Set a maximum count for parent-child object initialization c# - c#

TL;DR ?:(
hi, I'm creating a source generator, It's been a pain since I started TBH.
I have a class:
public class CsharpTypeBase
{
public CsharpTypeBase(int childCount = 0)
{
childCount++;
if (childCount < 5)
{
Child = new(childCount);
}
}
public bool IsSimple { get; set; }
public bool IsArray { get; set; }
public bool IsIEnumerable { get; set; }
public ref CsharpTypeBase? Child
{
get => ref _child;
}
public string? ValueIfIsSimple
{
get => _valueIfIsSimple;
set
{
IsSimple = true;
_valueIfIsSimple = value;
}
}
public CsharpClassModel ClassModel
{
get => _classModel;
set
{
IsSimple = false;
_classModel = value;
}
}
private string? _valueIfIsSimple;
private CsharpClassModel _classModel = new();
private CsharpTypeBase? _child;
}
which is a base class for other CSharp types that I have(ex: ReturnTypes,Parameters,Properties)
with the following code im trying to parse c# classes into simpler versions(and after that do something with them):
public static CsharpTypeBase Convert(TypeSyntax typeSyntax)
{
var output = new CsharpTypeBase();
FromTypeSyntax(typeSyntax,ref output);
return output;
}
private static void FromTypeSyntax(TypeSyntax typeSyntax,ref CsharpTypeBase output)
{
switch (typeSyntax)
{
case PredefinedTypeSyntax predefinedTypeSyntax:
output.ValueIfIsSimple = predefinedTypeSyntax.Keyword.ValueText;
output.IsIEnumerable = false;
output.IsArray = false;
break;
case IdentifierNameSyntax identifierNameSyntax:
CsharpClassModel.RecursivelyWalkThroughTheClass(identifierNameSyntax.Identifier.ValueText,output);
break;
case ArrayTypeSyntax arrayTypeSyntax:
output.IsArray = true;
output.IsIEnumerable = false;
FromTypeSyntax(arrayTypeSyntax.ElementType,ref output.Child!);
break;
case GenericNameSyntax genericNameSyntax:
var (innerClass,isEnumerable) = FindTheMostInnerType(genericNameSyntax);
output.IsIEnumerable = isEnumerable;
FromTypeSyntax(innerClass,ref output.Child!);
break;
}
}
as you can see it's a recursive function, and its doing just fine, the only problem I have with this design is (that Child property) it's not really memory friendly and stable because of my base class, by default it's creating 5 child class(which is the same type as my base, it's stupid but I cant thing of anything else).
I want this to be more efficient, what if I only need 2 children? or worse, what if I needed more children to be created? I need the Exact Count otherwise it will OverFlow (by creating infinite objects) or blow up:
FromTypeSyntax(arrayTypeSyntax.ElementType,ref output.Child!);
this code should somehow set a maximum count for :
Child = new();
And the reason I need that Child property is to parse/convert this kind of incoming types:
List<string>[] one,
List<string[]> two,
Task<List<IReadOnlyCollection<FirstDto>>> three,
AnotherDto[] four,
string five,
int[] six,
List<List<List<List<List<List<string>>>>>> seven
Thank you for reading this question.

I solved My problem by making the Child object nullable:
public CsharpTypeBase? Child { get;set; }
and using it like this :
FromTypeSyntax(child, output.Child ??= new());

Related

C# - How to create a common method to update different properties in a object without creating multiple methods

This is my object
public class Totals {
public int Total1 { get; set; }
public int Total2 { get; set; }
public int Total3 { get; set; }
public int Total4 { get; set; }
}
Incrementing the values of Total1 and Total2 using calculateTotals method
private Totals calculateTotals(Totals t) {
if (//condition) {
t.Total1 += 1;
} else {
t.Total2 += 1;
}
return t;
}
**Incrementing value of Total3 and Total4 of the same object with same conditions at a different location using different method calculateOtherTotals, at this point I only need to update Total3 and Total4 **
private Totals calculateOtherTotals(Totals t) {
if (//condition) {
t.Total3 += 1;
} else {
t.Total4 += 1;
}
return t;
}
I am new to c# , I need to increment the values Total1,Total2 and Total3,Total4 separately and the code which I have is working fine
Is there a way to improve my code?, how can I avoid creating two different methods which pretty much does the same logic on different properties? is there a way to create only 1 method to achieve my functionality?
You could do it this way, but essentially the amount of code doesn't change.
This adds a judgment:
Totals calculateTotals(Totals t, bool Flag)
{
//function1:
if (Flag)
{
if (true)
{ //(condition) {
t.Total1++;
}
else
{
t.Total2++;
}
}
//function2:
else
{
if (true)
{ //(condition) {
t.Total3++;
}
else
{
t.Total4++;
}
}
return t;
}
Call it like this:
Totals totals = new Totals();
totals.Total1=0;
totals.Total2=0;
totals.Total3=0;
totals.Total4=0;
calculateTotals(totals,true);//function1:
calculateTotals(totals,false);//function2:
Reflection is one way, though its slow and not a Domain Specific Language:
Type totalsType = typeof(Totals);
var totalToIncrement = condition;
PropertyInfo prop = totalsType.GetProperty("Total" + totalToIncrement);
prop.SetValue(null, 76);
Or perhaps you want to abstract the properties you're incrementing:
private Totals calculateTotals(Totals t)
{
bool condition = true;
AbstractAdds(ref t.Total1, ref t.Total2, condition);
return t;
}
private void AbstractAdds(ref int a, ref int b, bool condition = false)
{
if (condition)
{
a++;
}
else
{
b++;
}
}
}
public class Totals
{
public int Total1;//{ get; set; }
public int Total2;//{ get; set; }
public int Total3;//{ get; set; }
public int Total4;//{ get; set; }
}
I'd personally have a List<int> or int[3] and make the condition calculate the index 0-3:
var index = calcCondition;
Totals[index]++;
This way its extensible for more totals and you get inbuilt functions like LINQ, eg Totals.Sum().
Is there a way to improve my code?, how can I avoid creating two different methods which pretty much does the same logic on different properties? is there a way to create only 1 method to achieve my functionality?
Then it depends on how you want your method (function) to be. (E.g., how you define what your function will do and how your class and properties are characteristic—which, currently, many who want to help you still wonder about.)
Let me give another clear example.
Assume that you answer your additional requirement are:
My object has only 4 properties of "Total"
I want these new function to increment value only 1 when call, no need to add more than 1
This function is called from another class to modify my object value
I want my cool function name calculateOtherTotals being private, because of some unexplained reason such as “I don't like others knowing it exists”.
Then
public OtherClass{
Public Totals ExposeThePrivateCalculateOtherTotals(Totals t, bool IncrementT1 , bool IncrementT2 , bool IncrementT3, bool IncrementT4)
{
calculateOtherTotals(t, IncrementT1 , IncrementT2 , IncrementT3, IncrementT4);
}
Private Totals calculateOtherTotals(Totals t, bool IncrementT1 , bool IncrementT2 , bool IncrementT3, bool IncrementT4) {
if( IncrementT1 ) t.Total1 += 1; //choose your style
if( IncrementT2==true ) ++t.Total2;//choose your style
if( IncrementT3!=false ) t.Total3++; //choose your style
t.Total4 += IncrementT4==true?1:0;//choose your style
return t;
}
}
//In main (how to use)
Totals t= new Totals();
OtherClass doMyFunc = new OtherClass();
t = doMyFunc.ExposeThePrivateCalculateOtherTotals(t, true, false,false,false); // result of operation => t.total1 += 1;
t = doMyFunc.ExposeThePrivateCalculateOtherTotals(t, false, true,false,false); // result of operation => t.total2 += 1;

Getting the callstack from a method 'A' (MethodBase/MethodInfo) being called from 'B' or 'C' without the stacktrace

Well, I would like to do my own benchmarking system like spark in Minecraft (https://github.com/lucko/spark):
I'm using Harmony lib (https://github.com/pardeike/Harmony) which allows me to interact/modify methods and allows me to add a Prefix/Postfix on each call that will help me out with this stack.
The basic structure has something similar to (https://github.com/pardeike/Harmony/issues/355):
[HarmonyPatch]
class MyPatches
{
static IEnumerable<MethodBase> TargetMethods()
{
return AccessTools.GetTypesFromAssembly(Assembly.GetExecutingAssembly())
.SelectMany(type => type.GetMethods())
.Where(method => method.ReturnType != typeof(void) && method.Name.StartsWith("Do"));
}
static void Prefix(out Stopwatch __state, MethodBase __originalMethod)
{
__state = Stopwatch.StartNew();
// ...
}
static void Postfix(Stopwatch __state, MethodBase __originalMethod)
{
__state.Stop();
// ....
}
}
The problem here is that the __originalMethod doesn't take care if it was called from A or B.
So for example, we had patched string.Join method. And the we call from A or B, where A or B, is the full callstack of this method.
So first, we need to assign a ID to this call, and we need to create a Tree-based structure (which is hard to serialize later), from here (https://stackoverflow.com/a/36649069/3286975):
public class TreeModel : Tree<TreeModel>
{
public int ID { get; set; }
public TreeModel() { }
public TreeModel(TreeModel parent) : base(parent) { }
}
public class Tree<T> where T : Tree<T>
{
protected Tree() : this(null) { }
protected Tree(T parent)
{
Parent=parent;
Children=new List<T>();
if(parent!=null)
{
parent.Children.Add(this as T);
}
}
public T Parent { get; set; }
public List<T> Children { get; set; }
public bool IsRoot { get { return Parent==null; } }
public T Root { get { return IsRoot?this as T:Parent.Root; } }
public T RecursiveFind(Predicate<T> check)
{
if(check(this as T)) return this as T;
foreach(var item in Children)
{
var result=item.RecursiveFind(check);
if(result!=null)
{
return result;
}
}
return null;
}
}
Now, the thing is that we need to fill the Tree as long as we iterate all the method and instructions got from Harmony. Forget about Harmony for a second, I will explain only two facts about it.
The lib allows you first to get all patched methods through IEnumerable<MethodBase> TargetMethods() so, you have the Assembly X passed through reflection and filtered all methods that are allowed to be patched (some of them broke Unity, so I decided to skip methods from UnityEngine., UnityEditor. and System.* namespaces).
And we have also the ReadMethodBody method (https://harmony.pardeike.net/api/HarmonyLib.PatchProcessor.html#HarmonyLib_PatchProcessor_ReadMethodBody_System_Reflection_MethodBase_) from a given MethodBase it returns all IL stack instructions.
So we can start to iterate over and over in order to get all instructions and fill the entire tree. This is what I wrote last night:
internal static class BenchmarkEnumerator
{
internal static Dictionary<MethodBase, int> Mappings { get; } = new Dictionary<MethodBase, int>();
internal static Dictionary<int, TreeModel> TreeIDs { get; } = new Dictionary<int, TreeModel>();
internal static Dictionary<MethodBase, BenchmarkTreeModel> TreeMappings { get; } = new Dictionary<MethodBase, BenchmarkTreeModel>();
private static HashSet<int> IDUsed { get; } = new HashSet<int>();
public static int GetID(this MethodBase method)
{
return GetID(method, out _);
}
public static int GetID(this MethodBase method, out bool contains)
{
// A > X = X1
// B > X = X2
if (!Mappings.ContainsKey(method))
{
var id = Mappings.Count;
Mappings.Add(method, Mappings.Count);
IDUsed.Add(id);
contains = false;
return id;
}
contains = true;
return Mappings[method];
}
public static int GetFreeID()
{
int id;
Random rnd = new Random();
do
{
id = rnd.Next();
} while (IDUsed.Contains(id));
IDUsed.Add(id);
return id;
}
public static BenchmarkCall GetCall(int id)
{
return TreeIDs[id]?.Call;
}
public static BenchmarkCall GetCall(this MethodBase method)
{
return TreeIDs[Mappings[method]]?.Call;
}
}
The BenchmarkEnumerator class allow us to differentiate between A or B, but it doesn't care about the full hierarchy, only from the parent MethodBase itself, so I need to write something complex to take in care of the full call stack, which I said I have a problem to understand.
Then we have the TargetMethods:
private static IEnumerable<MethodBase> TargetMethods()
{
Model = new BenchmarkTreeModel();
var sw = Stopwatch.StartNew();
//int i = 0;
return Filter.GetTargetMethods(method =>
{
try
{
var instructions = PatchProcessor.ReadMethodBody(method);
var i = method.GetID(out var contains);
var tree = new TreeModel
{
ID = i
};
if (contains)
{
//var lastId = i;
i = GetFreeID();
tree.ID = i;
tree.FillMethodName($"{method.GetMethodSignature()}_{i}"); // TODO: Check this
tree.Parent = null;
tree.Children = TreeMappings[method].Forest.First().Children; // ??
//DictionaryHelper.AddOrAppend(TreeMappings, method, tree);
TreeMappings[method].Forest.Add(tree);
TreeIDs.Add(i, tree);
Model.Forest.Add(tree);
// UNIT TESTING: All contained methods at this point will have a parent.
// string.Join is being added as a method by a instruction, so when we try to patch it, it will have already a reference on the dictionary
// Here, we check if the method was already added by a instruction CALL
// Logic: If the method is already contained by the mapping dictionary
// then, we will exit adding a new that will have the same childs but a new ID
return false;
}
TreeIDs.Add(i, tree);
tree.FillMethodName($"{method.GetMethodSignature()}_{i}"); // TODO: Check this
foreach (var pair in instructions)
{
var opcode = pair.Key;
if (opcode != OpCodes.Call || opcode != OpCodes.Callvirt) continue;
var childMethod = (MethodBase)pair.Value;
var id = childMethod.GetID(out var _contains);
var subTree = new TreeModel(tree)
{
ID = id
};
if (_contains)
{
id = GetFreeID();
subTree.ID = id;
subTree.FillMethodName($"{childMethod.GetMethodSignature()}_{id}"); // TODO: Check this
subTree.Parent = TreeIDs[i];
subTree.Children = TreeMappings[childMethod].Forest.First().Children;
TreeIDs.Add(id, subTree);
continue;
}
TreeIDs.Add(id, subTree);
subTree.FillMethodName($"{childMethod.GetMethodSignature()}_{id}");
tree.Children.Add(subTree);
TreeMappings.Add(childMethod, new BenchmarkTreeModel());
TreeMappings[childMethod].Forest.Add(subTree);
}
TreeMappings.Add(method, new BenchmarkTreeModel());
TreeMappings[method].Forest.Add(tree);
Model.Forest.Add(tree);
return true;
//var treeModel = new TreeModel();
}
catch (Exception ex)
{
//Debug.LogException(new Exception(method.GetMethodSignature(), ex));
return false;
}
}, sw);
//return methods;
}
The GetMethodSignature is something like:
public static string GetMethodSignature(this MethodBase method)
{
if (method == null) return null;
return method.DeclaringType == null ? method.Name : $"{method.DeclaringType.FullName}.{method.Name}";
}
I think I'll replace it with the MethodBase.ToString instead (what do you think?)
Also, we have the BenchmarkCall class which allow us to take in care how many times the call was done and how many time it has spent at all:
[Serializable]
public class BenchmarkCall
{
public string Method { get; set; }
public double SpentMilliseconds { get; set; }
public long SpentTicks { get; set; }
public double MinSpentMs { get; set; } = double.MaxValue;
public double MaxSpentMs { get; set; } = double.MinValue;
public long MinSpentTicks { get; set; } = long.MaxValue;
public long MaxSpentTicks { get; set; } = long.MinValue;
public double AvgMs => SpentMilliseconds / TimesCalled;
public double AvgTicks => SpentTicks / (double)TimesCalled;
public BenchmarkCall()
{
}
public BenchmarkCall(MethodBase method)
{
Method = method.GetMethodSignature();
}
public override string ToString()
{
if (TimesCalled > 0)
return "BenchmarkCall{\n" +
$"Ticks[SpentTicks={SpentTicks},MinTicks={MinSpentTicks},MaxTicks={MaxSpentTicks},AvgTicks={AvgTicks:F2}]\n" +
$"Ms[SpentMs={SpentMilliseconds:F2},MinMs={MinSpentMs:F2},MaxMs={MaxSpentMs:F2},AvgMs={AvgMs:F2}]\n" +
"}";
return "BenchmarkCall{}";
}
}
}
So I think that my next movement will be to differentiate between X method being called from A or B (Xa or Xb) taking care of the full hierarchy (which I'm not sure how to do) instead of the parent method that calls it, maybe the code I wrote has some to do it with it, but I'm not sure (last night I was so tired, so I didn't code it taking care those facts), build up a list of method signatures with different IDs, and then fill up the tree, ID 1 is Xa and ID 2 is Xb (where I have problems also filling up the tree).
Also I'll need to use the Transpiler in order to alter all code instructions, so if a method has:
void method() {
X1();
X2();
}
We will need to add 2 methods (like prefix/postfix) to measure each instruction call:
void method() {
Start(1);
X1();
End(1);
Start(2);
X2();
End(2);
}
This will be a hard task, but I hope somebody could guide me with this out.

Protobuf.NET - Issue with "Possible Recursion Detected" when the triggering references are in a List

First let me show a simple test case of the problem and how to trigger it. Here is the class:
class ProtoRecurseTest
{
private int nextPayload = 1;
public int Payload { get; private set; } = 0;
public ProtoRecurseTest Back { get; private set; } = null;
public List<ProtoRecurseTest> Children { get; set; } = new List<ProtoRecurseTest>();
public ProtoRecurseTest Add()
{
ProtoRecurseTest result = new ProtoRecurseTest(this, nextPayload++);
Children.Add(result);
return result;
}
public ProtoRecurseTest()
{
}
private ProtoRecurseTest(ProtoRecurseTest parent, int payload)
{
Back = parent;
this.Payload = payload;
nextPayload = payload + 1;
}
private static void ToStringHelper(ProtoRecurseTest proto, StringBuilder sb)
{
sb.Append(proto.Payload + " -> ");
// another little hassle of protobuf due to empty list -> null deserialization
if (proto.Children != null)
{
foreach (var child in proto.Children)
ToStringHelper(child, sb);
}
}
public override string ToString()
{
StringBuilder sb = new StringBuilder();
ToStringHelper(this, sb);
return sb.ToString();
}
}
There are no protobuf annotations as that is being taken care of programmatically. I have manually ensured that the class along with Back and Children are all added to the schema with .AsReferenceDefault = true.
The recursion triggering occurs when an instance is populated to a depth of at least 8 bizarrely enough. 7 is fine. Population code is straight forward:
ProtoRecurseTest recurseTest = new ProtoRecurseTest();
ProtoRecurseTest recurseItem = recurseTest;
for (int i = 0; i < 8; i++)
recurseItem = recurseItem.Add();
And then serialize recurseTest. This behavior only occurs when the children are in a list but in a list it occurs even with only 1 child per list as you end up with from the sample populating code. When I replaced the children with a single reference everything serialized fine.
This is using ProtoBuf.NET 2.1.0.0.
Here is a solution, but one I'm not particularly fond of. It was based on #marc-gravell 's answer to this question.
class ProtoRecurseTest : ISerializationManagementCallbacks
{
private int nextPayload = 1;
public int Payload { get; private set; } = 0;
public ProtoRecurseTest Back { get; private set; } = null;
public List<ProtoRecurseTest> Children { get; set; } = new List<ProtoRecurseTest>();
public ProtoRecurseTest Add()
{
ProtoRecurseTest result = new ProtoRecurseTest(this, nextPayload++);
Children.Add(result);
return result;
}
public ProtoRecurseTest()
{
}
private ProtoRecurseTest(ProtoRecurseTest parent, int payload)
{
Back = parent;
this.Payload = payload;
nextPayload = payload + 1;
}
private static void ToStringHelper(ProtoRecurseTest proto, StringBuilder sb)
{
sb.Append(proto.Payload + " -> ");
// another little hassle of protobuf due to empty list -> null deserialization
if (proto.Children != null)
{
foreach (var child in proto.Children)
ToStringHelper(child, sb);
}
}
public override string ToString()
{
StringBuilder sb = new StringBuilder();
ToStringHelper(this, sb);
return sb.ToString();
}
static void PreSerializationHelper(ProtoRecurseTest instance)
{
instance.Back = null;
foreach (var child in instance.Children)
PreSerializationHelper(child);
}
public void BeforeSerialization()
{
PreSerializationHelper(this);
}
static void PostDeserializationHelper(ProtoRecurseTest instance, ProtoRecurseTest parent)
{
if (instance.Children == null)
instance.Children = new List<ProtoRecurseTest>();
instance.Back = parent;
foreach (var child in instance.Children)
PostDeserializationHelper(child, instance);
}
public void AfterDeserialization()
{
PostDeserializationHelper(this, null);
}
}
The calls to serialize/deserialize now simply check if the type can be casted to the ISerializationManagementCallbacks (which was just provide a BeforeSerialization and AfterDeserialization method) before doing their business and then calling the appropriate methods if so. And it works fine.
However, I'm not really fond of mixing ever more serialization issues into my codebase - that's actually why the schema is generated programmatically. Ideally I'd like to separate the serialization entirely but the empty list -> null issue (which not to say it's an "issue" per se but just an undesirale part of the protobuf standard) already makes that impossible, but this would be another even more esoteric issue to work around and I do think this one might indeed be an issue.

Editing an enum in a class (member cannot be accessed with an instance reference)

I'm trying to edit an enum value in a class instance based on whether that instance appears in a dictionary of type <string, myClass>. What seems logical to me is to do the code snippets below:
if (pumpDict.ContainsKey(ID))
{
foreach(KeyValuePair<string, PumpItem> kvp in pumpDict)
{
if(kvp.Key == ID)
{
kvp.Value.state = kvp.Value.state.Available; //error here
kvp.Value.fuelPumped = fuelPumped;
kvp.Value.fuelCost = fuelCost;
break;
}
}
}
else
{
PumpItem pump = new PumpItem();
pumpDict.Add(ID, pump);
}
And my PumpItems class is such:
namespace PoSClientWPF
{
public enum pumpState
{
Available,
customerWaiting,
Pumping,
customerPaying
};
public enum fuelSelection
{
Petrol,
Diesel,
LPG,
Hydrogen,
None
};
class PumpItem
{
public double fuelPumped;
public double fuelCost;
public fuelSelection selection;
public pumpState state;
public PumpItem()//intialize constructor
{
this.fuelPumped = 0;
this.fuelCost = 0;
this.selection = fuelSelection.None;
this.state = pumpState.Available;
}
}
}
I was led to believe that to have an enum value in a constructor, they have to be set up as above, with a new instance of those enums declared in the class body.
It seems to me, that what I'm trying to do is logical but I am getting an error on the right hand side of the assignation which states:
"member PoSClientWPF.pumpState.Available cannot be accessed with an instance reference; qualify is with a type name instead"
I've searched for this error among several forums but only seem to find errors involving calling static variables incorrectly. Can anyone point me in the direction of a solution?
Thanks in advance.
You are incorrectly accessing the Enum member:
// this is incorrect
kvp.Value.state = kvp.Value.state.Available; //error here
// this is the correct way
kvp.Value.state = PoSClientWPF.pumpState.Available;
You know you have a dictionary?
PumpItem pumpItem = pumpDict[ID];
pumpItem.state = PoSClientWPF.pumpState.Available;
or
PumpItem pumpItem;
if (pumpDict.TryGetValue(ID, out pumpItem))
{
pumpItem.state = PoSClientWPF.pumpState.Available;
}
else
{
pumpItem = new PumpItem();
pumpDict.Add(ID, pumpItem);
}
Could just add ID to PumpItem and use a List
PumpItem pumpItem = pumpList.FirstOrDefualt(x => x.ID == ID)
if (pumpItem == null)
pumpList.Add(new PumpItem(ID));
else
pumpItem.state = PoSClientWPF.pumpState.Available;
class PumpItem
{
public double fuelPumped = 0;
public double fuelCost = 0;
public fuelSelection selection = fuelSelection.None;
public pumpState state = pumpState.Available;
public Int32? ID = null;
public PumpItem()//intialize constructor
{ }
public PumpItem(Int32? ID)
{
this.ID = ID;
}
}

Two Definitions for 'This' Method

Is it possible to have 2 definitions for the this method? I want users to be able to do both of the following: string value = myBranch[stringKey]; and also Branch child = myBranch[stringKey].
Is this possible? And if not can you suggest how I could design my class to achieve the same outside interaction (ie, accessing a child branch or value easily)?
public class Branch {
public enum BranchType {TYPE_BRANCH, TYPE_LEAF}
private string key = null;
private string value = null;
private Branch parent = null;
private Dictionary <string, Branch> children = new Dictionary <string, Branch>();
// Is it possible to have 2 'this' definitions?
// Def 1:
public Branch this[string attribKey] {
get
{
if (this.children.ContainsKey(attribKey))
return this.children[attribKey];
return Branch.EmptyBranch;
}
set
{
children[attribKey] = value;
value.Parent = this;
this.Type = BranchType.TYPE_BRANCH;
}
}
// Def 1:
public string this[string attribKey] {
get
{
return value;
}
set
{
value = value;
}
}
public string Key {
get { return key; }
}
}
No, the one rule for overloads is that Overloads cannot differ only by return value. Since myBranch is probably a Dictionary, it doesn't make sense that it would sometimes return a string and sometimes a Branch. I would write two functions:
GetBranchByKey and GetStringByKey to solve the overload problem.

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