For what i have been reading, with another Class I would be able to add the indexing to the property. But i am not managing to achieve the get/set of the "Option[x]" property of my custom "Poll" class.
public class Poll
{
//Constructor
public Poll() { }
//Properties
public string Title
{
get { return title; }
set { title = value; }
}
public Options Option { get; set; }
private string title;
}
public class Options
{
string[] option = { };
public string this[int i]
{
get { return option[i]; }
set { option[i] = value; }
}
}
When i try to add the first option to the poll, it says the object ("Options") has not being instantiated. And it does make sense. But I couldn't figure out where in Poll i would instantiate it.
So, can anyone explain me what am i doing wrong? Am i following the right direction? Or point to me further reading. For the solutions I have seen, this one seemed the most logical to me, but was only a small raw example, low on details.
I didn't want to follow the dictionary (Implementing indexing "operator" in on a class in C#) way, or "Option" property returning a List of strings.
Change:
public Poll() { }
To:
public Poll() { Option = new Options(); }
Also pay attention to "Wai Ha Lee" pointed out: "the indexer will always throw an IndexOutOfRangeException because the option array is always an empty array."
What he means is that you have to replace:
string[] option = { };
With:
string[] option = new string[X]; //X is Array size
Related
I am currently working on a game in XNA and I'm not sure on how I should go about doing the following...
I have a base class of buildings as such
public class BuildingsBase
{
private int _hp;
public int hp
{
get { return _hp; }
set { _hp= value; }
}
private int _woodRequired;
public int woodRequired
{
get { return _woodRequired; }
set { _woodRequired = value; }
}
}
I then have multiple subclasses for building types eg.
public class TownHall:BuildingsBase
{
public int foodHeld;
public TownHall()
{
foodHeld = 100;
woodRequired = 500;
}
}
My question is, what is the best way of setting the default values for building subclasses.
For example, the woodRequired for a townhall is set to 500 but at various places in code I need to access this value before I have an instance of townhall declared (When checking if there is enough wood to build).
I currently have a global array of default variables for each building type but im wondering if there is a better way of doing this.
if (Globals.buildingDefaults[BuildingType.Townhall].woodRequired < Globals.currentWood)
{
Townhall newTH = new Townhall();
}
Usually what happens is that they create a flyweight (see pattern). This object contains properties that are the same for every instance anyway. There's no need to change (or actually store) the required amount of wood for each instance separately.
In a very basic design it would look like:
class BuildingTemplate
{
public int WoodRequired { get; set; }
}
class Templates
{
public static BuildingTemplate TownHall { get; set; }
}
In the end you'd be calling a method like:
public bool CanBuildTownHall(Player player)
{
return player.HasEnoughResources(Templates.TownHall);
}
Of course, you can use a dictionary for template retrieval, and players shouldn't really know about building requirements. I'm just illustrating the pattern here.
If the player has enough resources, you can use the template to subtract the amount and create an actual instance of the TownHall. It's nice to have an reference to the actual template, because you'd probably be accessing other global properties that are valid for all TownHalls as well (such as audio/visuals/...).
class TownHall
{
public TownHall(BuildingTemplate template)
{
_template = template;
}
}
People of stackoverflow. I am new to c# and this is the first time I have not been able to find an answer to one of my elementary questions. Who can help me?!I am trying to define set logic for a public instance field.
This runs flawlessly,
public string Headline {get; set;}
This results in stack overflow
public string Headline
{
get
{
return Headline;
}
set
{
Headline = value;
}
}
You're calling the getter and setter recursively (calling themselves infinitely), inevitably causing a stack overflow.
Surely this is what you mean to be doing:
private string headline;
public string Headline
{
get { return headline; }
set { headline = value; }
}
Note that this is unnecessary if you don't plan to introduce any further get/set logic, as this is exactly what your first example does behind the scenes.
When learning about properties in c#, it helps to think of them not as data, but as a pair of methods with the following signatures:
public string get_Headline() { ... }
public void set_Headline(string value) { ... }
In fact, this is exactly how the compiler defines them.
Now it's easy to see that your initial code would call set_Headline recursively.
You need a backing field if you are trying to use set and get with your property.
private string _headline; //backing field.
public string Headline
{
get { return _headline; }
set { _headline = value; }
}
In your current code, you are trying to set your property recursively, and thus resulting in stackoverflow exception
Because you're returning the same thing recursively.
private string _headLine
public string Headline
{
get
{ return _headline; }
set
{ _headline = value; }
}
In this case instead of generating a new variable like the rest of the answers are saying. You can simply just write.
public string Headline { get; set;}
This will allow anyone to retrieve this variable which you could re write as
public string Headline;
If you want the setting to be private you can say.
public string Headline { get; private set; }
I like it this way better because this way you don't have to allocate a new variable and the readability of the code greatly increases :)
I have a Vote class and one of the properties it can have is a vote type. Such as unanimous, a 3/4 vote, a simply majority, etc. Each type needs to have a string associated with it which will describe the vote type (like "A simply majority requires 51% to pass" etc.). I need to pass these vote types/description in with my view model to my view and then I can make my drop down list with it.
Then, when the form that creates the vote is submitted I just need to bind the vote type (without description) to the Vote model (which is part of the view model).
I've only been using C# for a short time and I don't quite understand how the enums work in it. Perhaps enum is not the way to go about this.
public class VoteViewModel
{
public VoteViewModel()
{
Vote = new Vote();
}
public Vote Vote { get; set; }
public int EligibleVoters { get; set; }
}
And this is where I'll be putting the drop down.
<section class="vote-type">
<select name="">
<option value="">Select Vote Type</option>
</select>
<section class="vote-type-info">
<p class="vote-rules">To pass this vote, at least 51% of Eligible Voters must vote to approve it.</p>
</section>
</section>
Please notice I'm only showing for strings for it could be any type. In each case I mention how to extend it for more values if possible.
Using the enum as a key
You can use your enum type as a key for a dictionary (you want to be unique, so make it static and readonly in some helper class):
private static readonly Dictionary<MyEnum, string> _dict =
{
//Using dictionary initialization
{MyEnum.MyValue, "The text for MyValue"},
{MyEnum.MyOtherValue, "Some other text"},
{MyEnum.YetAnotherValue, "Something else"}
}
public static readonly Dictionary<MyEnum, string> Dict
{
get
{
return _dict;
}
}
And access the associated value:
string text = Dict[MyEnum.MyValue];
Or with:
string text;
if (Dict.TryGetValue(MyEnum.MyValue, out text))
{
//It has the value
}
else
{
//It doesn't have the value
}
This way you can access a string that is associated with the enum value. Then you can expose your Dictionary so that you can read the corresponding values.
You will need a complex type for storing more than one value. Just use your custom type isntead of string. Or if available you can use Tuples.
Accesing the Dictionary may mean an extra annoyance and hopefully it will not mean a threading problem too.
Enum.GetName
You can use Enum.GetName to read the name of the values of your enum:
string text = Enum.GetName(MyEnum.MyValue);
//text will have the text "MyValue"
//or
var some = MyEnum.MyValue;
string text = Enum.GetName(some);
Note: ToString() should work too.
Sadly, this will not work for something else than the string.
Also it has the drawback that you cannot put any text there (it has to be a valid identifier).
Custom Attributes
You will have to declare an attribute type:
[AttributeUsage(AttributeTargets.Field)]
public class EnumValueAttribute : System.Attribute
{
public readonly string _value;
public string Value
{
get
{
return _value;
}
}
public EnumValueAttribute(string value) // value is a positional parameter
{
//beware: value can be null...
// ...but we don't want to throw exceptions here
_value = value;
}
}
Now you apply the attribute to your enum:
public enum MyEnum
{
[EnumValue("The text for MyValue")]
MyValue = 1,
[EnumValue("Some other text")]
MyOtherValue = 2,
[EnumValue("Something else")]
YetAnotherValue = 3
}
Lastly you will need to read the attribute back:
public static string GetValue(MyEnum enumValue)
{
FieldInfo fieldInfo = typeof(MyEnum).GetField(enumValue.ToString());
if (!ReferenceEquals(fieldInfo, null))
{
object[] attributes = fieldInfo.GetCustomAttributes(typeof(EnumValueAttribute), true);
if (!ReferenceEquals(attributes, null) && attributes.Length > 0)
{
return ((EnumValueAttribute)attributes[0]).Value;
}
}
//Not valid value or it didn't have the attribute
return null;
}
Now you can call it:
string text1 = GetValue(MyEnum.MyValue);
//text1 will have the text "MyValue"
//or
var some = MyEnum.MyValue;
string text2 = GetValue(some);
You can add more fields to your attribute class and use them to pass any other value you may need.
But this requires reflexion, and it may not be available if you are running in a sandbox. Also it will retrieve the attributes each time, creating some short lived objects in the proccess.
Emulate Enum
You can emulate an enum with a sealed class that has no public constructor and exposes static readonly instances of itself:
public sealed class MyEnumEmu
{
private static readonly string myValue = new MyEnumEmu("The text for MyValue");
private static readonly string myOtherValue = new MyEnumEmu("Some other text");
private static readonly string yetAnotherValue = new MyEnumEmu("Something else");
public static MyEnumEmu MyValue
{
get
{
return myValue;
}
}
public static MyEnumEmu MyOtherValue
{
get
{
return myOtherValue;
}
}
public static MyEnumEmu YetAnotherValue
{
get
{
return yetAnotherValue;
}
}
private string _value;
private MyEnumEmu(string value)
{
//Really, we are in control of the callers of this constructor...
//... but, just for good measure:
if (value == null)
{
throw new ArgumentNullException("value");
}
else
{
_value = value;
}
}
public string Value
{
get
{
return _value;
}
}
}
Use it as always:
var some = MyEnumEmu.MyValue;
And access the associated value:
string text = MyEnumEmu.MyValue.Value;
//text will have the text "MyValue"
//or
string text = some.Value;
This is the more flexible of all, you can either use a complex type instead of string or add extra fields for passing more than a single value.
But... it is not really an enum.
You could create a "constant" dictionary (or rather readonly static, since you can't create a constant dictionary) around your Enum.
public enum VoteType { Unanimous = 1, SimpleMajority = 2, ... }
public static readonly Dictionary<VoteType, string> VoteDescriptions = new Dictionary<VoteType, string>
{
{ VoteType.Unanimous, "Unanimous description" },
{ VoteType.SimpleMajority, "Simple majority" },
...
};
public class Vote()
{
public VoteType VoteSelectType { get; set; }
}
public enum VoteType
{
[Display(Name = "Enter Text Here")]
unanimous = 1,
[Display(Name = "Enter Text Here")]
threequatervote = 2,
[Display(Name = "Enter Text Here")]
simplymajority = 3
}
Goto here this is pretty much your solution
How do I populate a dropdownlist with enum values?
You can use enums if you want but you need to decide how to make the link between the enum value and what you want to display. For example, an enum value of SimpleMajority you would want displayed as "Simple Majority". One way to do this is using the Description attribute and a helper class as described here.
However, you might find it easier to set up a lightweight collection class to store vote type values and their description. This could be as simple as a Dictionary<int, string> You will probably find this a more straightforward approach.
Since you have the type and description I'll better suggest you to create a class that wraps up both instead of enum. The advantage is you can reduce more work and it's very flexible.
public class VoteType
{
public string Name{ get; set; }
public string Description{ get; set; }
}
Now your Vote class will have reference to this VoteType.
public class Vote
{
...
public VoteType Type{ get; set; }
}
In your VoteViewModel you better have a class that contains all the VoteTypes.
public class VoteViewModel
{
...
public IEnumerable<SelectListItem> VoteTypes{ get; set; }
}
Now you can easily bind the VoteTypes in a dropdownlist.
#model VoteViewModel
#Html.DropDiwnListFor(m => m.VoteTypes,...)
I have used this before, it is really handy.
http://www.codeproject.com/Articles/13821/Adding-Descriptions-to-your-Enumerations
In short what it lets you do is:
public enum MyColors{
[Description("The Color of my skin")]
White,
[Description("Bulls like this color")]
Red,
[Description("The color of slime")]
Green
}
and then get the description back by simply calling:
String desc = GetDescription(MyColor.Green);
It does use reflection though, so there is a tradeoff between simplicity and a slight performance hit. Most of the time I'd take the performance hit...
I have got several classes looking like the one below, and I need to do some checks in the get method and custom set methods. Adding the code in each get and set method makes everything look really messed up.
Is there a way I can override the get and set methods for all properties in an entire class?
public class Test
{
private DataRow _dr;
public Test()
{
_dr = GetData();
}
public string Name
{
get { return _dr[MethodBase.GetCurrentMethod().Name.Substring(4)].ToString(); }
set
{
VerifyAccess(MethodBase.GetCurrentMethod().Name.Substring(4), this.GetType().Name);
_dr[MethodBase.GetCurrentMethod().Name.Substring(4)] = value;
}
}
public string Description
{
get { return _dr[MethodBase.GetCurrentMethod().Name.Substring(4)].ToString(); }
set
{
VerifyAccess(MethodBase.GetCurrentMethod().Name.Substring(4), this.GetType().Name);
_dr[MethodBase.GetCurrentMethod().Name.Substring(4)] = value;
}
}
public string DescriptionUrl
{
get { return _dr[MethodBase.GetCurrentMethod().Name.Substring(4)].ToString(); }
set
{
VerifyAccess(MethodBase.GetCurrentMethod().Name.Substring(4), this.GetType().Name);
_dr[MethodBase.GetCurrentMethod().Name.Substring(4)]= value;
}
}
private void VerifyAccess(string propertyname, string classname)
{
//some code to verify that the current user has access to update the property
//Throw exception
}
private DataRow GetData()
{
//Some code to pull the data from the database
}
}
I think what you need is a Proxy on your class, read about Proxy Pattern and Dynamic Proxies
Not directly, there isn't a way to do it with just a compiler. You'd have to generate your entire binary file, then post-process it with some external tool.
This post describes a somewhat similar issue; I hope it helps.
There's a variety of ways to do it.
One would be to create a proxy class (mentioned before), but that would require a lot of refactoring on your behalf.
Another way is with aspects. These do exactly what you're after (insert code based on a pre-requisite.. i.e. all get methods in a class that inherit from x). I ran into a similar problem (actually the exact same problem - checking for security on method calls), and couldn't find cheap/free aspect software that fulfilled my needs.
So, I decided to use Mono-Cecil to inject code before function calls.
If you're interested (it gets a bit messy dealing with IL codes) I can post an old copy of the source
You should extract common code to separate get/set methods, after that you'll be able to add common logic to your properties. By the way, I would do such extraction anyway to avoid copy/paste in the code.
Smth like this:
public string Name
{
get { return GetProperty(MethodBase.GetCurrentMethod()); }
set
{
SetProperty(MethodBase.GetCurrentMethod(), value);
}
}
private string GetProperty(MethodBase method)
{
return _dr[method.Name.Substring(4)].ToString();
}
private void SetProperty(MethodBase method, string value)
{
string methodName = method.Name.Substring(4);
VerifyAccess(methodName , this.GetType().Name);
_dr[methodName] = value;
}
This can be done with indirect value access, e.g. obj.PropA.Value = obj.PropB.Value + 1 -- you can even keep strong typing information. It can be implemented with either attributes or direct-instantiation.
// attribute -- bind later in central spot with annotation application
[MyCustomProp(4)] CustProp<int> Age;
// direct -- explicit binding, could also post-process dynamically
CustProp<int> Age = new CustProp<int>(4, this);
Alternatively, perhaps using a template system such as TT4 may be a viable approach.
However, don't forget "KISS" :-)
I would love for someone to give a better answer for this.
I'm looking for an answer now… best idea I have had would be to define all the properties you want to have be validated as a generic class. For example:
public class Foo {
public String Name {
get{ return _Name.value; }
set{ _Name.value = value; }
}
private Proxy<String> _Name;
static void main(String[] args) {
Foo f = new Foo();
//will go through the logic in Proxy.
f.Name = "test";
String s = f.Name;
}
}
public class Proxy<T> {
public T value {
get {
//logic here
return _this;
} set {
//logic here
_this = value;
}
}
private T _this;
}
c# 3.0 offers us getters and setters with compiler generated backing fields - this is really great, but there are plenty of times that you still need to use a backing field.
In a perfect world (opinion), you would be able to do something like
class MyClass {
... stuff ...
public string MyProperty {
private string _myBackingField = "Foo";
get { return _myBackingField; }
set { _myBackingField = value; }
}
}
instead of
class MyClass {
private string _myBackingField = "Foo";
... stuff ...
public string MyProperty {
get { return _myBackingField; }
set { _myBackingField = value; }
}
}
Does anyone have suggestions or techniques which come close to this? Or to put it another way - what is the clearest way to keep your backing fields and properties organized.
I still prefer
class MyClass {
private string _myBackingField = "Foo";
private string _myOtherBackingField = "bar";
... stuff ...
public string MyProperty {
get { return _myBackingField; }
set { _myBackingField = value; }
}
public string MyOtherProperty {
get { return _myOtherBackingField; }
set { _myOtherBackingField = value; }
}
}
If the lack of proximity bothers you, you can put the backing field for each property above the property it services.
class MyClass {
private string _myBackingField = "Foo";
public string MyProperty {
get { return _myBackingField; }
set { _myBackingField = value; }
}
private string _myOtherBackingField = "bar";
public string MyOtherProperty {
get { return _myOtherBackingField; }
set { _myOtherBackingField = value; }
}
}
I tend to keep the backing fields together at the top, but then I do that with method variables too. Perhaps its a carry over from some of the older languages where variable declaration was always the first step, but it just seems more organized to me than declaring variables inline as needed.
If you don't like declaring variables at the top, the closest I've seen to your "ideal" style would be:
private int _integer1 = 0;
public int Integer1
{
get {return _integer1;}
set {_integer1 = value;}
}
What I prefer:
public int Integer1
{
get {return _integer1;}
set {_integer1 = value;}
}
private int _integer1 = 0;
Why?
because the property is much more
important than the backing field so
it should be read as the first.
if you comment your property, what reads nicer?
this
private int _integer1 = 0;
///<summary>
/// this is my property, enjoy it
///</summary>
public int Integer1
{
get {return _integer1;}
set {_integer1 = value;}
}
or
///<summary>
/// this is my property, enjoy it
///</summary>
public int Integer1
{
get {return _integer1;}
set {_integer1 = value;}
}
private int _integer1 = 0;
The approchach with the backing field at the end is much more readable imho. The same holds for applying attributes to the property.
Why would you put "...stuff..." between the property and the field? I'm a firm believer in keeping tightly-coupled things as close as possible:
class MyClass {
... stuff ...
private string _myBackingField = "Foo";
public string MyProperty {
get { return _myBackingField; }
set { _myBackingField = value; }
}
}
I would also not introduce an extra field unless I had to:
because I need logic the in accessors
for (BinaryFormatter) serialization reasons
In the example given, I'd just use an auto prop:
class MyClass {
... stuff ...
public MyClass() {
MyProperty = "Foo";
}
[DefaultValue("Foo")]
public string MyProperty { get;set; }
}
Obviously, some kind of auto-prop syntax that allowed a default would be nice here, but I don't need it, so I don't expect it any time soon. It doesn't solve a big enough problem to be worth much effort...
I agree that the OP's "perfect world" example would be useful. An auto-property wouldn't work for a lazy-loading scenario:
class MyClass
{
... stuff ...
public string MyProperty
{
private string _myBackingField;
get
{
if (_myBackingField == null)
{
myBackingField = ... load field ...;
}
return _myBackingField;
}
set { _myBackingField = value; }
}
}
In fact I raised this as a suggestion on Microsoft Connect some time ago.
In practice, it doesn't seem to matter.
In my experience, once a class passes a certain threshold of complexity (which is basically the threshold between "trivial" and "non-trivial"), I no longer navigate through the class by scrolling around in its source, I navigate by using Go To Definition and Find Usages.
Using linear proximity to imply things about relationships between class members seems like a good idea, but I think it really isn't. If I see this:
private string _Foo;
public string Foo
{
// arbitrarily complex get/set logic
}
the implication is clear: _Foo is used only by the Foo property. That implication's not dependable, though. The only way for me to be certain that there's no code in the class that's manipulating _Foo is to inspect it. Well, if I can't rely on proximity to tell me anything, why should I care about proximity at all?
These days, I just alphabetize my class members from the start. This frees me up from having to think about something (where should I put this member, and why should I choose that place for it?) that doesn't really matter.