generic constraints you can specify as many as you want, and all of them must be met, so you can simply add a generic constraint of A and I to your type, and a type has to meet both of those constraints to be a valid generic argument.
public class ClassThatNeedsABetterName<T> : List<T>
where T : A, I
{ }
Related
Suppose I have two classes and both contain the same fields
Class A
{
public string Name { get; set; }
public int Designaton { get; set; }
}
Class B
{
public string Name { get; set; }
public int Designation { get; set; }
}
And I have one interface and two classes which are inherited from interface
public interface IDeprt
{
object BindData();
}
And two extractor classes:
public classAItem : IDeprt
{
public object BindData()
{
return new A()
{
// mapping operation
}
}
}
public classBItem : IDeprt
{
public object BindData()
{
return new B()
{
//same mapping operation
}
}
}
My question, how can I implement this in generic way using <T> .
Both classes are doing same operation only return type change. If I am doing in the above way there is lot of duplication of code.
Make your ITem interface and also BindData generic make them use the same generic parameter.
public interface IItem<T>
{
T BindData();
}
Then implement the subclasses like below :
public class AItem : ITem<A>
{
public A BindData(){
return new A(){
// mapping operation
}
}
}
public class BItem : ITem<B>
{
public B BindData(){
return new B(){
//same mapping operation
}
}
}
Edit : As the question evolves.
Make a shared base class for A and B classes.
public abstract class CommonItem
{
public string Name { get; set; }
public int Designaton { get; set; }
}
class A : CommonItem
{
}
class B : CommonItem
{
}
Then make class with a method that accepts a generic parameter with new and CommonItem constraints.
public class Binder
{
public T BindData<T>() where T: CommonItem, new()
{
return new T()
{
// you can access the properties defined in ICommonItem
}
}
}
Usage :
var binder = new Binder();
var boundA = binder.BindData<A>();
var boundB = binder.BindData<B>();
I have been trying to find an elegant way to avoid repeating code in all of my derived classes. At this point, I am unsure as to the best way to proceed.
I'd like to write a single method in the base class that will instantiate and use any of its derived classes without having to edit the method when I write new derived classes.
I have tried learning/using a generic method but started to think I might be heading down a dead end for this application. I understand that using reflection can be expensive, and since this method is meant to handle hundreds or even thousands of Elements, it seemed like a bad idea.
Now I'm thinking of trying to pass in the class itself as an argument somehow... maybe. That doesn't seem quite right to me either.
I'm willing to do the research, but would love any help pointing me in the right direction.
Here is an abridged version of what I have...
Base Class:
public abstract class Element
{
public string ElementName { get; }
public List<string> BadParameters { get; set; } = new List<string>();
//Constructor
public Element(string name)
{
ElementName = name;
}
//The method in question---
public static List<string> GetBadParameters(//derived class to instantiate)
{
var elem = new //derived class();
return elem.BadParameters;
}
}
Derived Class 1:
public class Wall : Element
{
public double Length { get; set; }
public bool LoadBearing { get; set; }
//Constructor
public Wall(string name): base(name)
{
SetBadParameters();
}
public void SetBadParameters()
{
BadParameters = //A wall specific way of setting bad parameters
}
}
Derived Class 2:
public class Floor : Element
{
public double Area { get; set; }
public double Slope { get; set; }
//Constructor
public Floor(string name): base(name)
{
SetBadParameters();
}
public void SetBadParameters()
{
BadParameters = //A floor specific way of setting bad parameters
}
}
Implementation:
public class Implementation
{
public List<string> GetAllBadElementParameters()
{
List<string> output = new List<string>;
List<string> badWalls = GetBadParameters(//Wall class)
List<string> badFloors = GetBadParameters(//Floor class)
output = output.AddRange(badWalls).AddRange(badFloors);
return output;
}
}
EDIT - To clarify:
The actual content of
public List<string> BadParameters
does not matter. Bad parameters, how and why they are bad, are inconsequential.
What I'm trying to accomplish is avoid having the method "GetBadParameters()" defined in the derived class, since this method will be the exact same for all derived classes.
It is only the populating of the "BadParameter" base class property that changes from one derived class to another.
EDIT 2 - My attempt at a generic method in the base class:
I know this won't work, but it may convey what I'd like to have happen.
public static List<string> GetAllBadParameters<T>(List<string> names) where T : ANY DERIVED CLASS, new()
{
List<string> output = new List<string>();
foreach (string name in names)
{
var elem = new T(name);
foreach (string badParameter in elem.BadParameters)
{
output.Add(badParameter);
}
}
return output;
}
Well … First of all, I am guessing that by "bad parameter" you mean the name of a property in an Element-derived class. For example I'm guessing that if the Length of a Wall is negative then "Length" would be a bad parameter of that particular Wall. Secondly I'm guessing that you are going to have a largish number of elements, e.g. a number of walls and floors (and other things) in a diagram or whatever.
Assuming that, then one way to do this would be to have an abstract method in the Element class that returns the bad parameters, and implement it in each derived class. Something like this:
public abstract class Element
{
public string Name { get; private set; }
public abstract IList<string> GetBadParameters();
public Element( string name) { this.Name = name; }
}
public class Wall
{
public Wall( string name): base(name) {}
public double Length { get; set; }
public bool IsLoadBearing { get; set; }
public IList<string> GetBadParameters() {
List<string> bad = new List<string>();
if (this.Length <= 0) { bad.Add( this.Name + ": " + nameof( this.Length); }
if (this.IsLoadBearing && this.Length > whatever) { bad.Add( this.Name + ": " + nameof( this.IsLoadBearing); }
return bad;
}
}
Then if you had a list of all the elements you could get all the bad parameters by
IList<string> allBadParemeters = elements.SelectMany( e => e.GetBadParameters() );
What I would say though is that this might not be such a great design. You would end up with a system in which a lot of elements contain bad parameters. Life could be a lot easier if you just prevent bad parameters from happening in the first place. You can do this by making the 'set' methods of all the parameter properties private and adding a method such as bool Wall.TrySetParameters( double length, bool isLoadBearing). If the parameters are bad then this would just return false and not assign the parameters to the wall. If you want to have TrySetParameters in the base class then you could do it with a more general signature such as
public struct Parameter {
public Parameter( string name, object value) { … }
public string Name { get; private set; }
public object Value { get; private set; }
}
abstract public class Element {
…
abstract public bool TrySetParameters( params Parameter[] parameters);
}
I am assuming your BadParameter list content is same for all derived Classes. If this list is not common then there is no point in filling these list in Base Class.
By that assumption I can suggest you following changes .
Your base class looks like this . There is no need of making GetBadParameters() as static
public abstract class Element
{
public string ElementName { get; }
public List<string> BadParameters { get; set; } = new List<string>();
//Constructor
public Element(string name)
{
ElementName = name;
}
/// <summary>
/// Tjis Method is common for alal derived classes. Assuming content is same for all dervied class
/// </summary>
/// <returns></returns>
//The method in question---
public List<string> GetBadParameters()
{
return new List<string>() { "1", "2" };
}
}
Your first derived class Wall, where it will call GetBadParameters from base .
public class Wall : Element
{
public double Length { get; set; }
public bool LoadBearing { get; set; }
//Constructor
public Wall(string name) : base(name)
{
SetBadParameters();
}
public void SetBadParameters()
{
BadParameters = GetBadParameters();//Calling base GetBadParameters
}
}
Same goes with second derived class "Floor"
public class Floor : Element
{
public double Area { get; set; }
public double Slope { get; set; }
//Constructor
public Floor(string name) : base(name)
{
SetBadParameters();
}
public void SetBadParameters()
{
BadParameters = GetBadParameters();//Calling base GetBadParameters
}
}
In your implementation class, you can create both wall and floor objects by keeping Element class as reference and call respective GetBadParameters
public class Implementation
{
public List<string> GetAllBadElements()
{
List<string> output = new List<string>;
Element _wall = new Wall("wall");
Element _floor = new Floor("floor");
List<string> badWalls = _wall.GetBadParameters(); //Returns Wall bad Parameters
List<string> badFloors = _floor.GetBadParameters(); //Returns Floor bad Parameters
output = output.AddRange(badWalls).AddRange(badFloors);
return output;
}
}
I want to create a class that can take different types of value in a property. I am trying to do this using polymorphism, but I am not still learning how to do this properly, hence my request for advice.
I have a base class and two classes that inherit from it:
public abstract class BaseClass
{
public string Name { get; set; }
public Unit Unit { get; set; }
}
public class DerivedClassFloat : BaseClass
{
public float Value { get; set; }
public override string ToString()
{
return Value.ToString();
}
}
public class DerivedClassString : BaseClass
{
public string Value { get; set; }
public override string ToString()
{
return Value;
}
}
All is good, I can create a List and add different specialized subclasses. My problem comes when I need change the values of the items in my list:
foreach (var item in ListOfBaseClasses)
{
if(item is DerivedClassFloat)
((DerivedClassFloat) item).Value = float.NaN;
if (item is DerivedClassString)
((DerivedClassString) item).Value = string.Empty;
}
According to what I have read, that looks like a code smell. Is there a better way to access the value property of my derived classes based on the type I am trying to assign?
What about when you want to create the right subclass based on the value?
BaseClass newClass = null;
if (phenotype is DerivedClassFloat)
newClass = new DerivedClassFloat(){Value = 12.2};
if (phenotype is DerivedClassString)
newClass = new DerivedClassString(){Value = "Hello"};
I read about overriding virtual methods, but that works if I want to process the value, not to add or change it … maybe I am missing something?
I should make this more concrete, my apologies, I am not used to post question in this great site.
I need a property that is made of a list of attributes. Each attribute has a name and a value, but the value can be of different types. For example:
public class Organism
{
public string Name { get; set; }
public List<Attribute> Attributes { get; set; }
}
public class Attribute
{
public string AttributeName { get; set; }
public object AttributeValue { get; set; }
}
For a given organism I can have several attributes holding different value types. I wanted to avoid using the object type so that I don’t have to cast to the right type. I though property polymorphism was the solution to handle this case elegantly, but then I found myself using If ..Then which didn’t seem too different from casting in the first place.
If in your particular case you want to reset Value, you can define an abstract ResetValue method in the base class, which will be implemented by the derives classes.
As for your second case, you should check out Creational Design Patterns, and specifically the Factory and Prototype design patterns.
You can use generics to define the type and the implementing subclass will set the Value type to the type constraint:
public abstract class BaseClass<T>
{
public string Name { get; set; }
public Unit Unit { get; set; }
public T Value { get; set; }
public override string ToString()
{
return Value.ToString();
}
}
public class DerivedFloat : BaseClass<float> {}
public class DerivedString : BaseClass<string> {}
You can use Generics for this particular case:
public abstract class BaseClass<T>
{
public string Name { get; set; }
public Unit Unit { get; set; }
public T Value { get; set; }
}
public class DerivedClassFloat : BaseClass<float>
{
public override string ToString()
{
return Value.ToString();
}
}
public class DerivedClassString : BaseClass<string>
{
public override string ToString()
{
return Value;
}
}
Polymorphic behaviour works on abstraction. Based on what your trying to do, you can reduce code smell to moving as much of your variability in code to base classess.
i would suggest is instead of property write method like as follows. You can something like as follows.
public void setValue(string val, Type type);//move this to your base class
Class MyValue{
private string strVal;
private int intVal;
//constructor
MyValue(string val, Type type){
//check the type enum here and set the values accordingly
}
}
then when set values
foreach (var item in ListOfBaseClasses)
{
item.setValue = MyValue("",Type.INT);
}
I'm not quite sure what you are trying to achieve with this approach - the Value properties are not of the same type, there is also no Value property on the base class which suggests that other types derived from the base class might not have it at all.
If all of your classes require a Value property, then maybe it should be of the most general type object - you could put it onto the base class, but that would require casting the values in the derived classes.
But then you could have a NullObject to represent an absence of value that you could assign to the Value property for every derived class.
You can use the abstract factory pattern. Consider this example:
// Base class
class Button
{
protected Button()
{
}
public string Name { get; set; }
}
// Factory interface
public interface ButtonFactory
{
Button CreateButton();
}
// And the concrete classes
class WindowsButton : Button
{
// ...
}
class WindowsButtonFactory : ButtonFactory
{
public Button CreateButton()
{
return new WindowsButton();
}
}
class MacButton : Button
{
// ...
}
class MacButtonFactory : ButtonFactory
{
public Button CreateButton()
{
return new MacButton();
}
}
Furthermore, you can combine the abstract factory pattern with the strategy pattern to encapsulate the custom behaviors that change with type.
Here`s the question.
public abstract class A {}
public class B:A
{
public TypeF FieldB;
}
public class C:A
{
public TypeG FieldC;
}
public class TypeF:A { }
public class TypeG:A { }
I want to have interface ex: ITypeFG and to implement it in B and C BUT to have properties names FieldB and FieldC
interface ITypeFG
{
public A FieldFG; //But i want to have names TypeF in A and TypeG in B
}
Can this be done?
Thanks.
explicit interface implementation:
public class B : A, ITypeFG
{
public TypeF FieldB { get; set; } // please don't expose public fields...
A ITypeFG.FieldFG { get { return FieldB; } }
}
public class C : A, ITypeFG
{
public TypeG FieldC { get; set; }
A ITypeFG.FieldFG { get { return FieldC; } }
}
Note that if the interface has a setter, you'll need to cast:
public class B : A, ITypeFG
{
public TypeF FieldB { get; set; }
A ITypeFG.FieldFG { get { return FieldB; } set { FieldB = (TypeF)value; } }
}
public class C : A, ITypeFG
{
public TypeG FieldC { get; set; }
A ITypeFG.FieldFG { get { return FieldC; } set { FieldC = (TypeG)value; } }
}
Two points:
Interfaces in C# can't have fields, but they can have properties.
The desired feature isn't sensible: if clients would always have to know the "specific" name of the implemented interface-property to interact with an implementation, then it isn't much of an interface is it - it's little more than a marker.
As Marc Gravell suggests, a decent workaround is to use explicit implementations. If the client has a reference to the implementing object typed as the interface, they can use the "general" name of the property. If they have a specific reference (i.e. typed as the implementing type) , they can use the "specific" name (and won't be confused by the general name since they won't see it on IntelliSense, for example).
Sounds like you should treat the field names as data along with A. That way you can keep a common interface and only vary the content of what is returned:
class Data
{
public string Name {get;set;}
public A Value {get;set;}
}
interface ITypeFG
{
Data Field {get;}
}
class B : A, ITypeFG
{
public Data Field
{
get
{
return new Data {Name = "TypeF", Value = FieldB};
}
}
}
class C : A, ITypeFG
{
public Data Field
{
get
{
return new Data {Name = "TypeG", Value = FieldC};
}
}
}
I want to create a class that could hold any of a number of same type of classes. For example lets says I have a base class like follows:
public class BaseClass
{
public string MyBaseString
{
get;
set;
}
}
And then I have a few derived classes like this:
public class DerivedClass : BaseClass
{
public MyDerivedClassString
{
get;
set;
}
}
public class DerivedClass2 : BaseClass
{
public MyDerivedClass2String
{
get;
set;
}
}
Now I would like a class that accepts one of these implementations and does stuff with it. Here is the only thing I can think of, but there must be a better way:
public class ClassA
{
public object MyClass
{
get;
set;
}
public ClassA (object myClass)
{
MyClass = myClass;
if (object is BaseClass)
{
//do something
}
else if (object is DerivedClass)
{
//do something specific to derived class
}
else if (object is DerivedClass2)
{
//do something specific to derived class 2
}
}
}
CLARIFICATION: The specific goal I am trying to accomplish is to use ClassA as a container class for various implementations of the BaseClass. The business goal I am trying to accomplish is to create a Legend object which might use multiple color schemes (i.e. a Mono Color Ramp, Multi Color Ramp, etc). So I would like the Legend class to contain the ColorScheme that is being used, but still have access to that color scheme's unique properties for modification later on.
CLARIFICATION 2 Based on the wide array of responses I got, I thought I'd provide an exact replication of what I'm trying to do:
public class BaseColorScheme
{
List<Color> _colors = new List<Color>();
public List<Color> Colors
{
get
{
return _colors;
}
set
{
_colors = value;
}
}
}
public class SingleColorScheme : BaseColorScheme
{
public Color MidColor
{
get;
set;
}
public SingleColorScheme( Color midColor, int numberOfClassifications )
{
Colors = CreateMonoColorRamp( midColor, numberOfClassifications );
}
}
public class MultiColorScheme : BaseColorScheme
{
public Color StartColor
{
get;
set;
}
public Color EndColor
{
get;
set;
}
public Color MidColor
{
get;
set;
}
public MultiColorScheme( Color startColor, Color endColor, Color midColor )
{
StartColor = startColor;
EndColor = endColor;
MidColor = midColor;
Colors = //do something to define multi color scheme
}
}
Then I would have a Legend Class that would be something like
public class Legend
{
public object ColorScheme
{ get; set; }
public Guid LegendId
{ get; set; }
public Legend(object colorScheme)
{
ColorScheme = colorScheme;
}
}
Finally I might have a form that sits on top of the legend that displays the properties of the various color schemes based on which type of color scheme it is. Hopefully that helps clarify a bit.
public class ClassA<T> where T : BaseClass
{
public T MyClass { get; set; }
public ClassA(T myClass) { MyClass = myClass; }
}
Beyond that, define the common interface of the class hierarchy either as an interface or as methods (concrete, abstract, or virtual) within the base class. Then you can be assured all derived classes have such method / properties and can use them within your generic wrapper.
Instead of letting ClassA perform whatever needs to be done, you can use polymorphism and let the classes do it to themselves.
Simply declare a virtual method in the base class, have it do whatever you need it do so, and then override this method in the subclasses. In the method in ClassA, you just need to call that method on the object you receive as a parameter - without having to care about the specific type.
If you need to access different properties based on which derived class is passed something like this should help:
public class ClassA<T> where T : BaseClass
{
public T MyClass { get; set; }
public ClassA(T myClass) { MyClass = myClass; }
public void DoStuffToMyClass()
{
if(MyClass is BaseClass)
{ // do base class stuff }
else if(Myclass is DerivedClass)
{ // do DerivedClass stuff }
else if(MyClass is DerivedClass2)
{ // do DerivedClass2 stuff }
}
}
This gives you the type saftey to ensure you at least have the BaseClass object, and possibly a derived class.
The answer is polymorphism, let the object do it themselves.
public class BaseClass
{
public string MyString { get; set; }
public virtual string DoIt()
{
return "I'm Base Class";
}
}
public class DerivedClassA
{
public override string DoIt()
{
return "I'm Derived Class A";
}
}
public class DerivedClassB
{
public override string DoIt()
{
return "I'm Derived Class B";
}
}
....
public ClassA (BaseClass myClass)
{
MyClass = myClass;
MyClass.DoIt();
}
.....
ClassA x1 = ClassA(new BaseClass()) // calls BaseClass.DoIt()
ClassA x2 = ClassA(new DerivedClassA()) // calls DerivedClassA.DoIt()
ClassA x3 = ClassA(new DerivedClassB()) // calls DerivedClassB.DoIt()
whenever you catch yourself acting differently based on the run-time type of the object, you are dealing with code that breaks OO principles, i.e. a class that does not respect the base class contract.
Can you use virtual methods?
public abstract class BaseClass
{
public abstract void DoStuff();
}
public class DerivedClass1 : BaseClass
{
public override void DoStuff()
{
...
}
}
public class DerivedClass2 : BaseClass
{
public override void DoStuff()
{
...
}
}
Without generics:
public class ClassA
{
public BaseClass MyClass
{
get;
set;
}
public ClassA (BaseClass myClass)
{
MyClass = myClass;
myClass.DoStuff();
}
}
or with generics:
public class ClassA<T> where T : BaseClass
{
public T MyClass { get; set; }
public ClassA (T myClass)
{
MyClass = myClass;
myClass.DoStuff();
}
}
Keep it simple: polymorphism
Hopefully your objects have a common interface, something like:
class Base {
public virtual void DoSomething() { /* Default implementation */ }
}
class Derived1 : Base {
public override void DoSomething() { /* Implementation specific to this type */ }
}
class Derived2 : Base {
public override void DoSomething() { /* Another implementation specific to this type */ }
}
Or maybe they implement a common interface. So hopefully your consuming class can hold the most general representation of your inputs as possible and invoke code as such:
class Dependent {
public Dependent(Base instance) {
instance.DoSomething();
}
}
So your Dependent class doesn't really are whether it has a derived type or a base type.
Not quite as simple: visitor pattern
Sometimes polymorphism doesn't really work, which is particularly the case if you need to access the specific members of your derived classes, and those members aren't in the base class. Visitor pattern works well in this case, especially if you have a fixed, well-defined graph of objects.
public interface IVisitor<T> {
T Visit(Base x);
T Visit(Derived1 x);
T Visit(Derived2 x);
}
class Base {
public virtual T Accept<T>(IVisitor<T> visitor) { visitor.Visit(this); }
public string BaseString { get; set; }
}
class Derived1 : Base {
public override T Accept<T>(IVisitor<T> visitor) { visitor.Visit(this); }
public string Derived1String { get; set; }
}
class Derived2 : Base {
public override T Accept<T>(IVisitor<T> visitor) { visitor.Visit(this); }
public string Derived2String { get; set; }
}
So Derived1 and Derived2 have a different set of properties, and if you need to get to those properties without a runtime type-checking, implement a visitor:
class DefaultStringVisitor : IBaseVisitor<string> {
public string Visit(Base x) { return x.BaseString; }
public string Visit(Derived1 x) { return x.Derived1String; }
public string Visit(Derived2 x) { return x.Derived2String; }
}
class Dependent {
public Dependent(Base x) {
string whatever = x.Accept<string>(new DefaultStringVisitor());
}
}
So the visitor pattern gives you access to your derived object's members without a type-check. Its a somewhat inflexible pattern (i.e. need to know which objects to visit up front), but it might work for your needs.