How to implement saving/loading interface with parameterized constructor? - c#

I know interfaces cannot define constructors. Here's what I wish I could do:
public interface SavableObject {
void Save(ObjectSaver saver);
SavableObject(ObjectLoader loader); //This, obviously, doesn't work
}
//Loading an object inside ObjectLoader:
T LoadObject<T>() where T : SavableObject {
return (T)Activator.CreateInstance(typeof(T), this);
}
And I could do this if I took out the line that didn't work, and there would just be a runtime error when trying to load (or possibly save, if I put an assert in there) the object if it didn't have the constructor. I'm just wondering if there's any way to require a class to have a particular constructor that can be used with the Activator. Can I use a custom attribute somehow, and require that attribute to be on the class? Or must I rely on runtime checks to load and save data?
I know I could have a parameterless constructor and a Load(ObjectLoader) method but I don't necessarily want to have a parameterless constructor available to abuse for other purposes.

what about ISerializable?

In brief I suggest you use generics as most factories do.
public interface SavableObject<T> : where T : new
{
void Save(IObjectSaver<T> saver);
SavableObject<T> Load(ObjectLoader loader); //This, obviously, doesn't work
}
However, you seem to have turned it on it head. The class is doing what factory must do. So I do not think it is such a good idea to pass the factory to the entity itself and that is part of the problem you are experiencing in the design.

If you are not afraid of using Reflection, like Activator that you have shown, you can do little trick I tend to use:
Make parameterless constructor that is protected
Make Load method, that is also protected (or private, I tend to use virtual protected so I support inheritance)
Create new object using this non-public constructor (through reflection - you can't create instance of your class "just like that" using new operator)
Invoke load method (also using reflection - no one will call it later).
I don't know if this will work for you, but I used that method when I needed to deserialize pretty big game state and it was pretty fast, eventhough all this reflection (for many reasons I did not wanted to use built-in serialization methods and Factory Pattern wouldn't do, so I tend to treat this method as something that may be useful if other methods fail, on the other hand, if I could - I would probably use built-in serialization for simplicity).

How about adding a property on your interface:
public interface SavableObject
{
void Save(ObjectSaver saver);
ObjectLoader ObjectLoader {get; set;}
}
Then in your factory:
T LoadObject<T>() where T : SavableObject
{
var result = (T)Activator.CreateInstance(typeof(T));
result.ObjectLoader = this;
return result;
}

Based on your question and comments.
I think you should do it at runtime using reflection.
Combining constructors and interfaces is ilogical from its core. Interface is about what concrete instance can do, not how to initialize it. This can only be achived using abstract class.
Maybe using factory to create instance of the class?
Also I don't think you can get better speed than default ISerializable implementation. Unless you are .NET GURU and have years of time for it.

Short answer: It's not possible, I guess. There are no attributes or generalizations I can use to require a specific kind of constructor on a class.

Related

When to use generic instances instead of just using "new" keyword

I've been thinking about having multiple page elements and making tabbing with a PageFactory. Then I realized it would be better to not to type all the types that I want, since I just wanna get the instance.
Then I created something as follows:
public static T GetInstance<T>() where T:IPage, new()
{
return new T();
}
But the point is, I can just create my pages like new WelcomePage(); instead of PageFactory.GetInstance<WelcomePage>() and it doesn't make sense to me to have a generic method like that. But I see it is something used before.
So, what is the benefit of using that generic way to get an instance. I'd be happy to hear, probable needs.
Given that this is static method, I see no benefits over new, except usage of GetInstance in other generic methods. (Non static factory, as a part of interface or abstracts class, and with more that 1 implementation, would get more sense, as client would not depend on specific factory, or e.g. different factory could be used in tests than in production).
I would prefer new, because:
it's immediately understandable, and doesn't require an extra looking into implementation details of GetInstance
given that GetInstance<T> is generic, and constructor constraints on generics are limited to parameterless constructor new (), this implies that dependencies will be injected into T object via properties or ambient environment, neither of which is ideal. Dependency injection via constructor is much better.

Statically defining options for a type of a derived class

I'm developing a framework where a class inheriting from an abstract class of the framework needs to be able to specify the schema for the options it can accept when it is called to DoStuff().
I started out with an abstract GetOptionsSchema() method like this:
public abstract class Widget
{
public abstract OptionsSchema GetOptionsSchema();
public abstract void DoStuff(Options options);
}
Other developers would then extend on my framework by creating custom Widget types:
public abstract class FooWidget: Widget
{
public overide DoStuff(Options options)
{
//Do some FooWidget stuff
}
public overide OptionsSchema GetOptionsSchema()
{
//Return options for FooWidget
}
}
This works but requires the framework to create an instance of every Widget type to determine options schema they accept, even if it has no need to actually DoStuff() with any of these types.
Ultimately, I'd like to be able to determine the options schema for a specific Widget type directly from a System.Type. I would create a custom OptionsSchema attribute, but constructing these schemas is more complicated then would make sense to do in the constructor of an attribute. It needs to happen in a method.
I've seen other frameworks solve similar problems by creating a custom attribute that identifies a static method or property by name. For example the TestCaseSource attribute in NUnit.
Here's what this option might look like:
public abstract class Widget
{
public abstract void DoStuff(Options options);
}
[OptionsSchemaSource(nameof(GetOptionsSchema))]
public abstract class FooWidget: Widget
{
public overide DoStuff(Options options)
{
//Do some FooWidget stuff
}
public static OptionSchema GetOptionsSchema()
{
//Return options for FooWidget
}
}
I like how the OptionsSchemaSource attribute makes it possible to get the options schema directly from a System.Type, but this also seem much less discoverable to other developers creating custom Widget types.
With the abstract method another Widget developer knows they must override GetOptionSchema() because their code would not compile otherwise. With the OptionsSchemaSource attribute the best I could do would be to hope people read my documentation and have the framework throw an exception at run-time if it encounters a Widget with out an OptionsSchemaSource attribute.
Is there an alternative/better/recommended approach to this?
You pretty much already know everything of interest to judge what's the best approach.
As already mentioned, you cannot have static interfaces defined on your type, so there is no way you can ensure a new developer is enforced to add the attribute.
So, the two alternatives you identified are the only two I can think of.
Now, let's do a pros and cons and try to sharpen them.
Attribute
You can lessen the pain of ensuring devs put attributes on the classes with meaningful error messages. I would say that you should manage the discovery of the classes based exclusively on Attributes, not in inheritance.
If you manage everything with Attributes, you don't need to inherit from Widget.
This is a pro, because now everyone can inherit if it's desirable, and re-implement if it's preferred.
The con is that the implementation of discoverability will be more complex: you will need to use reflection at start up, get a MethodInfo, check that the method has the correct signature, give proper errors in case and invoke the method unboxing the result as needed.
Think about it: you would like a static method because you don't need to instantiate a single typed Widget instance, but actually instantiating a new Widget could very well be not a big deal.
Abstract class
Well, you enforce an inheritance chain over you developers, which could be ok, necessary or entirely optional (you judge), but you get a self documenting experience.
The apparent con is that at startup you need to instantiate a Widget for every derived type you discover, but that could very well be peanuts compared to assembly scanning and type checking and methodinfo discovery and method calls through reflection.
Ugly? Kind of. Inefficient? Not so much. And it's code that is invisible to your end user.
IMHO
I find quite a good tradeoff, when designing a framework, to put some "ugly" code inside the framework, if it means that every single implementation using the library is going to be even a little bit better.
All in all, if you're designing a library that you want to be flexible and discoverable, you should expect a developer to read at least a quick start guide. If they can read in 5 minutes a single bit of information (either "extend a base class" or "add a single or a couple attributes") and that single bit gives them an direction into discovering every aspect of widget registration, I would be ok: you can't really get much better than this.
My call: I would go the abstract class route with a smallish caveat. I really don't like having an enforced base class. So I would organize discovery at startup based on interface, IWidget, containing the GetOptionsSchema method and everything is needed to use the widget (which could be the DoStuff method, but could very well be something else). At startup you search for implementations of the interface which are not abstract, and you're good to go.
If, and only if, the only bit you really need in advance is a string or other similarly simple type, I would require an additional attribute.
[OptionsSchemaName("http://something")]
public class MyWidget : WidgetBase
{
public overide DoStuff(Options options)
{
//Do some FooWidget stuff
}
public static OptionSchema GetOptionsSchema()
{
//Return options for FooWidget
}
}
Then, your type discovery infrastructure can search for non-abstract IWidgets and throw a meaningful error right at startup like the type MyWidget is lacking an OptionsSchemaName attribute. Every implementation of IWidget must define one. See http://mydocs for information.
Bang! Nailed it!
It's not currently possible to enforce the attribute at compile time; that would've been ideal for your use case. It's also not possible to have an abstract static method, or have a static method specified in an interface; so there is no way to ensure the method is actually there at compile time, except by enforcing an instance method via abstract class or interface (which will require an instance of the type to access).
I'd go with the attribute idea - it's not unreasonable to expect developers to read documentation; even with overriding an abstract method, the developer would need to know how to construct an OptionSchema in the overridden method - back to documentation!

Can an interface define the signature of a c#-constructor

I have a .net-app that provides a mechanism to extend the app with plugins. Each plugin must implement a plugin-interface and must provide furthermore a constructor that receives one parameter (a resource context).
During the instantiation of the plugin-class I look via reflection, if the needed constructor exists and if yes, I instantiate the class (via Reflection). If the constructor does not exists, I throw an exception that says that the plugin not could be created, because the desired constructor is not available.
My question is, if there is a way to declare the signature of a constructor in the plugin-interface so that everyone that implements the plugin-interface must also provide a constructor with the desired signature. This would ease the creation of plugins.
I don’t think that such a possibility exists because I think such a feature falls not in the main purpose for what interfaces were designed for but perhaps someone knows a statement that does this, something like:
public interface IPlugin {
ctor(IResourceContext resourceContext);
int AnotherPluginFunction();
}
I want to add that I don't want to change the constructor to be parameterless and then set the resource-context through a property, because this will make the creation of plugins much more complicated. The persons that write plugins are not persons with deep programming experience. The plugins are used to calculate statistical data that will be visualized by the app.
Thanks for all the answers.
I’ve decided, that I let it be an interface because I don’t like to force the plugin-programmers to inherit from an abstract class so that he or she loses the possibility to inherit from an own base-class. Furthermore, deriving from an abstract class does not ensure that the plugin programmer really provides the needed constructor. It makes it only more probable (The programmer has still the possibility to add only one constructor that contains the desired parameter but that also has additional parameters, and that’s also bad. See the comments to the answer of Ken Browning).
Although I mentioned in my post that I don’t want such a property, I marked the answer of Danny Varod as accepted because I think in my situation it’s the most appropriate solution. Thanks to all who answered.
Plug-in extendability is a favorite of mine...
What I do is make sure the plug-in either implements the interface or inherits the base class of the appropriate "plugin socket".
In some places base classes are more appropriate (if the plug-in is a kind of X),
in some interfaces are more appropriate (if the plug-in does IX).
I do not pass the context to the construct, instead I use a property for that and a parameterless public constructor.
This also enables easier deserialization of plug-ins using reflection.
Interfaces cannot declare constructors. You might consider using an abstract class instead.
No, this does not exist. You are probably looking for an abstract class here.
Alternatively, you might try using a factory: make the constructor signature a method signature of another type:
public abstract class PluginFactory
{
public abstract IPlugin Create(IResourceContext context);
}
and then something like (and I always mess up this part if I want it to be short, hence the edit):
public class PluginContainer
{
public IPlugin LoadPlugin<T>(IResourceContext context) where T: PluginFactory, new()
{
var factory = new T();
return factory.Create(context);
}
}
Unfortunately, interfaces in C# can only contain methods, properties, events or indexers.
You could use and abstract class that all plugins would inherit from. You'd be able to force them to implement the constructor signature in that case.
The interface can't declare / enforce a constructor.
Define the interface and create an abstract base class that provides the most likely implementation of the constructor -- probably just saving the resource context passed in.
Encourage, but don't require, plugin authors to derive from the base class. There may be other useful methods that the base class could also provide.
Continue to use reflection to check the plugins.
As others have alluded to, using an abstract class to take care of the plumbing details is a common pattern for what you're trying to accomplish. Here is one design that avoids the need for a constructor with special parameters if the consumer inherits from the abstract base class Plugin:
public interface IPlugin
{
void Initialize(IResourceContext context);
//Other methods...
}
public abstract class Plugin : IPlugin
{
protected IResourceContext Context { get; private set; }
void IPlugin.Initialize(IResourceContext context)
{
Context = context;
}
//Abstract declaration of other methods...
}
Your code has to call Initialize behind the scenes after creating the Plugin, but this detail is hidden from typical users, as they generally don't have to implement IPlugin directly. Your typical user can just define a Plugin descendant and work with the Context property.
You might also want to look into various dependency injection frameworks (such as Ninject), though they're probably overkill for what you're doing. Still, looking at how they work may give you some ideas on different ways dependency injection can be managed.

Force calling the derived class implementation within a generic function in C#?

Ok so I'm currently working with a set of classes that I don't have control over in some pretty generic functions using these objects. Instead of writing literally tens of functions that essentially do the same thing for each class I decided to use a generic function instead.
Now the classes I'm dealing with are a little weird in that the derived classes share many of the same properties but the base class that they are derived from doesn't. One such property example is .Parent which exists on a huge number of derived classes but not on the base class and it is this property that I need to use.
For ease of understanding I've created a small example as follows:
class StandardBaseClass {} // These are simulating the SMO objects
class StandardDerivedClass : StandardBaseClass {
public object Parent { get; set; }
}
static class Extensions
{
public static object GetParent(this StandardDerivedClass sdc) {
return sdc.Parent;
}
public static object GetParent(this StandardBaseClass sbc)
{
throw new NotImplementedException("StandardBaseClass does not contain a property Parent");
}
// This is the Generic function I'm trying to write and need the Parent property.
public static void DoSomething<T>(T foo) where T : StandardBaseClass
{
object Parent = ((T)foo).GetParent();
}
}
In the above example calling DoSomething() will throw the NotImplemented Exception in the base class's implementation of GetParent(), even though I'm forcing the cast to T which is a StandardDerivedClass.
This is contrary to other casting behaviour where by downcasting will force the use of the base class's implementation.
I see this behaviour as a bug. Has anyone else out there encountered this?
I see this behaviour as a bug.
This behavior is correct. Since your method DoSomething is constraining T to StandardBaseClass, you only have access to the specific methods of StandardBaseClass, not any methods or properties of a derived class. Since StandardBaseClass does not have a Parent property, this is invalid, and should be invalid, by design.
There are two potential options here - You can use reflection to pull out the Parent property, or use C# 4's dynamic type, and treat this as a dynamic object. Both bypass the standard type checking in the compiler, however, so will require you to do extra type checking at runtime to verify that the Parent property exists.
Create an interface that contains the Parent property. Have each class that has a Parent property implement that interace. You will then be able to create a generic method that accepts a parameter of type IHaveParent, and it will do the right thing.
For anyone that is interested an succinct answer to this situation is answered by Stephen Cleary on msdn here:
http://social.msdn.microsoft.com/Forums/en-AU/csharpgeneral/thread/95833bb3-fbe1-4ec9-8b04-3e05165e20f8?prof=required
To me this is a divergence in the class hierarchy. By this this I mean that either the base class has parent, or the derived classes with Parent are derived from an abstract child of the base.
Lol as John says, an interface as opposed to an abstract class is sufficient too.
You idea won't work because the compiler can never guarantee that the base class actually would have such a property. And it won't just select the "right" one based on if it has it or not.
The only way you can do this is using reflection and then test at runtime if the requested property exists on the inspected class. You have to judge yourself if that is a viable way to do for your project (reflection is slow and requires maximum rights).
This is correct, as the compiler only knows that it can bind to your type as a StandardBaseClass. The binding is not done at runtime (where it could potentially decide to use the StandardDerivedClass overload.
If you know that it's a StandardDerivedClass, then why not just cast it as such?
object Parent = ((StandardDerivedClass)foo).Parent;
It's a bit ugly, but you can accomplish this using a Registration system, where you register delegates for different possible derived classes that expose the 'shared' property/method and then use something like a Dictionary<Type,Func<SomeT>> to store the delegates. If you know all of the derived types ahead of time and don't have to load plug-ins or the like, you can also use the classic ugly if/else-if structure. Either way you're basically creating your own substitute for what should have been supported by the virtual method table.

How does this "Programming to Interfaces" thing work?

I like the idea of "programming to interfaces" and avoiding the use of the "new" keyword.
However, what do I do when I have two classes that have the same interface but are fundamentally different to set up. Without going into detail about my specific code, I have an interface with a method, "DoStuff". Two classes implement this interface. One is very simple and requires no initialisation to speak of. The other has five different variables that need to be set up. When combined, they allow for literally millions of ways for the class to work when DoStuff is called.
So when do I "new" these classes? I though about using factories but I don't think they are suitable in this case because of the vast difference in setup. (BTW: there are actually about ten different classes using the interface, each allowing the formation of part of a complex pipeline and each with different configuration requirements).
I think you may be misunderstanding the concept of programming to interfaces. You always have to use the new keyword in object oriented languages to create new instances of objects. Just because you program to interfaces doesn't remove that requirement.
Programming to an interface simply means that all your concrete classes have their behavior defined in an interface instead of in the concrete class itself. So when you define the type of a variable, you define it to be the interface instead of a concrete type.
In your case, just implement DoStuff in your concrete classes as each class needs it implemented (whether doing it simply or with 10 other initialized objects and setup). For example, if you have an interface IInterface and class SomeClass which implements IInterface. You might declare an instance of SomeClass as such:
IInterface myInstance = new SomeClass();
This allows you to pass this instance around to other functions without having to have those functions worry about the implementation details of that instance's class.
Well you really have 3 options. Use new, use a factory or use an DI container. With a DI container your five variables would most likely need to be in a configuration file of some sorts.
But to be completely honest it sounds like you're making your life harder than it needs to be by forcing yourself into a corner. Instead of coding to some ideal, rather code in a manner which best facilitates solving the problem at hand. Not saying you should do a hack job of it, but really, saying you don't want to use new, that is really making your life harder than it needs to be...
Regardless of what you use, at some point you're going to have to construct instances of your classes in order to use them, there's no way around that.
How to go about doing that depends on what you want to accomplish, and the semantics of those classes.
Take the class you mention with those fields.
Can those fields be read from somewhere? A configuration file, as an example? If so, perhaps all you need is just a default constructor that initializes those fields from such a configuration file.
However, if the content of those fields really needs to be passed in from the outside world, there's no way around that.
Perhaps you should look at a IoC container and Dependency Injection?
If you are passing that many configuration parameters into your class it may have too many responsibilities. You should look into breaking it up into smaller classes that only have a single responsibility.
Avoiding the new keyword can be valuable because it creates a dependancy on the implementing class. A better solution would be to use Dependancy Injection.
for example
public interface IDoStuff
{
void DoStuff();
}
public class DoStuffService
{
private IDoStuff doer;
public DoStuffService()
{
//Class is now dependant on DoLotsOfStuff
doer = new DoLotsOfStuff(1,true, "config string");
}
}
public class DoStuffBetterService
{
private IDoStuff doer;
//inject dependancy - no longer dependant on DoLotsOfStuff
public DoStuffBetterService(IDoStuff doer)
{
this.doer = doer;
}
}
Obviously you still have to create the IDoStuff object being passed in somewhere.
An Inversion of Control (IoC) container is a good tool to help with implementing this.
Here is a good tutorial for Castle Windsor Container if you are interested in learning more. (There are many other IoC containers, I just happen to use this one.)
The example in your question was very abstract, so I hope this answer is helpful.
If I understand you correctly the problem is with different initialization. You need to provide for two classes that have the same interface. One does not need anything, and the other needs some paramaters and calls some complex initialization.
You should use have a constructor that gets InitializationParameter. Both classes should get it. One with a simple interface that does not need to get anything from it. The other that needs params and will get them from it.
If you are concerned about initialization you can use factory, just ask it for some interface providing this init parameter and factory will create, init and return to you the object according to the values you provided.
If something is not clear - please ask.

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