Class Design with Polymorphism and Inheritance - c#

I currently have the following:
public abstract class CharacterClass
{
public abstract Attribute FirstAttributeBonus { get; }
public abstract Attribute SecondAttributeBonus { get; }
protected Attribute[] attributeBonuses; //2 attribute bonuses, which add 10 to the attributes stored in the array.
protected SKill[] majorSkills; //Major skills for class begin at 30.
protected Skill[] minorSkills; //Minor skills for class begin at 15.
protected IDictionary<int, Character> characterList; //List of characters who apply to this class specifically.
public CharacterClass()
{
}
}
With the idea in mind that whichever class I create will inherit from this base, and also inherit the classes fields as well. For example, one class could be Warrior; the other could be Battlemage, etc.
Is this the right way to perform such a design, while having the derivative constructors initialize the fields? Or is it better to write the classes out without them inheriting these fields?
Edit:
I forgot to mention that all derivatives will be singletons, and I'm changing the name of Class to "CharacterClass", to avoid confusion.

I assume that you don't mean whichever class but rather all game object classes? In that case it might be a good design, if all game object really need those attributes.
The role of an abstract base class is to gather common code there to get rid of repetitions in the subclasses. If all game object subclasses need those fields then it is correct to put them in the base class. If the different game object subclasses initialize those to different values it is correct to defer initialization to the subclasses.
One possibility to force initialization of those fields is to provide a nondefault constructor in the base class, requiring the subclasses to pass init values as parameters to the ctor.
I assume you mean a constructor example? Change your existing
public CharacterClass()
{
}
into something like
public CharacterClass(Attribute[] attributeBonuses,
SKill[] majorSkills, Skill[] minorSkills)
{
if(attributeBonuses == null || majorSkills == null || minorSkills == null)
throw new ArgumentException("Null values are not allowed");
this.attributeBonuses = attributeBonuses;
this.majorSkills = majorSkills;
this.minorSkills = minorSkills;
}

You absolutely need to get a hold of the book called Head Start Design Pattern. You don't need to read the entire book: its first chapter describes the design pattern you are looking to implement.
Basically, you want your Character class to have interfaces that call classes that hold your implementation code such as the skill classes, attribute classes and all the other ones you'll add later. That way, you can add new types of skills and attributes and you'll also be able to modify those at runtime. You DON'T want the character class to hold all the possible implementations. For what you're trying to do, you want to favor object composition instead of inheritance.
Take 20 minutes to read the first chapter: http://oreilly.com/catalog/9780596007126/preview

I think that this is smelling. This code-smell even has a name: God - class.
IMO, it is not a good idea to create one 'mother' (or god) class, where all other classes inherit from.
I see in your base class some properties like MajorSkills. I see that you'll have a class 'BattleImage' that you'll inherit from this base class, but, I don't think that an image has skills.
I would create more specific base-classes, and only inherit from these base-classes if there exists an Is A relationship.

I don't think there's anything particularly wrong with holding protected abstract fields if they are common to all derived classes, though I do recommend the solution that Anders has given.
The part I particularly dislike though, is the IDictionary<int, Character> characterList;.
I'm going to make the assumption that your Character has internally a CharacterClass reference so that you can access the details whenever you need, and as it appears, you will be creating a cycle between Character and CharacterClass. It seems like you're making the CharacterClass have too many responsibilities. I would move the responsibility of holding all Characters of a specific CharacterClass elsewhere.

Related

Validating properties of a class where you don't have control of the data or the class?

I am trying to learn a smart, design pattern-ish way of validating the properties of a library class that holds the data of an e-commerce order returned from a web-service (eBay SDK).
There are other questions on this, but I haven't been able to apply them to my situation because:
The class I want to validate is from an SDK, it does not have properties marked virtual, deriving from it means I have to hide the base properties with new and call base in the new properties to access them.
If I derive from the base class and use the new modifier with base.propertyName, to effectively duplicate the class properties and also be able to add the validation attributes above them, I cannot cast the object I'm trying to validate to this derived class with attributes to be able to call .Validate() as you cannot 'cast up' from a base-type to a derived type.
Is there any approach to contract-style class properties validation, whereby you have no class-definition control of the class you're validating? Instead of creating a validator class that has 20 if-statements doing null-checking and logic on each property?
I only need this for a specific object and I know the properties and what values are valid, I just don't feel passing the order to a class with a bunch of if-statements is good in terms of maintainability and code-quality.
Here is the code I was thinking of for the derived type I could invoke .Validate() on, I stopped writing this as I don't know how to take baseclass, transform it into this class:
public class ValidatableOrderType : eBay.Service.Core.Soap.OrderType
{
public ValidatableOrderType(eBay.Service.Core.Soap.OrderType baseType)
{
}
[Required(ErrorMessage = "OrderID cannot be null.")]
new public string OrderID
{
get { return base.OrderID; }
}
}
I think your best choice its to use fluentvalidator.
https://fluentvalidation.net/
Its a brilliant software for validation even more powerful than metadata attributes.
I hope this helps you

c# practices for correct object oriented techniques

I have some c# code that has been working well for a while now.. and I have to say, whilst I understand the basics of OO principles, there is obviously more than one way to skin a cat (although I hate that phrase!).
So, I have a base abstract class that is acting as a basic data service class as follows (much simplified just for ease of reading):
public abstract class dataservice
{
public enum OutputType : int { XmlTOJson = 0, Xml = 1, Json=2 }
protected object SomeDBcall(string StoredProcedure)
{
// Just assume we are using SQLclient/DB access..
object SomeReturnObjValue = db.ExecuteScalar(cmd);
return SomeReturnObjValue;
{
}
.. so basically I might have a few basic DB retrieve/update/delete calls in the abstract class.. mainly as there are the basis of any DB operation I have in my app.
So now we have a class that implements the base class, say in my case a customer class:
public class Customer : dataservice
{
Public String CustomerDoSomething(string SomeDataEtc)
{
// Ok, so again for simplicity sake, we are going to use the base class to
// call a DB retrieve
object ReturningObj = SomeDBcall("my stored procedure");
return ReturningObj.ToString();
}
}
So I guess my question is this: Is the above method "ok" to use? considering a virtual method could be over-ridden if required, however in this case I only want the base class to use those methods which are protected as the means to call the DB operations.
Any clarity/guidance very appreciated!
Sure, it's "ok", though I see no reason for the base class to be abstract. abstract classes are great for implementing some common logic and leaving the rest up to derived classes to implement. However, you have no abstract/virtual methods, so I don't see the point here.
Perhaps you can let your abstract class be concrete and use it as some kind of helper class which handles the database related stuff you need. As far as the example code shows, there is no need to have multiple database accessing classes, just different parameters.
Overview
Many times, your "development itself will guide you".
Practical answer.
(1) You define a base class "dataservice", and from that class, several other classes will be based upon. You marked as "abstract", thats good. It's not mean to have variables by itself.
Some developers won't mark that class as "abstract", its not obligatory, but, its a not a bad idea, but, its a "good practice", to marked "abstract".
And, other methods will be added, used by the subclasses, maybe overriden, maybe not.
For know, those methods are protected, and anot mean to be used outside the object, but, by other methods. That's ok.
Maybe, later, a method may be required to be used outside the class, and may have to change to public.
(2) You add a subclass "Customer" that is a descendant from "DataService" You add a method that has to be used outside the class, and marked as "public", good.
It's only meant to be used by this class, not the parent class. So, no "virtual" or "override" required. Good.
(3) Your example its very simple. Most things you did, seems fine to me.
Eventually, when you add more code, things may change, example a method in the base class that was private may become public, or you may "rename" or "refactor" a method, like "dosomething", and found out that its better to be in the base class, or maybe not.
Summary
There are other answers, that mention, rules, or concepts. Seems to me that they are OK, but, skip the fact that you are learning to use O.O.P. better. Some people just try to "eat the cake in one wingle big bite", and that's not a good idea.
P.D. "can ur skin ur rabbit", sounds better to me.
Cheers.
You might want to look to the Template pattern to define the interface in the base (abstract or not) class with defined protected virtual hooks that can be overridden in the concrete subclasses. As mentioned by another poster, if you just intend to add DB services to each of your domain areas you might look to encapsulate the basic database service methods into a helper class rather than deriving from the database service.
Thanks #jgauffin for questioning my LSP violation statement. It was not correct and has been removed. There are lots of cases where extending the public interface of the base class by subclasses is warranted. Of course, by doing that one needs to be careful that you have an instance of a Y and not an X or a Z when performing a Y-specific operation A(), assuming that both Y and Z derive from X where Y adds the new public method A() and Z does not.
An example of the Template pattern in the OP's context would allow better encapsulation of custom functionality within subclasses without extending the public interface. However, this only works if there is not external influence exerted on the subclass instance, such as the OP's SomeDataEtc parameter. This works best when the instance is immutable.
public abstract class DataService
{
protected object myWidget = new Widget();
public object SomeDataBaseCall(string storedProcedure)
{
DoSomeCustomThing();
//do db stuff
object SomeReturnObjValue = db.ExecuteScalar(storedProcedure);
return SomeReturnObjValue;
}
protected void DoSomeCustomThing() {}
}
public class Customer : DataService
{
override protected void DoSomeCustomThing()
{
// do your custom thing here
}
}
Additionally, in the OP's example, it would seem prudent to use delegation within the derived class's new public method to call the base class's SomeDBCall method to execute the stored procedure. If you are redundantly coding the db access methods then there is no benefit to the proposed inheritance.
As was also mentioned elsewhere, you might be better off altogether by using composition rather than inheritance for the data service functionality.
No. Guess your following data access object pattern (DAO). Either way your Customer is not your data access class. It uses a class for data access. What I mean is that your DAO should favor composition over inheritance.
Something like:
public class Customer : IDataAccessObject
{
public Customer()
{
_dataAccess = new DataAccess();
}
public string CustomerDoSomething(string SomeDataEtc)
{
object ReturningObj = _dataAccess.SomeDBcall("my stored procedure");
return ReturningObj.ToString();
}
}
Why? Your objects get's a single responsibility which means that it's easier to extend and refactor them.
You can read up about SOLID which is some fundamental programming principles.
Since you are a .NET developer I also recommend that you embrace the naming guidelines.

Can I instance a class that inherits the values of an instance of a superclass?

I am using C#, but I think this is a pretty generic OO question. Suppose I have a class called Animal, and it has properties like LegCount, EyeCount, HasFur, EatsMeat, etc.
Let's say I have an instance a of Animal. Suppose a has LegCount set to 4 and EyeCount set to 2.
Now, I'd like to create an instance d of type Dog, which inherits from Animal. I'd like to initialize d with all the values of a. I realize I could create a constructor or otherwise some other method that would take an Animal and spit out a new Dog with all the values copied in, but I was hoping there was some Object Oriented principle / trick that had me covered.
What I want to do, in plain English, is:
Create new Instance d of Dog, with all starting values from a. The key is "all", as opposed to specifying each property individually.
When you design a class that inherits from some other class, you don't need to list all the members it inherits. It just inherits all of them. So I am wondering if I can "inherit the values" on actual instances.
The feature you want is called "prototype inheritance" or "prototype-oriented programming". C# does not support this feature, so you're out of luck there.
You might consider using a language that supports prototype inheritance if your architecture fundamentally needs this feature. JavaScript is the most commonly used prototype inheritance language.
Prototype inheritance can be quite tricky to get correct if you're not careful. If this subject interests you, see my article on some of the bizarre situations you can run into with prototype inheritance in JScript:
http://blogs.msdn.com/b/ericlippert/archive/2003/11/06/53352.aspx
You can't do what you're asking for with some C# language construct, you have to manually write mapping or delegating code. Or, take a look at AutoMapper for that.
You could try a different approach with using the decorator pattern? An alternative to subclassing for extending functionality. Then all your values in the Animal class instance is preserved
http://www.dofactory.com/Patterns/PatternDecorator.aspx
public class Animal
{
public Animal(Animal otherAnimal)
{
if (otherAnimal == null)
throw new ArgumentNullException("otherAnimal");
foreach (System.Reflection.PropertyInfo property
in typeof(Animal).GetProperties())
{
property.SetValue(this, property.GetValue(otherAnimal, null), null);
}
}
}
and then just call this Animal constructor from your Dog(Animal otherAnimal) constructor
But still you should to think over one more time about design of your classes and make Animal an abstract class. Because what do you imagine as instance of class Animal..

What are reasons why one would want to use nested classes? [duplicate]

This question already has answers here:
Why/when should you use nested classes in .net? Or shouldn't you?
(14 answers)
Closed 10 years ago.
In this stackoverflow answer a commenter mentioned that "private nested classes" can be quite useful so I was reading about them in articles such as this one which tend to explain how nested classes function technically, but not why you would use them.
I suppose I would use private nested classes for little helper classes that belong to a larger class, but often I will need a helper class from another class and so I would just have to take the extra effort to (1) make the nested class non-nested or (2) make it public and then access it with the outer-class prefix on it, which both seems to be extra work without any added-value for having the nested class in the first place. Hence in general I really don't see a use case for nested classes, other than perhaps to keep classes a bit more organized into groups, but I that also goes against the one-class-per-file clarity that I have come to enjoy.
In what ways do you use nested classes to make your code more manageable, readable, efficient?
You've answered your own question. Use nested classes when you need a helper class that is meaningless outside the class; particularly when the nested class can make use of private implementation details of the outer class.
Your argument that nested classes are useless is also an argument that private methods are useless: a private method might be useful outside of the class, and therefore you'd have to make it internal. An internal method might be useful outside of the assembly, and therefore you'd make it public. Therefore all methods should be public. If you think that's a bad argument, then what is different about you making the same argument for classes instead of methods?
I make nested classes all the time because I am frequently in the position of needed to encapsulate functionality in a helper that makes no sense outside of the class, and can use private implementation details of the outer class. For example, I write compilers. I recently wrote a class SemanticAnalyzer that does semantic analysis of parse trees. One of its nested classes is LocalScopeBuilder. Under what circumstances would I need to build a local scope when I am not analyzing the semantics of a parse tree? Never. That class is entirely an implementation detail of the semantic analyzer. I plan to add more nested classes with names like NullableArithmeticAnalyzer and OverloadResolutionAnalyzer that are also not useful outside of the class, but I want to encapsulate rules of the language in those specific classes.
People also use nested classes to build things like iterators, or comparators - things that make no sense outside of the class and are exposed via a well-known interface.
A pattern I use quite frequently is to have private nested classes that extend their outer class:
abstract public class BankAccount
{
private BankAccount() { }
// Now no one else can extend BankAccount because a derived class
// must be able to call a constructor, but all the constructors are
// private!
private sealed class ChequingAccount : BankAccount { ... }
public static BankAccount MakeChequingAccount() { return new ChequingAccount(); }
private sealed class SavingsAccount : BankAccount { ... }
and so on. Nested classes work very well with the factory pattern. Here BankAccount is a factory for various types of bank account, all of which can use the private implementation details of BankAccount. But no third party can make their own type EvilBankAccount that extends BankAccount.
Returning an interface to the caller whose implementation you want to hide.
public class Outer
{
private class Inner : IEnumerable<Foo>
{
/* Presumably this class contains some functionality which Outer needs
* to access, but which shouldn't be visible to callers
*/
}
public IEnumerable<Foo> GetFoos()
{
return new Inner();
}
}
Private helper classes is a good example.
For instance, state objects for background threads. There is no compelling reason to expose those types. Defining them as private nested types seems a quite clean way to handle the case.
I use them when two bound values (like in a hash table) are not enough internally, but are enough externally. Then i create a nested class with the properties i need to store, and expose only a few of them through methods.
I think this makes sense, because if no one else is going to use it, why create an external class for it? It just doesn't make sense to.
As for one class per file, you can create partial classes with the partial keyword, which is what I usually do.
One compelling example I've run into recently is the Node class of many data structures. A Quadtree, for example, needs to know how it stores the data in its nodes, but no other part of your code should care.
I've found a few cases where they've been quite handy:
Management of complex private state, such as an InterpolationTriangle used by an Interpolator class. The user of the Interpolator doesn't need to know that it's implemented using Delauney triangulation and certainly doesn't need to know about the triangles, so the data structure is a private nested class.
As others have mentioned, you can expose data used by the class with an interface without revealing the full implementation of a class. Nested classes can also access private state of the outer class, which allows you to write tightly coupled code without exposing that tight coupling publicly (or even internally to the rest of the assembly).
I've run into a few cases where a framework expects a class to derive from some base class (such as DependencyObject in WPF), but you want your class to inherit from a different base. It's possible to inter-operate with the framework by using a private nested class that descends from the framework base class. Because the nested class can access private state (you just pass it the parent's 'this' when you create it), you can basically use this to implement a poor man's multiple inheritance via composition.
I think others have covered the use cases for public and private nested classes well.
One point I haven't seen made was an answer your concern about one-class-per-file. You can solve this by making the outer class partial, and move the inner class definition to a separate file.
OuterClass.cs:
namespace MyNameSpace
{
public partial class OuterClass
{
// main class members here
// can use inner class
}
}
OuterClass.Inner.cs:
namespace MyNameSpace
{
public partial class OuterClass
{
private class Inner
{
// inner class members here
}
}
}
You could even make use of Visual Studio's item nesting to make OuterClass.Inner.cs a 'child' of OuterClass.cs, to avoid cluttering your solution explorer.
One very common pattern where this technique is used is in scenarios where a class returns an interface or base class type from one of its properties or methods, but the concrete type is a private nested class. Consider the following example.
public class MyCollection : IEnumerable
{
public IEnumerator GetEnumerator()
{
return new MyEnumerator();
}
private class MyEnumerator
{
}
}
I usually do it when I need a combination of SRP (Single Responsibility Principal) in certain situations.
"Well, if SRP is your goal, why not split them into different classes?" You will do this 80% of the time, but what about situations where the classes you create are useless to the outside world? You don't want classes that only you will use to clutter your assembly's API.
"Well, isn't that what internal is for?" Sure. For about 80% of these cases. But what about internal classes who must access or modify the state of public classes? For example, that class which was broken up into one or more internal classes to satisfy your SRP streak? You would have to mark all the methods and properties for use by these internal classes as internal as well.
"What's wrong with that?" Nothing. For about 80% of these cases. Of course, now you're cluttering the internal interface of your classes with methods/properties that are only of use to those classes which you created earlier. And now you have to worry about other people on your team writing internal code won't mess up your state by using those methods in ways that you hadn't expected.
Internal classes get to modify the state of any instance of the type in which they are defined. So, without adding members to the definition of your type, your internal classes can work on them as needed. Which, in about 14 cases in 100, will be your best bet to keep your types clean, your code reliable/maintainable, and your responsibilities singular.
They are really nice for, as an example, an implementation of the singleton pattern.
I have a couple of places where I am using them to "add" value, as well. I have a multi-select combobox where my internal class stores the state of the checkbox and the data item as well. no need for the world to know about/use this internal class.
Private anonymous nested classes are essential for event handlers in the GUI.
If some class is not part of the API another class exports, it must be made private. Otherwise you are exposing more than you intend. The "million dollar bug" was an example of this. Most programmers are too slack about this.
Peter
The question is tagged C# so I'm not sure this is of interest, but in COM you can use inner classes to implement interfaces when a class C++ implements multiple COM interfaces... essentially you use it for composition rather than multiple-inheritance.
Additionally in MFC and perhaps other technologies you might need your control/dialog to have a drop-target class, which makes little sense other than as a nested class.
If it is necessary for an object to return some abstract information about its state, a private nested class may be suitable. For example, if an Fnord supports "save context" and "restore context" methods, it may be useful to have the "save context" function return an object of type Fnord.SavedContext. Type access rules aren't always the most helpful; for example, it seems difficult to allow Fnord to access properties and methods of a Fnord.SavedContext without making such properties and methods visible to outsiders. On the other hand, one could have Fnord.CreateSaveContext simply create a New Fnord.SaveContext with the Fnord as a parameter (since Fnord.SaveContext can access the internals of Fnord), and Fnord.LoadContextFrom() can call Fnord.SaveContext.RestoreContextTo().

Why do we need to have Object class as baseclass for all the classes?

Either in C# or Java or in any other language which follows oops concepts generally has 'Object' as super class for it by default. Why do we need to have Object as base class for all the classes we create?
When multiple inheritance is not possible in a language such as C# or Java how can we derive our class from another class when it is already derived from Object class. This question may look like silly but wanted to know some experts opinions on it.
Having a single-rooted type hierarchy can be handy in various ways. In particular, before generics came along, it was the only way that something like ArrayList would work. With generics, there's significantly less advantage to it - although it could still be useful in some situations, I suspect. EDIT: As an example, LINQ to XML's construction model is very "loose" in terms of being specified via object... but it works really well.
As for deriving from different classes - you derive directly from one class, but that will in turn derive indirectly from another one, and so on up to Object.
Note that the things which "all objects have in common" such as hash code, equality and monitors count as another design decision which I would question the wisdom of. Without a single rooted hierarchy these design decisions possibly wouldn't have been made the same way ;)
The fact that every class inherits object ensured by the compiler.
Meaning that is you write:
class A {}
It will compile like:
class A : Object{}
But if you state:
class B : A {}
Object will be in the hierarchy of B but not directly - so there is still no multiple inheritance.
In short
1) The Object class defines the basic state and behavior that all objects must have, such as the ability to compare oneself to another object, to convert to a string, to wait on a condition variable, to notify other objects that a condition variable has changed, and to return the object's class.
2) You can have B extend C, and A extend B. A is the child class of B, and B is the child class of C. Naturally, A is also a child class of C.
Well, the multiple inheritance of Object does not apply - you can think of it as:
"If a type doesn't have a base type, then implicitly inject Object".
Thus, applying the rule ad-nauseam, all types inherit from object once and once only - since at the bottom of the hierarchy must be a type that has no base; and therefore which will implicitly inherit from Object.
As for why these languages/frameworks have this as a feature, I have a few reasons:
1) The clue's in the name 'Object Oriented'. Everything is an object, therefore everything should have 'Object' (or equivalent) at it's core otherwise the design principle would be broken from the get-go.
2) Allows the framework to provide hooks for common operations that all types should/might need to support. Such as hash-code generation, string output for debugging etc etc.
3) It means that you can avoid resorting to nasty type casts that can break stuff - like (((int *)(void*))value) - since you have a nice friendly supertype for everything
There's probably loads more than this - and in the time it's taken me to write this 6 new answers have been posted; so I'll leave it there and hope that better people than I can explain in more detail and perhaps better :)
Regarding the first part of your question, it's how classes receive common properties and methods. It's also how we can have strongly-typed parameters to functions that can accept any object.
Regarding your second question, you simply derive your class from the other class; it will then be a descendant of that class, which is in turn a descendant of Object. There's no conflict.
You have the Object base class because amongst others because the Object class has methods (like, in .NET, GetHashCode(), which contain common functionality every object should have).
Multiple inheritance is indeed not possible, but it is possible to derive class A from class B, because A may not directly derive from Object, but B does, so all classes ultimately derive from Object, if you go far enough in the class' inheritance hierarchy.
Just to compare, let's take a look at a language that doesn't enforce a single root class - Objective-C. In most Objective-C environments there will be three root classes available (Object, NSObject and NSProxy), and you can write your own root class by just not declaring a superclass. In fact Object is deprecated and only exists for legacy reasons, but it's informative to include it in this discussion. The language is duck typed, so you can declare a variable's type as "any old object" (written as id), then it doesn't even matter what root class it has.
OK, so we've got all of these base classes. In fact, even for the compiler and runtime libraries to be able to get anywhere they need some common behaviour: the root classes must all have a pointer ivar called isa that references a class definition structure. Without that pointer, the compiler doesn't know how to create an object structure, and the runtime library won't know how to find out what class an object is, what its instance variables are, what messages it responds to and so forth.
So even though Objective-C claims to have multiple root classes, in fact there's some behaviour that all objects must implement. So in all but name, there's really a common primitive superclass, albeit one with less API than java.lang.Object.
N.B. as it happens both NSObject and NSProxy do provide a rich API similar to java.lang.Object, via a protocol (like a Java interface). Most API that claims to deal with the id type (remember, that's the "any old object" type) will actually assume it responds to messages in the protocol. By the time you actually need to use an object, rather than just create it with a compiler, it turns out to be useful to fold all of this common behaviour like equality, hashing, string descriptions etc. into the root class.
Well multiple inheritance is a totally different ball game.
An example of multiple inheritance:-
class Root
{
public abstract void Test();
}
class leftChild : Root
{
public override void Test()
{
}
}
class rightChild : Root
{
public override void Test()
{
}
}
class leafChild : rightChild, leftChild
{
}
The problem here being leafChild inherits Test of rightChild and leftChild. So a case of conflicting methods. This is called a diamond problem.
But when you use the object as super class the hierarchy goes like this:-
class Object
{
public abstract void hashcode();
//other methods
}
class leftChild : Object
{
public override void hashcode()
{
}
}
class rightChild : Object
{
public override void hashcode()
{
}
}
So here we derive both classes from Object but that's the end of it.
It acts like a template for all the objects which will derive from it, so that some common functionality required by every object is provided by default. For example cloning, hashcode and object locking etc.

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