InvalidDataContractException error while saving IsolatedStorage - c#

I am developing an app for Windows Phone 8.0 in VS2012
and I have in my SetProfile.xaml Page an IsolatedStorage
SetProfile.xaml
public partial class SetProfile : PhoneApplicationPage
{
private int Indexer;
private int age;
IsolatedStorageSettings Profile = IsolatedStorageSettings.ApplicationSettings;
private void create_Click(object sender, RoutedEventArgs e)
{
if (FirstName.Text != "" && LastName.Text != "" && Age.Text!= "")
{
age = Convert.ToInt32(Age.Text);
//catch (FormatException exc) { };
if (age > 5 || age < 120)
{
Player player = new Player();
player.FirstName = FirstName.Text;
player.LastName = LastName.Text;
try
{
player.Age = Convert.ToInt32(Age.Text);
}
catch (FormatException)
{
MessageBox.Show("Invalid Age");
Age.Text = "";
return;
}
player.Rank = 1;
player.RankDescreption = "Beginner";
player.Points = 0;
Indexer = GetCurrentIndex();
string key = string.Format("player{0}", Indexer);
if (Indexer == 1)
{
player.ID = Indexer;
Profile.Add("CurrentProfile", player);
Profile.Add("PlayersCount",(int)1);
}
else
Profile["CurrentProfile"] = player;
player.ID = Indexer;
Profile.Add(key, player);
int count = (int)Profile["PlayersCount"];
count++;
Profile["PlayersCount"] = count;
Profile.Save();
NavigationService.Navigate(new Uri("/Avatars.xaml", UriKind.Relative));
}
else
{
MessageBox.Show("Age is Invalid");
create_Click(null, null);
}
}
}
when i debug the app , it crashes on the line Profile.Save();
with 'System.Runtime.Serialization.InvalidDataContractException'
I don't know why it happened , i've been working on my app a long time , and the code was working , but today when i added a class (Game) to the project (related to Player class) , this error started to appear
Further information about the class i added: in this question i posted a little while ago: AccessViolationException while adding item to a list

InvalidDataContractException means that you need to tag what ever you're serializing with the [DataContractAttribute] attribute.
Subsequently you will also need to tag any members of your object with [DataMember] in order for the serializer to recognize it.
Good news, if you want an easier way to serialize objects to the isolated storage I built it already and its free. It's called EZ_iso.dll I have posted about it a number of times on the stack exchange and it has been widely adopted among both new and seasoned devs.
An example would be
[DataContractAttribute]
public class MainPageSettings
{
[DataMember]
publicString yourSetting1 {get; set;}
[DataMember]
public List<Object> yourSetting2 {get; set;}
[DataMember]
public int yourSetting3 {get; set;}
[DataMember]
public Boolean yourSetting4 {get; set;}
}
Now you can save your data and retrieve it with a single line of code
To serialize it (after its been initialized)
EZ_Iso.IsolatedStorageAccess.SaveFile("MPageSettings",yourSettingsObj);
Then to deserialize it
MainPageSettings yourSettingsObj = (MainPageSettings)EZ_Iso.IsolatedStorageAccess.GetFile("MPageSettings",typeof(MainPageSettings));
It's that easy.
You can find it here EZ_Iso

Related

Problem in databinding Array data to DataGridView in c#

I have been binding short data to DataGridView in C# Winforms. However, I need to bind long string array with size 75 to DataGridView. My data list class consists of 6 individual variables with get and set and array of string which I have defined get and set properties. The individual variables are displayed but the array of strings is not displayed in DataGridView. In debug, I checked the data source of DataGridView and it seems ok. How can I display binded array in gridview.
Below is my source code to populate DataGridView named Logview
public void populateLogData(string path)
{
StreamReader sr = null;
BindingList<LogList> bindLogList;
BindingSource bLogsource = new BindingSource();
List<LogList> loglist = new List<LogList>();
try
{
Logview.DataSource = null;
Logview.Rows.Clear();
Logview.Columns.Clear();
Logview.AutoGenerateColumns = true;
if (File.Exists(path))
{
try
{
sr = new StreamReader(path);
StringBuilder readline = new StringBuilder(sr.ReadLine());
if (readline.ToString() != null && readline.ToString() != "")
{
readline = new StringBuilder(sr.ReadLine());
while (readline.ToString() != null && readline.ToString() != "")
{
string[] subdata = readline.ToString().Split(',');
LogList tloglist = new LogList(subdata[0], subdata[1], subdata[2], subdata[3], subdata[4], subdata[5], max_index);
for (int i = 6; i < subdata.Length; i++)
tloglist.setPartList(i-6, subdata[i]);
loglist.Add(new LogList(subdata, subdata.Length));
readline = new StringBuilder(sr.ReadLine());
}
}
bindLogList = new BindingList<LogList>(loglist);
bLogsource.DataSource = bindLogList;
Logview.AutoGenerateColumns = true;
Logview.DataSource = bindLogList;
Logview.Columns[0].Width = 140; // project name
Logview.Columns[1].Width = 140; // data/time
Logview.Columns[2].Width = 90;
Logview.Columns[3].Width = 90;
Logview.Columns[4].Width = 90;
Logview.Columns[5].Width = 90;
// max_index is set from another part of code
for(int i = 0; i <= max_index; i++)
{
int counter = 6 + i;
Logview.Columns.Add(headertext[i], headertext[i]);
Logview.Columns[counter].Width = 90;
Logview.Columns[counter].HeaderText = headertext[i];
}
}
catch (IOException io)
{
MessageBox.Show("Error: Cannot Open log file.");
}
catch (Exception ex)
{
MessageBox.Show(ex.Message);
}
finally
{
if (sr != null) sr.Close();
}
}
else
{
MessageBox.Show("Log file not found \n" + path);
}
}
catch (Exception ex)
{
MessageBox.Show(ex.Message);
}
finally
{
GC.Collect();
}
}
Below is LogList class
class LogList
{
const int max_size = 100;
private string[] holdList;
public string project { get; set; }
public string date_time { get; set; }
public string Qty { get; set; }
public string Pass { get; set; }
public string Fail { get; set; }
public string Result { get; set; }
public string[] partlist
{
get
{
return holdList;
}
set
{
holdList = value;
}
}
public LogList(string project, string date_time, string Qty, string Pass, string Fail, string Result, int partsize)
{
this.project = project;
this.date_time = date_time;
this.Qty = Qty;
this.Pass = Pass;
this.Fail = Fail;
this.Result = Result;
partlist = new string[partsize+1];
}
public void setPartList(int size, string getValue)
{
partlist[size] = getValue;
}
}
Project, date/time, Qty, Pass, Fail, Result is displayed. But partlist array is not displayed.
To supplement IVSoftware’s answer, below is an example using two grids in a master-detail scenario.
One issue I would have with your current approach, is that it uses an Array for the “parts list.” Currently this is a string array, and that isn’t going to work if we want to display it in a grid. Fortunately, there are a few easy ways we can get the data to display as we want.
One simple solution is to create a “wrapper” Class for the string. I will call this Class Part. I added a simple int ID property and the string PartName property. You could easily leave out the ID and have a simple string wrapper. This simple Class may look something like…
public class Part {
public int ID { get; set; }
public string PartName { get; set; }
}
This should allow the data to display correctly in the grid using just about any construct like an array, list etc.… So, we “could” change your current code to use an array of Part objects like…
Part[] Parts = new Parts[X];
And this would work, however, if we use an array and we know for sure that each LogItem may have a different number of parts in its PartsList, then we will have to manage the array sizes. So, a BindingList of Part objects will simplify this. The altered LogList (LogItem) Class is below…
public class LogItem {
public BindingList<Part> PartsList { get; set; }
public string Project { get; set; }
public string Date_Time { get; set; }
public string Qty { get; set; }
public string Pass { get; set; }
public string Fail { get; set; }
public string Result { get; set; }
public LogItem(string project, string date_Time, string qty, string pass, string fail, string result) {
Project = project;
Date_Time = date_Time;
Qty = qty;
Pass = pass;
Fail = fail;
Result = result;
PartsList = new BindingList<Part>();
}
}
So given the updated Classes, this should simplify things and we will use the same DataSource for both grids. This DataSource for the “master” grid will be a BindingList of LogItem objects. In the “detail” grid, we simply need to point it’s DataMember property to the PartsList property of the currently selected LogItem. And this would look something like…
dgvLogs.DataSource = LogsBL;
if (LogsBL.Count > 0) {
dgvParts.DataMember = "PartsList";
dgvParts.DataSource = LogsBL;
}
Below is the code to test the Classes above in a master-detail scenario with two grids. Create a new winform solution and drop two (2) DataGridViews on the form. The grid on the left is dgvLogs and the grid on the right is dgvParts.
public void populateLogData(string path) {
BindingList<LogItem> LogsBL = new BindingList<LogItem>();
string currentLine;
if (File.Exists(path)) {
try {
using (StreamReader sr = new StreamReader(path)) {
LogItem tempLogItem;
currentLine = sr.ReadLine(); // <- header row - ignoring
currentLine = sr.ReadLine();
while (currentLine != null) {
if (!string.IsNullOrEmpty(currentLine)) {
string[] splitArray = currentLine.Split(',');
if (splitArray.Length >= 6) {
tempLogItem = new LogItem(splitArray[0], splitArray[1], splitArray[2], splitArray[3], splitArray[4], splitArray[5]);
for (int i = 6; i < splitArray.Length; i++) {
tempLogItem.PartsList.Add(new Part { ID = i, PartName = splitArray[i] });
}
LogsBL.Add(tempLogItem);
}
else {
Debug.WriteLine("DataRead Error: Not enough items to make a LogItem: " + currentLine);
}
}
else {
Debug.WriteLine("DataRead Empty row");
}
currentLine = sr.ReadLine();
}
}
dgvLogs.DataSource = LogsBL;
if (LogsBL.Count > 0) {
dgvParts.DataMember = "PartsList";
dgvParts.DataSource = LogsBL;
}
}
catch (IOException io) {
MessageBox.Show("Error: Cannot Open log file.");
}
catch (Exception ex) {
MessageBox.Show(ex.Message + " Stacktrace- " + ex.StackTrace);
}
}
else {
MessageBox.Show("Log file not found \n" + path);
}
}
And some test data…
H1,h2,h3,h4,h5,h6,h7,h8
Model: LMG600N_IF_2blablas,2022-9-6,112,61,51,Fail,p1,p3,p4,p5,p6
1,2022-9-6,2112,621,251,Pass,px4,px5,px6,px1,px2,px3
data1,2022-9-7,3456,789,123,Fail,z3,z3,z4
Model: LMG600N_IF_2blablas,2022-9-6,112,61,51,Fail
Model: LMG600N_IF_2blablas,2022-9-6,112,61,51,Fail,p1,p3,p4,p5,p6,p7,p8,p99
BadData Model: LMG600N_IF_2blablas,2022-9-6,112,61
Moxxxdel: LMG600N_IF_2blablas,2022-9-6,11x2,6x1,5x1,Fail
Hope this helps and makes sense.
Your data list class consists of 6 individual variables with get and set, and an array of string. Your question is about the variables are displayed but the array of strings is not.
Here's what has worked for me (similar to the excellent suggestion by JohnG) for displaying the string array. What I'm doing here is taking a DataGridView and dropping in my main form without changing any settings (other than to Dock it). Given the default settings, the LogList class (shown here in a minimal reproducible example of 1 variable and 1 array of strings) is defined with a public string property named PartList and with this basic implementation:
class LogList
{
public LogList(string product, string[] partList)
{
Product = product;
_partList = partList;
}
public string Product { get; set; }
private string[] _partList;
public string PartList => string.Join(",", _partList);
}
To autoconfigure the DataGridView with Product and PartList columns, here is an example initializer method that sets the DataSource and adds the first three items as a test:
// Set data source property once. Clear it, Add to it, but no reason to nullify it.
BindingList<LogList> DataSource { get; } = new BindingList<LogList>();
private void InitDataGridView()
{
dataGridView1.DataSource = DataSource;
// Auto config columns by adding at least one Record.
DataSource.Add(
new LogList(
product: "LMG450",
// Four parts
partList: new string[]
{
"PCT2000",
"WCT100",
"ZEL-0812LN",
"EN61000-3-3/-11",
}
));
DataSource.Add(
new LogList(
product: "LMG600N",
// Three parts
partList: new string[]
{
"LTC2280",
"BMS6815",
"ZEL-0812LN",
}
));
DataSource.Add(
new LogList(
product: "Long Array",
// 75 parts
partList: Enumerable.Range(1, 75).Select(x => $"{ x }").ToArray()
));
// Use string indexer to access columns for formatting purposes.
dataGridView1
.Columns[nameof(LogList.Product)]
.AutoSizeMode = DataGridViewAutoSizeColumnMode.AllCells;
dataGridView1
.Columns[nameof(LogList.PartList)]
.AutoSizeMode = DataGridViewAutoSizeColumnMode.Fill;
}
After running this code, the DGV looks like this:
With the mouse hovered over the item all 75 "parts" can be viewed.
One last thing - I notice you have some methods to assign a new partList[] of perhaps change an individual part at a specified index. (I didn't show them in the minimal sample but for sure you'll want things like that). You probably know this but make sure to call dataGridView1.Refresh after altering properties of an existing row/LogList object so that the view will reflect the changes.
I hope there's something here that offers a few ideas to achieve the outcome you want.

Problem while updating a child list in C # ASP.Net MVC

public class PayRateDaysModel
{
public string day_name { get; set; }
public List<RateList> multiplier { get; set; }
}
public class RateList
{
public double start_after { get; set; }
public double rate_multiplier { get; set; }
}
daysModel is a List of type PayRateDaysModel. When I'm trying to update multiplier in current object of daysModel list i.e. dayExists, then its updating multiplier in all the elements of daysModel list. I want to update only in current item.
Below is my code :
var dayExists = daysModel.Where(x => x.day_name == day_name).FirstOrDefault();
if(dayExists==null)
{
PayRateDaysModel days = new PayRateDaysModel();
days.day_name = day_name;
days.multiplier = rate_list;
daysModel.Add(days);
}
else
{
//update
dayExists.day_name = "abc";
dayExists.multiplier.FirstOrDefault().rate_multiplier = 1;
}
Based on what you have shown to us I would think that you are creating the rate_list somewhere above like rate_list = new RateList(…) and you are setting this to all of your days in days.multiplier = rate_list;. Since you did not recreate that rate_list for every element, any time you change it in one of your dayExists you will change it for all the others as well. So you should do something like this days.multiplier = new RateList(…);
Check this link : Updating child items in List updates all Items in C#
I don't see any reason for it not to work. Are you sure you are testing it in right way?
I think it will be better to improve the code and test for null value :
var dayExists = daysModel.Where(x => x.day_name == day_name).FirstOrDefault();
if(dayExists==null)
{
PayRateDaysModel days = new PayRateDaysModel();
days.day_name = day_name;
days.multiplier = rate_list;
daysModel.Add(days);
}
else
{
//update
dayExists.day_name = "abc";
var firstMultiplier= dayExists.multiplier.FirstOrDefault();
if( firstMultiplier!=null)
{
firstMultiplier.rate_multiplier = 1;
}
}

How to define get and set methods

Thanks so much, your help is really appreciated. Its made realise how much I have to learn. Its the direction that I want to set and get to have adapted your examples to reflect this. However, its now asking for ; at the end of my static void Main.... even though I have never added this before, its asking to declare the body extern, abstract. Its also not letting me set the links whilst in Main, I am using the following syntax gh.setName("Great Hall"); gh.setN(dr); in order to set the north link between the great hall and the drawing room. Any idea?
private string RoomName;
private Room N = null;
private Room E = null;
private Room S = null;
private Room W = null;
public Room X { get; private set; }
public void setName(string N)
{
RoomName = N;
}
public void setN(Room X)
{
N = X;
}
public void setE(Room X)
{
E = X;
}
public void setW(Room X)
{
W = X;
}
public void setS(Room x)
{
S = X;
}
public Room getN()
{
return N;
}
public Room getE()
{
return E;
}
public Room getS()
{
return S;
}
public Room getW()
{
return W;
}
static void Main(string[] args)
Room gh = new Room();
Room kit = new Room();
Room Pan = new Room();
Room Dun = new Room();
Room dr = new Room();
Room lib = new Room();
Room din = new Room();
Room sr = new Room();
Room weap = new Room();
Room tow = new Room();
Room gal = new Room();
Room tr = new Room();
gh.setName("Great Hall");
gh.setN(dr);
You can handle properties explicitly like this:
private string _roomName;
public string roomName {
get {
return _roomName;
}
set {
_roomName = value;
}
}
In C# you can use simple way of dealing with properties:
public string RoomName {get; set;}
Will create a default property with GET and SET. It will also create a field for you, that you don't have to bother about that.
If you need to do something more you can use fields:
private string _roomName;
public string RoomName {
get {
//do something before returning
return _roomName;
}
set {
//do something while value is being set
_roomName = value;
}
}
If you are using new C# (6.0) you can use that syntax as well:
private string _roomName;
public string RoomName => _roomName;
When you are building property in code, that what's probably happens underneath:
Compiler translates property into set of two methods looks like that:
public string Get_RoomName() {
return _roomName;
}
public void Set_RoomName(string value) {
_roomName = value;
}
In the first place, according to your error:
SetN must declare a body as extern, abstract or partial and this comes up for my both get and set methods.
Please close the } at the end of your class Room!
and remove the ; after public void setN(Room X);!
In C# you can use properties to get the functionality of get and set methods:
this is a short Variant:
public string Name{ get; set; }
and this is the explicit version:
private Room myN;
public Room N
{
get { return myN; }
set { myN = value; }
}
In the extended Version you have a private field, which is inaccessible from outside, and you have a public property. It has a set { myVar = value; }
section which is the equivalent to your set-method.
EDIT: as suggested by#Jens: value is a default parameter that contains the value being passed from the outside to the set method. It is always called value and not expliictly declared in C#
Calling convention when setting would be to use it like a class variable:
Room AnyRoom = new Room();
Room X = new Room();
AnyRoom.N = X;

Why is my game serializing this class?

So I'm making a game, and it saves users' progress on the computer in a binary file. The User class stores a few things:
Integers for stat values (Serializable)
Strings for the Username and the skin assets
Lists of both the Achievement class and the InventoryItem class, which I have created myself.
Here are the User fields:
public string Username = "";
// ID is used for local identification, as usernames can be changed.
public int ID;
public int Coins = 0;
public List<Achievement> AchievementsCompleted = new List<Achievement>();
public List<InventoryItem> Inventory = new List<InventoryItem>();
public List<string> Skins = new List<string>();
public string CurrentSkinAsset { get; set; }
The Achievement class stores ints, bools, and strings, which are all serializable. The InventoryItem class stores its name (a string) and an InventoryAction, which is a delegate that is called when the item is used.
These are the Achievement class's fields:
public int ID = 0;
public string Name = "";
public bool Earned = false;
public string Description = "";
public string Image;
public AchievmentDifficulty Difficulty;
public int CoinsOnCompletion = 0;
public AchievementMethod OnCompletion;
public AchievementCriteria CompletionCriteria;
public bool Completed = false;
And here are the fields for the InventoryItem class:
InventoryAction actionWhenUsed;
public string Name;
public string AssetName;
The source of the InventoryAction variables are in my XNAGame class. What I mean by this is that the XNAGame class has a method called "UseSword()" or whatever, which it passes into the InventoryItem class. Previously, the methods were stored in the Game1 class, but the Game class, which Game1 inherits from, is not serializable, and there's no way for me to control that. This is why I have an XNAGame class.
I get an error when trying to serialize: "The 'SpriteFont' class is not marked as serializable", or something like that. Well, there is a SpriteFont object in my XNAGame class, and some quick tests showed that this is the source of the issue. Well, I have no control over whether or not the SpriteFont class is Serializable.
Why is the game doing this? Why must all the fields in the XNAGame class be serializable, when all I need is a few methods?
Keep in mind when answering that I'm 13, and may not understand all the terms you're using. If you need any code samples, I'll be glad to provide them for you. Thanks in advance!
EDIT: One solution I have thought of is to store the InventoryAction delegates in a Dictionary, except that this will be a pain and isn't very good programming practice. If this is the only way, I'll accept it, though (Honestly at this point I think this is the best solution).
EDIT 2: Here's the code for the User.Serialize method (I know what I'm doing in inefficient, and I should use a database, blah, blah, blah. I'm fine with what I'm doing now, so bear with me.):
FileStream fileStream = null;
List<User> users;
BinaryFormatter binaryFormatter = new BinaryFormatter();
try
{
if (File.Exists(FILE_PATH) && !IsFileLocked(FILE_PATH))
{
fileStream = File.Open(FILE_PATH, FileMode.Open);
users = (List<User>)binaryFormatter.Deserialize(fileStream);
}
else
{
fileStream = File.Create(FILE_PATH);
users = new List<User>();
}
for (int i = 0; i < users.Count; i++)
{
if (users[i].ID == this.ID)
{
users.Remove(users[i]);
}
}
foreach (Achievement a in AchievementsCompleted)
{
if (a.CompletionCriteria != null)
{
a.CompletionCriteria = null;
}
if (a.OnCompletion != null)
{
a.OnCompletion = null;
}
}
users.Add(this);
fileStream.Position = 0;
binaryFormatter.Serialize(fileStream, users);
You cannot serialize a SpriteFont by design, actually this is possible (.XNB file) but it hasn't been made public.
Solution:
Strip it off your serialized class.
Alternatives:
If for some reasons you must serialize some font, the first thing that comes to my mind would be to roll-out your own font system such as BMFont but that's a daunting task since you'll have to use it everywhere else where you might already do ...
Generate a pre-defined amount of fonts (i.e. Arial/Times/Courier at size 10/11/12 etc ...) using XNA Content app (can't recall its exact name); then store this user preference as two strings. With a string.Format(...) you should be able to load the right font back quite easily.
Alternative 2 is certainly the easiest and won't take more than a few minutes to roll-out.
EDIT
Basically, instead of saving a delegate I do the following:
inventory items have their own type
each type name is de/serialized accordingly
their logic does not happen in the main game class anymore
you don't have to manually match item type / action method
So while you'll end up with more classes, you have concerns separated and you can keep your main loop clean and relatively generic.
Code:
public static class Demo
{
public static void DemoCode()
{
// create new profile
var profile = new UserProfile
{
Name = "Bill",
Gold = 1000000,
Achievements = new List<Achievement>(new[]
{
Achievement.Warrior
}),
Inventory = new Inventory(new[]
{
new FireSpell()
})
};
// save it
using (var stream = File.Create("profile.bin"))
{
var formatter = new BinaryFormatter();
formatter.Serialize(stream, profile);
}
// load it
using (var stream = File.OpenRead("profile.bin"))
{
var formatter = new BinaryFormatter();
var deserialize = formatter.Deserialize(stream);
var userProfile = (UserProfile) deserialize;
// set everything on fire :)
var fireSpell = userProfile.Inventory.Items.OfType<FireSpell>().FirstOrDefault();
if (fireSpell != null) fireSpell.Execute("whatever");
}
}
}
[Serializable]
public sealed class UserProfile
{
public string Name { get; set; }
public int Gold { get; set; }
public List<Achievement> Achievements { get; set; }
public Inventory Inventory { get; set; }
}
public enum Achievement
{
Warrior
}
[Serializable]
public sealed class Inventory : ISerializable
{
public Inventory() // for serialization
{
}
public Inventory(SerializationInfo info, StreamingContext context) // for serialization
{
var value = (string) info.GetValue("Items", typeof(string));
var strings = value.Split(';');
var items = strings.Select(s =>
{
var type = Type.GetType(s);
if (type == null) throw new ArgumentNullException(nameof(type));
var instance = Activator.CreateInstance(type);
var item = instance as InventoryItem;
return item;
}).ToArray();
Items = new List<InventoryItem>(items);
}
public Inventory(IEnumerable<InventoryItem> items)
{
if (items == null) throw new ArgumentNullException(nameof(items));
Items = new List<InventoryItem>(items);
}
public List<InventoryItem> Items { get; }
#region ISerializable Members
public void GetObjectData(SerializationInfo info, StreamingContext context)
{
var strings = Items.Select(s => s.GetType().AssemblyQualifiedName).ToArray();
var value = string.Join(";", strings);
info.AddValue("Items", value);
}
#endregion
}
public abstract class InventoryItem
{
public abstract void Execute(params object[] objects);
}
public abstract class Spell : InventoryItem
{
}
public sealed class FireSpell : Spell
{
public override void Execute(params object[] objects)
{
// using 'params object[]' a simple and generic way to pass things if any, i.e.
// var world = objects[0];
// var strength = objects[1];
// now do something with these !
}
}
Okay, so I figured it out.
The best solution was to use a Dictionary in the XNAGame class, which stores two things: an ItemType (an enumeration), and an InventoryAction. Basically, when I use an item, I check it's type and then look up it's method. Thanks to everyone who tried, and I'm sorry if the question was confusing.

fail getting value of get/set using an object to it's class

I'll explain but codes can explain it way better than me.
I'm trying to get value of 2 variables
I create a new object at it's class and use its members which I set their values from packet.
Whenever I try to access them I find them zeros which kind of doesn't make sense to me.
Here is the important part of the code that is related to the problem
public class PacketHandler
{
.
. dots means unrelated long code
.
public PacketHandler()
{
}
public ushort actualX { get; set; }
public ushort actualY { get; set; }
.
.
.
case 10010:
{
if (BitConverter.ToUInt16(data, 8) == 1002)
{
actualX = BitConverter.ToUInt16(data, 24);
actualY = BitConverter.ToUInt16(data, 26);
}
break;
and here is the other class I'm trying to get the value at
public class ClientBase
{
GameUser role2;
PacketHandler ph = new PacketHandler(); <<<<<<<<
public ClientBase(GameUser role)
{
role2 = role;
Thread T = new Thread(HuntThread) { Name = "Hunt Thread" };
T.Start(this);
Console.WriteLine("with name : " +T.Name + " with execution context : "+T.ExecutionContext +" with state : "+ T.IsAlive + " with id : " + T.ManagedThreadId);
T.Join();
}
Monster GetNextkill()
{
Monster CurrentTarget = null;
foreach (KeyValuePair<uint, Monster> Pair in Dictionary.Clone(Dictionary.Monsters))
{
CurrentTarget = Pair.Value;
}
return CurrentTarget;
}
public void HuntThread(object Sender)
{
try
{
ClientBase Client = Sender as ClientBase;
while (true)
{
Monster Target = GetNextkill();
if (Target != null)
{
Thread.Sleep(1000);
ProxyParadise.Network.Packets.PacketStructure ps = new ProxyParadise.Network.Packets.PacketStructure();
ps.__Packet10010(Target.X, Target.Y, role2, "normal", "server", ph.actualX, ph.actualY); <<<<< i get zeros at the ph.actualX/Y
Thread.Sleep(1000);
ps.__Packet10010(Target.X, Target.Y, role2, "sdasdsa", "client", role2.X, role2.Y);
Thread.Sleep(1000);
ps.__Packet1022NONEXP(Target.UID, Target.X , Target.Y, role2);
Dictionary.Monsters.SafeRemove(Target.UID);
please forgive me if I sound stupid, and to make it more clear ,I want a proper way of transferring data through classes at a new thread.
Please try to apply it to this example for better understanding.
have a wonderful day

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