C# virtual property is not working as expected - c#

I'm not strong on c# interfaces, so this is me misunderstanding something.
I have this interface (PMQIdent is just an identifier at heart):
public interface IisNamedItem2 {
// note: is virtual
public virtual PMQIdent name {
get => name;
private set => name = value;
}
}
used like this:
public class TVDeclarationStatement2 : IisNamedItem2 {
// ctor
public TVDeclarationStatement2(PMQIdent nameIn) =>
name = nameIn;
}
But it complains that "the name 'name' does not exist in the current context"
As I marked the relevant part is virtual, I'd expect that to be carried into the class (edit: meaning effectively copied into the using class's definition, so it would just be there instead of me having to add it each time).
If I rewrite the interface as
public interface IisNamedItem999 {
private PMQIdent _name;
public virtual PMQIdent getName() => _name;
public virtual PMQIdent sestName(PMQIdent val) =>
_name = val;
}
It - quite reasonably - complains “Interfaces cannot contain instance fields”
What’s the right way to do this?
More importantly, what is the conceptual thing I’m missing that is making me misunderstand this?
Very helpful answers and comments all round. I've accepted Stefan's answer as it explains why I my thinking was wrong. Thanks all, and I've got some good links to read.

More importantly, what is the conceptual thing I’m missing that is making me misunderstand this?
Implementing the interface just tells the class which methods and properties it has to contain. If there is you property in the interface, it isn't automatically in your class that inherits from it. That only happens when you inherit from an other class.
So if you have PMQIdent Name { get; set; } in your interface, you also have to write PMQIdent Name { get; set; } down in your class.
"Virtual" only means, that you can override this method or property in your class. In your example you could declare an other get/set for your property, than it has in your interface. You can do this using the "override" keyword in your class that inherits from the interface.
The answer from Ivan Khorin shows you the correct code for what you want to do.

public interface IisNamedItem2
{
// note: is virtual
PMQIdent Name { get; set; }
}
public class TVDeclarationStatement2 : IisNamedItem2
{
public virtual PMQIdent Name { get; set; }
public TVDeclarationStatement2(PMQIdent nameIn)
{
Name = nameIn;
}
}

Related

Get value from inheritance out of a collection

I created classes that derive from a parent class looking like this.
class Usability
{
public string useName = "404";
}
and
class Heal : Usability
{
public string useName = "drink";
}
when putting multiple in a Dictionary
public Dictionary<int, Usability> useDict = new();
and then accessing useName via
foreach(var usability in item.usabilitys)
{
Console.Write(usability.useName);
}
allways prints "404". When using
foreach(Heal usability in item.usabilitys)
{
Console.Write(usability.useName);
}
instead prints "drink". There are functions and more data included in sub classes but this breaks down the problem as much as possible.
useName is the field, and fields can't be inherited.
You can use the properties instead of the fields:
public class Base
{
public virtual string Name { get; } = "404";
}
public class Inheritor : Base
{
public override string Name { get; } = "drink";
}
You must mark the base property as a virtual to override it in the class Inheritor.
Properties is just syntax sugar to getter and setter methods, so the property Name is really compiled to the method get_Name.
When you mark the property as the virtual you really make virtual method get_Name and you can override it.

Automatically assign members and methods to certain classes

I have many classes that have the following members/methods:
private String name;
public String getName() { return name; }
public void setName(String name) { this.name = name; }
public bool isNamed(String name) { return getName().Equals(name); }
Every time I create a new class that has a member "name", I have to rewrite all these.
Is there a way to write the methods one time and to make them apply to any class I want?
Your code can be converted to:
public String Name { get;set;}
Then you can use it as so:
nObject.Name = "Stefan";
if(nObject.Name == "Stefan"){
// do something
}else{
// do something else
}
To apply to all the classes automatically you can just make this into an interface:
public interface INameable{
public String Name {get;set;}
}
Doing this will allow you to inherit from other base classes of importance.
see here for an example
class YourClass : INameable{
//implementation
}
And now, YourClass has "Name" property automatically inserted.
You'd simply define a base class (you could make it abstract):
public abstract class Named
{
public string Name { get; set; }
}
and inherit from it:
public class Person : Named
{
}
You don't really need isNamed as in C#, it is perfectly safe to compare strings with ==.
If your class already inherits from another class which is not Named, you'll have to manually add the Name auto property or resort to simulated multiple inheritance.
Alternatively, you could create a specific modification of Named for every base class:
public abstract class NamedLifeForm : LifeForm
{
public string Name { get; set; }
}
public class Person : NamedLifeForm
{
// Person inherits both a Name and all relevant members of LifeForm
}
Another alternative would be to create a generic wrapper, Named<T>, that would have two properties: the Name and an instance of T. But that would make construction and access cumbersome, so I don't recommend it.
C# has AutoProperties just for that:
public String Name {get; set; }
This handles both the getName() and the setName() you talked about.
Usage:
To set a value: Name = "MyName;
To get a value: string theName = Name;
I'd suggest reading up on Object Oriented Programming. You can save yourself a lot of time and effort (and heckling). Here is a good primer http://www.amazon.com/Beginning-Object-Oriented-Programming-Dan-Clark/dp/1430235306
To answer your specific question, you should read about inheritance. It lets you define a "Parent" class with functions. Then you can inherit with "Child" classes and have those same functions.
http://msdn.microsoft.com/en-us/library/ms173149(v=vs.80).aspx
Here is a code example
public class PersonBase
{
private String name;
public String getName()
{
return this.name;
}
public void setName(string name)
{
this.name = name;
}
public bool isNamed(string name)
{
return this.name.Equals(name);
}
}
public class Employee : PersonBase
{
}
Employee will now have whatever was defined by PersonBase.
As others have pointed out, you can simplify you code with properties. Also you should check for null values before using "this.name".
Here is a link to what properties are:
http://msdn.microsoft.com/en-us/library/x9fsa0sw(v=vs.80).aspx
The simplified code example would be:
public class PersonBase
{
public String Name { get; set; }
}
public class Employee : PersonBase
{
}
I hope this helps get you pointed in the right direction for learning about these concepts.

Implementing interfaces in C# .NET

Consider the following interface
public interface ICustomData
{
String CustomData { set; get; }
}
According to MSDN documentation, interfaces members are automatically public.
Lets say I now want to implement my interface:
public class CustomDataHandler : ICustomData
{
}
This would break at compile time, telling me that I have not implemented "CustomData"
This on the otherhand would work:
public class CustomDataHandler : ICustomData
{
public String CustomData { set; get; }
}
My question is: If the member of the interface is automatically public, why MUST I declare the implementation in the class? If the interface declaration is syntactically identical to the class declaration, why can the compiler not infer this automatically from my interface?
EDIT:
My reason for asking. Imagine a scenario where you are building data models, entities etc. I might code some interfaces to these models like so:
public interface IUserAccount
{
Guid Identity { set; get; }
String FirstName { set; get; }
String LastName { set; get; }
String EmailAddress { set; get; }
String Password { set; get; }
}
public interface IUserDataEntry
{
Guid DataIdentity { set; get; }
String DataName { set; get; }
String Data { set; get; }
}
It would be far simpler to construct the models like so:
public class UserAccount : IUserAccount
{
}
public class UserDataEntry : IUserDataEntry
{
}
public class Combined : IUserAccount, IUserDataEntry
{
}
An interface is not there to provide an implementation, it is there to define a contract. This then allows for different implementations to be built which implement it.
They may be syntactically identical, but they mean different things (i.e. they are not semantically identical).
In the interface, the syntax means that an implementing class must expose such a property, with get and set accessors implemented as it sees fit (either explicitly or implicitly). An interface merely defines the outward behaviour that a class must provide; it does not provide any implementation of that behaviour.
In the class, the syntax is an "auto-property", an implementation of the property defined by the interface, and the get and set accessors are implicitly converted into full implementations with a backing field. It looks something like this when it's compiled:
public class CustomDataHandler : ICustomData
{
private string customData;
public string CustomData
{
get
{
return customData;
}
set
{
customData = value;
}
}
}
You are implicitly implementing the interface. In this instance the method signatures of the class must match those of the interface (including accessibility). Ensuring that the methods are marked as public ensures that there are no surprises when looking at the class, for instance:
public class CustomDataHandler : ICustomData
{
String CustomData {get; set}
String PrivateCustomData {get;set;}
}
Even though both properties are declared the same, the CustomData property would be public by virtue of it being declared on the interface even though the declaration looks identical to that of PrivateCustomData. This would be inconsistent and lead to harder to maintain code.
If you do not wish to set the access modifier, you could explicitly implement the interface:
public class CustomDataHandler : ICustomData
{
String ICustomData.CustomData { set; get; }
}
The interface declaration is only specifying the behaviour which the interface defines. In your case, this is a property called CustomData which has a get and set (it is a read/write property) which is of type string.
The class which implements the interface needs to do exactly that - to specify the implementation.
Now in your case, you are using auto implemented properties { get; set; } which looks the same as the interface declaration, however you could also have a backing field and behaviour in your get or set methods.
Here's an example where the CustomData property is private in a derived class:
public class CustomDataHandler : ICustomData
{
private string CustomData { set; get; }
string ICustomData.CustomData { get; set; }
}
But this code compiles, because there is also an explicit implementation of the property.
So, the public modifier is not redundant in this case.
You must explicitly implement it because... You are not limited to implementing it that way. You could use a field, or do something else in your method. An interface is only a method contract that guaranty that this method exist.
public class CustomDataHandler : ICustomData
{
public String CustomData
{
get { return "None of your business!"; }
set { } // Decide to do nothing
}
}
The interface only guaranty this method will exist. Not what you're gonna do with it.
EDIT: As for your edit of your question, you probably seek to have a parent class instead of an interface if you want to implement the method only once for a collection of classes. However, while you can combine interface, you cannot combine parent classes. But, you can add interface at different point of a classes hierarchy.

virtual properties

I have used and learned only virtual methods of the base class without any knowledge of virtual properties used as
class A
{
public virtual ICollection<B> prop{get;set;}
}
Could someone tell me what that means ?
public virtual ICollection<B> Prop { get; set; }
Translates almost directly to:
private ICollection<B> m_Prop;
public virtual ICollection<B> get_Prop()
{
return m_Prop;
}
public virtual void set_Prop(ICollection<B> value)
{
m_Prop = value;
}
Thus, the virtual keyword allows you to override the property in sub-classes just as you would the above get/set methods:
public override ICollection<B> Prop
{
get { return null; }
set { }
}
In object-oriented programming, a virtual property is a property whose behavior can be overridden within an inheriting class. This concept is an important part of the polymorphism portion of object-oriented programming (OOP).
look at the example below:
public class BaseClass
{
public int Id { get; set; }
public virtual string Name { get; set; }
}
public class DerivedClass : BaseClass
{
public override string Name
{
get
{
return base.Name;
}
set
{
base.Name = "test";
}
}
}
at the presentation level:
DerivedClass instance = new DerivedClass() { Id = 2, Name = "behnoud" };
Console.WriteLine(instance.Name);
Console.ReadKey();
the output will be "test", and not "behnoud", because the "Name" property has been overridden in the derived class(sub class).
In Entity Framework (which I believe your example refers to), your POCO classes are created and wrapped into a proxy class. Proxy class is a descendant of the class that you declare, so your class A becomes a base class. This proxy class is populated with data and returned back to you. This is necessary in order to track changes. Have a look at this article http://technet.microsoft.com/en-us/query/dd456848
I had a similar problem in trying to understand this and after a few debugging sessions and seeing the proxy classes and reading about tracking changes it made be figure out why it is declared the way it is.
Properties are actually specials cases of Getter and Setter methods. So they are like combinations of Getter and Setter methods as shown below:
private string _name;
public string GetName()
{
return _name;
}
public void SetName(string value)
{
this._name = value;
}
So virtual keyword is same for properties as well which means it is overrideable by the child classes and initial implementation can be changed.
Properties are a shortened form of accessor methods (Get & Set). That means that the virtual keyword has the same meaning as with any other method. That means you can override it in derived classes.
You can have methods (often), properties, indexers or events, the virtual keyword has the same meaning : modifying the meaning (override) of the base class item.
With properties, you can change the get/set accessors.
It's a collection that's implementation can vary in a descendant class.

How to force a derived class to include certain properties with default value

I have a class structure for a role playing game which looks like this...
public abstract class Item
{
public abstract string Name { get; set; }
}
public abstract class Armor : Item
{
public override string Name { get; set; }
}
public class Helmet : Armor
{
public override string Name { get; set; }
}
Basically, I am trying to force every derived type to include a "Name" property. Is this the best way to do it? I know I can remove "abstract" from Item.Name and then remove the overriden "Name" properties in Armor and Helmet. If I do that the code looks a little cleaner but I might forget to set the base.Name in these derived classes.
Could someone help show me the best way to do this?
EDIT:
Sorry, let me clarify my question a little more. I want to make sure of 2 things.
1) Name property exists in all derived classes
2) Name property is not null or empty
I basically want to force any class that derives from Item (and is not abstract) to have a value for Name.
It sounds like you are worried about initialising properties?
but I might forget to set the
base.Name in these derived classes.
One way the you can force the Name property to be set is to include this setter in your base class constructor like so:
public class MyBaseClass
{
private string _name;
public MyBaseClass(string name)
{
_name = name;
}
}
Then everything that derives from MyBaseClass must satisfy that constructor:
public class MyDerivedClass
{
public MyDerivedClass(string name) : base(name)
{
}
}
Then you can also make the property either:
abstract to ensure that it exists in each derived class with its own implementation
virtual to provide a base implementation and all it to be overridden.
I'm not going to venture whether the above is good design, but it would work to ensure that all derived classes have a valid name property when instantiated.
Another approach, as other answers suggest, is to implement a virtual property that throws an exception in its base implementation.
You only need to define Name in the base class, and do not need to specify it as abstract. It will still be available as a property in all derived classes.
public abstract class Item
{
public string Name { get; set; }
}
public abstract class Armor : Item
{ }
public class Helmet : Armor
{ }
If I do that the code looks a little cleaner but I might forget to set the base.Name in these derived classes.
Then the name of the object will just end up being something silly.
Better yet, have name start out as null. Then you'll get an exception if you forget to initialize the name but someone tries to use it, and you'll know you have to fix it.
Mike is right that if you just want to use the property "Name" on all derived objects, you don't need it to be marked abstract at all as it's inherited.
If you want to just force the fact that when Items are created, a name is definitely set, you could force it through hiding the zero-parameter constructor and exposing a constructor that accepts the name.
Take a look at this code:
public class Item
{
public string Name { get; set; }
public Item(string name)
{
this.Name = name;
}
protected Item() {}
}
public class Armor : Item
{
public Armor(string name) : base(name) {}
protected Armor() {}
}
public class Helmet : Armor
{
public Helmet(string name) : base(name) {}
protected Helmet() {}
}
The above definitions mean that:
Helmet myHelmet = new Helmet(); //will not build
Helmet myHelmet = new Helmet("Some Fancy Helmet Name"); //will build
Armor myArmor = new Armor (); //will not build
Armor myArmor = new Armor ("Some Fancy Armor Name"); //will build
Item myItem = new Item (); //will not build
Item myItem = new Item("Some Fancy Item Name"); //will build
This forces that any instance of the classes must define the name at time of creation. One possible solution anyway...
Would making Name a virtual ie. public virtual Name {get; set; } accessor be used in the Item class? Since Helment and Armor descend from the Item class. It would enforce that they must be overridden...
Hope this helps,
Best regards,
Tom.
so it depends what you want to do ...
making class abstract forces all the sub-classes to implement the class (and its abstract functions, etc.), but if you want a function to have a base functionality with the possibility to override the function then i'll suggest not making the class abstract and making the specific function virtual instead, thus when the virtual function is not being overwritten, and base function will be called.
and there's always options to create a "new" properties with the same name, but i don't think that's a good practice.
hope that helps.
i think you can still make the property virtual within a abstract class, thus that should solve your problem.
You can set the value to something specific in the base abstract class,
here an example :
public abstract class Item
{
public virtual string Name
{
get {return m_strName;}
set {m_strName = value;}
}
public abstract class Armor : Item
{
public override string Name { get; set; } // if you want to override it
}
public class Helmet : Armor
{
public override string Name { get; set; } // if you want to override it
}

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