I'm writing a class diagram for my project, but unsure whether or not I should be including my overridden ToString() method on the diagram?
Also, how do I represent overridden methods on the diagram?
For example...
public override String SalesPrice()
Usually you wouldn't really need to include any extra details on the UML class diagram that the method is 'Overriden' or 'Virtual' Etc,
But if you wish to do so, I was told that it should be represented in the same way as abstract classes (Italic writting) / use of 'Arrows' either side like so..
<<Override>>
<<Virtual>>
So to comply with your example:
+ SalesPrice (): <<Override>> : String
and within your superclass you will need to specify as follows:
+ SalesPrice (): <Virtual>> : String
okay so I finally found the book I mentioned (I am moving soon so it was packed).
in UML Inheritance is called generalization and it simply shows 2 boxes one pointing to the other no attributes.
I would assume that since you have defined the method in a base class that you would not have to in classes that inherit from it.
however there is a place that states that operations are defined as:
"visibility name ( parameters ) : return-type {properties}"
and for properties:
"properties
Specifies any parameters-related properties and is specified between curly braces. These are typically defined within the context of a specific model"
although the properties seem more for the parameters than the actual method but you may be able to fudge this a little
now for interfaces:
under the interfaces section it states explicitly that the class that "realizes" the interface must have it's own implementation. so in short I would add any overridden methods to the class diagram. otherwise whom ever implements your diagram might not realize that they need to override it.
I am using uml 2.0 in a nut shell as my reference. pg's 20,28,30
Related
If I modified base class, how can I know that which derived classes are affected. To elaborate more, for example, I have two base classes named Class A and Class B. I have Class X and Class Y inheriting from Class A, and Class Z inherits from Class B. Here in this case scenario, I have only 2 base class and 3 derived classes and it is manageable to see how they are interrelated. What if I have so many derived classes with so many base classes in real world enterprise application. How can I identify which classes are going to affect when I change base class. Thank.
In Visual Studio you would right click on the thing you want to change and in the popup menu select either View all references or View call hierarchy.
If you want to do it yourself in code you would use reflection for example as described in Discovering derived types using reflection.
My company has a base database model class that is subclassed by particular instances of our product. The class represents primary keys in a database. The base class has a field, which we'll call AlwaysPresent, which is common to all instances of the product and is not used in querying.
abstract class BaseClass
{
private string AlwaysPresent
}
But it is a requirement that subclasses add at least one more field, as we will use reflection later to treat those other fields as database column names for a query. If there are no other fields, we can't query.
So, my question: is it possible to use C#'s reflection capabilities to force a non-abstract subclass to define new fields without specifying their names?
I am a Python programmer by trade, and I know exactly how to solve this kind of problem in Python using metaclasses. To my knowledge, C# does not have metaclasses. And I cannot raise an exception in the base class constructor, because (for various reasons) we don't use constructors for these classes (just initializers), and even if we did the base class constructor could be overridden.
Reflection cannot be used to force something. At least not at compile time. Via reflection you can read how a type is. In your case you can probably check its fields and throw an exception if required at run time.
In any case usually it is much better to use properties instead of fields. Properties are more extensible and better to hide the internal structure of a class.
A common way to enforce a specific design (properties or methods definition) of a class is to use interfaces.You can have also a class that implement more than one interface.
If properties names or fields are not know when designing the interface you cannot enforce your requirements at compile time but only at run time.
Another common c# technique is to decorate properties or fields with attributes. Maybe you can create a custom attribute and at run time check for fields with that attribute (always with reflection).
This can be done with aspects, specifically PostSharp. It allows you to execute custom code during compilation (in fact, it hooks on postcompile action) in the CompileTimeValidate:
http://www.postsharp.net/blog/post/Architectural-Validation
You can of course replace PostSharp with any custom code triggered on postcompile at build-time.
Turns out this is not a feature in C#, but you can write it like this to force people to implement it
abstract class BaseClass
{
private abstract string GetAlwaysPresent();
}
I am working with Visual Studio Coded UI Tests, and wish to persist tweaks to the generated code.
The code is generated as a partial class in UIMap.cs and UIMap.Designer.cs, and so I know one solution would be to create a method with a slightly different name, such as myMethod_persist in UIMap.cs and use this instead of myMethod in UIMap.Designer.cs, which will be overwritten every time the source is regenerated.
This however seems very messy, and so what I'd prefer, is to instead override myMethod in UIMap.cs. This way the interface is not complicated with lots of gumph, and I don't have to remember to change every instance of myMethod in calling code to myMethod_persist
Unfortunately when it comes to C# I'm a bit of a noob, and don't even know if this is possible.
Basically what I want is this:
[UIMap.Designer.cs]
partial class myClass
{
public override void myMethod( int a ){ somethingHorrible(int a); };
}
[UIMap.cs]
partial class myClass
{
public sealed override void myMethod( int a ){ somethingNice(int a); };
}
But I know that the sealed and override keywords are usually used with derived subclasses classes, not partial classes. Is this possible? If not then what would be my best alternatives?
There's only one class here - myClass. The partial keyword just allows the class definition to be split across multiple files.
You can use partial methods, but only if the original (generated) method uses the partial keyword. You cannot override a method on the same class.
See Partial Classes and Methods (C# Programming Guide).
If you have no control over the auto-generation itself (ie. a framework or 3rd party generator) your options are somewhat limited. The two approaches that come to mind are to modify the generated code--which as you noted is not practical for changes that are significant and perhaps accumulating over time--and/or to create a derived class and use that instead of using the auto-generated class directly (assuming you control the code which would be using them, which seems likely).
A derived class (inheriting the auto-generated class) would be able to use override or new in the method declarations you want to replace. However, there are a lot of caveats to this approach as well. You can only "override" a method that was delcared as virtual in the base class (or was itself an override of another underlying virtual base, etc). You can also replace a method with a "new" one in the derived class, but the other code in the base class will not know about your "new" version and will not call it (whereas they will call your "override" because they know the method to be virtual). There are also issues of accessiblity; your derived class won't have access to private members of the base class.
But for some set of things you want to do it could work. In some cases you might have to tweak the auto-generated code slightly such as adding the keyword "virtual" or changing "private" members to "protected" so that you can access them from your derived class.
Added: Of course, you can also add new members to the original generated class in your own permanent file for the same partial class, and this code would have access to the class's private members. That can be another way to give your derived class access to the private members, such as by creating a protected property to wrap access to a private member field. If you didn't need to make changes to existing methods you wouldn't necessarily need to create a derived class, but your example talked about wanting to "override" methods from the auto-generated code, so presumably they already exist there.
Also note that a Designer file--such as for a Form or UserControl--does not usally get completely overwritten, so cautious changes outside the core generated code (eg. not inside the "Windows Form Designer generated code" region) can be made (and are persisted). For example, it is sometimes necessary to add a call to your own custom clean-up method in the Dispose(...) method in the Designer file.
Either in C# or Java or in any other language which follows oops concepts generally has 'Object' as super class for it by default. Why do we need to have Object as base class for all the classes we create?
When multiple inheritance is not possible in a language such as C# or Java how can we derive our class from another class when it is already derived from Object class. This question may look like silly but wanted to know some experts opinions on it.
Having a single-rooted type hierarchy can be handy in various ways. In particular, before generics came along, it was the only way that something like ArrayList would work. With generics, there's significantly less advantage to it - although it could still be useful in some situations, I suspect. EDIT: As an example, LINQ to XML's construction model is very "loose" in terms of being specified via object... but it works really well.
As for deriving from different classes - you derive directly from one class, but that will in turn derive indirectly from another one, and so on up to Object.
Note that the things which "all objects have in common" such as hash code, equality and monitors count as another design decision which I would question the wisdom of. Without a single rooted hierarchy these design decisions possibly wouldn't have been made the same way ;)
The fact that every class inherits object ensured by the compiler.
Meaning that is you write:
class A {}
It will compile like:
class A : Object{}
But if you state:
class B : A {}
Object will be in the hierarchy of B but not directly - so there is still no multiple inheritance.
In short
1) The Object class defines the basic state and behavior that all objects must have, such as the ability to compare oneself to another object, to convert to a string, to wait on a condition variable, to notify other objects that a condition variable has changed, and to return the object's class.
2) You can have B extend C, and A extend B. A is the child class of B, and B is the child class of C. Naturally, A is also a child class of C.
Well, the multiple inheritance of Object does not apply - you can think of it as:
"If a type doesn't have a base type, then implicitly inject Object".
Thus, applying the rule ad-nauseam, all types inherit from object once and once only - since at the bottom of the hierarchy must be a type that has no base; and therefore which will implicitly inherit from Object.
As for why these languages/frameworks have this as a feature, I have a few reasons:
1) The clue's in the name 'Object Oriented'. Everything is an object, therefore everything should have 'Object' (or equivalent) at it's core otherwise the design principle would be broken from the get-go.
2) Allows the framework to provide hooks for common operations that all types should/might need to support. Such as hash-code generation, string output for debugging etc etc.
3) It means that you can avoid resorting to nasty type casts that can break stuff - like (((int *)(void*))value) - since you have a nice friendly supertype for everything
There's probably loads more than this - and in the time it's taken me to write this 6 new answers have been posted; so I'll leave it there and hope that better people than I can explain in more detail and perhaps better :)
Regarding the first part of your question, it's how classes receive common properties and methods. It's also how we can have strongly-typed parameters to functions that can accept any object.
Regarding your second question, you simply derive your class from the other class; it will then be a descendant of that class, which is in turn a descendant of Object. There's no conflict.
You have the Object base class because amongst others because the Object class has methods (like, in .NET, GetHashCode(), which contain common functionality every object should have).
Multiple inheritance is indeed not possible, but it is possible to derive class A from class B, because A may not directly derive from Object, but B does, so all classes ultimately derive from Object, if you go far enough in the class' inheritance hierarchy.
Just to compare, let's take a look at a language that doesn't enforce a single root class - Objective-C. In most Objective-C environments there will be three root classes available (Object, NSObject and NSProxy), and you can write your own root class by just not declaring a superclass. In fact Object is deprecated and only exists for legacy reasons, but it's informative to include it in this discussion. The language is duck typed, so you can declare a variable's type as "any old object" (written as id), then it doesn't even matter what root class it has.
OK, so we've got all of these base classes. In fact, even for the compiler and runtime libraries to be able to get anywhere they need some common behaviour: the root classes must all have a pointer ivar called isa that references a class definition structure. Without that pointer, the compiler doesn't know how to create an object structure, and the runtime library won't know how to find out what class an object is, what its instance variables are, what messages it responds to and so forth.
So even though Objective-C claims to have multiple root classes, in fact there's some behaviour that all objects must implement. So in all but name, there's really a common primitive superclass, albeit one with less API than java.lang.Object.
N.B. as it happens both NSObject and NSProxy do provide a rich API similar to java.lang.Object, via a protocol (like a Java interface). Most API that claims to deal with the id type (remember, that's the "any old object" type) will actually assume it responds to messages in the protocol. By the time you actually need to use an object, rather than just create it with a compiler, it turns out to be useful to fold all of this common behaviour like equality, hashing, string descriptions etc. into the root class.
Well multiple inheritance is a totally different ball game.
An example of multiple inheritance:-
class Root
{
public abstract void Test();
}
class leftChild : Root
{
public override void Test()
{
}
}
class rightChild : Root
{
public override void Test()
{
}
}
class leafChild : rightChild, leftChild
{
}
The problem here being leafChild inherits Test of rightChild and leftChild. So a case of conflicting methods. This is called a diamond problem.
But when you use the object as super class the hierarchy goes like this:-
class Object
{
public abstract void hashcode();
//other methods
}
class leftChild : Object
{
public override void hashcode()
{
}
}
class rightChild : Object
{
public override void hashcode()
{
}
}
So here we derive both classes from Object but that's the end of it.
It acts like a template for all the objects which will derive from it, so that some common functionality required by every object is provided by default. For example cloning, hashcode and object locking etc.
So, hypothetically, I'm building some sort of real estate application in C#. For each type of property, I'm going to create a class such as ResidentialProperty and CommercialProperty. These two classes as well as all other property classes will share some common properties, such as Id, Title, Description, and Address information.
What I would like to be able to do is:
a) return a collection of objects that contain just the basic information
b) be able to either call a method such as GetProperty(id) which will create and return either a ResidentialProperty or CommercialProperty, or call GetProperties() which will return a collection of one or the other, or both.
So with that said, it would probably make sense to create an abstract class called BasicProperty (or PropertyBase) which contains all of the common attributes, and have the ResidentialProperty and CommercialProperty extend from it. This would take care of problem #1, as I could create a method that returns a collection of BasicProperties.
But for #2, being able to return either one property type or the other, I would need an Interface (IProperty), and have the Residential and Commercial classes inherit from it, and then have the GetProperty(id) and GetProperties() return an IProperty object (or because they inherit from IProperty, can I return them as is and not as the Interface?)?
Now if I should use an Interface, what do I do with the BasicProperty class?
- Do I leave it as an abstract and implement the Interface? Or
- Do I leave it as an abstract and all 3 classes implement the Interface? Or
- Do I not create it as an abstract, put all of the basic information into the Interface, and the BasicProperty, ResidentialProperty and CommercialProperty all implement the Interface?
Thanks in advance,
Carl J.
While I feel that defining an interface to begin with is almost always a good idea, just because it helps your code to be flexible in the future, it sounds like in this case you don't actually need to do that. Your GetProperty and GetProperties methods can use your abstract base class as a return value.
Think of it like this: What if I had a method called GetShape? It would presumably return a Shape, right? Let's say Shape is an abstract base class, and some derived classes are Triangle, Square, Circle, etc.
But a triangle is a shape, a square is a shape, and so on--each of these happens to be more than just a shape, but they are shapes nonetheless. So if I say "give me a shape" and you hand me a square, you're doing just as I asked. No funny business there.
This is one of the core underlying principles of OOP: an instance of a derived class is an instance of its base class; it's just also more than that.
From what I can gather, you are talking about two different things here.
Class structure
Data Access of those classes
You are correct in thinking that you should create an abstract class to contain the common properties, that's what inheritance is for :) (among other things)
But I dont see why you can't create a data access class that has a method GetProperty(id) that specifies a return type of PropertyBase
i.e.
public PropertyBase GetProperty(long id)
in the implementation of GetProperty you can construct a ResidentialProperty or CommercialProperty (based on what ever business/database logic you want) then return it, c# allows you to do that.
Perhaps I miss-understood you?
HTH
EDIT::
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace ConsoleApplication1
{
class Program
{
static void Main(string[] args)
{
}
}
class DataAccessLayer
{
public PropertyBase GetSomething(int id)
{
if (id > 10)
return new CommercialProperty();
else
return new ResidentialProperty();
}
}
class PropertyBase { }
class ResidentialProperty : PropertyBase { }
class CommercialProperty : PropertyBase { }
}
An abstract class is used to provide common behaviour. An interface is used to provide a specific set of methods and properties, regardless of how they behave.
If your ResidentialProperty and CommercialProperty provide some common behaviour then it probably makes sense to implement this behaviour in an abstract class and have each of them inherit from this class. Presumably they also will have some custom behaviour ,otherwise there is no need to sub-class, it would then be sufficient just to have a PropertyType property to describe which type of Property the instance is.
You can then provide as many interfaces as you feel would be useful, IPropertyBase, IResidentialProperty and/or ICommercialProperty. It really depends on whether you expect this library to be used a base for other implementations which may have the same interface as one or more of your classes, but not the same behaviour as your base abstract class. The other benefit of exposing interfaces which represent your types is easier mocking for unit testing.
It's not really possible to answer this question absolutely because it really depends on how your objects are likely to be used, but I hope this answer provides you with a useful guideline.
It is my opinion that you should avoid using abstract classes unless it absolutely makes sense you should.
A lot of the common behaviour can be given to your entities through aggregation, using components and you can publicise this behaviour through the use of interfaces.
The reason I tend to go down this route, is that once you have an abstract base class, you're tied to using it, as you can't have multiple inheritance.
Sooner or later, you end up with a situation in which you DO want multiple inheritance and you're screwed.
Not that I'm a hardliner on this, because plenty of our code-base does utilise base abstract classes for the above, but those implement the interfaces and all the code enacting on those classes talk to them through the interfaces, so we can switch out the base classes for something more flexible later if necessary.
A quick not about the difference as I see it. You can always use an abstract base class even when you implement interfaces. Interfaces does not help you avoid code duplication which you should (see the DRY principle) but it doesn't force you to derive from anything special which makes them easier to combine with other base classes or interfaces.
An abstract base class on the other hand can remove some duplication and it is easier to change some things in the base without touching the derived classes. The latter is very nice when you implement a class library that others use. If you change things in interfaces in a library, all implementations of that interface needs to change! This might be a very small problem if you only implement an application with a small group of developers. But as other has said, a base class forces you to derive from it and then you cannot derive from something else if that need should appear.
Don't call your base class or interface BasicProperty or PropertyBase, just call it Property. You will not have both a Property and a BasicProperty, will you? You will act with Property classes or interfaces.
An abstract class is almost the same as an interface with the difference that the abstract class can store state in field variables. When your Properties have data like the address that is stored an abstract class with a field is one way to do that.
Now the subclassing of a class is one of the picture book examples of OOD, but there are other ways of differentiating objects than that, look at the decorator and behavior patterns. You should subclass only if you need to override methods of the base class. Have a look at this for example.