Dependency attribute in c# - c#

Here is my code
private MyClass _someProperty
[Dependency]
public MyClass SomeProperty
{
get{
if(_someProperty == null)
_someProperty = new MyClass()
return (MyClass)_someProperty
}
}
This works good, but I'm directed like "No need to add "get" property for [Dependency]"
I'm not clear with this [Dependency] attribute. When I looked into other code, it is written as
[Dependency]
public AnotherClass MyNewClass
{
get; set;
}
When I tried the above for MyClass, it didn't work. It threw the Property is NULL
Can anybody tell me what is the use of the [Dependency] and whether there is an alternate way for MyClass code and why it is coming as "NULL" for that?

This has nothing to do with the DependencyAttribute. The latter case is simply a auto-generated property. If you like to use this syntax you have to fill in the value within your constructor.
public class MyClass
{
public MyClass()
{
SomeProperty = new AnotherClass();
}
public AnotherClass SomeProperty { get; set; }
}
Be aware that you in this case you can't perform any checks within the getter or setter. So if you need any nullity checks or like to raise an event within the setter, you have to implement the getter and setter on yourself.
public class MyClass
{
private AnotherClass _SomeProperty;
public MyClass()
{
_SomeProperty = new AnotherClass();
}
public AnotherClass SomeProperty
{
get { return _SomeProperty; }
set
{
if(value == null)
throw new ArgumentNullException("SomeProperty");
if(value != _SomeProperty)
{
_SomeProperty = value;
// ToDo: Implement RaiseEvent() and declare event.
RaiseEvent(MyEvent);
}
}
}
}

Related

Implementing a safe access container

Assume I have some class that represents a container. That container holds some public properties with get and set modifiers.
What I want is to implement some mechanism that will enable access and disable access to these properties reference at runtime.
For example, when some boolean flag is true, you can access these properties. That means that:
SomeClass.Property1;
Will not generate an exception and will return the object.
However, when it is false, the above line of code will throw an exception.
It is of course possible to be done when using some boolean key, and checking it at the gateway to every property.
My question is, is it possible to implement such mechanism that will enfoce these limitations for all the properties in the class, without the need to assert these conditions within every access to these properties.
Thanks for helping.
It looks like null object pattern might helps.
Simple code that shows how it can be used in your case. Not exactly the same as you want but it doesn't need to assert conditions with every access to object's properties and methods.
Entities:
abstract class AbstractEntity
{
public abstract void DoSomething();
public abstract void DoSomethingElse();
public abstract int Property { get; set; }
}
class RealEntity : AbstractEntity
{
public override void DoSomething()
{
Console.WriteLine("Something");
}
public override void DoSomethingElse()
{
Console.WriteLine("Something else");
}
public override int Property { get; set; }
}
class NullEntity : AbstractEntity
{
public override void DoSomething()
{
// do nothing or throw exception
}
public override void DoSomethingElse()
{
// do nothing or throw exception
}
public override int Property
{
get { throw new Exception(); }
set { throw new Exception(); }
}
}
Simple example of AccessContainer:
class AccessContainer
{
private RealEntity _entity = new RealEntity();
private NullEntity _nullEntity = new NullEntity();
private bool _access = true;
public AbstractEntity Entity
{
get => _access ? (AbstractEntity) _entity : (AbstractEntity) _nullEntity;
}
public void OpenAccess()
{
_access = true;
}
public void DenyAccess()
{
_access = false;
}
}
Usage:
var container = new AccessContainer();
container.Entity.DoSomething(); // prints something
var prop = container.Entity.Property; // access to property
container.DenyAccess();
container.Entity.DoSomething(); // do nothing
container.OpenAccess();
container.Entity.DoSomething(); // prints something again
container.DenyAccess();
var prop2 = container.Entity.Property; // exception
What you are asking for doesn't natively exist, you're going to have to write some sort of wrapping functionality to test whether accessibility is granted.
public interface IAccessOwner {
bool Accessible { get; }
}
[DebuggerDisplay("Accessible: {Accessible,nq} - Value: {ToString()}")]
[DebuggerTypeProxy(typeof(RestrictedObject<>.DebuggerProxy))]
public class RestrictedObject<T> {
private readonly IAccessOwner _owner;
private T _value;
public RestrictedObject(IAccessOwner owner, T initialValue)
: this(owner) {
_value = initialValue;
}
public RestrictedObject(IAccessOwner owner) {
_owner = owner ?? throw new ArgumentNullException(nameof(owner));
}
public T Value {
get {
ThrowIfInaccessible();
return _value;
}
set {
ThrowIfInaccessible();
_value = value;
}
}
public bool Accessible => _owner.Accessible;
public override string ToString() {
if (!Accessible)
return "<Inaccessible>"; // ToString should never throw
if (_value is { } val)
return val.ToString();
return "<null>";
}
private void ThrowIfInaccessible() {
if(!Accessible)
throw new InvalidOperationException("Not accessible!");
}
// explicit operator to cast directly to value
public static explicit operator T(RestrictedObject<T> ro) {
ro.ThrowIfInaccessible();
return ro.Value;
}
private sealed class DebuggerProxy {
public bool Accessible { get; }
public T Value { get; }
public DebuggerProxy(RestrictedObject<T> ro) {
bool acc = Accessible = ro.Accessible;
if (acc)
Value = ro._value;
}
}
}
You can then use properties of this type in your class:
public class MyClass : IAccessOwner {
private readonly RestrictedObject<int> _prop1;
private readonly RestrictedObject<string> _prop2;
public MyClass(int someVal) {
_prop1 = new RestrictedObject<int>(this, someVal);
_prop2 = new RestrictedObject<string>(this);
Accessible = true;
}
public bool Accessible { get; private set; }
// you determine how you want to toggle the above property.
// Exposing it publicly defeats the purpose of all of this,
// but for demo purposes only:
public void DenyAccess() {
Accessible = false;
}
public void AllowAccess() {
Accessible = true;
}
// these properties will throw exceptions if the owner
// (this object) is not currently accessible.
public int Prop1 {
get => _prop1.Value;
set => _prop1.Value = value;
}
public string Prop2 {
get => _prop2.Value;
set => _prop2.Value = value;
}
// alternatively return the wrapper itself
// allowing you to control the accessibility
// even after returning the object
public RestrictedObject<string> AltProp2 => _prop2;
}
You would then use it like the following (obviously exceptions will halt the execution, handling has been elided):
var mc = new MyClass(3);
Console.WriteLine(mc.Prop1); // prints 3
Console.WriteLine(mc.Prop2); // prints null
var temp = mc.AltProp2; // use the wrapper directly
mc.Prop2 = "Hello";
Console.WriteLine(mc.Prop2); // prints Hello
Console.WriteLine(temp.Value); // prints Hello
Console.WriteLine((string)temp); // explicit operator, prints Hello
mc.DenyAccess();
mc.Prop1 = 33; // throws!
Console.WriteLine(mc.Prop1); // throws!
Console.WriteLine(mc.Prop2); // throws!
Console.WriteLine(temp.Value); // throws!
Console.WriteLine((string)temp); // explicit operator, throws!
Console.WriteLine(temp); // prints "<Inaccessible>"
mc.AllowAccess();
string temp3 = (string)temp; // "Hello", explicit operator works again
mc.Prop1 = 22; // as do our setters
mc.Prop2 = "Goodbye";
if (temp.Accessible) {
Console.WriteLine(temp); // "Goodbye"
}
The only thing that won't throw an exception is the override of ToString on the RestrictedObject type itself since you should never throw from ToString. Instead we just return <Inaccessible>.
We've also changed how the RestrictedObject<T> is displayed in a debugger via the DebuggerTypeProxyAttribute. If someone tries to inspect the object's properties they will see the Accessible property and only if true will the wrapped object's Value appear. Otherwise, default(T) will be displayed (null for reference types, 0 for integral types and false for bool). Furthermore, through use of the DebuggerDisplayAttribute we've customized the display of the collapsed version of our object such that it shows the Accessible property alongside our customized ToString.
Note that this still has the drawback that if someone retrieves the inner/wrapped object and accessibility has later been denied, they still have the object. There's nothing you are going to be able to do to really guard against that case. You must also realize (and accept) that anyone using reflection could alter or access the state of the object if they really wanted to.
I will also note that this violates normal C# practices, which typically dictate that properties should not throw exceptions. Microsoft's own guidelines say as much, though they use the term "Avoid" rather than "Do Not". The framework itself is guilty of violating this "rule". If you're going to violate the principle of least surprise, at the very least have the courtesy to document this behavior for consumers of your API.

HasChanged method for c# model

I am searching for a solution where i can ask a model if a property has changed. But i want to prevent to write own setter methods for all models and all their properties.
I want to use this to automatically generate a update queries based models and there changed properties. But if my model has a boolean property Test which is by default false, then i can't differentiate if the value is from the request payload or if it is the default value.
I already saw the INotifyPropertyChanged Implementation but there i have to write a setter for all properties too.
public class Main
{
public static void main()
{
var person = new Person();
Console.WriteLine(person.HasChanged("Firstname")); // false
Console.WriteLine(person.HasChanged("Lastname")); // false
Console.WriteLine(person.HasChanged("LikesChocolate")); // false
person.Firstname = "HisFirstname";
person.LikesChocolate = true;
Console.WriteLine(person.HasChanged("Firstname")); // true
Console.WriteLine(person.HasChanged("Lastname")); // false
Console.WriteLine(person.HasChanged("LikesChocolate")); // true
}
}
public class Person : BaseModel
{
public string Firstname { get; set; }
public string Lastname { get; set; }
public bool LikesChocolate { get; set; }
}
public class BaseModel
{
public bool HasChanged(string propertyName)
{
// ...
}
}
I'd probably reuse the idea from WPF with their INotifyPropertyChanged pattern and simplify it a bit for the current needs. However, it resolves the question only partially, as you still need to write setters. But at least, you don't need to manage each property on its own.
So, the solution will be something like this:
void Main()
{
var person = new Person();
Console.WriteLine(person.HasChanged(nameof(Person.FirstName))); // false
Console.WriteLine(person.HasChanged(nameof(Person.LastName))); // false
Console.WriteLine(person.HasChanged(nameof(Person.LikesChocolate))); // false
person.FirstName = "HisFirstname";
person.LikesChocolate = true;
Console.WriteLine(person.HasChanged(nameof(Person.FirstName))); // true
Console.WriteLine(person.HasChanged(nameof(Person.LastName))); // false
Console.WriteLine(person.HasChanged(nameof(Person.LikesChocolate))); // true
}
public class Person : ChangeTrackable
{
private string _firstName;
private string _lastName;
private bool _likesChocolate;
public string FirstName
{
get { return _firstName; }
set { SetProperty(ref _firstName, value); }
}
public string LastName
{
get { return _lastName; }
set { SetProperty(ref _lastName, value); }
}
public bool LikesChocolate
{
get { return _likesChocolate; }
set { SetProperty(ref _likesChocolate, value); }
}
}
public class ChangeTrackable
{
private ConcurrentDictionary<string, bool> _changes =
new ConcurrentDictionary<string, bool>();
public bool HasChanged(string propertyName)
{
return _changes.TryGetValue(propertyName, out var isChanged)
? isChanged : false;
}
public void ResetChanges()
{
_changes.Clear();
}
protected void SetProperty<T>(
ref T storage, T value, [CallerMemberName] string propertyName = "")
{
if (!Equals(storage, value))
{
_changes[propertyName] = true;
}
}
}
The ChangeTrackable tracks if property was changed and does it without any reflection that guarantees high performance. Note, that with this implementation you need to call ResetChanges if you initialize property with some actual values after constructing the object. Drawback is that you need to write each property with its backing field and call SetProperty. On the other side, you decide what to track, that could be handy in the future in your application. Also we don't need to write property as strings (thanks to compile-time CallerMemberName and nameof) that simplifies refactorings.
INotifyPropertyChanged is the established practice for this type of requirement. Part of keeping your code maintainable is by keeping it predictable and by adopting best practices and patterns.
An alternative, which I wouldn't recommend, would be to use reflection to iterate over all of your properties and dynamically add a property changed event handler. This handler could then set a boolean flag which can be returned by your HasChanges method. Please refer to this for a staring point: AddEventHandler using reflection
I would recommend avoiding unnecessary complexity though and stick with PropertyChanged notifications in your setters.
As followup for my comment a proof of concept (online):
using System.Reflection;
public class HasChangedBase
{
private class PropertyState
{
public PropertyInfo Property {get;set;}
public Object Value {get;set;}
}
private Dictionary<string, PropertyState> propertyStore;
public void SaveState()
{
propertyStore = this
.GetType()
.GetProperties()
.ToDictionary(p=>p.Name, p=>new PropertyState{Property = p, Value = p.GetValue(this)});
}
public bool HasChanged(string propertyName)
{
return propertyStore != null
&& propertyStore.ContainsKey(propertyName)
&& propertyStore[propertyName].Value != propertyStore[propertyName].Property.GetValue(this);
}
}
public class POCO : HasChangedBase
{
public string Prop1 {get;set;}
public string Prop2 {get;set;}
}
var poco = new POCO();
poco.Prop1 = "a";
poco.Prop2 = "B";
poco.SaveState();
poco.Prop2 = "b";
poco.HasChanged("Prop1");
poco.HasChanged("Prop2");
Be aware, that reflection may reduce the performance of your application when used extensively.

Design a mutable class that after it's consumed becomes immutable

Suppose that the scenario doesn't allow to implement an immutable type. Following that assumption, I'd like opinions / examples on how to properly design a type that after it's consumed, becomes immutable.
public class ObjectAConfig {
private int _valueB;
private string _valueA;
internal bool Consumed { get; set; }
public int ValueB {
get { return _valueB; }
set
{
if (Consumed) throw new InvalidOperationException();
_valueB = value;
}
}
public string ValueA {
get { return _valueA; }
set
{
if (Consumed) throw new InvalidOperationException();
_valueA = value;
}
}
}
When ObjectA consumes ObjectAConfig:
public ObjectA {
public ObjectA(ObjectAConfig config) {
_config = config;
_config.Consumed = true;
}
}
I'm not satisfied that this simply works, I'd like to know if there's a better pattern (excluded, as said, making ObjectAConfig immutable by design from begin).
For example:
can make sense define a monad like Once<T> that allow the wrapped value to be initialized only once?
can make sense define a type that returns the type itself changing a private field?
What you are implementing sometimes goes under the name "popsicle immutability" - i.e. you can freeze it. Your current approach will work - indeed I use that pattern myself in numerous places.
You can probably reduce some duplication via something like:
private void SetField<T>(ref T field, T value) {
if (Consumed) throw new InvalidOperationException();
field = value;
}
public int ValueB {
get { return _valueB; }
set { SetField(ref _valueB, value); }
}
public string ValueA {
get { return _valueA; }
set { SetField(ref _valueA, value); }
}
There is another related approach, though: a builder. For example, taking your existing class:
public interface IConfig
{
string ValueA { get; }
int ValueB { get; }
}
public class ObjectAConfig : IConfig
{
private class ImmutableConfig : IConfig {
private readonly string valueA;
private readonly int valueB;
public ImmutableConfig(string valueA, int valueB)
{
this.valueA = valueA;
this.valueB = valueB;
}
}
public IConfig Build()
{
return new ImmutableConfig(ValueA, ValueB);
}
... snip: implementation of ObjectAConfig
}
Here there is a truly immutable implementation of IConfig, and your original implementation. If you want the frozen version, call Build().

Why I have a (error does not implement interface member) silverlight

PagesCollection.ViewModel.PagePictureCommands.cs
namespace PagesCollection.ViewModel
{
public partial class PagePicturesViewModel : IPropertieCommands
{
private ICommand deleteAlbum;
public ICommand _CreateAlbum
{
get
{
if (createAlbum == null)
createAlbum = new Model.DelegateCommand(CreateAlbum, CanAdd);
return createAlbum;
}
}
}
}
PagesCollection.ViewModel.PagePicturesViewModel.cs
namespace PagesCollection.ViewModel
{
public partial class PagePicturesViewModel : IPictureMethods
{
public void CreateAlbum(object param)
{...}
}
}
I have one 2 interfaces and one class which divided on 2.Each one half of class has implemented some of those interfaces.But I have a very strange error.
('PagesCollection.ViewModel.PagePicturesViewModel' does not implement interface member 'PagesCollection.Model.IPropertieCommands._CreateAlbum.set')
Can u help me please?
What is it you don't understand, because the error message seems pretty descriptive:
PagesCollection.ViewModel.PagePicturesViewModel' does not implement
interface member
'PagesCollection.Model.IPropertieCommands._CreateAlbum.set
I suspect that the interface looks like:
public interface IPropertieCommands
{
ICommand _CreateAlbum { get; set; }
}
Which defines that you must have a setter on that property!
So just add a setter in your implementation:
public ICommand _CreateAlbum
{
get
{
if (createAlbum == null)
createAlbum = new Model.DelegateCommand(CreateAlbum, CanAdd);
return createAlbum;
}
set
{
createdAlbum = value; // or something else sensible!
}
}
It looks like your IPropertieCommands interface requires that the _CreateAlbum property has a setter - but you've only implemented a getter.
public interface IPropertieCommands
{
ICommand _CreateAlbum { get;}
}
If you don't want this property to have a setter (readonly), you can have your interface code like above.

fully initialized class

I am using initiazling property in a class
and i want to run a validation method after it fully initialized.
i cant use the constructor for obvious reasons. is there a way to do that in some kind of Class initialized event ?
var t = new Foo
{
foo = "";
}
class Foo
{
public string foo {get; set;}
...
public bool validate {get ; set;}
private void validation()
{
if(foo == "")
validate = false;
if ...
}
}
(Note: for clarity, I renamed the property to Bar, in order to easily distinguish it from the type Foo)
If the Bar property must be valid upon construction, why are you not requiring it in the constructor? Why are you allowing the construction of invalid objects?
class Foo
{
public Foo(string bar) {
if(!IsValidBar(bar))
throw new ArgumentException("bar is not valid.", "bar");
this.Bar = bar;
}
public string Bar {get; set;}
private bool IsValidBar(string bar)
{
// blah blah
}
}
Alternatively, if you can construct an instance of Foo without the value of the Bar property, but you don't want to allow setting Bar to an invalid value, you can validate this in the setter:
class Foo
{
private string bar;
public string Bar
{
get { return bar; }
set
{
if(!IsValidBar(value))
throw new ArgumentException("bar is not valid.", "value");
bar = value;
}
}
private bool IsValidBar(string bar)
{
// blah blah
}
}
You can add verification logic to properties. Verify if class initialized after property assigned and raise static event if initialization completed. You can get reference to instance by casting event sender to Foo.
public string Foo
{ get { return _foo; }
set
{
_foo = value;
if (IsInitialized)
OnClassInitialized();
}
}
public static event EventHandler ClassInitialized;
private OnClassInitialized()
{
if (ClassInitialized != null)
ClassInitialized(this, EventArgs.Empty);
}
Usage:
Foo.ClassInitialized += (sender, e) =>
{
Foo foo = sender as Foo;
...
};
One approach is an interface designed for validation purposes; IValidation for instance. IValidation could then contain a Validate method. Classes which need to provide the behavior can now do so in a manageable way.
This prevents bloating within the constructor which IMHO is bad design.
You can use Aspect Oriented Programming like postsharp. http://www.postsharp.org/. But you lose on performance.
You can avoid using proprty initializers, and just move all that code to the constructor, using optional parameters if there are lots of properties. That way, you'll get kind-of property initializer constructor, and yet still be able to validate the class after the initialization is done. Something like this:
class Foo
{
public string Foo {get; set;}
public string Bar {get; set;}
public bool IsValid {get ; set;}
private void Validation()
{
if(foo == "")
IsValid = false;
if ...
}
public void Foo(string foo = string.Empty, string bar = string.Empty)
{
Foo = foo;
Bar = bar;
Validation();
}
}
.....
var t = new Foo (Foo = "SomeString");
The downside is that this is relatively new C# 4 syntax.
If you can't use c# 4, you could use the property accessors to enable validation, e.g. like:
public string Foo
{
get { return foo; }
set
{
foo = value;
Validation();
}
}
but this will evaluate the validity on each set, and might be slow if you set a lot of properties at once. You could also use the get accessor on combination with some lazy loading, something like this:
public bool IsValid
{
get
{
if (!isValidated)
Validation();
return isValid;
}
private set { isValid = value; }
}
public string Foo
{
get { return foo; }
set
{
foo = value;
isValidated := false;
}
}

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