Passing methods as parameter vs calling methods directly - c#

I have seen methods passed as parameters in some examples. If I can call one method from another method, why should I pass method as a parameter? What is the purpose behind this design?
Calling one method from another
Passing method as parameter using delegate or Action

Passing in a method as a parameter can be used to prevent dependencies and coupling. Let's take a look at how this can be used for the Strategy pattern:
Let's say we have a method PrintReport, which prints a given list of items, which might be sorted by Name or by Type, based on a parameter. This is the naive approach:
public void PrintReport (List<Item> data, SortOrder sortBy)
{
List<Item> sortedItems;
switch (sortBy)
{
case SortOrder.Name: sortedItems = SortByName(data); break;
case SortOrder.Type: sortedItems = SortByType(data); break;
}
Print(sortedItems);
}
It's simple but it works. But what happens when we want to add a new sort order? We need to update the SortOrder enum, go into PrintReport and add a new case and call the new SortByWhatever method.
But if we passed in a method as a parameter, our PrintReport can be simpler and not care about the sort implementation:
public void PrintReport (List<Item> data, Func<List<Item>, List<Item>> sorter)
{
List<Item> sortedItems = sorter(data);
Print(sortedItems);
}
Now the sorting function can be defined anyway, possibly even in a different assembly that PrintReport isn't even aware of. It can be a lambda function or an anonymous method defined ad-hoc. But in all cases, our method will receive the delegate, use it to sort, and then print the report.
Here's a usage example. At first it looks like we merely moved the switch/case outside of the function, which is important enough since it allows different callers to have different logic. But watch for the third case.
public void HandleData()
{
switch (ReportItemOrder)
{
case SortOrder.Name: PrintReport(data, SortByName); break;
case SortOrder.Type: PrintReport(data, SortByType); break;
case SortOrder.Whatever:
Func<List<Item>, List<Item>> customSort = (items) => /* do something */;
PrintReport(data, customSort);
}
}

Delegates are commonly used to decouple classes and interfaces from each other.
Here's a specific example. Suppose you had a UI class that was responsible for drawing a calendar, but you didn't want it to know exactly how to format the DateTime values into string.
You could define the class something like this:
public sealed class MyCalendarDrawer
{
private readonly Func<DateTime, string> _dateFormatter;
public MyCalendarDrawer(Func<DateTime, string> dateFormatter)
{
_dateFormatter = dateFormatter;
}
public void Draw()
{
// Do some work that involves displaying dates...
DateTime date = DateTime.Now;
string dateString = _dateFormatter(date);
// Display dateString somehow.
}
}
That way, MyCalendarDrawer doesn't need to know how to format the dates - it is told how to do it by being passed a delegate Func<DateTime, string> that it can call to do so.

Treating functions as first class types has its advantages. It gives you functional programming possibilities.
Take the classic case of "Event Handling" for example, you will certainly send a function pointer to another function as a call-back on occurance of an event.
Similarly, here is another hypothetical example
private void CallMeBack(out int type, Func<int> action)
{
type = action();
}
Now I can supply any function to this, like CallMeBack(a, ()=>return 1); and CallMeBack(a, ()=>return 2);

You should read about Delegates.
As example, delegates are useful to define a dynamic callback on a given method completion.
Pseudo-code example:
doSomething(); //your code
updateInterface(continueDoingSomething); //a generic method, passing a delegate
...
doAnythingElse();
updateInterface(continueDoingAnythingElse);
In this example, you could define a generic method "updateInterface" which, as a callback, calls a dynamic method passed in as a delegate.
If not using delegates, you would have to implement two (or more) different methods:
void updateInterfaceAndContinueDoingSomething(){}
void updateInterfaceAndContinueDoingAnythingElse(){}

Truth is, every single example where functions are passed to other functions can be expressed in term of objects implementing a given interface passed to functions.
In other words, there are no obvious reasons delegates are better than interfaces. Upcoming lambdas in Java are an example than you don't really need to be able to pass a function to another function to be able to have a concise syntax.
In yet another words, the ability to pass a function to another function is just a tool in your programmer's toolkit just as passing objectd to functions is. And while this is arguable which is better, one can have a language that doesn't support passing functions to functions at all - Java - and still be able to have the same expressiveness.

Related

Generic method calls another generic with a concrete overload with an out parameter: concrete version is never used

There are several similar questions about generic methods with concrete overloads here on SO and most of them say essentially the same thing: Generic overload resolution is done at compile time so if you want to use a concrete overload, you may need to use dynamic in order to have the runtime decide which overload to use. OK, cool--I understand that. None of the questions I've found deal with an out parameter and I'm wondering if there's a better way to handle this than what I've done. Let's start with the most basic case (my code was all written and tested in LinqPad):
void Main()
{
string x = "";
var g = new GenericTest();
g.RunTest(x); //Ran from TryFoo<T>
g.RunTestWithDynamic(x);//Ran from TryFoo(string)
g.Foo(x); //Ran from TryFoo(string)
}
public class GenericTest
{
//public void RunTest(string withInput) => Foo(withInput); <-- This would fix it
public void RunTest<T>(T withInput) => Foo(withInput);
public void RunTestWithDynamic<T>(T withInput) => Foo((dynamic)withInput);
public void Foo<T>(T withInput) => Console.WriteLine("Ran from TryFoo<T>");
public void Foo(string withInput) => Console.WriteLine("Ran from TryFoo(string)");
}
Here are some things to note:
RunTest is a generic method that calls another generic method, Foo. When I call RunTest, it appears the compiler doesn't follow all the way from the call site to see that g.RunTeset is passing in x which is a string and link it all up so that the Foo(string) overload is called; instead, it just sees that RunTest<T> is calling Foo. It doesn't make different "paths" based on different input values of T. OK, that's fair and understandable.
If I call Foo directly from my Main method, the compiler is smart enough to see that we are calling Foo with a string directly and correctly selects the concrete overload.
As the linked SO posts describe, I can call RunTestWithDynamic which will change which overload is used at runtime based on value. It feels just a bit "hacky", but I'm good with this solution.
I've commented out a line: a concrete overload of RunTest. This would be essentially the same as calling Foo directly. If that were un-commented, it would fix everything. Alas, that is not an option for me in my case.
Now, what if the T is for an out parameter? Consider the pattern used by, say, int.TryParse where you return a bool to indicate if it succeeded or not, but the value you actually want is an out. Now you can't really do dynamic resolution because you can't cast an out parameter. I considered doing something where I make a default(T) and then casting that to dynamic, but if that ever works well anywhere else, there is the problem of reference types that default to null to deal with. Nope, that doesn't work, either.
In the end, the best I could come up with was this:
void Main()
{
string x;
var g = new GenericTest();
g.TryRunTest(out x); //Ran from TryFoo<T>
g.TryRunTestWithDynamic(out x); //Ran from TryFoo(string)
g.TryFoo(out x); //Ran from TryFoo(string)
}
public class GenericTest
{
//This would fix it, but in my case, not an option
//public bool TryRunTest(out string withOutput) => return TryFoo(out withOutput);
public bool TryRunTest<T>(out T withOutput)
{
return TryFoo(out withOutput);
}
public bool TryRunTestWithDynamic<T>(out T withOutput)
{
if(typeof(T) == typeof(string))
{
var retval = TryFoo(out string s);
withOutput = (T)(dynamic)s;
return retval;
}
return TryFoo(out withOutput);
}
public bool TryFoo<T>(out T withOutput)
{
withOutput = default(T);
Console.WriteLine("Ran from TryFoo<T>");
return true;
}
public bool TryFoo(out string withOutput)
{
withOutput = "Strings are special";
Console.WriteLine("Ran from TryFoo(string)");
return true;
}
}
You can see that TryRunTestWithDynamic has to look for the concrete string type specifically. I can't figure out a way to do it so that I can just add overloads and then use dynamic resolution to select the overload I want without having to spell it all out (and let's face it--spelling it all out kind of kills the whole point of having overloads in the first place).
In his post I linked to above (and here for good measure), Jon Skeet mentions using MethodInfo.MakeGenericMethod as an alternative. Here he talks about how to use it. I'm curious if that would help me here, but I can't figure out how to use it with out parameters.
So, here are my specific questions:
While, yes this DOES work, it is VERY clunky. Is there a better way to do this? Most importantly, is there a way I can consume overloads that wouldn't require me checking each type specifically?
Is there a way to use the MethodInfo.MakeGenericMethod route using out parameters and would that help me?
Let's say we could wave a magic wand and all of a sudden a language feature was added to C# that would give us the option to force dynamic resolution for generic methods (either for all cases, or only for the case where the generic parameter is for an out, like my main problem). Taking from the above examples, let's say we had something like this:
//The following are all invalid syntax but illustrate possible
// ways we may express that we want to force dynamic resolution
//For out parameters
public void TryFoo<T>(dynamic out T withOutput){...}
//"dynamic out" could be a special combination of keywords so that this only works
// with output variables. Not sure if that constraint buys us anything.
// Maybe we would want to allow it for regular (not out) generic parameters as well
public void Foo<T>(dynamic T withInput){...}
public void Foo<dynamic T>(T withInput){...}
public void dynamic Foo<T>(T withInput){...}
Let's not focus on the syntax itself; we could easily use a different notation--that isn't the point. The idea is simply that we are telling the runtime that when we get to TryFoo<T>... pause and check to see if there is a different, better fitting overload that we should switch to instead. I'm also not particular on whether we are checking for a better resolution on T specifically, or if it applies to the method in general.
Is there any reason why this might be a BAD thing? As he often does, Eric Lippert makes some interesting points about generic and concrete overloading resolution when inheritance is involved (Jon Skeet is also quoted in other answers, as well) and discusses why choosing the most specific overload isn't always the best choice. I'm wondering if having such a language construct might introduce similar problems.
OK, so I proposed the idea of adding support for opting-in to dynamic binding at the C# GitHub and was given this alternate solution which I like MUCH better than what I am currently doing: ((dynamic)this).TryFoo(out withOutput);
It would look like this:
public bool TryRunTestWithDynamic<T>(out T withOutput)
{
return ((dynamic)this).TryFoo(out withOutput);
}
I will reiterate the warning I was given: this only works for instance methods. In my case, that's fine, but if someone else had a method that was static, it wouldn't help, so the second part of my question (regarding MethodInfo.MakeGenericMethod) may still be relevant.

Using a List<> to store methods in C# Unity3D?

I'm attempting to store a List of methods inside a List<dynamic>to create a part of my Quest system. I've never used Lists and I don't exactly know what the dynamickeyword does, so I'm having problems understanding.
To begin with, I've created a test function, and I'm trying to store it inside the List<dynamic>, and then output what the Test function returns through the console (Debug.Log()). Here's the code:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class Quests : MonoBehaviour
{
public List<dynamic> activeQuests = new List<dynamic>();
void Start()
{
activeQuests.Add(Test());
Debug.Log(activeQuests[0]);
}
public bool Test()
{
return true;
}
}
A red line appears under Debug.Log(activeQuests[0]); and the error message shown as below -
"One or more types required to compile a dynamic expression cannot be
found. Are you missing a reference?"
How do I make this work?
Edit: I'm also looking for a way to add overload methods to each of these functions with parameters.
If the method are always parameter less I suggest to use this:
public List<System.Action> activeQuests = new List<System.Action>();
// usage
activeQuests.Add(Test)
Maybe a return value is needed. Then you should go with any Systen.Func<T ...> delegate.
public List<System.Func<bool>> activeQuests = new List<System.Func<bool>>();
// usage
activeQuests.Add(Test)
One solution is to not use dynamic. If you can make your quest methods conform to the same signature, like bool Test() as you have there, then you can store it using strong typing just fine.
Func<bool> represents a delegate that takes no parameters and returns a bool. So make a List<Func<bool>> and you'll have a list of functions that take no parameters and return a bool.
A mistake you're making is activeQuests.Add(Test());. This calls Test then adds the return value to activeQuests, but you want to add Test itself to activeQuests. Get rid of those () so you don't call the function.
Edit: If you want to pass parameters to your functions, check out the other versions of Func<>. If you add more types, you start adding parameters. For example, Func<int, bool> is a delegate that takes one int parameter and returns a bool.
If all your delegates are in a single list, it makes sense to give them all the same signature. This way you can call any of them with strong typing. For example, you could call each function in activeQuests like this:
foreach (Func<int, bool> questFunction in activeQuests)
{
questFunction(5);
}
Similarly, check out Action and Action<...>. When you add more generic parameters, you're adding parameters the delegate takes. But Action delegates don't have return values, which might fit what you really want better. Everything else works exactly the same.
putting () parenthesys after a method name calls the method, it does not reference the method.
So with this logic: activeQuests.Add(Test()); is actually calling Test() and looking for a return value to pass into activeQuests. Instead, you want to send a reference to the Test() method into activeQuests, so you have to pass it without the parenthesys, i.e. activeQuests.Add(Test);. But activeQuests needs to be a list of methods (Action<...> or Func<...>), not a list of dynamic.

Why does .NET List Sort() not take an explicitly declared delegate object?

Quick question.
In the second example on this documentation page (the second code block, featuring a method called CompareDinosByLength), the Sort method is called as such:
dinosaurs.Sort(CompareDinosByLength);
Why is it that the Sort method didn't need an explicitly declared delegate, as I would have thought by reading the Delegate documentation? Before I found that example, I was attempting to do it like so:
delegate int CompareDinosDel(string first, string second);
CompareDinosDel newDel = CompareDinosByLength;
dinosaurs.Sort(newDel);
But I kept getting errors related to the delegate / delegate method not being proper Comparers.
Shouldn't both work?
Why is it that the Sort method didn't need an explicitly declared delegate?
C# permits a method group -- that is, a method which is named without having the (...) argument list to invoke it -- to be used in a context where a delegate is expected. The compiler performs overload resolution on the method group as though the method group had been invoked with arguments of the types of the delegate's formal parameters. This determines which method of the method group should be used to create the delegate.
This overload resolution process can sometimes lead to unusual situations involving method type inference when the method group is undergoing overload resolution to a delegate type which is a formal parameter type of a generic method; Sort, fortunately is not a generic method, so these oddities do not come into play.
This feature was added to C# 2.0; before that a method group had to be converted to a delegate via
new MyDelegate(MyMethod)
I keep getting errors related to the delegate / delegate method not being proper Comparers. Shouldn't both work?
Unfortunately, no. C# does not have structural identity on delegate types. That is:
delegate void Foo();
delegate void Bar();
...
Foo foo = ()=>{};
Bar bar = foo; // ERROR!
Even though Foo and Bar are structurally identical, the compiler disallows the conversion. You can however use the previous trick:
Bar bar = foo.Invoke;
This is equivalent to
Bar bar = new Bar(foo.Invoke);
However the new bar has as its action to invoke foo; it goes through a level of indirection.
This feature does make some sense.
Reason one:
You don't expect structural identity to work in other places:
struct Point { int x; int y; ... }
struct Pair { int key; int value; ... }
....
Point point = whatever;
Pair pair = point; // ERROR
Reason two:
You might want to say:
delegate int PureMethod(int);
And have a convention that PureMethod delegates are "pure" -- that is, the methods they represent do not throw, always return, return a value computed only from their argument, and produce no side effects. It should be an error to say
Func<int, int> f = x => { Console.WriteLine(x); return x+1; };
PureMethod p = f;
Because f is not pure.
However in hindsight people do not actually make semantics-laden delegates. It is a pain point that a value of type Predicate<int> cannot be assigned to a variable of type Func<int, bool> and vice versa.
If we had to do it all over again, I suspect that delegates would have structural identity in the CLR.
Finally, I note that VB is much more forgiving about inter-assigning mixed delegate types; it automatically builds an adapter delegate if it needs to. This can be confusing because sometimes it looks like referential identity is maintained when in fact it is not, but this is in keeping with the VB philosophy of "just make my code work".
dinosaurs.Sort(CompareDinosByLength);
CompareDinosDel newDel = CompareDinosByLength;
dinosaurs.Sort(newDel);
Shouldn't both work?
No, because you are passing two very different things into those two function calls.
The key here is to recognize that, in both cases, what you actually pass into the method is a delegate. In the first case, the compiler is implicitly creating a delegate of the correct type for you, even though you didn't explicitly ask it to. In the second case, you're making your own delegate, but it's the wrong type, so that attempt will fail.
Starting with .NET 2.0, the C# compiler allow you to skip explicitly create delegates in many situations. If you use a method name in a context where a delegate is expected, and the compiler can verify that the method signature and delegate signature match, it will implicitly construct a delegate instance using the method. That is, instead of doing this (the "old" way)
this.SubmitButton.Click += new System.EventHandler(this.SubmitButton_Click);
You can now do this:
this.SubmitButton.Click += this.SubmitButton_Click;
Visual Studio itself will still generate the older syntax, I assume because it still works and because it's not worth the developer's time to go messing around with it for very little benefit. However, most popular code analysis tools will flag the redundant delegate creation if you use it in your own code.
This same technique works anywhere you have a method (technically a "method group", since one method name can refer to more than one overload), and you assign it to a variable of a delegate type. Passing a method as a parameter into another method is the same type of assignment operation: you are "assigning" the actual parameter at the call site to the formal parameter in the method body, so the compiler does the same thing. In other words, the following two method calls do exactly the same thing:
dinosaurs.Sort(CompareDinosByLength);
dinosaurs.Sort(new Comparison<string>(CompareDinosByLength));
Your unsuccessful attempt to make a delegate, on the other hand, did something slightly different:
dinosaurs.Sort(new CompareDinosDel(CompareDinosByLength));
This time, you told the compiler exactly what kind of delegate you wanted, but that's not the kind of delegate that the method expected. In general, the compiler isn't going to try to second guess what you told it do to; if you ask it to do something that looks "fishy", it will produce an error (in this case, a type mismatch error).
This behavior is similar to what would happen if you tried to do this:
public class A
{
public int x;
}
public class B
{
public int x;
}
public void Foo(A a) { }
public void Bar()
{
B b = new B();
this.Foo(b);
}
In this case, A and B are two distinct types, even though their "type signature" is exactly the same. Any line of code that works on an A will also work equally well on a B, but yet, we cannot use them interchangeably. Delegates are types like any other types, and C#'s type safety rules require that we use the correct delegate types where we need them, and can't get away with just using a close enough type.
The reason this is a good thing is because a delegate type may have a lot more meaning that just it's technical components would imply. Like any other data type, when we create delegates for our applications, we usually apply some kind of semantic meaning to those types. We expect, for example, that if we have a ThreadStart delegate, that it's going to be associated with a method that runs when a new thread starts. the delegate's signature is about as simple as you get (no parameters, no return value) but the implication behind the delegate is very important.
Because of that, we generally want the compiler to tell us if we try to use the wrong delegate type in the wrong place. More often than not, that's probably a sign that we are about to do something that may compile, and even run, but is likely to do the wrong thing. That's never something you want from your program.
While all that is true, it's also true that often times you really don't want to assign any semantic meaning to your delegates, or else, the meaning is assigned by some other part of your application. Sometimes you really do just want to pass around an arbitrary piece of code that has to run later. This is very common with functional-style programs or asynchronous programs, where you get things like continuations, callbacks, or user-supplied predicates (look at the various LINQ methods, for example). .NET 3.5 and onward supply a very useful set of completely generic delegates, in the Action and Func family, for this purpose.
Consider the following code:
public class Foo
{
public int Bar { get; set; }
}
public class SomeOtherFoo
{
public int Bar { get; set; }
}
Should I be able to say:
Foo foo = new SomeOtherFoo();
That won't work in C# either. When you have two different types that have the same body/implementation, they are still different types. Two classes with the same properties are still different classes. Two different delegates with the same signature are still different delegates.
The Sort method has already defined the delegate type, and you need to match it. This is very much like it defining a class that it needs to accept as a parameter; you can't just pass in another type with the same properties and methods.
This is what it means for a language to be statically typed. An alternate type system would be to use "Duck Typing" in which the language doesn't apply the constraint that a variable be of a specific type, but rather that it has a specific set of members. In other words, "If it walks like a duck, and quacks like a duck, pretend it's a duck." That is opposed to the style of typing that says, "It must be a duck, period, even if it knows how to walk and quack."

Function Parameter type determined at runtime?

Is it in anyway possible ( preferably without using any third party libs), to create a function whose type is determined at runtime in C#?
e.g
public static void myfunc(var x)
{
System.Windows.Forms.MessageBox.Show(x); //just an example
}
NOTE: I want the runtime to determine the type of the parameter and do not want to later cast the parameter to another type, as would be necessary if I use generics. e.g I don't want:
myfunc<T>(T x)
// and then :
MessageBox.Show((string)m);
UPDATE:
I am actually making a function parser for my programming language, which translates to C# code. In my language, I wanted the parameter types to be determined at runtime always. I was looking for some good C# feature for easy translation.
e.g
in my language syntax:
function msg << x
MessageBox.Show x
end
needed to be translated to something that didn't ask for a type at compile time, but would need one at runtime.
e.g
public static void msg(var x)
{
System.Windows.Forms.MessageBox.Show(x);
}
The keyword introduced for runtime binding in C# 4 is dynamic.
public static void myfunc(dynamic x)
This allows you to make assumptions about x that are unchecked at compile time but will fail at runtime if those assumptions prove invalid.
public static void MakeTheDuckQuack(dynamic duck)
{
Console.WriteLine(duck.Quack());
}
The assumption made here is that the parameter will have a method named Quack that accepts no arguments and returns a value that can then be used as the argument to Console.WriteLine. If any of those assumptions are invalid, you will get a runtime failure.
Given classes defined as
class Duck
{
public string Quack()
{
return "Quack!";
}
}
class FakeDuck
{
public string Quack()
{
return "Moo!";
}
}
And method calls
MakeTheDuckQuack(new Duck());
MakeTheDuckQuack(new FakeDuck());
MakeTheDuckQuack(42);
The first two succeed, as runtime binding succeeds, and the third results in an exception, as System.Int32 does not have a method named Quack.
Generally speaking, you would want to avoid this if possible, as you're essentially stipulating that an argument fulfill an interface of some sort without strictly defining it. If you are working in an interop scenario, then perhaps this is what you have to do. If you are working with types that you control, then you would be better served trying to achieve compile time safety via interfaces and/or base classes. You can even use different strategies (such as the Adapter Pattern) to make types you do not control (or cannot change) conform to a given interface.
If you need to know the type... then you need to know the type. You can't have your cake and eat it too.
First off, the cast in your example is unnecessary as all objects implement ToString(). Instead of telling us what you think you need, tell us what problem you are trying to solve. There is almost certainly a solution either via generics or the use of the dynamic keyword (though dynamic is rarely needed), but we need more info. If you add more I'll update this answer.
You could use a type of object or, if you don't know how many items are available, you could use a params object array, i.e. params object[] cParams.

C# equivalent to the php call_user_func

i am new to C# and was wondering if there is a way in C# to call a function based on user input (a string) without a verbose switch statement such as:
switch (u.Action)
{
case "FunctionOne":
FunctionOne(u.Data);
break;
case "FunctionTwo":
FunctionTwo();
break;
etc...
}
while this works fine, once you have a long list of such calls, this code gets a bit unwieldy.
Thanks.........
If your method calls all can accept the same parameters (let's say for the sake of the example one parameter of type Data) you could use a Dictionary<string, Action<Data>>:
Dictionary<string, Action<Data>> callMethodByString = new Dictionary<string, Action<Data>>();
..
You would have to assign the different methods to the dictionary beforehand so you can use them:
callMethodByString.Add("ActionOne", ActionOne);
...
callMethodByString[u.Action](u.Data);
public void ActionOne(Data data)
{
...
}
You can also try using delegates, they are commonly used with events. So, for example if you want to used a method depending on a user input in a textBox, you have to raise an event and then use a delegate. They are just like generic classes or structures, but generic parameters are used only to define the calling convention of the delegate.
Check the documentation in the msdn library
Also check this good example
Take a look at the System.Reflection Namespace.
You can use obj.GetType() or typeof(T) to get the type info of your object. Then GetMethod("SomeMethod") to get the method info and methodInfo.Invoke(...) to invoke the method.
You could do it using Reflection, but doing that would be much simpler if all your methods accepted the same parameters.

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