Enforce attribute addition for all classes that implement an interface - c#

Let's say I have the simplest of interfaces for all components in my program.
public interface IComponent
{
}
I know that every single component to be written for the project has to implement this interface, and I know that all of these components will be saved to disk using C#'s BinaryFormatter. That means that every component has to be decorated with the [Serializable] attribute. Is there a way to enforce the addition of this attribute now?
I say "now" because I can find various SO questions that tell me this isn't possible - but all of the questions I can find are from 2008. Has anything in the C# spec changed since then? Or do I have to use one of the workarounds described in the old answers?

You could write unit tests that picks ups all implementation of IComponent from your library using reflection and checks if they have the Serializable attribute on them. I don't belive anything new was introduced in .NET since 2008 that could make that check compile time specific, sorry.

Related

How can I prevent methods from being added to a class?

I'm trying to find out if there's a way to stop functions/methods from being added (EDIT: by other developers) to a class for the case where the object is a Model or DTO which should not contain methods (to prevent 'abuse' of the Models/DTOs by others, who may try and add 'helper' methods etc).
Is there any way to achieve this?
Use reflection and write a unit test that fails if a model-class has methods.
Mark all you model classes with a custom attribute. Then make a unit test that uses reflection to load a given assembly, iterate all classes in that assembly and check that classes marked with the model attribute does not have methods. This should be fairly straight forward using reflection.
I believe you are trying to solve a procedural issue with code where you should be using communication.
Your colleagues (i assume) are operating on the code files with 'full trust' privileges. If they break that privilege you should open a dialogue. Use the change as an opportunity to educate them on the intended design. Perhaps they are correct and you will be educated!
I suggest simply making the intended design obvious in the class name and with a comment stating the intended nature. Perhaps quote the design document(s) that informed the class.
You cannot hinder anyone with full write-access to your code-base to do so. The only two things you may do to avoid it are create some CodeAnalysis-rule for FXCop as mentioned by Christian.K in the comments or by writing your DTO-class so that it is undoubtly a DTO that should not have any methods by using a unambigious name for the class and if this is not enough provide some code-comments that notifies the coder to do not so.
However you may need some kind of method if using collections e.g. where you will need some kind of comparision if two instances of your DTO are equal, so you have to provide at least an Equals- and GetHashCode-method.
You don't need to use a struct to prevent additions to a class. You can use the sealed keyword
public sealed class MyDTOObject { ... }
Now, you can not inherent a class and also prevent inheritance (which is essentially what you're asking). The very fact of inheriting MyDTOObject is creating a new class which is based off of not equal to, or restricted, or defined in any way by the implementation of MyDTOObject.
You can use an abstract class, to force derived classes to implement certain methods, but not the other way around.
If you want to prevent others from deriving from your class and implementing helper methods, you must use the sealed keyword, or mark the class internal.
You may prevent the class being extended or inherited by marking it final that way nobody would be able to extend your class and hence not being able to add any behavior. But stop and ask yourself whether you want to do that or not, because then you'd be signing an invisible contract that everything ever required by the class is written in the class and this class needs no further addition.
To be clear, I was talking in Java context.

How to create my own System namespace and objects?

It is said here
http://msdn.microsoft.com/en-us/library/fa13yay7%28v=VS.90%29.aspx (see also http://msdn.microsoft.com/en-us/library/s4wcexbc%28VS.90%29.aspx)
Use this option if you want to define
or create your own System namespace
and objects.
But how ? Where can I find some examples ?
Update: of course my question is not about how to create a namespace or a class but about an example of custom system architecture (an UML schema and source code).
For example could this be used to port .NET on other processors like iphone ? Does Mono use this ?
Is there some smallest possible example instead of whole commercial clr to learn from ?
How? Just write the code. Make a namespace called System that contains a class called Object and a class called String, and the compiler will pick that up and use it instead of the framework class library version. That's how the framework team does it. All you have to do is replicate all their work yourself and you too can be in the framework class library providing business.
Note that in many cases the compiler has been designed to expect that the types in the System namespace are exactly as they are documented to be. I've had bug reports in the past - extremely confusing bug reports! - where someone has redefined, say, System.Collections.Generic.IEnumerator<T> to have different properties and methods than the "real" one, and then they're all surprised and vexed that the compiler generates crazy broken code for a "foreach" loop. If redefining the basic interfaces is the sort of thing you want to do, consider writing your own C# compiler too. Ours is by design not robust in that scenario.
I don't know why you want to do that but you just have to create a custom "System" assembly (like a standard library) and use it as a reference in your other project with /nostdlib+ set.
namespace System
{
public sealed class String : IComparable, ICloneable, IConvertible, IComparable<string>, IEnumerable<char>, IEnumerable, IEquatable<string>
{
...
}
}

When should I use attribute in C#?

I saw some of the examples of utilize attribute, e.g.
(as a map for dynamic factory)
http://msdn.microsoft.com/en-us/magazine/cc164170.aspx
Just wondering what is the advantage of using attribute?
I can find the reference on http://msdn.microsoft.com/en-gb/z0w1kczw(VS.80).aspx
however, I am not sure when and why should I try to use it.
In the .NET Framework, attributes can be used for many reasons -- like
Defining which classes are
serializable
Choosing which methods are exposed in
a Web service
Attributes allow us to add descriptions to classes, properties, and methods at design time that can then be examined at runtime via reflection.
Consider this example:
Say you have a class which has a method from older version which is still in use for any reason and now you have come up with a new version of the class which makes fantastic use of Generic List and LINQ and has a new method for similar purpose. You would like developers to prefer the new one provided in the later version of your library. How will you do that ? One way is to write in the documentation. A better way is to use attribute as follow.
public class AccountsManager
{
[Obsolete("prefer GetAccountsList", true)]
static Account[] GetAccounts( ) { }
static List<Account> GetAccountsList( ) { }
}
If an obsolete method is used when the program is compiled, the developer gets this info and decides accordingly.
AccountManager.GetAccounts() is obsolete:
prefer GetAccountsList
We may also create and add Custom Attributes as per requirements.
Reference :
Using Attributes in C#
Hope this helps
My recommendation: use attributes to state facts about mechanisms, but not to model aspects of your business domain.
More details:
https://learn.microsoft.com/en-us/archive/blogs/ericlippert/properties-vs-attributes
Attributes are appropriate when you want to attach metadata to your classes or class members, as well as when applying a common behaviour without having to implement a certain interface for each unit that shares the behaviour. The latter is an example of aspect-oriented programming.
Consider an attribute as metadata about the method or property it belongs to. It tells something more about a member.
The .NET Framework predefines and uses attribute types to control run-time behavior of the application.
Consider [webmethod] attribute, at runtime framework resolves this attribute and determine this method going to be exposed in a webservice.
The same way, you can write your custom attributes to control the behaviour of your application at runtime. Attributes can target classes,methods,properties,delegate, enum, event, field...
To resolve the attribute at runtime, you must use reflection.
Checkout the MSDN link for more details.

c# when to program to an interface?

Ok the great thing about programming to an interface is that it allows you to interchange specific classes as long as the new classes implement everything in that interface.
e.g. i program my dataSource object to an interface so i can change it between an xml reader and a sql database reader.
does this mean ideally every class should be programmed to an interface?
when is it not a good idea to use an interface?
When the YAGNI principle applies.
Interfaces are great but it's up to you to decide when the extra time it takes developing one is going to pay off. I've used interfaces plenty of times but there are far more situations where they are completely unnecessary.
Not every class needs to be flexibly interchanged with some other class. Your system design should identify the points where modules might be interchangeable, and use interfaces accordingly. It would be silly to pair every class with an additional interface file if there's no chance of that class ever being part of some functional group.
Every interface you add to your project adds complexity to the codebase. When you deal with interfaces, discoverability of how the program works is harder, because it's not always clear which IComponent is filling in for the job when consumer code is dealing with the interface explicitly.
IMHO, you should try to use interfaces a lot. It's easier to be wrong by not using an interface than by using it.
My main argument on this is because interfaces help you make a more testable code. If a class constructor or a method has a concrete class as a parameter, it is harder (specially in c#, where no free mocking frameworks allow mocking non-virtual methods of concrete classes) for you to make your tests that are REAL unit tests.
I believe that if you have a DTO-like object, than it's overkill to use an interface, once mocking it may be maybe even harder than creating one.
If you're not testing, using dependency injection, inversion of control; and expect never to do any of these (please, avoid being there hehe), then I'd suggest interfaces to be used whenever you will really need to have different implementations, or you want to limit the visibility one class has over another.
Use an interface when you expect to need different behaviours used in the same context. I.e. if your system needs one customer class which is well defined, you probably don't need to use an ICustomer interface. But if you expect a class to comply to a certain behaviour s.a. "object can be saved" which applies to different knids of objects then you shoudl have the class implement an ISavable interface.
Another good reason to use an interface is if you expect different implementations of one kind of object. For example if ypu plan an SMS-Gateway which will route SMS's through several different third-party services, your classes should probably implent a common interface s.a. ISmsGatewayAdapter so your core system is independent from the specific implementation you use.
This also leads to 'dependecy injection' which is a technique to further decouple your classes and which is best implemented by using interfaces
The real question is: what does your class DO? If you're writing a class that actually implements an interface somewhere in the .NET framework, declare it as such! Almost all simple library classes will fit that description.
If, instead, you're writing an esoteric class used only in your application and that cannot possibly take any other form, then it makes no sense to talk about what interfaces it implements.
Starting from the premise of, "should I be implementing an interface?" is flawed. You neither should be nor shouldn't be. You should simply be writing the classes you need, and declaring what they do as you go, including what interfaces they implement.
I prefer to code as much as possible against an interface. I like it because I can use a tool like StructureMap to say "hey...get me an instance of IWidget" and it does the work for me. But by using a tool like this I can programatically or by configuration specify which instance is retrieved. This means that when I am testing I can load up a mock object that conforms to an interface, in my development environment I can load up a special local cache, when I am in production I can load up a caching farm layer, etc. Programming against an interface provides me a lot more power than not programming against an interface. Better to have and not need than need and not have applies here very well. And if you are into SOLID programming the easiest way to achieve many of those principles sort of begins by programming against an interface.
As a general rule of thumb, I think you're better off overusing interfaces a bit than underusing them a bit. Err on the side of interface use.
Otherwise, YAGNI applies.
If you are using Visual Studio, it takes about two seconds to take your class and extract an interface (via the context menu). You can then code to that interface, and hardly any time was spent.
If you are just doing a simple project, then it may be overkill. But on medium+ size projects, I try to code to interfaces throughout the project, as it will make future development easier.

What are some advantages to using an interface in C#?

I was forced into a software project at work a few years ago, and was forced to learn C# quickly. My programming background is weak (Classic ASP).
I've learned quite a bit over the years, but due to the forced nature of how I learned C#, there are a lot of basic concepts I am unclear on.
Specifically, an interface. I understand the basics, but when writing an app, I'm having a hard time figuring out a practical use of one. Why would one want to write an interface for their application?
Thanks
Kevin
An interface says how something should work. Think of it as a contract or a template. It is key to things such as Inverson of Control or Dependancy Injection.
I use Structure Map as my IoC container. This allows me to define an interface for all of my classes. Where you might say
Widget w = new Widget();
I would say
IWidget w = ObjectFactory.GetInstance<IWidget>();
This is very powerful in that my code isn't saying necessarily what a Widget truely is. It just knows what a Widget can do based on the interface of IWidget.
This has some great power to it in that now that I am using an IoC container I can do a couple more nifty things. In my unit tests where I need to use a Widget I can create a mock for Widget. So say that my Widget does something very powerful by way of connecting to a database or a web service, my mock can simulate connecting to these resources and return to me stubbed data. This makes my test run faster and behave in a way that is more reliable. Because I am using StructureMap I can tell StructureMap to load the real implementation of my Widget during production use of my code and the mocked version of the Widget during testing either programatically or by configuration.
Also, because I am using an IoC container I can provide cool new features to my application such as writing three different ways to cache data. I can have a local developer box cache using a tool such as Lucene.NET for a local cache. I can have a development server use the .NET cache which runs great on one box. And then I can have a third option for my production servers use a cache layer such as MemCache Win32 or Velocity. As long as all three caching implementations conform to the same interface, their actual implementation doesn't concern me (or my code) at all. I simply ask StructureMap to go get the current environments implementation and then go to work.
If you follow Dependency Injection at all then interfaces come in handy here also with an IoC container such as StructureMap in that I can declare the usage of a class by way of an Interface in the constructor of my class.
public class Widget(IWidgetRepository repository, IWidgetService service) : IWidget
{
//do something here using my repository and service
}
And then when I new up an instance of Widget by way of StructureMap such as this
IWidget widget = ObjectFactory.GetInstance<IWidget>();
Notice that I am not specifying the repository or service in the constructor. StructureMap knows by way of the interfaces specified in the constructor how to go get the appropriate instances and pass them in too. This makes very powerful and clean code!
All from the simple definition of Interfaces and some clever usage of them!
One Simple Answer: Use interfaces to program against the contract rather than the implementation.
How could that possibly help? Starting to use interfaces will (hopefully) get you in the habit of coupling classes more loosely. When you code against your own concrete classes, it's easy to start poking the data structures without a strict separation of concerns. You end up with classes which "know" everything about the other classes and things can get pretty tangled. By limiting yourself to an interface, you only have the assurance that it fulfills the interface's contract. It injects a sometimes helpful friction against tight coupling.
The basic case is the "IWriter" case.
Suppose you are making a class that can write to the console, and it has all kinds of useful functions like write() and peek().
Then you would like to write a class that can write to the printer, so instead of reinventing a new class, you use the IWriter interface.
Now the cool thing about interfaces is you can write all your writing code, without knowing what is your writing target beforehand, and then can when the user decides (at runtime) weather he wants to write to the console or the printer, you just define the object as a console/printer writer and you don't need to change anything in your writing code, because they both use the same front end (interface).
An example. Consider an MDI application that shows reports, there's basically 2 different report types. A chart, and a grid. I need to Save these reports as PDF and I need to mail them to someone.
The event handler for the menu the user clicks to save a report to PDF could do this:
void ExportPDF_Clicked(...) {
if(currentDocument is ChartReport) {
ChartReport r = currentDocument as ChartReport;
r.SavePDF();
} else if(currentDocument is GridReport) {
GridReport r = currentDocument as GridReport;
r.SavePDF();
}
}
I'll rather make my ChartReport and GridReport implement this interface:
public interface Report {
void MailTo();
void SavePDF();
}
Now I can do:
void ExportPDF_Clicked(...) {
Report r = currentDocument as Report;
r.SavePDF();
}
Similar for other code that need to do the same operation(save it to a file,zoom in,print,etc.) on the different report types.
The above code will still work fine when I add a PivotTableReport also impelmenting Rpoert the next week.
IOC and Dependency injection have already been mentioned above, and I would urge you to look at them.
Largely, however, interfaces allow a contract to be specified for an object that doesn't require an inheritance model.
Lets say I have class Foo, that has functions x and y and property z, and I build my code around it.
If I discover a better way to do Foo, or another sort of Foo requires implementation, I can, of course, extend a base Foo class to FooA, FooB, MyFoo etc, however that would require that all Foos have the same core functionality, or, indeed that any future Foo creators have access to the base Foo class and understand its internal workings. In C#, that would mean future Foos could not inherit from anything else but Foo, as C# does not support multiple inheritance.
It would also require me to be aware of possible future states of Foo, and try not to inhibit them in my base Foo class.
Using an interface IFoo simply states the 'contract' that a class requires to work in my Foo framework, and I don't care what any future Foo classes may inherit from or look like internally, as long as they have fn x fn y and z. It makes a framework much more flexible and open to future additions.
If, however, Foo requires a large amount of core at its base to work that would not be applicable in a contract scenario, that is when you would favour inheritance.
Here is a book that talks all about interfaces. It promotes the notion that interfaces belong to the client, that is to say the caller. It's a nice notion. If you only need the thing that you're calling to implement - say - count() and get(), then you can define such an interface and let classes implement those functions. Some classes will have many other functions, but you're only interested in those two - so you need to know less about the classes you're working with. As long as they satisfy the contract, you can use them.
good article.
An interface is a contract that guarantees to a client how a class or struct will behave.
http://www.codeguru.com/csharp/csharp/cs_syntax/interfaces/article.php/c7563
This might be the clearest easiest way of explaining that I have come across:
"The answer is that they provide a fairly type-safe means of building routines that accept objects when you don't know the specific type of object that will be passed ahead of time. The only thing you know about the objects that will be passed to your routine are that they have specific members that must be present for your routine to be able to work with that object.
The best example I can give of the need for interfaces is in a team environment. Interfaces help define how different components talk to each other. By using an interface, you eliminate the possibility that a developer will misinterpret what members they must add to a type or how they will call another type that defines an interface. Without an interface, errors creep into the system and don't show up until runtime, when they are hard to find. With interfaces, errors in defining a type are caught immediately at compile time, where the cost is much less."
Couple of things, when you inherit from an interface it forces you to implement all the methods defined in the interface. For another, this is also a good way to bring in multiple inheritance which is not supported for regular classes.
http://msdn.microsoft.com/en-us/library/ms173156.aspx
Simple answer based on first principles:
A program is a universe with its own metaphysics (the reality/substance/stuff of the code) and epistemology (what you can know/believe/reason about the code). A good programming language tries to maximize the metaphysical flexibility (lets you make the stuff easily) while ensuring epistemic rigor (makes sure your universe is internally consistent).
So, think of implementation inheritance as a metaphysical building block (the stuff that makes up your little universe of code) and interface inheritance as an epistemic constraint (it allows you to believe something about your code).
You use interfaces when you only want to ensure that you can believe something. Most of the time that's all you need.
You mentioned having difficulty finding a practical use for interfaces.. I've found that they come into their own when building extensible applications, for example a plugin-based app where a third-party plugin must conform to specific rules.. These rules can be defined by an interface.
You could make it so that when the plugin is loaded, it must have an Init method that takes a class that implements IServices interface.
public interface IServices
{
DataManager Data { get; set; }
LogManager Log { get; set; }
SomeOtherManager SomeOther { get; set; }
}
public class MrPlugin
{
public void Init(IServices services)
{
// Do stuff with services
}
}
So.. If you have a class that implements the IServices interface, and then you instantiate it once, you can pass it to all the plugins upon initialisation and they can use whatever services you have defined in the interface.

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