I am using a Windows Form MainForm which calls the following:
FileSystemLayer FSL = new FileSystemLayer();
DatabaseLayer DBL = new DatabaseLayer();
What I want to do:
(inside the DatabaseLayer class)
String SomeString = MainForm.FSL.AnotherString;
The problem
The FileSystemLayer FSL is inaccessible due to its protection level
I've tried
public FileSystemLayer FSL = new FileSystemLayer();
public DatabaseLayer DBL = new DatabaseLayer();
But it gave the result
Inconsistent accessibility: 'DatabaseLayer' is less accessible than
field 'MainForm.DBL'
So I'm hoping someone can give me some advice on how to communicate between the two classes.
It seems that the DatabaseLayer class is defined as internal so if you want to make a property of that type to be accessible publicly, you should define the type (DatabaseLayer) public too, or you may make your property less visible by defining it as internal.
But as also it seems that you are using some kind of layering it wouldn't be the right way to achieve what you are looking for.
That message is telling you that while the DBL member field of the main form is declared as public the type itself (DatabaseLayer) is declared as something other than public, most likely private, or internal
So you can solve the problem by modifying the the DatabaseLayer class and making it public class DatabaseLayer.
That said, the main purpose of encapsulating functionality into the file system layer and the database layer respectively is to loosen coupling. But if you expose one to the other directly and allow one to call into the other than you're sort of throwing the benefit out the window. You should consider alternative approaches to facilitating communication between the two layers.
After trying several suggested solutions, that I couldn't manage to apply, I instead changed the hierarchy of the class calling like described below. Thanks to the people taking time to help me towards a solution.
(Them Paint skillz)
Related
First off, I have read through a list of postings on this topic and I don't feel I have grasped properties because of what I had come to understand about encapsulation and field modifiers (private, public..ect).
One of the main aspects of C# that I have come to learn is the importance of data protection within your code by the use of encapsulation. I 'thought' I understood that to be because of the ability of the use of the modifiers (private, public, internal, protected). However, after learning about properties I am sort of torn in understanding not only properties uses, but the overall importance/ability of data protection (what I understood as encapsulation) within C#.
To be more specific, everything I have read when I got to properties in C# is that you should try to use them in place of fields when you can because of:
1) they allow you to change the data type when you can't when directly accessing the field directly.
2) they add a level of protection to data access
However, from what I 'thought' I had come to know about the use of field modifiers did #2, it seemed to me that properties just generated additional code unless you had some reason to change the type (#1) - because you are (more or less) creating hidden methods to access fields as opposed to directly.
Then there is the whole modifiers being able to be added to Properties which further complicates my understanding for the need of properties to access data.
I have read a number of chapters from different writers on "properties" and none have really explained a good understanding of properties vs. fields vs. encapsulation (and good programming methods).
Can someone explain:
1) why I would want to use properties instead of fields (especially when it appears I am just adding additional code
2) any tips on recognizing the use of properties and not seeing them as simply methods (with the exception of the get;set being apparent) when tracing other peoples code?
3) Any general rules of thumb when it comes to good programming methods in relation to when to use what?
Thanks and sorry for the long post - I didn't want to just ask a question that has been asked 100x without explaining why I am asking it again.
1) why I would want to use properties
instead of fields (especially when it
appears I am just adding additional
code
You should always use properties where possible. They abstract direct access to the field (which is created for you if you don't create one). Even if the property does nothing other than setting a value, it can protect you later on. Changing a field to a property later is a breaking change, so if you have a public field and want to change it to a public property, you have to recompile all code which originally accessed that field.
2) any tips on recognizing the use of
properties and not seeing them as
simply methods (with the exception of
the get;set being apparent) when
tracing other peoples code?
I'm not totally certain what you are asking, but when tracing over someone else's code, you should always assume that the property is doing something other than just getting and setting a value. Although it's accepted practice to not put large amounts of code in getters and setter, you can't just assume that since it's a property it will behave quickly.
3) Any general rules of thumb when it
comes to good programming methods in
relation to when to use what?
I always use properties to get and set methods where possible. That way I can add code later if I need to check that the value is within certain bounds, not null etc. Without using properties, I have to go back and put those checks in every place I directly accessed the field.
One of the nice things about Properties is that the getter and the setter can have different levels of access. Consider this:
public class MyClass {
public string MyString { get; private set; }
//...other code
}
This property can only be changed from within, say in a constructor. Have a read up on Dependency Injection. Constructor injection and Property injection both deal with setting properties from some form of external configuration. There are many frameworks out there. If you delve into some of these you will get a good feel for properties and their use. Dependency injection will also help you with your 3rd question about good practice.
When looking at other people's code, you can tell whether something is a method or a property because their icons are different. Also, in Intellisence, the first part of a property's summary is the word Property.
You should not worry about the extra code needed for accessing fields via properties, it will be "optimized" away by the JIT compiler (by inlining the code). Except when it is too large to be inlined, but then you needed the extra code anyway.
And the extra code for defining simple properties is also minimal:
public int MyProp { get; set; } // use auto generated field.
When you need to customize you can alway define your own field later.
So you are left with the extra layer of encapsulation / data protection, and that is a good thing.
My rule: expose fields always through properties
While I absolutely dislike directly exposing fields to the public, there's another thing: Fields can't be exposed through Interfaces; Properties can.
There are several reasons why you might want to use Properties over Fields, here are just a couple:
a. By having the following
public string MyProperty { get; private set; }
you are making the property "read only". No one using your code can modify it's value. There are cases where this isn't strictly true (if your property is a list), but these are known and have solutions.
b. If you decide you need to increase the safety of your code use properties:
public string MyProperty
{
get { return _myField; }
set
{
if (!string.IsNullOrEmpty(value))
{
_myField = value;
}
}
}
You can tell they're properties because they don't have (). The compiler will tell you if you try to add brackets.
It's considered good practise to always use properties.
There are many scenarios where using a simple field would not cause damage, but
a Property can be changed more easily later, i.e. if you want to add an event whenever the value changes or want to perform some value/range checking.
Also, If you have several projects that depend on each other you have to recompile all that depend on the one where a field was changed to a property.
Using fields is usually practiced in private classes that is not intended to share data with other classes, When we want our data to be accessible by other classes we use properties which has the ability to share data with other classes through get and set which are access methods called Auto Properties that have access to data in private classes, also you can use both with access modifiers Full Property in the same class allowing the class to use data privately as data field and in the same time link the private field to a property that makes the data accessible to other classes as well, see this simple example:
private string _name;
public string Name
{
get
{
return _name;
}
set
{
_name = value;
}
}
The private string _name is used by the class only, while the Name property is accessible by other classes in the same namespace.
why I would want to use properties instead of fields (especially when it appears I am just adding additional code
You want to use properties over fields becuase, when you use properties you can use events with them, so in a case when you want to do some action when a property changes, you can bind some handlers to PropertyChanging or PropertyChanged events. In case of fields this is not possible. Fields can either be public or private or protected, in case of props you can make them read-only publicly but writable privately.
any tips on recognizing the use of properties and not seeing them as simply methods (with the exception of the get;set being apparent) when tracing other peoples code?
A method should be used when the return value is expected to be dynamic every-time you call, a property should be used when the return value is not that greatly dynamic.
Any general rules of thumb when it comes to good programming methods in relation to when to use what?
Yes, I strongly recommend to read Framework Design guidelines for best practices of good programming.
Properties are the preferred way to cover fields to enforce encapsulation. However, they are functional in that you can expose a property that is of a different type and marshal the casting; you can change access modifiers; they are used in WinForms data binding; they allow you to embed lightweight per-property logic such as change notifications; etc.
When looking at other peoples code, properties have different intellisense icons to methods.
If you think properties are just extra code, I would argue sticking with them anyway but make your life easier by auto-generating the property from the field (right-click -> Refactor -> Encapsulate Field...)
Properties allow you to do things other than set or get a value when you use them. Most notably, they allow you to do validation logic.
A Best Practice is to make anything exposed to the public a Property. That way, if you change the set/get logic at a later time, you only have to recompile your class, not every class linked against it.
One caveat is that things like "Threading.Interlocked.Increment" can work with fields, but cannot work with properties. If two threads simultaneously call Threading.Interlocked.Increment on SomeObject.LongIntegerField, the value will get increased by two even if there is no other locking. By contrast, if two threads simultaneously call Threading.Interlocked.Increment on SomeObject.LongIntegerProperty, the value of that property might get incremented by two, or by one, or by -4,294,967,295, or who knows what other values (the property could be written to use locking prevent values other than one or two in that scenario, but it could not be written to ensure the correct increment by two).
I was going to say Properties (setters) are a great place to raise events like NotifyPropertyChanged, but someone else beat me to it.
Another good reason to consider Properties: let's say you use a factory to construct some object that has a default constructor, and you prepare the object via its Properties.
new foo(){Prop1 = "bar", Prop2 = 33, ...};
But if outside users new up your object, maybe there are some properties that you want them to see as read-only and not be able to set (only the factory should be able to set them)? You can make the setters internal - this only works, of course, if the object's class is in the same assembly as the factory.
There are other ways to achieve this goal but using Properties and varying accessor visibility is a good one to consider if you're doing interface-based development, or if you expose libraries to others, etc.
i'm working on a tile editor. In the editor you can load a tile map. Each tile map can have multiple layers. A tile map has a list of it's layers. I now need tile map properties in the layer class (things like tile width/height e.g.). I'm now asking myself what is the best way to do this.
I could make a bidirectional relationship by introducing a tilemap property in the layer class, so that i have access to everything i need from there. But then i would have to take care of two sides of the relationship.
I could give all the needed properties to the layer class with the constructor, but then they basicly become layer properties (aka they are different objects for every layer).
Same as 2 but give the properties to the layer with "ref" paramter.
I could make a class called something like TileMapLayerProperties where i put all the properties in and then pass the object to the layer classes. Advantage would be that all the properties would be the same and only the tileMapLayerProperties-reference would be per instance. Another advantage would be the "definition" of the layer constructor becoming much shorter.
So any suggestions / tips would be appreciated.
A bi-directional association (1) might be OK or not, depending on what properties and methods a tile map contains and what a layer should be able to know and access. If a tile map has a DeleteAllLayers method and layers should not be able to call it, then layers cannot have direct access to their parent.
Creating a dedicated property object (4) seems more clean to me. That way you have one object with all necessary information that you can pass around, but it does not contain more than that, especially it does not allow calling destructive methods etc.
Passing the properties to the constructor (2) is similar to (4), but more verbose and less object-oriented. It's fine when you have 1 or 2 properties, but with more than a few it gets ugly and unmaintainable.
But there is another problem: If the properties are of immutable types (e.g. int, string), then the layers do not see changes made in the map. They only see their private copy!
I don't understand (3). How does the ref keyword change (2)? It only allows the callee to change the value of a variable passed by the caller. Or do you mean objects with reference types?
Another solution
Interfaces would be another way to solve this. You could create a ITileMapLayerProperties interface that provides all the properties and pass it to the layer's constructor. The map could either implement the interface itself or contain a TileMapLayerProperties object that implements the interface. But the layer does not need to know this.
Option 2 would work for what you are trying to do, and you may not need to include the 'ref' keyword.
I'm curious, what kind of datamembers are you trying to access from the child classes? If they are collections then you may not need the 'ref' keyword.
Another option would be to make the parent class static, but I'm not sure if this is the outcome you're looking for. Can you load more than one tile map at a time? If not, consider the static class option.
I think option is 3 is better. You can pass a reference of your ParentClass to the ChildClass and can have directly access to all public properties. I suggested it better because what ever changes you will make whether from ChildClass or ParentClass, all other layers will inherit those changes.
I've read a lot of detailed things throughout Stack Overflow, Microsoft Developer Network, and a couple of blogs. The general consensus is "A Constructor shouldn't contain large quantities of parameters." So encountering this got me thinking-
Initial Problem: My application contains around fifteen variables that are constantly being used throughout the application. The solution I came up with is I'll create a single class that will inject the values to the Properties.
So this seemed to work quite well, it made my life quite easy as I could pass the object into another class through the Constructor without having to assign all these variables to each method. Except this lead to another issue-
public class ServerParameters
{
// Variable:
private string template;
private string sqlUsername;
private string sqlPassword;
private string sqlDatabase;
private string sqlServer;
public ServerParameter(string _template, string _sqlDatabase, string _sqlServer,
string _sqlUsername, string _sqlPassword)
{
template = _template;
sqlUsername = _sqlUsername;
sqlPassword = _sqlPassword;
sqlDatabase = _sqlDatabase;
sqlServer = _sqlServer;
}
// Link the private strings to a group of Properties.
}
So already this Constructor has become significantly bloated- But now I need to implement even more Parameters.
Problem Two: So I have a bloated Constructor and by implementing other items that don't entirely fit with this particular Class. My solution to this, was to create a subclass or container to hold these different classes but be able to utilize these classes.
You now see the dilemma, which has aroused the all important question- When you can only inherit once, how can you build a container that will hold all of these subclasses?
And why shouldn't you use so many parameters in a Constructor, why is it bad exactly?
My thought on how to implement a Container but I feel like I'm doing it wrong- Because I constantly get Null Reference Exception when I try to use some of these Parameters.
public class VarContainer
{
private ServerParameter server;
private CustomerParameter customer;
public VarContainer(ServerParameter _server, CustomerParameter _customer)
{
server = _server;
customer = _customer;
}
}
I'm assuming it is because the internal class itself isn't actually getting those assigned variables, but I'm completely lost on the best approach to achieve my goal-
The main intent of "don't do work in your constructor" is to avoid side effects where you create an object and it does a significant amount of work that can impact global state unexpectedly or even take a long time to complete which may disrupt the caller's code flow.
In your case, you're just setting up parameter values, so this is not the intention of "don't do work", since this isn't really work. The design of your final container depends on your requirements - if you can accept a variable list of properties that are set on your class (or struct) then perhaps an initializer when you construct the object is more appropriate.
Assuming that you want all of your properties from the get go, and that you want grouping like you called out in the question, I would construct something similar to:
public class Properties
{
public ServerProperties Server { get; private set; }
public CustomerProperties Customer { get; private set; }
public Properties(ServerProperties server, CustomerProperties customer)
{
Server = server;
Customer = customer;
}
}
I'm leaving the implementation of ServerProperties and CustomerProperties to you, but they follow the same implementation pattern.
This is of course a matter of preferences but I always give my constructors all the parameters they need so that my objects has basic functionality. I don't think that 5 parameters is bloated and adding a container to pass parameters adds much more bloat in my opinion than adding a few more parameters. By new bloat I mean that you will probably have a new file for that, with new classes and new imports. Calling code has to write more using directives and link to correct libraries which needs to be exported correctly as well.
Adding a wrapping class for parameter masks the real problem, that your class might be too complicated, it does not solve it and generally aggravates it.
You can have any amount of parameters you want in a constructor. It's just that if you have too many (how many is too much? that's really subjective), it gets harder and harder to make a new instance of that class.
For example, suppose you have a class with 30 members. 27 of them can be null. If you force it to receive a value for each member in the constructor, you'll get code like this:
Foo bar = new Foo(p1, p2, p3, null, null, null, null, null, null /*...snip*/);
Which is boring to write and not very readable, where a three parameter constructor would do.
IMO, this is what you should receive in your constructors:
First, anything that your instance absolutely needs in order to work. Stuff that it needs to make sense. For example, database connection related classes might need connection strings.
After those mentioned above, you may have overloads that receive the stuff that can be most useful. But don't exagerate here.
Everything else, you let whomever is using your code set later, through the set accessor, in properties.
Seems to me like you could use dependency injection container like Unity or Castle Windsor.
I have a controller which contains a few private read only interface properties which it needs in order to get data by calling a service which is then used to populate models etc
private readonly ISomeInterface _someObject;
Which gets set in the Controllers constructor:
public ... (ISomeInterface someInterface, ...) {
...
_someObject = someObject
}
_someObject is then used in a call to the service layer to get data.
I had to add another property to the controller but now when I build the soloution I get the following error:
CA1506 : Microsoft.Maintainability : 'ControllerName' is coupled with 87 different types from 30 different namespaces. Rewrite or refactor this class's methods to decrease its class coupling, or consider moving some of the class's methods to some of the other types it is tightly coupled with.
It asks me to reduce the coupling of the class, I understand that one way of doing this is to code against interfaces (abstractions) - which I'm already doing by adding the interface property? It seems by adding one more property it takes it past the threshold for flagging up this error.
If I remove it, I can't get the data I need? What do I need to modify?
How many actions does your controller have? Do you have a view model for each action? Do you have an input model for each action? Are you interacting with different classes for each controller action? You may need to split your controller up into multiple controllers to make it do less giving it fewer reasons to change and also fewer dependencies. Although using an interface would decouple the controller from the specific implementation of ISomeInterface it doesn't do anything in terms of that warning. Changing to using the Interface didn't reduce the number of types... it just changed from concrete type to an interface type.
The problem is warning against having one class that does many many things. Having many dependencies suggests the class is doing too much and should be divided up. For example if this controller has say an action for "Bake Pie" and "Eat Pie" and "Make Ice Cream" and "Deliver food" you could move "deliver food" to a brand new class... you could break out the Make Ice Cream as well and then you would evaluate if Bake Pie and Eat Pie should stay together in the same class or be put in separate classes. The pies debate opens a can of worms which folks would debate.
see: SOLID (object-oriented design)
Do you have code that has to call 2 or more different data access classes that then calls another class to to create a view model. You could move that whole operation to a new class thus reducing your dependency on 3 classes down to 1.
I am kinda not getting my head around this and was wondering if someone could please help me understand this.
So here is the problem, I have a class in which there are no required parameters. If user does not set the fields I can take the default value and carry on. Previously, I designed the same class as Joshua Bloch's Builder Pattern (Effective Java) (immutable object). I didn't had any good reason for making the class immutable except for the fact that I didn't wanted to have telescopic constructors and I didn't wanted to expose the data of the class.
But now, a fellow programmer friend is trying to convince me that it's okay to expose the data from the class using C# properties. I am not sure about this and I still feel that I should not be allowing user to muck with data.
Maybe I am completely wrong in my understanding. Could someone please clear my doubt about this, that whether it's good or bad to expose the data from the class?
If it is good then in what case it is good? Or else if someone can please point me to the article/book that clarifies this I would really appreciate it.
Thanks!
Expose the data in the class if it is needed or of interest outside the class, and do not do so if it is not. Expose it read-only if it's only needed to be read outside, and expose it as a full read/write property if it should be able to be changed. Otherwise, keep it in a private field.
immutable classes are easier to reason about especially in a multi tasking application, but they usually pay in performance (because when you need to change the value of a field you need to build the whole class again with the new value).
So, you could be ok or (depending on what you're coding) even better off with properties but as usual there's no silver bullet.
Settable properties are also the only way to code objects for some specific frameworks or libraries (e.g. ORMs like NHibernate), because you can't control how the library/framework initializes the object.
About constructors, C# 4 has optional parameters, that could help you avoid a long chain of constructors and also communicate much more clearly the fact that the parameters are optional.
However I can't think of many cases where you would end up with classes with a long list of optional parameters. If you find that you're coding classes like that too often (especially with the builder pattern, which is very elegant looking on the consumers' side of the class but complicates the code for the class itself) you may be using the wrong design. Are you sure you are not asking your classes to have too many responsibilities?
It basically depend on what's the purpose of your Class in the application context (could you give us more details?).
Anyway reckon that you could make a property safe from external changes by declaring is setter as private:
http://msdn.microsoft.com/en-us/library/bb384054.aspx
public string UserName { get; private set; }
It's "good" when the consumer of the class needs the data. You have two possibilities to offer properties.
if you only want to offer a property for information purpose, then choose a read only property like this:
public string MyInformation { get; private set; }
If you have the need to allow the consumer to change that property, then make the setter public like that:
public string MyChangeableInformation { get; set; }
But if the consumer has no need to get the information, then hide it in your class!
But now, a fellow programmer friend is trying to convince me that it's
okay to expose the data from the class using C# properties. I am not
sure about this and I still feel that I should not be allowing user to
muck with data.
As a rule of thumb, methods should represent actions whereas properties represent data. What your friend might have tried telling you is that you can expose the data of your class to outside world and still maintain full control on how other classes are accessing the data. In your case, as other have mentioned, you can use properties with private setters, such that the caller should not be able to modify the data.