Please explain how C# properties work? - c#

I've been learning C# for a while now, and I've come across properties in my C# book (Head First C#). I honestly do not understand what they're used for, and why I should use them. I've googled them a few times but still cannot for the life of me understand them.
Can someone please explain to me this foreign concept?
Thanks,
Varmitharen

Properties provide controlled access to data; at the most basic, it can just mean encapsulating a field (public fields are not recommended), which the compiler can make easy for you:
public int Foo {get;set;} // the compiler handles the field for you
You could, however, use the property to enforce logic or handle side effects:
private int foo;
public int Foo {
get { return foo; }
set {
if(value < 0) throw new ArgumentOutOfRangeException();
if(value != foo) {
foo = value;
OnFooChanged(); // fire event notification for UI bindings
}
}
}
Other common options are lazy-loading, calculated members, proxied members, etc.
You can also change the accessibility, for example:
public int Foo { get; protected set; }
which can only be assigned by the type and subclasses, not by unrelated code. It could also only have a get or set.
Basically, properties act as a more formal version of a get/set pair of methods, making it much easier to talk about "Foo", rather than "get_Foo"/"set_Foo" etc (for two-way binding).
Unlike fields, properties can also be advertised on interfaces, which is essential for interface-based code

Though the other answers are pretty good, they are all very much about the mechanism of properties. It is also helpful to understand the philosophy of properties.
In OO programming we spend a lot of time building models of semantic domains. When you say that you have a class "Animal" and a derived class "Tiger", you're modeling in the computer realm a fact about the real world: that of all things in the world, some of them are animals, and of those animals, some of them are tigers.
But you have to understand that the mechanism and the semantics are different. No one says "hey, let's go to the zoo and watch the instances of zookeeper invoke methods on IFeedable on the instances of the tigers".
A field is a mechanism and therefore should be a private implementation detail of a class; it does not describe part of the model. A property is a part of the semantic model. Every tiger has a birthday, so "Birthday" should be a property of the Tiger class. That's part of the "semantic model" of tigers, so expose it as a property. As an implementation detail, the birthday might be stored in a private field accessed by the property.
Does that make sense? In short: use public properties to describe the semantic properties of the things you are modeling; use private fields as implementation mechanisms.

Properties are used to enrich the Encapsulation concept of Object-Oriented Programming.
i.e. They encapsulate a field-member and let you (the developer) control how setting/getting this variable is done. Example?
public class Person
{
private int m_age;
public int Age
{
set
{
if(value < 18)
m_age = 18;
else
m_age = value;
}
get
{
return m_age;
}
}
}
See? using property Age, we guaranteed that the minimum set value of age is 18.

Are you familiar with fields, then? If so, from the point of view of code that consumes your class, properties are exactly like fields. Inside your class though, a property is like a pair of methods, one that deals with returning the value to the consumer, and one method that deals with updating the value. These methods are generally called getters and setters.
A good reason for wanting to use a property instead of a field is that it gives you better control of the values passing in and out of the property.

Related

Readonly field vs abstract getter-only property

What are the advantages and disadvantages of having a readonly field compared to having inheritors implement an abstract getter-only property (using C# as an example here, but I guess that doesn't really matter much).
Here are both ways to do this:
readonly field; inheritors have to inject the value in the constructor
interface IFace {
public int Field { get; }
}
abstract class Base : IFace {
private readonly int field;
protected Base(int field) {
this.field = field;
}
public int Field { get { return this.field; } }
}
class Impl {
public Impl() : base(1) {
}
}
abstract getter-only property; inheriters have to implement the property
interface IFace {
public int Field { get; }
}
abstract class Base : IFace {
// default constructor can be used
public abstract int Field { get; }
}
class Impl {
public override int Field { get { return 1; } }
}
Both implementations expose a public int Field getter-only property which does not change.
However, I can see the following differences:
The value of field is bound to each instance and there's nothing preventing inheritors from allowing to receive the value in their constructors themselves (public Impl(int field) : base(field)).
Being bound to an instance, memory for the field is required for each single instance. Which might not be a big deal, but it's definitely something to keep in mind.
The conveyed intent is: the value can only be set in the constructor and cannot change later on (leaving aside reflection).
The (returned) value of Field is bound to each type, but there's nothing preventing inheritors from generating/calculating the value each time the getter is called, potentially returning a different value each time. public overried int Field { get { return DateTime.UtcNow.Second; } }
Memory is only required "in IL", since the value is (usually) not stored anywhere, but always computed before being returned (resulting in a load instruction and nothing more).
The conveyed intent should be: the value is bound to the type (and shouldn't change between calls, but there's no way to force that, right?). But rather the intent comes across as: you need to provide this property, I don't care how you implement it and which value it returns.
Are there any crucial differences I'm missing? Is one preferred over the other, or is it required to decide on a case-by-case basis?
I guess I'm looking for a construct/pattern/language feature which binds readonly (constant) values to a type, but expose the value at the instance level. I know that I can use static fields in each inheriting type, but there's no way to enforce this from a common base (or interface). Furthermore, static fields cannot be called when having only a reference to an instance of this type. Thoughts? I'm happy to receive answers in different programming languages
There is one crucial difference between pattern 1 and pattern 2 you have given.
Pattern 1 does not allow to return a different value once class is constructed because base class takes field only in constructor.
Pattern 2 allows child classes to return different values at different times. Basically - there is nothing enforced from base class if child class decides to override.
Thus - it really depends what you want to achieve and your domain logic.
Regarding the intent you are trying to achieve - in my opinion - one of the ways to tackle the implement the intention is declare a virtual method (something like getReadOnlyField() in base) rather than a read-only property. Then - child classes are free to override the virtual method - if they do not override - base implementation will still be enforced.
There cannot be any one right answer to this question. There will be multiple ways to resolve this. It all depends on your requirements.
I believe that readonly-fields and abstract-getters are two completely different concepts. The readonly-field is all about how the field should be used within the class it is defined in.
An abstract-getter is all about the interface of the class. It does not put any restrictions on how the variable is used, but it forces all class inheritors to implement the getter in order to meet the interface.
The actual question should be where to locate the public getter of the public int Field property; should it be on the base or on the inheriting class? The answer (in my option) depends on whether the base class has to know the actual value of the Field property. If so, place it on the base, otherwise just force all child classes to implement the property getter.
Your abstraction defines a contract that implementors have to comply with. That goes beyond implementing methods with the correct signatures etc. Violating it means breaking the liskov substitution principle, i.e. asking for subtle or not so subtle bugs.
I can understand if someone feels the contract must be enforced somehow, but in the end you cannot enforce complying with LSP. You can only make the intention as clear as possible by using proper documentation and usually unit tests which document behavior as well. And keep in mind that developers usually don't violate contracts or LSP on purpose. If developers have malicious intent, all bets are off anyway.
That being said, I'd say there is no actual difference in the cases you stated. Yes, the implementations are syntactically and semantically different, but other classes would only depend on IFace anyway, right? Seriously, there's no excuse to depend on concrete implementations if there already is an abstraction. So nothing stops anyone from creating a new implementation for IFace and pass that around.

C# Encapsulation (OOP) [duplicate]

What's the advantage of using getters and setters - that only get and set - instead of simply using public fields for those variables?
If getters and setters are ever doing more than just the simple get/set, I can figure this one out very quickly, but I'm not 100% clear on how:
public String foo;
is any worse than:
private String foo;
public void setFoo(String foo) { this.foo = foo; }
public String getFoo() { return foo; }
Whereas the former takes a lot less boilerplate code.
There are actually many good reasons to consider using accessors rather than directly exposing fields of a class - beyond just the argument of encapsulation and making future changes easier.
Here are the some of the reasons I am aware of:
Encapsulation of behavior associated with getting or setting the property - this allows additional functionality (like validation) to be added more easily later.
Hiding the internal representation of the property while exposing a property using an alternative representation.
Insulating your public interface from change - allowing the public interface to remain constant while the implementation changes without affecting existing consumers.
Controlling the lifetime and memory management (disposal) semantics of the property - particularly important in non-managed memory environments (like C++ or Objective-C).
Providing a debugging interception point for when a property changes at runtime - debugging when and where a property changed to a particular value can be quite difficult without this in some languages.
Improved interoperability with libraries that are designed to operate against property getter/setters - Mocking, Serialization, and WPF come to mind.
Allowing inheritors to change the semantics of how the property behaves and is exposed by overriding the getter/setter methods.
Allowing the getter/setter to be passed around as lambda expressions rather than values.
Getters and setters can allow different access levels - for example the get may be public, but the set could be protected.
Because 2 weeks (months, years) from now when you realize that your setter needs to do more than just set the value, you'll also realize that the property has been used directly in 238 other classes :-)
A public field is not worse than a getter/setter pair that does nothing except returning the field and assigning to it. First, it's clear that (in most languages) there is no functional difference. Any difference must be in other factors, like maintainability or readability.
An oft-mentioned advantage of getter/setter pairs, isn't. There's this claim that you can change the implementation and your clients don't have to be recompiled. Supposedly, setters let you add functionality like validation later on and your clients don't even need to know about it. However, adding validation to a setter is a change to its preconditions, a violation of the previous contract, which was, quite simply, "you can put anything in here, and you can get that same thing later from the getter".
So, now that you broke the contract, changing every file in the codebase is something you should want to do, not avoid. If you avoid it you're making the assumption that all the code assumed the contract for those methods was different.
If that should not have been the contract, then the interface was allowing clients to put the object in invalid states. That's the exact opposite of encapsulation If that field could not really be set to anything from the start, why wasn't the validation there from the start?
This same argument applies to other supposed advantages of these pass-through getter/setter pairs: if you later decide to change the value being set, you're breaking the contract. If you override the default functionality in a derived class, in a way beyond a few harmless modifications (like logging or other non-observable behaviour), you're breaking the contract of the base class. That is a violation of the Liskov Substitutability Principle, which is seen as one of the tenets of OO.
If a class has these dumb getters and setters for every field, then it is a class that has no invariants whatsoever, no contract. Is that really object-oriented design? If all the class has is those getters and setters, it's just a dumb data holder, and dumb data holders should look like dumb data holders:
class Foo {
public:
int DaysLeft;
int ContestantNumber;
};
Adding pass-through getter/setter pairs to such a class adds no value. Other classes should provide meaningful operations, not just operations that fields already provide. That's how you can define and maintain useful invariants.
Client: "What can I do with an object of this class?"
Designer: "You can read and write several variables."
Client: "Oh... cool, I guess?"
There are reasons to use getters and setters, but if those reasons don't exist, making getter/setter pairs in the name of false encapsulation gods is not a good thing. Valid reasons to make getters or setters include the things often mentioned as the potential changes you can make later, like validation or different internal representations. Or maybe the value should be readable by clients but not writable (for example, reading the size of a dictionary), so a simple getter is a nice choice. But those reasons should be there when you make the choice, and not just as a potential thing you may want later. This is an instance of YAGNI (You Ain't Gonna Need It).
Lots of people talk about the advantages of getters and setters but I want to play devil's advocate. Right now I'm debugging a very large program where the programmers decided to make everything getters and setters. That might seem nice, but its a reverse-engineering nightmare.
Say you're looking through hundreds of lines of code and you come across this:
person.name = "Joe";
It's a beautifully simply piece of code until you realize its a setter. Now, you follow that setter and find that it also sets person.firstName, person.lastName, person.isHuman, person.hasReallyCommonFirstName, and calls person.update(), which sends a query out to the database, etc. Oh, that's where your memory leak was occurring.
Understanding a local piece of code at first glance is an important property of good readability that getters and setters tend to break. That is why I try to avoid them when I can, and minimize what they do when I use them.
In a pure object-oriented world getters and setters is a terrible anti-pattern. Read this article: Getters/Setters. Evil. Period. In a nutshell, they encourage programmers to think about objects as of data structures, and this type of thinking is pure procedural (like in COBOL or C). In an object-oriented language there are no data structures, but only objects that expose behavior (not attributes/properties!)
You may find more about them in Section 3.5 of Elegant Objects (my book about object-oriented programming).
There are many reasons. My favorite one is when you need to change the behavior or regulate what you can set on a variable. For instance, lets say you had a setSpeed(int speed) method. But you want that you can only set a maximum speed of 100. You would do something like:
public void setSpeed(int speed) {
if ( speed > 100 ) {
this.speed = 100;
} else {
this.speed = speed;
}
}
Now what if EVERYWHERE in your code you were using the public field and then you realized you need the above requirement? Have fun hunting down every usage of the public field instead of just modifying your setter.
My 2 cents :)
One advantage of accessors and mutators is that you can perform validation.
For example, if foo was public, I could easily set it to null and then someone else could try to call a method on the object. But it's not there anymore! With a setFoo method, I could ensure that foo was never set to null.
Accessors and mutators also allow for encapsulation - if you aren't supposed to see the value once its set (perhaps it's set in the constructor and then used by methods, but never supposed to be changed), it will never been seen by anyone. But if you can allow other classes to see or change it, you can provide the proper accessor and/or mutator.
Thanks, that really clarified my thinking. Now here is (almost) 10 (almost) good reasons NOT to use getters and setters:
When you realize you need to do more than just set and get the value, you can just make the field private, which will instantly tell you where you've directly accessed it.
Any validation you perform in there can only be context free, which validation rarely is in practice.
You can change the value being set - this is an absolute nightmare when the caller passes you a value that they [shock horror] want you to store AS IS.
You can hide the internal representation - fantastic, so you're making sure that all these operations are symmetrical right?
You've insulated your public interface from changes under the sheets - if you were designing an interface and weren't sure whether direct access to something was OK, then you should have kept designing.
Some libraries expect this, but not many - reflection, serialization, mock objects all work just fine with public fields.
Inheriting this class, you can override default functionality - in other words you can REALLY confuse callers by not only hiding the implementation but making it inconsistent.
The last three I'm just leaving (N/A or D/C)...
Depends on your language. You've tagged this "object-oriented" rather than "Java", so I'd like to point out that ChssPly76's answer is language-dependent. In Python, for instance, there is no reason to use getters and setters. If you need to change the behavior, you can use a property, which wraps a getter and setter around basic attribute access. Something like this:
class Simple(object):
def _get_value(self):
return self._value -1
def _set_value(self, new_value):
self._value = new_value + 1
def _del_value(self):
self.old_values.append(self._value)
del self._value
value = property(_get_value, _set_value, _del_value)
Well i just want to add that even if sometimes they are necessary for the encapsulation and security of your variables/objects, if we want to code a real Object Oriented Program, then we need to STOP OVERUSING THE ACCESSORS, cause sometimes we depend a lot on them when is not really necessary and that makes almost the same as if we put the variables public.
EDIT: I answered this question because there are a bunch of people learning programming asking this, and most of the answers are very technically competent, but they're not as easy to understand if you're a newbie. We were all newbies, so I thought I'd try my hand at a more newbie friendly answer.
The two main ones are polymorphism, and validation. Even if it's just a stupid data structure.
Let's say we have this simple class:
public class Bottle {
public int amountOfWaterMl;
public int capacityMl;
}
A very simple class that holds how much liquid is in it, and what its capacity is (in milliliters).
What happens when I do:
Bottle bot = new Bottle();
bot.amountOfWaterMl = 1500;
bot.capacityMl = 1000;
Well, you wouldn't expect that to work, right?
You want there to be some kind of sanity check. And worse, what if I never specified the maximum capacity? Oh dear, we have a problem.
But there's another problem too. What if bottles were just one type of container? What if we had several containers, all with capacities and amounts of liquid filled? If we could just make an interface, we could let the rest of our program accept that interface, and bottles, jerrycans and all sorts of stuff would just work interchangably. Wouldn't that be better? Since interfaces demand methods, this is also a good thing.
We'd end up with something like:
public interface LiquidContainer {
public int getAmountMl();
public void setAmountMl(int amountMl);
public int getCapacityMl();
}
Great! And now we just change Bottle to this:
public class Bottle implements LiquidContainer {
private int capacityMl;
private int amountFilledMl;
public Bottle(int capacityMl, int amountFilledMl) {
this.capacityMl = capacityMl;
this.amountFilledMl = amountFilledMl;
checkNotOverFlow();
}
public int getAmountMl() {
return amountFilledMl;
}
public void setAmountMl(int amountMl) {
this.amountFilled = amountMl;
checkNotOverFlow();
}
public int getCapacityMl() {
return capacityMl;
}
private void checkNotOverFlow() {
if(amountOfWaterMl > capacityMl) {
throw new BottleOverflowException();
}
}
I'll leave the definition of the BottleOverflowException as an exercise to the reader.
Now notice how much more robust this is. We can deal with any type of container in our code now by accepting LiquidContainer instead of Bottle. And how these bottles deal with this sort of stuff can all differ. You can have bottles that write their state to disk when it changes, or bottles that save on SQL databases or GNU knows what else.
And all these can have different ways to handle various whoopsies. The Bottle just checks and if it's overflowing it throws a RuntimeException. But that might be the wrong thing to do.
(There is a useful discussion to be had about error handling, but I'm keeping it very simple here on purpose. People in comments will likely point out the flaws of this simplistic approach. ;) )
And yes, it seems like we go from a very simple idea to getting much better answers quickly.
Please note also that you can't change the capacity of a bottle. It's now set in stone. You could do this with an int by declaring it final. But if this was a list, you could empty it, add new things to it, and so on. You can't limit the access to touching the innards.
There's also the third thing that not everyone has addressed: getters and setters use method calls. That means that they look like normal methods everywhere else does. Instead of having weird specific syntax for DTOs and stuff, you have the same thing everywhere.
I know it's a bit late, but I think there are some people who are interested in performance.
I've done a little performance test. I wrote a class "NumberHolder" which, well, holds an Integer. You can either read that Integer by using the getter method
anInstance.getNumber() or by directly accessing the number by using anInstance.number. My programm reads the number 1,000,000,000 times, via both ways. That process is repeated five times and the time is printed. I've got the following result:
Time 1: 953ms, Time 2: 741ms
Time 1: 655ms, Time 2: 743ms
Time 1: 656ms, Time 2: 634ms
Time 1: 637ms, Time 2: 629ms
Time 1: 633ms, Time 2: 625ms
(Time 1 is the direct way, Time 2 is the getter)
You see, the getter is (almost) always a bit faster. Then I tried with different numbers of cycles. Instead of 1 million, I used 10 million and 0.1 million.
The results:
10 million cycles:
Time 1: 6382ms, Time 2: 6351ms
Time 1: 6363ms, Time 2: 6351ms
Time 1: 6350ms, Time 2: 6363ms
Time 1: 6353ms, Time 2: 6357ms
Time 1: 6348ms, Time 2: 6354ms
With 10 million cycles, the times are almost the same.
Here are 100 thousand (0.1 million) cycles:
Time 1: 77ms, Time 2: 73ms
Time 1: 94ms, Time 2: 65ms
Time 1: 67ms, Time 2: 63ms
Time 1: 65ms, Time 2: 65ms
Time 1: 66ms, Time 2: 63ms
Also with different amounts of cycles, the getter is a little bit faster than the regular way. I hope this helped you.
Don't use getters setters unless needed for your current delivery I.e. Don't think too much about what would happen in the future, if any thing to be changed its a change request in most of the production applications, systems.
Think simple, easy, add complexity when needed.
I would not take advantage of ignorance of business owners of deep technical know how just because I think it's correct or I like the approach.
I have massive system written without getters setters only with access modifiers and some methods to validate n perform biz logic. If you absolutely needed the. Use anything.
We use getters and setters:
for reusability
to perform validation in later stages of programming
Getter and setter methods are public interfaces to access private class members.
Encapsulation mantra
The encapsulation mantra is to make fields private and methods public.
Getter Methods: We can get access to private variables.
Setter Methods: We can modify private fields.
Even though the getter and setter methods do not add new functionality, we can change our mind come back later to make that method
better;
safer; and
faster.
Anywhere a value can be used, a method that returns that value can be added. Instead of:
int x = 1000 - 500
use
int x = 1000 - class_name.getValue();
In layman's terms
Suppose we need to store the details of this Person. This Person has the fields name, age and sex. Doing this involves creating methods for name, age and sex. Now if we need create another person, it becomes necessary to create the methods for name, age, sex all over again.
Instead of doing this, we can create a bean class(Person) with getter and setter methods. So tomorrow we can just create objects of this Bean class(Person class) whenever we need to add a new person (see the figure). Thus we are reusing the fields and methods of bean class, which is much better.
I spent quite a while thinking this over for the Java case, and I believe the real reasons are:
Code to the interface, not the implementation
Interfaces only specify methods, not fields
In other words, the only way you can specify a field in an interface is by providing a method for writing a new value and a method for reading the current value.
Those methods are the infamous getter and setter....
It can be useful for lazy-loading. Say the object in question is stored in a database, and you don't want to go get it unless you need it. If the object is retrieved by a getter, then the internal object can be null until somebody asks for it, then you can go get it on the first call to the getter.
I had a base page class in a project that was handed to me that was loading some data from a couple different web service calls, but the data in those web service calls wasn't always used in all child pages. Web services, for all of the benefits, pioneer new definitions of "slow", so you don't want to make a web service call if you don't have to.
I moved from public fields to getters, and now the getters check the cache, and if it's not there call the web service. So with a little wrapping, a lot of web service calls were prevented.
So the getter saves me from trying to figure out, on each child page, what I will need. If I need it, I call the getter, and it goes to find it for me if I don't already have it.
protected YourType _yourName = null;
public YourType YourName{
get
{
if (_yourName == null)
{
_yourName = new YourType();
return _yourName;
}
}
}
One aspect I missed in the answers so far, the access specification:
for members you have only one access specification for both setting and getting
for setters and getters you can fine tune it and define it separately
In languages which don't support "properties" (C++, Java) or require recompilation of clients when changing fields to properties (C#), using get/set methods is easier to modify. For example, adding validation logic to a setFoo method will not require changing the public interface of a class.
In languages which support "real" properties (Python, Ruby, maybe Smalltalk?) there is no point to get/set methods.
One of the basic principals of OO design: Encapsulation!
It gives you many benefits, one of which being that you can change the implementation of the getter/setter behind the scenes but any consumer of that value will continue to work as long as the data type remains the same.
You should use getters and setters when:
You're dealing with something that is conceptually an attribute, but:
Your language doesn't have properties (or some similar mechanism, like Tcl's variable traces), or
Your language's property support isn't sufficient for this use case, or
Your language's (or sometimes your framework's) idiomatic conventions encourage getters or setters for this use case.
So this is very rarely a general OO question; it's a language-specific question, with different answers for different languages (and different use cases).
From an OO theory point of view, getters and setters are useless. The interface of your class is what it does, not what its state is. (If not, you've written the wrong class.) In very simple cases, where what a class does is just, e.g., represent a point in rectangular coordinates,* the attributes are part of the interface; getters and setters just cloud that. But in anything but very simple cases, neither the attributes nor getters and setters are part of the interface.
Put another way: If you believe that consumers of your class shouldn't even know that you have a spam attribute, much less be able to change it willy-nilly, then giving them a set_spam method is the last thing you want to do.
* Even for that simple class, you may not necessarily want to allow setting the x and y values. If this is really a class, shouldn't it have methods like translate, rotate, etc.? If it's only a class because your language doesn't have records/structs/named tuples, then this isn't really a question of OO…
But nobody is ever doing general OO design. They're doing design, and implementation, in a specific language. And in some languages, getters and setters are far from useless.
If your language doesn't have properties, then the only way to represent something that's conceptually an attribute, but is actually computed, or validated, etc., is through getters and setters.
Even if your language does have properties, there may be cases where they're insufficient or inappropriate. For example, if you want to allow subclasses to control the semantics of an attribute, in languages without dynamic access, a subclass can't substitute a computed property for an attribute.
As for the "what if I want to change my implementation later?" question (which is repeated multiple times in different wording in both the OP's question and the accepted answer): If it really is a pure implementation change, and you started with an attribute, you can change it to a property without affecting the interface. Unless, of course, your language doesn't support that. So this is really just the same case again.
Also, it's important to follow the idioms of the language (or framework) you're using. If you write beautiful Ruby-style code in C#, any experienced C# developer other than you is going to have trouble reading it, and that's bad. Some languages have stronger cultures around their conventions than others.—and it may not be a coincidence that Java and Python, which are on opposite ends of the spectrum for how idiomatic getters are, happen to have two of the strongest cultures.
Beyond human readers, there will be libraries and tools that expect you to follow the conventions, and make your life harder if you don't. Hooking Interface Builder widgets to anything but ObjC properties, or using certain Java mocking libraries without getters, is just making your life more difficult. If the tools are important to you, don't fight them.
From a object orientation design standpoint both alternatives can be damaging to the maintenance of the code by weakening the encapsulation of the classes. For a discussion you can look into this excellent article: http://typicalprogrammer.com/?p=23
Code evolves. private is great for when you need data member protection. Eventually all classes should be sort of "miniprograms" that have a well-defined interface that you can't just screw with the internals of.
That said, software development isn't about setting down that final version of the class as if you're pressing some cast iron statue on the first try. While you're working with it, code is more like clay. It evolves as you develop it and learn more about the problem domain you are solving. During development classes may interact with each other than they should (dependency you plan to factor out), merge together, or split apart. So I think the debate boils down to people not wanting to religiously write
int getVar() const { return var ; }
So you have:
doSomething( obj->getVar() ) ;
Instead of
doSomething( obj->var ) ;
Not only is getVar() visually noisy, it gives this illusion that gettingVar() is somehow a more complex process than it really is. How you (as the class writer) regard the sanctity of var is particularly confusing to a user of your class if it has a passthru setter -- then it looks like you're putting up these gates to "protect" something you insist is valuable, (the sanctity of var) but yet even you concede var's protection isn't worth much by the ability for anyone to just come in and set var to whatever value they want, without you even peeking at what they are doing.
So I program as follows (assuming an "agile" type approach -- ie when I write code not knowing exactly what it will be doing/don't have time or experience to plan an elaborate waterfall style interface set):
1) Start with all public members for basic objects with data and behavior. This is why in all my C++ "example" code you'll notice me using struct instead of class everywhere.
2) When an object's internal behavior for a data member becomes complex enough, (for example, it likes to keep an internal std::list in some kind of order), accessor type functions are written. Because I'm programming by myself, I don't always set the member private right away, but somewhere down the evolution of the class the member will be "promoted" to either protected or private.
3) Classes that are fully fleshed out and have strict rules about their internals (ie they know exactly what they are doing, and you are not to "fuck" (technical term) with its internals) are given the class designation, default private members, and only a select few members are allowed to be public.
I find this approach allows me to avoid sitting there and religiously writing getter/setters when a lot of data members get migrated out, shifted around, etc. during the early stages of a class's evolution.
There is a good reason to consider using accessors is there is no property inheritance. See next example:
public class TestPropertyOverride {
public static class A {
public int i = 0;
public void add() {
i++;
}
public int getI() {
return i;
}
}
public static class B extends A {
public int i = 2;
#Override
public void add() {
i = i + 2;
}
#Override
public int getI() {
return i;
}
}
public static void main(String[] args) {
A a = new B();
System.out.println(a.i);
a.add();
System.out.println(a.i);
System.out.println(a.getI());
}
}
Output:
0
0
4
Getters and setters are used to implement two of the fundamental aspects of Object Oriented Programming which are:
Abstraction
Encapsulation
Suppose we have an Employee class:
package com.highmark.productConfig.types;
public class Employee {
private String firstName;
private String middleName;
private String lastName;
public String getFirstName() {
return firstName;
}
public void setFirstName(String firstName) {
this.firstName = firstName;
}
public String getMiddleName() {
return middleName;
}
public void setMiddleName(String middleName) {
this.middleName = middleName;
}
public String getLastName() {
return lastName;
}
public void setLastName(String lastName) {
this.lastName = lastName;
}
public String getFullName(){
return this.getFirstName() + this.getMiddleName() + this.getLastName();
}
}
Here the implementation details of Full Name is hidden from the user and is not accessible directly to the user, unlike a public attribute.
There is a difference between DataStructure and Object.
Datastructure should expose its innards and not behavior.
An Object should not expose its innards but it should expose its behavior, which is also known as the Law of Demeter
Mostly DTOs are considered more of a datastructure and not Object. They should only expose their data and not behavior. Having Setter/Getter in DataStructure will expose behavior instead of data inside it. This further increases the chance of violation of Law of Demeter.
Uncle Bob in his book Clean code explained the Law of Demeter.
There is a well-known heuristic called the Law of Demeter that says a
module should not know about the innards of the objects it
manipulates. As we saw in the last section, objects hide their data
and expose operations. This means that an object should not expose its
internal structure through accessors because to do so is to expose,
rather than to hide, its internal structure.
More precisely, the Law of Demeter says that a method f of a class C
should only call the methods of these:
C
An object created by f
An object passed as an argument to f
An object held in an instance variable of C
The method should not invoke methods on objects that are returned by any of the allowed functions.
In other words, talk to friends, not to strangers.
So according this, example of LoD violation is:
final String outputDir = ctxt.getOptions().getScratchDir().getAbsolutePath();
Here, the function should call the method of its immediate friend which is ctxt here, It should not call the method of its immediate friend's friend. but this rule doesn't apply to data structure. so here if ctxt, option, scratchDir are datastructure then why to wrap their internal data with some behavior and doing a violation of LoD.
Instead, we can do something like this.
final String outputDir = ctxt.options.scratchDir.absolutePath;
This fulfills our needs and doesn't even violate LoD.
Inspired by Clean Code by Robert C. Martin(Uncle Bob)
If you don't require any validations and not even need to maintain state i.e. one property depends on another so we need to maintain the state when one is change. You can keep it simple by making field public and not using getter and setters.
I think OOPs complicates things as the program grows it becomes nightmare for developer to scale.
A simple example; we generate c++ headers from xml. The header contains simple field which does not require any validations. But still as in OOPS accessor are fashion we generates them as following.
const Filed& getfield() const
Field& getField()
void setfield(const Field& field){...}
which is very verbose and is not required. a simple
struct
{
Field field;
};
is enough and readable.
Functional programming don't have the concept of data hiding they even don't require it as they do not mutate the data.
Additionally, this is to "future-proof" your class. In particular, changing from a field to a property is an ABI break, so if you do later decide that you need more logic than just "set/get the field", then you need to break ABI, which of course creates problems for anything else already compiled against your class.
One other use (in languages that support properties) is that setters and getters can imply that an operation is non-trivial. Typically, you want to avoid doing anything that's computationally expensive in a property.
One relatively modern advantage of getters/setters is that is makes it easier to browse code in tagged (indexed) code editors. E.g. If you want to see who sets a member, you can open the call hierarchy of the setter.
On the other hand, if the member is public, the tools don't make it possible to filter read/write access to the member. So you have to trudge though all uses of the member.
Getters and setters coming from data hiding. Data Hiding means We
are hiding data from outsiders or outside person/thing cannot access
our data.This is a useful feature in OOP.
As a example:
If you create a public variable, you can access that variable and change value in anywhere(any class). But if you create as private that variable cannot see/access in any class except declared class.
public and private are access modifiers.
So how can we access that variable outside:
This is the place getters and setters coming from. You can declare variable as private then you can implement getter and setter for that variable.
Example(Java):
private String name;
public String getName(){
return this.name;
}
public void setName(String name){
this.name= name;
}
Advantage:
When anyone want to access or change/set value to balance variable, he/she must have permision.
//assume we have person1 object
//to give permission to check balance
person1.getName()
//to give permission to set balance
person1.setName()
You can set value in constructor also but when later on when you want
to update/change value, you have to implement setter method.

Pros and Cons of implementing Properties in Java

In C# there exists a type of member that is called a Property. This allows you to easily and simply define a private field and provide simple or complex getters and setters while saving space by not having to define whole methods. Java does not have anything like this, and from what I can see, the general consensus has been to suck it up and define complete getter and setter methods for private variables.
Currently, I have been toying with the following class:
public class Property<T> {
private T value = null;
public Property(){}
public Property(T initialValue){
value = initialValue;
}
public T get(){
return value;
}
public void set(T newValue){
value = newValue;
}
}
With this implementation, you can define simple properties that only require getters and setters:
final Property<String> name = new Property<>("Dog");
Or more advanced options like the one that MSDN provides for C#:
...
public double seconds;
public final Property<Double> Hours = new Property<Double>(){
#Override
public Double get() {
return seconds/3600;
}
#Override
public void set(Double newValue) {
seconds = newValue * 3600;
}
};
...
What would be the pros and cons of this solution?
The pros are largely obvious. I'll point out some that make it better than C#'s properties:
The backing field is tucked away so that you don't accidentally use it instead of the property. (but the downside is that you can't easily choose to use the backing field if you want)
Unlike C#'s auto-properties, you can choose to override only the get or set method, not both, e.g.
public Property<List<String>> MyList = new Property<List<String>>(){
#Override
public List<String> get() {
if (value == null)
value = new ArrayList<String>();
return value;
}
// set still works
};
There are cons, however:
It is not part of the Java language, or any common libraries, so it can be confusing for people who read your code (including yourself in the future).
You cannot change the visibility of the get and set methods: if the Property<T> can be accessed, you can both get and set the value.
If you don't make your Property field final, anyone that can access it can change it to their own Property implementation. This could be useful, but mostly would be a pain.
(this is a con shared with C#'s properties) You can't change the arguments that are passed to the get and set methods. E.g. you can't have a Property<MyType> with both a set(MyType) and a set(CompatibleType) method (unless you extend Property).
Using generics pervasively means that at run-time, (thanks to type erasure) you're using Object pervasively. This boxing/unboxing might make for a slight performance decrease (not noticeable in most apps) if you use primitives (e.g. using double vs Property<Double>).
By the way, Scala is a language that runs on the JVM that includes properties as a native feature, and interoperates with Java's version of properties (getters/setters). You might want to look into that, since basically someone else already hacked the Java language for you. =)
All in all, I'd say you shouldn't try to make Java have properties. When in Rome, do as the Romans do. If you don't like how the Romans do it, move down the street (Scala) or across the country (C#).
So the complete syntax, say for name, would now be:
theObject.name.set("new name");
The point is, how are you accessing that name object? Is it public / protected Then it could be overridden. Is it private? Then you can't change it outside the class anyways.
The solution you've proposed only works if you already have access to the object, at which point you don't need the solution.
The pros of this solution (your anonymous inner class) is that, if you are not needing to implement this anywhere else, it saves you from writing an entire extra class just for this one situation.
The con of this solution is that later you may want to implement it elsewhere, and then you'd want to refactor your code to extract the implementation of Property<Double> into its own class to avoid repeating yourself.
I'd say, if you're pretty sure you're not going to need this implementation anywhere else (I'm guessing you won't), just go ahead with the later solution of an anonymous inner class. It's a good one.

Data encapsulation in C# using properties

currently I am thinking about data encapsulation in C# and I am a little bit confused.
Years ago, when I started to learn programing with C++, my professor told me:
- "Create a class and hide it data members, so it can't be manipulated directly from outside"
Example:
You are parsing an XML file and store the parsed data into some data members inside the parser class.
Now, when I am looking at C#. You have there properties. This feature makes the internal state / internal data of a class visible to outside.
There is no encapsulation anymore. Right?
private string _mystring;
public string MyString
{
get {return _mystring;}
set {_mystring = value;}
}
From my point of view there is no difference between making data members public or having public properties, which have getters and setters, where you pass your private data members through.
Can someone explaing me that please?
Thanks
The private data is encapsulated by the property itself. The only way to access the data is through the property.
In your situation above, there is little reason to use the property. However, if you later need to add some validation, you can, without breaking the API, ie::
private string _mystring;
public string MyString
{
get {return _mystring;}
set
{
if (IsAcceptableInput(value))
_mystring = value;
}
}
Remember that a Property, in .NET, is really just a cleaner syntax for 2 methods - one method for the property get section, and one for the property set section. It provides all of the same encapsulation as a pair of methods in C++, but a (arguably) nicer syntax for usage.
Well so properties aren't the wild west you are taking them to be at a first glance. The unfortunate truth of OOP is that a lot of your methods are getters and setters, and properties are just a way to make this easier to write. Also you control what you'd like the property to allow someone to do. You can make a property readable but not writable, like so:
private string _mystring;
public string MyString
{
get {return _mystring;}
}
Or as mentioned by Reed you can have your set method do a transformation or checking of any amount of complexity. For instance something like
private long myPrime;
public long Prime {
get { return myPrime; }
set {
if (prime(value) {
myPrime = prime;
}
else {
//throw an error or do nothing
}
}
}
You generally have all the value you get from encapsulation, with some syntactic sugar to make some common tasks easier. You can do the same thing properties do in other languages, it just looks different.
The benefit of properties is that later on, you could decide to add validation etc to the setter method, or make the getter method do some calculation or caching, and none of the code that already calls your property would need to change - since the class' interface remained stable
There still is data encapsulation, if you need it to be. Encapsulating data is not about hiding it from the client of the class or making it unaccessible, it's about ensuring a consistent interface and internal object state.
Let's say you have an object representing a stick shift car, and a property to set the speed. You probably know that you should shift gears in between speed intervals, so that's where encapsulation comes in.
Instead of simply making the property public, thus allowing public access without any verification, you can use property getters and setters in C#:
class StickShiftCar : Car
{
public int MilesPerHour
{
get {return this._milesPerHour;}
set
{
if (vaule < 20)
this._gearPosition = 1;
else if (value > 30)
this._gearPosition = 2;
...
...
this._milesPerHour = value;
}
}
While this example is not necessarily compilable, I am sure you catch my drift.
You may be missing the fact that you don't have to have properties to correspond to all class member fields. You can decide which properties to add to your class, and whether or not they will be accessible outside of the class.
Looking a bit deeper, why did your professor tell you to encapsulate? Just because it is the proper object-oriented design? Why is that the proper way? Programming languages and paradigms are just a way of coping with the complexity of getting a processor to run our code in an understandable way. There are two readers of code, the machine and humans. The machine will happily load data from, or branch to, any address in the memory space. We humans on the other hand like to think of "things". Our brains deal with "things" that have attributes or that perform actions. A lion will eat you, a spear can defend you, a lion is furry, a spear is pointy. So we can understand programs if they are modeled as "things". Properties are supposed to model the attributes of a thing, and methods are supposed to model the things actions. In practice it can become quite fuzzy and everything cannot be modeled as a real world action, but the effort to do so, when done well, can make a program understandable.
The very first attempt of using property to encapsulate the value is get;set;
But C# provide more advanced feature to enrich functions inside get and set to make the property read-only, write-only or with certain conditions.
For example, to set the value as
private string temp;
public string temp
{
get
{
return temp;
}
}
will be better than using:
public readonly string Temp;

How can I make a read only version of a class?

I have a class with various public properties which I allow users to edit through a property grid. For persistence this class is also serialized/deserialized to/from an XML file through DataContractSerializer.
Sometimes I want to user to be able to save (serialize) changes they've made to an instance of the class. Yet at other times I don't want to allow the user to save their changes, and should instead see all the properties in the property grid as read only. I don't want to allow users to make changes that they'll never be able to save later. Similar to how MS Word will allow users to open documents that are currently opened by someone else but only as read only.
My class has a boolean property that determines if the class should be read-only, but is it possible to use this property to somehow dynamically add a read-only attributes to the class properties at run-time? If not what is an alternative solution? Should I wrap my class in a read-only wrapper class?
Immutability is an area where C# still has room to improve. While creating simple immutable types with readonly properties is possible, once you need more sophisticated control over when type are mutable you start running into obstacles.
There are three choices that you have, depending on how strongly you need to "enforce" read-only behavior:
Use a read-only flag in your type (like you're doing) and let the caller be responsible for not attempting to change properties on the type - if a write attempt is made, throw an exception.
Create a read-only interface and have your type implement it. This way you can pass the type via that interface to code that should only perform reads.
Create a wrapper class that aggregates your type and only exposes read operations.
The first option is often the easiest, in that it can require less refactoring of existing code, but offers the least opportunity for the author of a type to inform consumers when an instance is immutable versus when it is not. This option also offers the least support from the compiler in detecting inappropriate use - and relegates error detection to runtime.
The second option is convenient, since implementing an interface is possible without much refactoring effort. Unfortunately, callers can still cast to the underlying type and attempt to write against it. Often, this option is combined with a read-only flag to ensure the immutability is not violated.
The third option is the strongest, as far as enforcement goes, but it can result in duplication of code and is more of a refactoring effort. Often, it's useful to combine option 2 and 3, to make the relationship between the read-only wrapper and the mutable type polymorphic.
Personally, I tend to prefer the third option when writing new code where I expect to need to enforce immutability. I like the fact that it's impossible to "cast-away" the immutable wrapper, and it often allows you to avoid writing messy if-read-only-throw-exception checks into every setter.
If you are creating a library, it is possible to define a public interface with a private/internal class. Any method which needs to return an instance of your read-only class to an external consumer should instead return an instance of the read-only interface instead. Now, down-casting to a concrete type is impossible since the type isn't publicly exposed.
Utility Library
public interface IReadOnlyClass
{
string SomeProperty { get; }
int Foo();
}
public interface IMutableClass
{
string SomeProperty { set; }
void Foo( int arg );
}
Your Library
internal MyReadOnlyClass : IReadOnlyClass, IMutableClass
{
public string SomeProperty { get; set; }
public int Foo()
{
return 4; // chosen by fair dice roll
// guaranteed to be random
}
public void Foo( int arg )
{
this.SomeProperty = arg.ToString();
}
}
public SomeClass
{
private MyThing = new MyReadOnlyClass();
public IReadOnlyClass GetThing
{
get
{
return MyThing as IReadOnlyClass;
}
}
public IMutableClass GetATotallyDifferentThing
{
get
{
return MyThing as IMutableClass
}
}
}
Now, anyone who uses SomeClass will get back what looks like two different objects. Of course, they could use reflection to see the underlying types, which would tell them that this is really the same object with the same type. But the definition of that type is private in an external library. At this point, it is still technically possible to get at the definition, but it requires Heavy Wizardry to pull off.
Depending on your project, you could combine the above libraries into one. There is nothing preventing that; just don't include the above code in whatever DLL you want to restrict the permissions of.
Credit to XKCD for the comments.
Why not something like:
private int someValue;
public int SomeValue
{
get
{
return someValue;
}
set
{
if(ReadOnly)
throw new InvalidOperationException("Object is readonly");
someValue= value;
}
I would use a wrapper class that keeps everything read-only. This is for scalability, reliability and general readability.
I do not foresee any other methods of doing this that will provide the above three mentioned benefits as well as something more. Definitely use a wrapper class here in my opinion.
You can not get compile-time checks (like given with the keyword readonly) by changing a property to readonly at runtime. So there is no other way, as to check manually and throw an exception.
But propably it is better to re-design access to the class. For example create a "writer class", which checks if the underling "data class" can currently be written or not.
You can use PostSharp to create OnFieldAccessAspect that will not pass new value to any field when _readOnly will be set to true. With aspect code repetition is gone and there will be no field forgotten.
Would something like this help:
class Class1
{
private bool _isReadOnly;
private int _property1;
public int Property1
{
get
{
return _property1;
}
set
{
if (_isReadOnly)
throw new Exception("At the moment this is ready only property.");
_property1 = value;
}
}
}
You need to catch exceptions when setting properties.
I hope this is something you are looking for.

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