When to use DebuggerDisplayAttribute - c#

What are some best practices around the DebuggerDisplayAttribute? What guides your decisions on when and how to apply the attribute to your code? For example..
Do you find DebuggerDisplayAttribute more useful on some types of objects (i.e. custom data structures) rather than others?
Do you define it on public types, internal types, or both?
Will you generally add it to the initial implementation, or wait for a tester/user to request it?
When is it better to define DebuggerDisplayAttribute and when does it make more sense to override .ToString()?
Do you have guidelines on how much data you expose in the attribute, or limits on the amount of computation to include?
Do any inheritance rules apply that would make it more beneficial to apply on base classes?
Is there anything else to consider when deciding when or how to use it?

It's subjective and I'd hesitate to say there are any best practices, but:
Do you find DebuggerDisplayAttribute more useful on some types of objects (i.e. custom data structures) rather than others?
By far the most common use is types that represent business entities - and I'll commonly display ID + name. Also any types that will be stored in collections in the application.
Other than that I add it whenever I find myself frequently searching for properties in the debugger.
2.Do you define it on public types, internal types, or both?
Both.
3.Will you generally add it to the initial implementation, or wait for a tester/user to request it?
Testers/users won't ever see it - it's only used while debugging.
4.When is it better to define DebuggerDisplayAttribute and when does it make more sense to override .ToString()?
Override ToString() when you want the representation at runtime, either for logging or application-specific purposes. Use DebuggerDisplayAttribute if you only need it for debugging.
5.Do you have guidelines on how much data you expose in the attribute, or limits on the amount of computation to include?
As it's not used at runtime, the only constraint is that it should be fast enough not to impede the debugging experience (especially when called multiple times for elements of a collection).
You don't need to be concerned about exposing sensitive data as you would with runtime logging (e.g. by overriding .ToString), because such data will be visible anyway in the debugger.
6.Do any inheritance rules apply that would make it more beneficial to apply on base classes?
No, apply it on the classes you need it.
7.Is there anything else to consider when deciding when or how to use it?
Nothing else I can think of.

Debugging mode without DebuggerDisplay Attribute
Debugging mode with DebuggerDisplay Attribute
[DebuggerDisplay("{Name,nq}")]//nq suffix means no quotes
public class Product {
public int Id { get; set; }
public string Name { get; set; }
//Other members of Northwind.Product
}
DebuggerDisplay attribute best practices
Tell the debugger what to show using the DebuggerDisplay Attribute (C#, Visual Basic, F#, C++/CLI)
Debugger/Diagnostics Tips & Tricks in Visual Studio 2019
Although the attribute is quite old, you should watch the applause and the narrator's reaction :) By the way, if you want to see more debugger tricks, you might want to see this demo at your free time.

I use it a lot when I know that a code section will require a lot of debugging. It saves some time when browsing the objects in the debugger, especially if you are using expressions like "{ChildCollection.Count}". It gives you a quick idea of the data you are looking at.
I almost always put it on class that will end up in collections so that it is really quick to see each item and not just a bunch of MyNamespace.MyClass elements that you have to expand.
My opinion is that ToString() is used to provide an end-user representation of the data. DebuggerDisplay is for developers, you can decide to show the element ID, some additional internal/private properties.

DebuggerDisplay has value for any class which doesn't have a meaningful .ToString() implementation, but I personally haven't seen anyone proactively write the attributes until they are needed.
In general, Omer's link to best practices looks like sound advice; however I personally would lean away from the suggestion to have a dedicated DebuggerDisplay() method--even though it's private it seems to offer little benefit over the attribute aside from removing magic strings.

Related

What exactly is encapsulation?

My teacher told me that encapsulation is data/information hiding.
But what I understand from here is that Encapsulation is bundling data and methods that act on that data into one unit. And that [encapsulation] allows us to create information hiding mechanisms. Like, making a variable read-only, or making it accessible through some checkpoints.
Am I right that encapsulation in itself is not data hiding, but a way through which we can hide data?
There is no authoritative source that can tell you with full confidence. You (we all) have to ask unfortunately every time it comes up what exactly the speaker/writer means.
Most of the time is encapsulation a little bit more than information hiding.
Encapsulation is a bit more abstract, and may refer to not just data, but logic or any knowledge in general.
Data hiding is just that (normally), hiding the data (the instance variables).
How these things get implemented is a source of even more debate! For example some (if not most) people refer to data hiding when instance variables are simply declared private. Even if there is a public getter for that same data! (the linked article seem to support this position)
Again for others (myself included) calling data hidden when there is a public getter for it sounds strange to say the least.
Some people insist that getters are ok (the data hiding applies) if the returned data is immutable, since it can not be changed.
Encapsulation is often used together with logic. For example: I encapsulate how to send emails in this class, etc.
The problem is, everyone uses the same words, so it's nigh impossible to tell what someone really means by either of these things. If you want to know what someone is talking about, always demand an example (or two).
I will give an explanation to encapsulation and data hiding as I understood from code complete book
When you create a class/method the primary goal is to reduce complexity of your program. You create a class/method to hide information so that you won’t need to think about it. Sure, you’ll need to think about it when you write the class/method. But after it’s written, you should be able to forget the details and use the class/method without any knowledge of its internal workings.
So each class/method should ask a question "What should I hide in order to reduce complexity?" and hence you start to create the interface that this class/method provides to the outside world (other classes/methods). This consists of creating a good abstraction for the interface to represent and ensuring that the details remain hidden behind the abstraction.
Abstraction helps to manage complexity by providing models that allow you to ignore implementation details. Encapsulation is the enforcer that prevents you from looking at the details even if you want to. If I declare a method as private, I'm forcing that it should be used only inside the class and not from outside and if I declare it as public I'm saying that it is part of the interface this class is providing and it can be used from outside. The two concepts are related because, without encapsulation, abstraction tends to break down.
It means you can't mess with the other object's innards unless that object lets you. It is encapsulated, in a capsule you can't get into. An artifact of this is hiding information. If you are closed up, and only you can open things up, then you've pretty much hidden everything inside of yourself. Thus, the hiding is a consequence of encapsulating.
Think of a Birthday class that takes in a Birthdate (DateTime) in the constructor.
It has properties the following that are filled
Public Property _ZodiacSign As String = String.Empty
Public Property _ChineseZodiac As String = String.Empty
Public Property _ChineseZodiacChar As String = String.Empty
Public Property _is21AndOver As Boolean
Public Property _ChineseDate As String
Public Property _EstimatesConvievedDate As DateTime
You have no idea what the logic is to figure out the zodiac sign or chinesezodiac or are they over 21, it is a black box.

Good or bad practice? Initializing objects in getter

I have a strange habit it seems... according to my co-worker at least. We've been working on a small project together. The way I wrote the classes is (simplified example):
[Serializable()]
public class Foo
{
public Foo()
{ }
private Bar _bar;
public Bar Bar
{
get
{
if (_bar == null)
_bar = new Bar();
return _bar;
}
set { _bar = value; }
}
}
So, basically, I only initialize any field when a getter is called and the field is still null. I figured this would reduce overload by not initializing any properties that aren't used anywhere.
ETA: The reason I did this is that my class has several properties that return an instance of another class, which in turn also have properties with yet more classes, and so on. Calling the constructor for the top class would subsequently call all constructors for all these classes, when they are not always all needed.
Are there any objections against this practice, other than personal preference?
UPDATE: I have considered the many differing opinions in regards to this question and I will stand by my accepted answer. However, I have now come to a much better understanding of the concept and I'm able to decide when to use it and when not.
Cons:
Thread safety issues
Not obeying a "setter" request when the value passed is null
Micro-optimizations
Exception handling should take place in a constructor
Need to check for null in class' code
Pros:
Micro-optimizations
Properties never return null
Delay or avoid loading "heavy" objects
Most of the cons are not applicable to my current library, however I would have to test to see if the "micro-optimizations" are actually optimizing anything at all.
LAST UPDATE:
Okay, I changed my answer. My original question was whether or not this is a good habit. And I'm now convinced that it's not. Maybe I will still use it in some parts of my current code, but not unconditionally and definitely not all the time. So I'm going to lose my habit and think about it before using it. Thanks everyone!
What you have here is a - naive - implementation of "lazy initialization".
Short answer:
Using lazy initialization unconditionally is not a good idea. It has its places but one has to take into consideration the impacts this solution has.
Background and explanation:
Concrete implementation:
Let's first look at your concrete sample and why I consider its implementation naive:
It violates the Principle of Least Surprise (POLS). When a value is assigned to a property, it is expected that this value is returned. In your implementation this is not the case for null:
foo.Bar = null;
Assert.Null(foo.Bar); // This will fail
It introduces quite some threading issues: Two callers of foo.Bar on different threads can potentially get two different instances of Bar and one of them will be without a connection to the Foo instance. Any changes made to that Bar instance are silently lost.
This is another case of a violation of POLS. When only the stored value of a property is accessed it is expected to be thread-safe. While you could argue that the class simply isn't thread-safe - including the getter of your property - you would have to document this properly as that's not the normal case. Furthermore the introduction of this issue is unnecessary as we will see shortly.
In general:
It's now time to look at lazy initialization in general:
Lazy initialization is usually used to delay the construction of objects that take a long time to be constructed or that take a lot of memory once fully constructed.
That is a very valid reason for using lazy initialization.
However, such properties normally don't have setters, which gets rid of the first issue pointed out above.
Furthermore, a thread-safe implementation would be used - like Lazy<T> - to avoid the second issue.
Even when considering these two points in the implementation of a lazy property, the following points are general problems of this pattern:
Construction of the object could be unsuccessful, resulting in an exception from a property getter. This is yet another violation of POLS and therefore should be avoided. Even the section on properties in the "Design Guidelines for Developing Class Libraries" explicitly states that property getters shouldn't throw exceptions:
Avoid throwing exceptions from property getters.
Property getters should be simple operations without any preconditions. If a getter might throw an exception, consider redesigning the property to be a method.
Automatic optimizations by the compiler are hurt, namely inlining and branch prediction. Please see Bill K's answer for a detailed explanation.
The conclusion of these points is the following:
For each single property that is implemented lazily, you should have considered these points.
That means, that it is a per-case decision and can't be taken as a general best practice.
This pattern has its place, but it is not a general best practice when implementing classes. It should not be used unconditionally, because of the reasons stated above.
In this section I want to discuss some of the points others have brought forward as arguments for using lazy initialization unconditionally:
Serialization:
EricJ states in one comment:
An object that may be serialized will not have it's contructor invoked when it is deserialized (depends on the serializer, but many common ones behave like this). Putting initialization code in the constructor means that you have to provide additional support for deserialization. This pattern avoids that special coding.
There are several problems with this argument:
Most objects never will be serialized. Adding some sort of support for it when it is not needed violates YAGNI.
When a class needs to support serialization there exist ways to enable it without a workaround that doesn't have anything to do with serialization at first glance.
Micro-optimization:
Your main argument is that you want to construct the objects only when someone actually accesses them. So you are actually talking about optimizing the memory usage.
I don't agree with this argument for the following reasons:
In most cases, a few more objects in memory have no impact whatsoever on anything. Modern computers have way enough memory. Without a case of actual problems confirmed by a profiler, this is pre-mature optimization and there are good reasons against it.
I acknowledge the fact that sometimes this kind of optimization is justified. But even in these cases lazy initialization doesn't seem to be the correct solution. There are two reasons speaking against it:
Lazy initialization potentially hurts performance. Maybe only marginally, but as Bill's answer showed, the impact is greater than one might think at first glance. So this approach basically trades performance versus memory.
If you have a design where it is a common use case to use only parts of the class, this hints at a problem with the design itself: The class in question most likely has more than one responsibility. The solution would be to split the class into several more focused classes.
It is a good design choice. Strongly recommended for library code or core classes.
It is called by some "lazy initialization" or "delayed initialization" and it is generally considered by all to be a good design choice.
First, if you initialize in the declaration of class level variables or constructor, then when your object is constructed, you have the overhead of creating a resource that may never be used.
Second, the resource only gets created if needed.
Third, you avoid garbage collecting an object that was not used.
Lastly, it is easier to handle initialization exceptions that may occur in the property then exceptions that occur during initialization of class level variables or the constructor.
There are exceptions to this rule.
Regarding the performance argument of the additional check for initialization in the "get" property, it is insignificant. Initializing and disposing an object is a more significant performance hit than a simple null pointer check with a jump.
Design Guidelines for Developing Class Libraries at http://msdn.microsoft.com/en-US/library/vstudio/ms229042.aspx
Regarding Lazy<T>
The generic Lazy<T> class was created exactly for what the poster wants, see Lazy Initialization at http://msdn.microsoft.com/en-us/library/dd997286(v=vs.100).aspx. If you have older versions of .NET, you have to use the code pattern illustrated in the question. This code pattern has become so common that Microsoft saw fit to include a class in the latest .NET libraries to make it easier to implement the pattern. In addition, if your implementation needs thread safety, then you have to add it.
Primitive Data Types and Simple Classes
Obvioulsy, you are not going to use lazy-initialization for primitive data type or simple class use like List<string>.
Before Commenting about Lazy
Lazy<T> was introduced in .NET 4.0, so please don't add yet another comment regarding this class.
Before Commenting about Micro-Optimizations
When you are building libraries, you must consider all optimizations. For instance, in the .NET classes you will see bit arrays used for Boolean class variables throughout the code to reduce memory consumption and memory fragmentation, just to name two "micro-optimizations".
Regarding User-Interfaces
You are not going to use lazy initialization for classes that are directly used by the user-interface. Last week I spent the better part of a day removing lazy loading of eight collections used in a view-model for combo-boxes. I have a LookupManager that handles lazy loading and caching of collections needed by any user-interface element.
"Setters"
I have never used a set-property ("setters") for any lazy loaded property. Therefore, you would never allow foo.Bar = null;. If you need to set Bar then I would create a method called SetBar(Bar value) and not use lazy-initialization
Collections
Class collection properties are always initialized when declared because they should never be null.
Complex Classes
Let me repeat this differently, you use lazy-initialization for complex classes. Which are usually, poorly designed classes.
Lastly
I never said to do this for all classes or in all cases. It is a bad habit.
Do you consider implementing such pattern using Lazy<T>?
In addition to easy creation of lazy-loaded objects, you get thread safety while the object is initialized:
http://msdn.microsoft.com/en-us/library/dd642331.aspx
As others said, you lazily-load objects if they're really resource-heavy or it takes some time to load them during object construction-time.
I think it depends on what you are initialising. I probably wouldn't do it for a list as the construction cost is quite small, so it can go in the constructor. But if it was a pre-populated list then I probably wouldn't until it was needed for the first time.
Basically, if the cost of construction outweighs the cost of doing an conditional check on each access then lazy create it. If not, do it in the constructor.
Lazy instantiation/initialization is a perfectly viable pattern. Keep in mind, though, that as a general rule consumers of your API do not expect getters and setters to take discernable time from the end user POV (or to fail).
The downside that I can see is that if you want to ask if Bars is null, it would never be, and you would be creating the list there.
I was just going to put a comment on Daniel's answer but I honestly don't think it goes far enough.
Although this is a very good pattern to use in certain situations (for instance, when the object is initialized from the database), it's a HORRIBLE habit to get into.
One of the best things about an object is that it offeres a secure, trusted environment. The very best case is if you make as many fields as possible "Final", filling them all in with the constructor. This makes your class quite bulletproof. Allowing fields to be changed through setters is a little less so, but not terrible. For instance:
class SafeClass
{
String name="";
Integer age=0;
public void setName(String newName)
{
assert(newName != null)
name=newName;
}// follow this pattern for age
...
public String toString() {
String s="Safe Class has name:"+name+" and age:"+age
}
}
With your pattern, the toString method would look like this:
if(name == null)
throw new IllegalStateException("SafeClass got into an illegal state! name is null")
if(age == null)
throw new IllegalStateException("SafeClass got into an illegal state! age is null")
public String toString() {
String s="Safe Class has name:"+name+" and age:"+age
}
Not only this, but you need null checks everywhere you might possibly use that object in your class (Outside your class is safe because of the null check in the getter, but you should be mostly using your classes members inside the class)
Also your class is perpetually in an uncertain state--for instance if you decided to make that class a hibernate class by adding a few annotations, how would you do it?
If you make any decision based on some micro-optomization without requirements and testing, it's almost certainly the wrong decision. In fact, there is a really really good chance that your pattern is actually slowing down the system even under the most ideal of circumstances because the if statement can cause a branch prediction failure on the CPU which will slow things down many many many more times than just assigning a value in the constructor unless the object you are creating is fairly complex or coming from a remote data source.
For an example of the brance prediction problem (which you are incurring repeatedly, nost just once), see the first answer to this awesome question: Why is it faster to process a sorted array than an unsorted array?
Let me just add one more point to many good points made by others...
The debugger will (by default) evaluate the properties when stepping through the code, which could potentially instantiate the Bar sooner than would normally happen by just executing the code. In other words, the mere act of debugging is changing the execution of the program.
This may or may not be a problem (depending on side-effects), but is something to be aware of.
Are you sure Foo should be instantiating anything at all?
To me it seems smelly (though not necessarily wrong) to let Foo instantiate anything at all. Unless it is Foo's express purpose to be a factory, it should not instantiate it's own collaborators, but instead get them injected in its constructor.
If however Foo's purpose of being is to create instances of type Bar, then I don't see anything wrong with doing it lazily.

Getting my head around object oriented programming

I am entry level .Net developer and using it to develop web sites. I started with classic asp and last year jumped on the ship with a short C# book.
As I developed I learned more and started to see that coming from classic asp I always used C# like scripting language.
For example in my last project I needed to encode video on the webserver and wrote a code like
public class Encoder
{
Public static bool Encode(string videopath) {
...snip...
return true;
}
}
While searching samples related to my project I’ve seen people doing this
public class Encoder
{
Public static Encode(string videopath) {
EncodedVideo encoded = new EncodedVideo();
...snip...
encoded.EncodedVideoPath = outputFile;
encoded.Success = true;
...snip...
}
}
public class EncodedVideo
{
public string EncodedVideoPath { get; set; }
public bool Success { get; set; }
}
As I understand second example is more object oriented but I don’t see the point of using EncodedVideo object.
Am I doing something wrong? Does it really necessary to use this sort of code in a web app?
someone once explained OO to me as a a soda can.
A Soda can is an object, an object has many properties. And many methods. For example..
SodaCan.Drink();
SodaCan.Crush();
SocaCan.PourSomeForMyHomies();
etc...
The purpose of OO Design is theoretically to write a line of code once, and have abstraction between objects.
This means that Coder.Consume(SodaCan.contents); is relative to your question.
An encoded video is not the same thing as an encoder. An encoder returns an encoded video. and encoded video may use an encoder but they are two seperate objects. because they are two different entities serving different functions, they simply work together.
Much like me consuming a soda can does not mean that I am a soda can.
Neither example is really complete enough to evaluate. The second example seems to be more complex than the first, but without knowing how it will be used it's difficult to tell.
Object Oriented design is at it's best when it allows you to either:
1) Keep related information and/or functions together (instead of using parallel arrays or the like).
Or
2) Take advantage of inheritance and interface implementation.
Your second example MIGHT be keeping the data together better, if it returns the EncodedVideo object AND the success or failure of the method needs to be kept track of after the fact. In this case you would be replacing a combination of a boolean "success" variable and a path with a single object, clearly documenting the relation of the two pieces of data.
Another possibility not touched on by either example is using inheritance to better organize the encoding process. You could have a single base class that handles the "grunt work" of opening the file, copying the data, etc. and then inherit from that class for each different type of encoding you need to perform. In this case much of your code can be written directly against the base class, without needing to worry about what kind of encoding is actually being performed.
Actually the first looks better to me, but shouldn't return anything (or return an encoded video object).
Usually we assume methods complete successfully without exceptional errors - if exceptional errors are encountered, we throw an exception.
Object oriented programming is fundamentally about organization. You can program in an OO way even without an OO language like C#. By grouping related functions and data together, it is easier to deal with increasingly complex projects.
You aren't necessarily doing something wrong. The question of what paradigm works best is highly debatable and isn't likely to have a clear winner as there are so many different ways to measure "good" code,e.g. maintainable, scalable, performance, re-usable, modular, etc.
It isn't necessary, but it can be useful in some cases. Take a look at various MVC examples to see OO code. Generally, OO code has the advantage of being re-usable so that what was written for one application can be used for others over and over again. For example, look at log4net for example of a logging framework that many people use.
The way your structure an OO program--which objects you use and how you arrange them--really depends on many factors: the age of the project, the overall size of the project, complexity of the problem, and a bit for just personal taste.
The best advice I can think of that will wrap all the reasons for OO into one quick lesson is something I picked up learning design patterns: "Encapsulate the parts that change." The value of OO is to reuse elements that will be repeated without writing additional code. But obviously you only care to "wrap up" code into objects if it will actually be reused or modified in the future, thus you should figure out what is likely to change and make objects out of it.
In your example, the reason to use the second set up may be that you can reuse the EncodedVideo object else where in the program. Anytime you need to deal with EncodedVideo, you don't concern yourself with the "how do I encode and use video", you just use the object you have and trust it to handle the logic. It may also be valuable to encapsulate the encoding logic if it's complex, and likely to change. Then you isolate changes to just one place in the code, rather than many potential places where you might have used the object.
(Brief aside: The particular example you posted isn't valid C# code. In the second example, the static method has no return type, though I assume you meant to have it return the EncodedVideo object.)
This is a design question, so answer depends on what you need, meaning there's no right or wrong answer. First method is more simple, but in second case you incapsulate encoding logic in EncodedVideo class and you can easily change the logic (based on incoming video type, for instance) in your Encoder class.
I think the first example seems more simple, except I would avoid using statics whenever possible to increase testability.
public class Encoder
{
private string videoPath;
public Encoder(string videoPath) {
this.videoPath = videoPath;
}
public bool Encode() {
...snip...
return true;
}
}
Is OOP necessary? No.
Is OOP a good idea? Yes.
You're not necessarily doing something wrong. Maybe there's a better way, maybe not.
OOP, in general, promotes modularity, extensibility, and ease of maintenance. This goes for web applications, too.
In your specific Encoder/EncodedVideo example, I don't know if it makes sense to use two discrete objects to accomplish this task, because it depends on a lot of things.
For example, is the data stored in EncodedVideo only ever used within the Encode() method? Then it might not make sense to use a separate object.
However, if other parts of the application need to know some of the information that's in EncodedVideo, such as the path or whether the status is successful, then it's good to have an EncodedVideo object that can be passed around in the rest of the application. In this case, Encode() could return an object of type EncodedVideo rather than a bool, making that data available to the rest of your app.
Unless you want to reuse the EncodedVideo class for something else, then (from what code you've given) I think your method is perfectly acceptable for this task. Unless there's unrelated functionality in EncodedVideo and the Encoder classes or it forms a massive lump of code that should be split down, then you're not really lowering the cohesion of your classes, which is fine. Assuming you don't need to reuse EncodedVideo and the classes are cohesive, by splitting them you're probably creating unnecessary classes and increasing coupling.
Remember: 1. the OO philosophy can be quite subjective and there's no single right answer, 2. you can always refactor later :p

Semantic #region usage

What's your opinion about using #region folding using application semantic, instead of folding for "syntax".
For example:
#region Application Loop
#region User Management
#region This Kinf of stuffs
instead of
#region Private Routines
#region Public Properties
#region ThisRoutine // (Yes, I've seen this also!)
In this logic, I'm starting fold even routine bodies. I'm starting to love #region directive (even using #pragma region when using C++!).
That would suggest you're doing too much in one type - why would an "application loop" be in the same type as "user management"? If you find yourself wanting to do this, consider splitting the functionality into different types.
Typically I use regions for interface implementations, Equals/GetHashCode overrides, and operators - but that's usually all.
The only time I use a region is to hide something like a bunch of non-implemented interface methods or a bunch of code which is for the chop but I'm not quite ready to kill it.
I tend to think if it needs folding to help you keep track of it all there is too much code in the file (or maybe another general code smell [or is the folding the smell?]) and if it doesn't need folding the only thing folding will achieve is frustrating people who have to go looking for code which should be on display.
I'm not a fan of hiding code from myself.
I prefer dividing my code into regions based on syntax, because I can easily find the constructor, overridden methods and so on...
I use regions to group methods with a common/related purpose.
So, rather than public, protected, private regions, think of "Initialisation", "Load and save", "Event handlers", etc.
The purpose of this is for the folded class to act as a summary or overview of the functionality, and make it easy to find the parts you are looking for. Ideally, you will generally settle on a few standard region "types" that you use throughout your application's classes so that they are all consistently subdivided.
I've seen developers who do this in the past and the end result is rarely good. The problem is with the expectation that those who follow will understand the groupings and correctly identify the correct region for their additions. In my experience what tends to happen is that, at best, one ends up with a proliferation of new regions, one per each functional change and, at worst, new methods junked in any old place or regionless at the end of the class.
I'd say go with a scheme that is obvious. The most common is the 'Private Fields/ Public Fields / Private Properties / Private Methods / Public Properties / Public Methods' scheme. (Personally I favour grouping by visibility: 'Public / Internal / Private' with the more visible members at the top as that is what a casual visitor to a class is going to be interested in first and what goes where is still blindingly obvious.)

What's the best way to layout a C# class? [duplicate]

This question already has answers here:
Order of items in classes: Fields, Properties, Constructors, Methods
(16 answers)
Closed 9 years ago.
Is there a standard way of laying out a C# file? As in, Fields, then Properties, then Constructors, etc?
Here's what I normally do, but I'm wondering if there's a standard way?
Nested Classes or Enums
Fields
Properties
Events
Constructors
Public Methods
Private Methods
Do people group their fields together, or do they put them with the properties? Or do people not worry about an order? Visual Studio seems to make it so hard to do.
Edit: Moved other part about ReSharper here: Make Resharper respect your preference for code order.
I tend to use Microsoft StyleCop, which has a set order according to rule SA1201:
Cause An element within a C# code
file is out of order in relation to
the other elements in the code.
Rule Description A violation of this
rule occurs when the code elements
within a file do not follow a standard
ordering scheme.
To comply with this rule, elements at
the file root level or within a
namespace must be positioned in the
following order:
Extern Alias Directives
Using Directives
Namespaces
Delegates
Enums
Interfaces
Structs
Classes
Within a class, struct, or interface,
elements must be positioned in the
following order:
Fields
Constructors
Finalizers (Destructors)
Delegates
Events
Enums
Interfaces
Properties
Indexers
Methods
Structs
Classes
Complying with a standard ordering
scheme based on element type can
increase the readability and
maintainability of the file and
encourage code reuse.
When implementing an interface, it is
sometimes desirable to group all
members of the interface next to one
another. This will sometimes require
violating this rule, if the interface
contains elements of different types.
This problem can be solved through the
use of partial classes.
Add the partial attribute to the class, if the class is not already
partial.
Add a second partial class with the same name. It is possible to place
this in the same file, just below the
original class, or within a second
file.
Move the interface inheritance and all members of the interface
implementation to the second part of
the class.
I think there's no best way. There are two important things to consider when it comes to layout. The first most important thing is consistency. Pick an approach and make sure that the entire team agrees and applies the layout. Secondly, if your class gets big enough that you are searching for where those pesky properties live (or have to implement regions to make them easier to find), then your class is probably too large. Consider sniffing it, and refactoring based on what you smell.
To answer the reshaper question, check under Type Members Layout in Options (under the C# node). It's not simple, but it is possible to change the layout order.
I don't believe regions are necessarily a sign of bad code. But to determine that you will have to review what you have. As I've stated here this is how I regionize my code.
Enumerations
Declarations
Constructors
Methods
Event Handlers
Properties
But the main thing is keeping it consistent and purposeful.
I tend to clump private data and tend to clump related methods/properties in functional groups.
public class Whatever {
// private data here
int _someVal = kSomeConstant;
// constructor(s)
public Whatever() { }
#region FabulousTrick // sometimes regionize it
// fabulous trick code
private int SupportMethodOne() { }
private double SupportMethodTwo() { }
public void PerformFabulousTrick(Dog spot) {
int herrings = SupportMethodOne();
double pieces = SupportMethodTwo();
// etc
}
#endregion FabulousTrick
// etc
}
You can try Regionerate to help with this. I really like it and it's a Scott Hanselman pick.
As said, I don't think there is a best way as such. But some organisation does help you the programmer.
How often in a long project have you spent time going up and down one or more source files trying to find one of your functions.
So I make use of the #region a lot to in this sort of way -
region Events : All of the event references that this class uses (at least in this particular partial class).
region Controls : All functions that directly interact with controls on a form.
region MDI : set the mdi up
Then there will be some to do with functionality rather than interface,
region Regex searches
I sort of make it up as I go along, but using the same pattern I always use. I must say I have been told by some programmers picking up my work that it is easy to follow and others that its messy.
You can please half the people half the time and the other half a quarter of the time and the other quarter of the time you confuse everyone including yourself. I think Winston Chrchil said that.
Whatever makes your more productive. Some like private fields next to property accessors, some like fields together above the constructors. The biggest thing that can help is grouping "like," elements. I personally like bringing together private methods, private properties, etc.
Try some things out and again, whatever you feel makes you more productive and helps you keep your code maintained.
Each to their own, but I tend to follow the same order that the MSDN help follows.
I also don't like to nest classes or enums, instead create separate files for them, that also makes writing unit tests easier (since it's easy to find the associated test file when you need to add/fix/refactor a test).
IMHO the order isn't that important because VS makes it very easy to find all members (especially if you follow the one class/interface/enum per file approach), and Sandcastle will group them if you want to build docs, so I'd be more concerned about giving them meaningful names.
On top of keeping a consistent set of regions in your class files, I keep all components of a region in alphabetical order. I tend to have a bit of "visual memory" when it comes to reading code and it drives me crazy having to use the navigation dropdown to find code in a file because it's all over the place.
I use the following layout:
events
globals/class-wide fields
private/internal
properties
methods
public/protected
properties
methods
nested classes (although I try to avoid these whenever possible)
I also firmly believe in 1 code "thing" (class, interface, or enum) per file, with the file name the same as the "thing" name. Yes, it makes a larger project but it makes it infinately easier to find things.

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