Compile Error CS0305 - c#

I'm new to C# programming and have hit a snag I cannot get past.
I'm getting this compile error:
CS0305: Using the generic type 'System.Collections.Generic.IEnumerable' reuires 1 type arguments
with this code;
class Program
{
static void Main(string[] args)
{
Car c = new Car();
c.PetName = "Frank";
c.Speed = 55;
c.colour = "Green";
Console.WriteLine("Name = : {0}", c.PetName);
c.DisplayStats();
Garage carLot = new Garage();
// Hand over each car in the collection
foreach (Car c in carLot)
{
Console.WriteLine("{0} is going {1} MPH",
c.PetName, c.CurrentSpeed);
}
Console.ReadLine();
}
class Car
{
//Automatic Properties
public string PetName { get; set; }
public int Speed { get; set; }
public string colour { get; set; }
public void DisplayStats()
{
Console.WriteLine("Car Name: {0}", PetName);
Console.WriteLine("Speed: {0}", Speed);
Console.WriteLine("Color: {0}", colour);
}
}
public class Garage
{
private Car[] CarArray = new Car[4];
// Fill with some car objects on startup.
public Garage()
{
carArray[0] = new Car("Rusty", 30);
carArray[1] = new Car("Clunker", 55);
carArray[2] = new Car("Zippy", 30);
carArray[3] = new Car("Fred", 30);
}
}
public IEnumerator GetEnumerator()
{
foreach (Car c in carArray)
{
yield return c;
}
}
}
How can I resolve this?

There are two variants of IEnumerable, the generic one (which is in the System.Collections.Generic namespace) accepts a type argument which specified the types of objects that the enumerable contains. The other one (contained in the System.Collections namespace) has no type argument and so exposes the type object - you appear to be declaring / using the non-generic variant, however are not using the System.Collections namespace.
I think the quick way to fix your particular compile error is to put the following at the top of your source code file:
using System.Collections;
Alternatively you can instead use the Generic version (which you should try to do wherever possible as it is type safe) by specifying type parameters when you declare IEnumerable, like this:
IEnumerable<Car>
IEnumerator<Car>
You might also want to read An Introduction to C# Generics
You also seem to have a few more errors than that, but these seem like they might be from problems copying and pasting the source (specifically Garage does not implement IEnumerable, either the generic or non-generic version, and GetEnumerator is on the Program class, not the Garage class).

You have more errors than just that. But specifically for that error, you're looping over Garage in a foreach, but that class does not expose an enumerator, mainly because the method GetEnumerator is actually outside of the class. Move the method inside Garage and then you'll be able to get all the way to scene of the next crash.
Actually, for that error, you need using System.Collections; and then you need to move the GetEnumerator method. Like I said, you have tons of errors in this code.

You have a lot of typos. As others have said, your specific answer is you need to add ": IEnumerable" to your class Garage statement.
Here is the code fixed enough to compile cleanly:
class Program
{
static void Main (string[] args)
{
Car c = new Car ("Frank", 55);
c.colour = "Green";
Console.WriteLine ("Name = : {0}", c.PetName);
c.DisplayStats ();
Garage carLot = new Garage ();
// Hand over each car in the collection
foreach (Car ch in carLot) {
Console.WriteLine ("{0} is going {1} MPH", ch.PetName, ch.Speed);
}
Console.ReadLine ();
}
class Car
{
//Automatic Properties
public string PetName { get; set; }
public int Speed { get; set; }
public string colour { get; set; }
public void DisplayStats ()
{
Console.WriteLine ("Car Name: {0}", PetName);
Console.WriteLine ("Speed: {0}", Speed);
Console.WriteLine ("Color: {0}", colour);
}
public Car(string petname, int speed) { PetName = petname; Speed = speed; }
}
public class Garage : IEnumerable
{
private Car[] carArray = new Car[4];
// Fill with some car objects on startup.
public Garage ()
{
carArray[0] = new Car ("Rusty", 30);
carArray[1] = new Car ("Clunker", 55);
carArray[2] = new Car ("Zippy", 30);
carArray[3] = new Car ("Fred", 30);
}
public IEnumerator GetEnumerator ()
{
foreach (Car c in carArray) {
yield return c;
}
}
}
}

Related

Keyword this is not valid in a static property, static method, or static field initilizer. The modifier 'Public' is not Valid for this item

Im new to c#, I tried googling but no answers. Its flaging me an error when I use this keyword. (Should i just take it out and use Car instead?) Its also flaging an error when I use Public Car(). I tried talking out Public and it worked but I need to use it in different Files. It could be because im following an outdated course.
using System.Text;
using System;
namespace SimpleClasses
{
class Program
{
static void Main(string[] args)
{
Car myNewCar = new Car();
myNewCar.Make = "toyota";
myNewCar.Model = "Cutlas Supreme";
myNewCar.Year = 1986;
myNewCar.Color = "Silver";
Car myOtherCar = myNewCar;
Console.WriteLine(myOtherCar.Make);
Console.WriteLine("Before: " + myNewCar.Make);
doByValue(myNewCar);
Console.WriteLine("After By Value: " + myNewCar.Make);
doByReference(ref myNewCar);
Console.WriteLine("After By Reference: " + myNewCar.Make);
static void doByValue(Car car)
{
car = new Car();
car.Make = "BMW";
}
static void doByReference(ref Car car)
{
car = new Car();
car.Make = "BMW";
}
Console.ReadLine();
public Car()
{
this.Make = "Nissan";
}
}
}
class Car
{
public string Make { get; set; }
public string Model { get; set; }
public int Year { get; set; }
public string Color { get; set; }
public double DetermineMarketValue()
{
return 0.0;
}
}
}
This code is a constructor for the Car class, it does not belong in the static main method. Move it inside the Car class:
class Car
{
public string Make { get; set; }
public string Model { get; set; }
public int Year { get; set; }
public string Color { get; set; }
public Car()
{
this.Make = "Nissan";
}
public double DetermineMarketValue()
{
return 0.0;
}
}
Though this code would intitialize every car instance as a Nissan make. Normally you would use the constructor to ensure all required values in a new instance are provided to help ensure that a Car instance is always in a valid state. For example:
public Car(string make, string model, int year, string color = "White")
{
Make = !string.IsNullOrEmpty(make) ? make : throw new ArgumentNullException(nameof(make));
Model = !string.IsNullOrEmpty(model) ? model : throw new ArgumentNullException(nameof(model));
Year = year >= 1940 && year <= DateTime.Today.Year ? year : throw new ArgumentOutOfRangeException(nameof(year));
Color = color; // Defaults to "White".
}
This requires any code wanting to create an instance of a Car would need to provide all of the required details about the car to help avoid a situation where an invalid/incomplete object ends up getting passed around. It's a good idea to validate values being passed in to catch potential problems early.
In C#, be mindful of scopes for classes, methods, and namespaces, the use of { and }.
Code like this:
static void doByValue(Car car)
{
car = new Car();
car.Make = "BMW";
}
static void doByReference(ref Car car)
{
car = new Car();
car.Make = "BMW";
}
inside the scope of the Main method also does not make any sense.
The static main method is a function that will execute when your application starts. "Car" is a class, meaning an encapsulation for properties and functions applicable to a Car. Think of a Class as a template or blueprint for a thing and/or the instructions for how that thing should be used. The Main function may create one or more instances of Car "objects". Classes are the templates, Objects are the instances of those classes.
Hopefully that helps make some sense around classes and instances.

CS7036:There is no argument given that corresponds to the required formal parameter 'i' [duplicate]

This question already has answers here:
C# inheritance and default constructors
(4 answers)
Inheritance with base class constructor with parameters [duplicate]
(2 answers)
Closed 1 year ago.
I am just learning C#, and I made two external classes with constructors, and one inherits from another one. But it is giving the Error:
Severity Code Description Project File Line Suppression State
Error CS7036 There is no argument given that corresponds to the required formal parameter 'i' of 'Engineer.Engineer(string)' program.cs C:\Users\win 10\Desktop\C#\program.cs\program.cs\Car.cs 41 Active
The Three Code files are:
1/ main.cs:
using System;
namespace program
{
class Core
{
static void Main(string[] args)
{
Car BMW = new Car("X-A-21-A-X", 3200000, "Reddish-brown", false);
string currentPrice = BMW.CheckPrice("us", BMW.price);
if(!double.TryParse(currentPrice, out var q))
{
Console.WriteLine(currentPrice);
}else if(double.TryParse(currentPrice, out var z))
{
double converted_Price = Convert.ToDouble(currentPrice);
Console.WriteLine(converted_Price);
}
Console.WriteLine(BMW.model);
}
}
}
2/ Car.cs:
using System;
namespace program
{
class Car : Engineer
{
private string _model;
public string model
{
get { return _model; }
set { _model = value; }
}
public double price;
public string color;
public bool available;
public string CheckPrice(string locale, double price)
{
string ret = default(string);
if(locale == "in")// India
{
ret = Convert.ToString(2.14 * price);
}else if(locale == "us")// USA
{
ret = Convert.ToString(3.98 * price);
}else if(locale == "jp")// Japan
{
ret = Convert.ToString(1.3 * price);
}else if(locale == "vn")//Vietnam
{
ret = Convert.ToString(0.78645 * price);
}else if(locale == "ch")//China
{
ret = Convert.ToString(2.56 * price);
}
else
{
ret = "Invalid Locale, Your Country does not ship the car.";
}
Console.WriteLine(_model);
return ret;
}
public Car(string modelName, double priceVal, string ColorName, bool avail) /* 'Car' in this line is causing problems*/
{
model = modelName;
price = priceVal;
color = ColorName;
available = avail;
}
}
}
3/ Engineer.cs:
using System;
namespace program
{
class Engineer
{
private string creatorCompany;
public string creator_Company
{
get { return creatorCompany; }
set { creatorCompany = value; }
}
public Engineer(string i)
{
creator_Company = i;
}
}
}
There are answers there but I can't understand them. Please explain them to me like I'm a monke who doesn't know sh*t
You need to add the default constructor to the Engineer class. because when you create an instance of derived it calls the base class constructor before the derived class constructor.
public Engineer()
{
}
If Car is Engineer
In the unlikely scenario that Car is Engineer the Car needs to supply creatorCompany:
Engineer definition states that creatorCompany must be supplied
Car is Engineer
Car must provide creatorCompany.
It could look something like this:
public Car(
string creatorCompany, // Added
string modelName,
double priceVal,
string ColorName,
bool avail)
: base(i: creatorCompany) // Added
{
model = modelName;
price = priceVal;
color = ColorName;
available = avail;
}
If Car is not Engineer
In this case, the solution is to remove : Engineer:
class Car : Engineer
becomes:
class Car
In the constructor of the child class you must reference the parameters of the parent/base class.
In this case change the constructor of the Car class to the following.
//Inside class Car
public Car(string i, string modelName, double priceVal, string ColorName, bool avail) : base(i)
{
//Code inside
}
This is all that cause an issue not anything else.

Updating an Object from a List in C#

I have the following:
public class Animal
public int currentPopulation
public string name
public Animal(int currentPopulation, string name){
this.currentPopulation = currentPopulation;
this.name = name;
}
In another class I have:
public class MainClass
<List><Animal>animalList
...
lion = newAnimal(100, "Lion");
cat = newAnimal(20, "Cat");
dog = newAnimal(40, "Dog")
animalList.add(lion);
animalList.add(cat);
animalList.add(dog);
Every so often I have to fetch new data from a server and update the animal property, currentPopulation in the MainClass. Currently I'm doing this by the following:
public void UpdatePopulations(int lionPopulation, int catPopulation, int dogPopulation)
foreach(var item in animalList.where(n=>n.name=="Lion")){
item.currentPopulation = lionPopulation;
}
... and the same for the cat and dog.
I feel like my solution is bulky and I'm wondering if there is a cleaner way to update the objects from the list.
When working with list (which is a dynamic container) there is no way to find element without iterating over it.
One way you can make it more efficient is updating your List in one path and not using LINQ to find elements.
Something like this
foreach(vat animal in animalList)
{
if (animal.name == "Lion")
animal.currentPopulation = ...
else if (animal.name == "...")
animal.currentPopulation = ...
}
I'd suggest you use different data container than list.
Dictionary<string, Animal> animals will serve you better because than you can use animal name as update keys.
You can also differentiate with the help of 'enum' as shown below but you need to iterate through list to identify animal.
public enum AnimalName
{
Lion,
Cat,
Dog
}
public class Animal
{
public AnimalName Name { get; set; }
public int Population { get; set; }
public Animal(AnimalName name, int population)
{
Name = name;
Population = population;
}
}
public void UpdatePopulations(int lionPopulation, int catPopulation, int dogPopulation)
{
foreach (var animal in animals)
{
switch (animal.Name)
{
case AnimalName.Lion:
animal.Population = lionPopulation;
break;
case AnimalName.Cat:
animal.Population = catPopulation;
break;
case AnimalName.Dog:
animal.Population = dogPopulation;
break;
}
}
}
There is almost no benefit to convert the animalList to Dictionary, if you are going to update all of the animals anyway. Some improvement that I can think of is to accept IEnumerable instead, so you can freely update certain or all animals.
public void UpdatePopulations(IEnumerable<Animal> newAnimals)
{
var dictionary = newAnimals.ToDictionary<string, int>(a=>a.Name, a=>a.currentPopulation); // convert to dictionary, so that we have O(1) lookup during the search later. This process itself is O(n)
foreach(var animal in animalList) // this will be O(n)
{
if(dictionary.ContainsKey(animal.Name))
{
animal.currentPopulation = dictionary[animal.Name].currentPopulation;
}
}
}
public void UpdatePopulations(Dictionary<string, int> populations)
{
foreach(var population in populations)
foreach(var animal in animalList.Where(x => x.name == population.Key))
animal.currentPopulation = population.Value;
}
Usage:
variableName.UpdatePopulations(new Dictionary<string, int> {
["Lion"] = 1000,
["Cat"] = 2000,
["Dog"] = 3000
});

Storing multiple type of data

I'm trying to create a quest system. I have QuestCreator, Quest and multiple objective classes that inherits an interface(TalkObjective, LocationObjective etc.)
In Quest class' constructor, I have created a list like List<IObjective>.
It didn't work.
Then I created a class to hold all different types of lists. But I lost the ability of ordering my objectives.
My question is; Is there a better way/design to do that?
[Edit]
I'm sorry that I didn't detailed it enough. Since I changed my code, I can't post it here. I tried to create the same code but this time the code is not giving me error. So I solve the problem on my own.
I was using a tutorial that wasn't completed/abandoned.
Here is the link to github
I built my Item/Inventory system with abstract classes and it was the first thing that came to my mind. But my intention was to create this quest system the way creator of the tutorial designed, so that I can learn his way.
I wanted to put objects of different Objective Classes in a list with the interface that they using in common way.
public class QuestCreator : MonoBehaviour {
#region fields
private List<IQuestObjective> objectives;
private GameObject itemManager;
private ItemDatabase itemdb;
private Location location;
private Quest quest;
//For Saving Quest
private Quest_data quests;
#endregion
void Update()
{
//Just for the test purpose
if (Input.GetKeyDown (KeyCode.E))
{
itemManager = GameObject.Find ("GameManager");
itemdb = itemManager.GetComponent<ItemDatabase>();
Item item = new Item ();
Item item2 = new Item ();
item = itemdb.weapon_database[0];
item2 = itemdb.weapon_database [1];
CollectionObjective collectionObjective = new CollectionObjective ("Find", 3, item, "Find this precious item");
CollectionObjective collectionObjective2 = new CollectionObjective ("Find", 1, item2, "Find Sword of Warrior from Dark Passage");
LocationObjective locationObjective = new LocationObjective ("Go to Green Valley", "Go to " + location, location, false);
objectives = new List<IQuestObjective> ();
objectives.Add(collectionObjective);
objectives.Add (collectionObjective2);
objectives.Add (locationObjective);
QuestText questText = new QuestText ();
QuestIdentifier questIdentifier = new QuestIdentifier();
questText.Title = "Finding Sword of Warrior";
questText.DescriptionSummary = "Summary...";
questText.Hint = "Hint...";
questIdentifier.QuestID = 1;
questIdentifier.SourceID = 1;
quest = new Quest (questIdentifier, questText, objectives);
Debug.Log (quest.Objectives[1].Description);
Debug.Log (quest.Objectives.Count);
}
}
You need to look into inheritance and polymorphism.
In your case you'd have a IObjective class that contains all the common logic:
public abstract IObjective : MonoBehaviour
{
public abstract void CommonMethod();
public virtual void OverrideIfNeeded(){}
public void UseAsIs(){}
}
CommonMethod has to be overrriden by subclass. OverrideIfNeeded may be overriden or used as it is. UseAsIs cannot be overriden (it can be hidden though).
Then you have a collection:
IEnumerable<IObjective> collection;
it contains all kind of different objects that are all IObjective and you can iterate and call all methods from the IObjective:
foreach(IObjective obj in collection)
{
obj.CommonMethod();
obj.UseAsIs();
...
}
Here is an example of the code you may have for your problem.
public class Program
{
public struct Location
{
// Assumes 2D game location
public int X;
public int Y;
}
public struct Character
{
public int GameCharId;
}
public class BaseObjective
{
public string Title;
public string Description;
}
public class TalkObjective : BaseObjective
{
public Character TargetCharacter;
}
public class LocationObjective : BaseObjective
{
public Location TargetLocation;
}
public static void Main(string[] args)
{
List<BaseObjective> currentObjectives = new List<BaseObjective>();
TalkObjective obj1 = new TalkObjective(){ Title = "Talk to Bob", Description = "Bob has some useful information for you", TargetCharacter = new Character(){GameCharId = 87}};
LocationObjective obj2 = new LocationObjective(){ Title = "Find the thing", Description = "Bob informed you of a thing, go and find it", TargetLocation = new Location(){ X = 33, Y=172}};
currentObjectives.Add(obj1);
currentObjectives.Add(obj2);
}
}
At first to all game programming, I'm highly suggesting going through this web book - http://gameprogrammingpatterns.com/contents.html (it also offers PDF/book variant for some money). It helps You with some game-pattern examples and You will get an idea how games are made.
Your question is kind of broad and related to each person opinion, which should not be listed as a Q on SO, however:
Logically to me it is like: There is 1 Quest (created by factory QuestCreator), which contains List<Objectives>.
Objective should be an abstract class, containing some variables and methods (Is objective done? - other things that all Objectives have in common).
After that You should inherit smaller objective (like TalkObjective, ItemObjective) and override inner implementation of the methods -> IsObjectiveDone.
On
To be honest, in game-programming, developers are stepping away to avoid inheritance as much as possible. It is too hard to create inheritance tree and then go through the code. Instead they are trying to rely on pattern like Component (same source as above).
Adding some example:
public abstract class Objective
{
public bool IsObjectiveDone { get; private set; }
public virtual void CheckIfDone();
}
public class ObjectiveGroup
{
public bool AllObjectivesDone => SubObjectives.All(a => a.IsObjectiveDone);
public Objective[] SubObjectives { get; private set; }
public static ObjectiveGroup Create(TypeOfQuest aType, Requirements[] aReq)
{ /* factory implementation */ }
}
Once You have the example above, You can define each type of "special" objective:
public class ItemObjective : Objective
{
public Item RequiredItem { get; private set; }
override public void CheckIfDone()
{
this.IsObjectiveDone = Player.GetInstance().Inventory.Contains(RequiredItem);
}
}
Once You will want to start new Quest, You will call the factory, which will create the Quest, containing group of objectives. On each objective You will CheckIfDone everytime user do some action/get new item or so.
public class Quest
{
public ObjectiveGroup { get; private set; }
public Quest(TypeOfQuest aType, Requirements[] aReq)
{
this.ObjectiveGroup = ObjectiveGroup.Create(aType, aReq);
}
}
public class Player
{
public List<Quest> Quests = new List<Quest>();
public List<Item> Inventory = new List<Item>();
}
public void Main(/* ... */)
{
Player player = new Player();
player.Quests.Add(new Quest(TypeOfQuest.ItemObtain, new Requirements[] { Item["Sword of Conan"] });
while(true)
{
player.Quests.ObjectiveGroup.ForEach(a => a.SubObjectives.ForEach(b => b.CheckIfDone()));
foreach(var objGrp in player.Quests.ObjectiveGroup)
if(objGrp.IsObjectiveDone) Console.WriteLine("Quest completed");
}
}
The better design, will be using Finite Automaton for this task, not some sort of list of objective.
So, your quest will be described with graph of predicates (conditions where to move to state or not, event listeners if you want) and states (accompishments in quest). For example, let's imagine hero entered some tavern, then he also enters some different quest lines. One of them describes town robber quest:
[Start] -(talked with barmen about robber)-> [Kill robber]
[Start] -(talked with robber wife) -> [Ask robber to return items]
//this is made for karma decision between two quest lines, so you are free to chose what to do with poor robber, take robber money or gain karma in town.
[Ask robber to return items] -(talked with barmen about robber)-> [Kill robber]
[Kill robber] -(talked with robber wife) -> [Ask robber to return items]
//barmen quest line
[Kill robber] -(robber killed)-> [Success quest (you can take money as reward)]
[Kill robber] -(robber spared)-> [Fail quest]
//wife quest line
[Ask robber to return items] -(robber convinced)-> [Success quest (you can now sleep with his wife for free)]
[Ask robber to return items] -(robber not convinced)-> [Ask robber to return items]
[Ask robber to return items] -(robber got bored of your questions)-> [Fail quest]
As you see this is all described with simple automaton rules and you can make pretty complex quests without much effort. In case of your list of objective you can't possibly branch your quest into different states, so only possible way to complete your quest is to meet ALL actions described one by one, even if it has two possible and successful outcomes.
Predicates in this example can be described as events, and states - as simple numbers or strings.
This is just very slow example of how I see it:
public class QAutomaton
{
private readonly Dictionary<string, Dictionary<string, string>> _graph = new Dictionary<string, Dictionary<string, string>>();
public void AddState(string state)
{
_graph.Add(state, new Dictionary<string, string>());
}
public void AddCondition(string from, string condition, string to)
{
_graph[from].Add(condition, to);
}
public string GetNext(string from, string condition)
{
var conds = _graph[from];
string nextState;
conds.TryGetValue(condition, out nextState);
return nextState;
}
}
public class Quest
{
public string CurrentState = "Start";
private readonly QAutomaton _automaton;
public Quest(QAutomaton automaton)
{
_automaton = automaton;
}
public void FeedEvent(string condition)
{
var nextState = _automaton.GetNext(CurrentState, condition);
if (nextState != null)
{
CurrentState = nextState;
}
}
}
public static void Main()
{
var fa = new QAutomaton();
fa.AddState("Start");
fa.AddState("Kill robber");
fa.AddState("Ask robber to return items");
fa.AddCondition("Start", "talked with barmen about robber", "Kill robber");
fa.AddCondition("Start", "talked with robber wife", "Ask robber to return items");
//describe rest here...
_quest = new Quest(fa);
}
public static void OnTalkedWithBarmenAboutRobberEventHandler()
{
_quest.FeedEvent("talked with barmen about robber");
var state = _quest.CurrentState;
if (state == "Kill robber")
{
//locate him on global map or something
}
}

Get specific properties from objects in a ListBox

This is a C# winform project where I have "Car" objects that I am adding to a ListBox. I can add the objects and even see the properties one by one using something like this:
Car car = (Car)listBox1.SelectedItem;
Console.Write(car.Name);
But how can I get, for instance, the BodyColor property from all cars? I attempted to use foreach with no success. It simply returned the name of the Class for each loop instead of a specific property. Any help would be greatly appreciated.
Here is my code thus far:
using System;
using System.Drawing;
using System.Windows.Forms;
namespace string_test
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
Car car1 = new Car();
car1.Name = "Bobs Car";
car1.BodyColor = Color.Black;
car1.IsSedan = true;
car1.TopSpeed = 110;
Car car2 = new Car();
car2.Name = "Bills Car";
car2.BodyColor = Color.Red;
car2.IsSedan = false;
car2.TopSpeed = 140;
listBox1.Items.Add(car1);
listBox1.Items.Add(car2);
}
private void button1_Click(object sender, EventArgs e)
{
// Here is where I am trying to get all BodyColor properties
// from every car in the ListBox.
// What I have below gets the BodyColor from whatever
// car is selected instead.
Car car = (Car)listBox1.SelectedItem;
Console.Write(car.BodyColor);
}
class Car
{
public string Name { get; set; }
public int TopSpeed { get; set; }
public bool IsSedan { get; set; }
public Color BodyColor { get; set; }
public override string ToString()
{
return Name;
}
}
}
}
I would recommend using either LINQ queries or LINQ methods for something like this. FYI, in case you don't know what LINQ is, it enables you, as a programmer, to make equivalent calls that could be in SQL queries, on C# structures that implements the interface IEnumerable. More on this here.
LINQ METHODS
var carsFromBodyColor = listbox.Items.Where(obj=> obj!= nulll).Cast<Car>().Select(castedCar => castedCar.BodyColor);
foreach(var c in carsFromBodyColor)
Console.WriteLine(c.BodyColor);
LINQ QUERIES
var carColors = from Car carItem in listBox.Items
where carItem != null
select carItem .BodyColor;
foreach(var color in carColors)
Console.WriteLine(color);
Use listbox.Items to get all items.
Use LINQ Cast and Select to get list of BodyColors:
listBox1.Items.Cast<Car>().Select(c => c.BodyColor);

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