How to set property via setter - c#

I have been taught in school about C#. We did some basic stuff like loops, if etc.
Now we do more about OOP. Teacher said us something about auto-implemented-property and I find this feature as great. But I am curious how can I set value of property via method.
When we didn't know auto-implemented-property. We always did a method to set or get value of class.
But when I use auto-implemented-property I do not see any methods to get or set value of class instance. So how can I set the value of some property of class when I can set the value only via constructor. I want to know that, because when property is private I can set it only via constructor, which is not a problem, but what I can do when I want to set value via Console.Readline(); ?
namespace _001_dedicnost
{
class Car
{
int Size { get; set; }
}
class Program
{
static void Main(string[] args)
{
Car car1 = new Car(5);
// but the following line wont work
car1.Set(51);
}
}
}

Your class Car have PRIVATE property Size, so u cant't have access to it from your code, only from class CAR
If u want to set value to this property, u have to declare it PUBLIC:
class Car
{
public int Size { get; set; }
}
static void Main(string[] args)
{
Car car1 = new Car();
car1.Size = 1;
}

When you put the property on the left-hand side of an expression, the set method is automatically called on it with the right-hand side of the expression as the value.
So car1.Size = 51 is like calling the expanded setter for the Size property with value being 51.

This
public class Point {
public int X { get; set; } = 0;
}
is equivalent to the following declaration:
public class Point {
private int __x = 0;
public int X { get { return __x; } set { __x = value; } }
}
This means you have "couple of 'methods' under c sharp compilator which called using '=' sign"
Point p = new Point();
p.X = 10; //c# compiler would call something like p.__set_X(10)
int i = p.X; //c# compiler would call something like int i = p.__get_X();
Read more about auto-properties https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/language-specification/classes#automatically-implemented-properties
Btw I dont recommend to use it - it breaks readability and refactobility of code ;(

If the class is a simple anemic model (without logic), set the property as public, and it will work.
If you want to control the invariants (business rules), you'd want to have a public Size { get; private set; } with a public void SetSize(int size) { /* ... */ } which contains your business rules.
Here are three 'patterns' normally used in C#:
// Anemic domain model (simple entity)
public class Car
{
public int Size { get; set;}
}
// Domain model with business rules
public class Car
{
public int Size { get; private set; }
public void SetSize (int size)
{
// check to make sure size is within constraints
if (size < 0 || size > 100)
throw new ArgumentException(nameof(size));
Size = size;
}
}
// Value object
public class Car
{
public Car (int size)
{
// check constraints of size
Size = size;
}
public int Size { get; }
}

Related

Abstract parameters and methods beginner

I'm just doing some practice for my coding course. I've just started with abstraction so it's still a bit coonfusing for me. I've got this code and I've managed to assign values to the regular properties so far. I want to run an abstract property through a virtual method and have the result assigned to the property finally. The abstract method should be overridden on the second derived class but not the first.
Right now the result is that the BPM property has a value of 0 for both derived classes, though I'm not sure why.
public abstract class Music
{
protected string genre;
protected int bpm;
public string Genre //property
{
get
{
return genre;
}
set
{
genre = value;
}
}
public int Bpm //abstract property
{
get;
set;
}
public virtual int BPM(int b) //virtual method
{
this.bpm = b;
return b;
}
public Music(string genre, int bpm)
{
this.genre = genre;
this.bpm = BPM(bpm);
}
}
public class Techno : Music
{
public Techno(string genre, int bpm) : base(genre, bpm) { }
}
public class Dubstep : Music
{
public override int BPM(int b)
{
return base.BPM(b) / 2;
}
public Dubstep(string genre, int bpm) : base(genre,bpm) { }
}
//PROGRAM-------------------------------------------------------------
class Program
{
static void Main()
{
Techno t = new Techno("Techno", 130);
Dubstep d = new Dubstep("Dubstep", 140);
Console.WriteLine(t.Genre + " " + d.Genre);
Console.WriteLine(t.Bpm + " " + d.Bpm);
}
}
Original Answer
First of all, this:
public int Bpm //abstract property
{
get;
set;
}
Is not an abstract property. What you are looking at here is an Auto-implemented property. That is a property for which the compiler creates a hidden backing field.
Second, here:
Console.WriteLine(t.Bpm + " " + d.Bpm);
You use the property mentioned above… And nowhere else. It is never assigned, so it has its default value, which happens to be 0.
You see, you have a field protected int bpm; that you use in your method:
public virtual int BPM(int b) //virtual method
{
this.bpm = b;
return b;
}
You also set it in the constructor:
public Music(string genre, int bpm)
{
this.genre = genre;
this.bpm = BPM(bpm);
}
But that field has nothing to do with the aforementioned property.
To reiterate bpm and Bpm are unrelated. I suppose I should also mention that C# is case sensitive.
Extended answer
So how would I make 'Bpm' and 'bpm' match, like 'Genre' and 'genre' match?
You have implemented the Genre property with a backing field genre:
public string Genre //property
{
get
{
return genre;
}
set
{
genre = value;
}
}
This is similar to what the compiler does for Bpm. The only difference is that you don't get to access the Bpm backing field.
I'll throw you a curve ball, and say that you can implement Genre the way you implemented Bpm and it would work. This is what you would do:
Remove the backing field genre.
Make Genre auto-implemented: public string Genre { get; set; }.
Have the constructor set the property Genre = genre;.
As a result, you will see that your code is simpler and shorter. That is the point of auto-implemented properties.
So, no, being an auto-implemented property is not preventing Bpm to work. The problem is that you are using a field bpm that has nothing to do with it.
Instead of writing to the unrelated field, you can write to the property from your constructor, for example:
public Music(string genre, int bpm)
{
Genre = genre; // Set Genre property
Bpm = bpm; // Set Bpm property
}
I want to run an abstract property through a virtual method and have the result assigned to the property finally
If I understand correctly, you expect Dubstep d = new Dubstep("Dubstep", 140); to have Bpm with the value 80. Right?
So, we want all writes to pass through the method. This is how you do that:
public abstract class Music
{
private int bpm;
public Music(string genre, int bpm)
{
Genre = genre;
Bpm = bpm;
}
public int Bpm
{
get => bpm;
set => bpm = BPM(value);
}
public string Genre { get; set; }
public virtual int BPM(int b) //virtual method
{
return b;
}
}
Here, Bpm is no longer auto-implemented. It will read and write the field pbm.
Also, Genre is auto-implemented. I made it so because we don't need to do anything special with it.
Now, every time the property is set, this will run bpm = BPM(value). Which will call the virtual method, which Dubstep overrides, resulting in the desired behavior.
To be clear, this code:
public int Bpm
{
get => bpm;
set => bpm = BPM(value);
}
Is the same as this code:
public int Bpm
{
get
{
return bpm;
}
set
{
bpm = BPM(value);
}
}
It is just a short-hand to write less code… Which bites me in the back, because I got to explain it. See Expression-bodied members (C# programming guide). Don't let the syntax confuse you.

Generate a strongly-typed proxy that can track changes on property names not values when one property is set to another

Setup:
public class Data
{
public int A { get; set; }
public int B { get; set; }
}
public class Runner
{
public static void Run(Data data)
{
data.A = data.B;
data.A = 1;
}
}
class Program
{
static void Main(string[] args)
{
var data = new Data() { A = 1, B = 2 };
Runner.Run(data);
}
}
Problem: I need to implement change tracking here for property names not values. Inside Runner.Run on the first line data.A = data.B I need to record somehow that "A" was set to "B" (literally property names) and then on the next line data.A = 1 I need to record that "A" was set to constant and say forget about it.
Constrains:
When setting one property to another (e.g. A = B) that needs to be recorded
When setting property to anything else (e.g. A = 1 or A = B * 2) this change needs to be forgotten (e.g. remember A only)
Suppose this is the tracker contract being used:
void RecordChange(string setterName, string getterName);
void UnTrackChange(string setterName);
Question:
I would like to somehow proxy the Data class so it still can be used in the interface code (e.g. Runner - is a whole bunch of a business logic code that uses Data) INCLUDING strong-typing and it can track it's changes without modifying the code (e.g. there is lots of places like 'data.A = data.B').
Is there any way to do it without resorting to I guess some magic involving IL generation?
Already investigated/tried:
PostSharp interceptors/Castle.DynamicProxy with interceptors - these alone cannot help. The most I can get out of it is to have a value of data.B inside setter interceptor but not nameof(data.B).
Compiler services - haven't found anything suitable here - getting the name of caller doesn't really help.
Runtine code generation - smth like proxy inherited from DynamicObject or using Relfection.Emit (TypeBuilder probably) - I lose typings.
Current solution:
Use the Tracker implementation of the abovementioned contract and pass it around into every function down the road. Then instead of writing data.A = data.B use method tracker.SetFrom(x => x.A, x => x.B) - tracker holds a Data instance and so this works. BUT in a real codebase it is easy to miss something and it just makes it way less readable.
It is the closest the solution I've come up with. It isn't perfect as I still need to modify all the contracts/methods in the client code to use a new data model but at least all the logic stays the same.
So I'm open for other answers.
Here's the renewed Data model:
public readonly struct NamedProperty<TValue>
{
public NamedProperty(string name, TValue value)
{
Name = name;
Value = value;
}
public string Name { get; }
public TValue Value { get; }
public static implicit operator TValue (NamedProperty<TValue> obj)
=> obj.Value;
public static implicit operator NamedProperty<TValue>(TValue value)
=> new NamedProperty<TValue>(null, value);
}
public interface ISelfTracker<T>
where T : class, ISelfTracker<T>
{
Tracker<T> Tracker { get; set; }
}
public class NamedData : ISelfTracker<NamedData>
{
public virtual NamedProperty<int> A { get; set; }
public virtual NamedProperty<int> B { get; set; }
public Tracker<NamedData> Tracker { get; set; }
}
Basically I've copy-pasted the original Data model but changed all its properties to be aware of their names.
Then the tracker itself:
public class Tracker<T>
where T : class, ISelfTracker<T>
{
public T Instance { get; }
public T Proxy { get; }
public Tracker(T instance)
{
Instance = instance;
Proxy = new ProxyGenerator().CreateClassProxyWithTarget<T>(Instance, new TrackingNamedProxyInterceptor<T>(this));
Proxy.Tracker = this;
}
public void RecordChange(string setterName, string getterName)
{
}
public void UnTrackChange(string setterName)
{
}
}
The interceptor for Castle.DynamicProxy:
public class TrackingNamedProxyInterceptor<T> : IInterceptor
where T : class, ISelfTracker<T>
{
private const string SetterPrefix = "set_";
private const string GetterPrefix = "get_";
private readonly Tracker<T> _tracker;
public TrackingNamedProxyInterceptor(Tracker<T> proxy)
{
_tracker = proxy;
}
public void Intercept(IInvocation invocation)
{
if (IsSetMethod(invocation.Method))
{
string propertyName = GetPropertyName(invocation.Method);
dynamic value = invocation.Arguments[0];
var propertyType = value.GetType();
if (IsOfGenericType(propertyType, typeof(NamedProperty<>)))
{
if (value.Name == null)
{
_tracker.UnTrackChange(propertyName);
}
else
{
_tracker.RecordChange(propertyName, value.Name);
}
var args = new[] { propertyName, value.Value };
invocation.Arguments[0] = Activator.CreateInstance(propertyType, args);
}
}
invocation.Proceed();
}
private string GetPropertyName(MethodInfo method)
=> method.Name.Replace(SetterPrefix, string.Empty).Replace(GetterPrefix, string.Empty);
private bool IsSetMethod(MethodInfo method)
=> method.IsSpecialName && method.Name.StartsWith(SetterPrefix);
private bool IsOfGenericType(Type type, Type openGenericType)
=> type.IsGenericType && type.GetGenericTypeDefinition() == openGenericType;
}
And the modified entry point:
static void Main(string[] args)
{
var data = new Data() { A = 1, B = 2 };
NamedData namedData = Map(data);
var proxy = new Tracker<NamedData>(namedData).Proxy;
Runner.Run(proxy);
Console.ReadLine();
}
The Map() function actually maps Data to NamedData filling in property names.

How to restrict access of a nested class's Property setter to the outer class only?

Is there an access modifier, or combination thereof, to restrict access to an outer class only?
For the Position property of nested class PanelFragment below, I would like only the containing class ViewPagerPanels to be able to set it (via the setter, I realize this could be done through a constructor parameter also).
public class ParcelView : MXActivityView<ParcelVM>, ViewPager.IOnPageChangeListener, IFragmentToViewPagerEvent
{
private ViewPagerPanels _pagerPanels;
protected override void OnCreate(Bundle bundle)
{
base.OnCreate(bundle);
_pagerPanels = new ViewPagerPanels(5); // 5: magic number, put int constant
_pagerPanels[0] = new ViewPagerPanels.PanelFragment(typeof(ViewA));
// ...
}
private class ViewPagerPanels
{
public class PanelFragment
{
public Fragment Fragment { get; set; }
// ?? - access modifer for set
public int Position { get; private set; }
}
public readonly int PANEL_COUNT;
private PanelFragment[] _panels;
public ViewPagerPanels(int count)
{
PANEL_COUNT = count;
_panels = new PanelFragment[PANEL_COUNT];
}
public PanelFragment this[int i]
{
get
{
return _panels[i];
}
set
{
_panels[i] = value;
// !! - cannot access private property
_panels[i].Position = i;
}
}
}
}
No, it's not possible to do it directly. The most restrictive access modifier, private, already allows access from within the same class. Every other modifier further expands that access.
Every class, no matter if its nested, private or public, always has access to every single of its own declared members, with no chance of applyng restrictions to itself. The closest we can get is by using a readonly field (or a getter only property) that prevents the declaring class from modifying a variable outside the constructor. But for a read-write one, we're out of options.
There is a solution for this type of protection scenarios. But you should do the following changes;
1- Replace you concrete class with an interface or abstract class and expose this to outside world
2- Implement this interface with a concrete class
3- Control the creation of this class by a factory method
4- Set the property by casting the interface (or abstract class) to your private class type
Sample code changes
public interface IPanelFragment
{
Fragment Fragment { get; set; }
// ?? - access modifer for set
int Position { get; }
}
class PanelFragment : IPanelFragment
{
public Fragment Fragment { get; set; }
// ?? - access modifer for set
public int Position { get; set; }
}
private IPanelFragment[] _panels;
public IPanelFragment CreateFragment(Fragment fragment, int pos)
{
return new PanelFragment() { Fragment= fragment, Position = pos };
}
public IPanelFragment this[int i]
{
get
{
return _panels[i];
}
set
{
_panels[i] = value;
// !! - cannot access private property
((PanelFragment)_panels[i]).Position = i;
}
}
A possible workaround
public int Position { get; private set; }
public int InitPosition { set { Position = value; } }
or, depending on your philosophical perspective concerning getter-less Properties
public void InitPosition(int value) { Position = value; }

How to access to the parent object in c#

I have a "meter" class. One property of "meter" is another class called "production".
I need to access to a property of meter class (power rating) from production class by reference. The powerRating is not known at the instantiation of Meter.
How can I do that?
public class Meter
{
private int _powerRating = 0;
private Production _production;
public Meter()
{
_production = new Production();
}
}
Store a reference to the meter instance as a member in Production:
public class Production {
//The other members, properties etc...
private Meter m;
Production(Meter m) {
this.m = m;
}
}
And then in the Meter-class:
public class Meter
{
private int _powerRating = 0;
private Production _production;
public Meter()
{
_production = new Production(this);
}
}
Also note that you need to implement an accessor method/property so that the Production class can actually access the powerRating member of the Meter class.
I wouldn't reference the parent directly in the child objects. In my opinion the childs shouldn't know anything about the parents. This will limits the flexibility!
I would solve this with events/handlers.
public class Meter
{
private int _powerRating = 0;
private Production _production;
public Meter()
{
_production = new Production();
_production.OnRequestPowerRating += new Func<int>(delegate { return _powerRating; });
_production.DoSomething();
}
}
public class Production
{
protected int RequestPowerRating()
{
if (OnRequestPowerRating == null)
throw new Exception("OnRequestPowerRating handler is not assigned");
return OnRequestPowerRating();
}
public void DoSomething()
{
int powerRating = RequestPowerRating();
Debug.WriteLine("The parents powerrating is :" + powerRating);
}
public Func<int> OnRequestPowerRating;
}
In this case I solved it with the Func<> generic, but can be done with 'normal' functions.
This why the child(Production) is totally independent from it's parent(Meter).
But! If there are too many events/handlers or you just want to pass a parent object, i would solve it with an interface:
public interface IMeter
{
int PowerRating { get; }
}
public class Meter : IMeter
{
private int _powerRating = 0;
private Production _production;
public Meter()
{
_production = new Production(this);
_production.DoSomething();
}
public int PowerRating { get { return _powerRating; } }
}
public class Production
{
private IMeter _meter;
public Production(IMeter meter)
{
_meter = meter;
}
public void DoSomething()
{
Debug.WriteLine("The parents powerrating is :" + _meter.PowerRating);
}
}
This looks pretty much the same as the solution mentions, but the interface could be defined in another assembly and can be implemented by more than 1 class.
Regards,
Jeroen van Langen.
You would need to add a property to your Production class and set it to point back at its parent, this doesn't exist by default.
Why not change the constructor on Production to let you pass in a reference at construction time:
public class Meter
{
private int _powerRating = 0;
private Production _production;
public Meter()
{
_production = new Production(this);
}
}
In the Production constructor you can assign this to a private field or a property. Then Production will always have access to is parent.
You could maybe add a method to your Production object called 'SetPowerRating(int)' which sets a property in Production, and call this in your Meter object before using the property in the Production object?
I would give the parent an ID, and store the parentID in the child object, so that you can pull information about the parent as needed without creating a parent-owns-child/child-owns-parent loop.
something like this:
public int PowerRating
{
get { return base.PowerRating; } // if power inherits from meter...
}

How do I reinitialize or reset the properties of a class?

I've created a class with properties that have default values. At some point in the object's lifetime, I'd like to "reset" the object's properties back to what they were when the object was instantiated. For example, let's say this was the class:
public class Truck {
public string Name = "Super Truck";
public int Tires = 4;
public Truck() { }
public void ResetTruck() {
// Do something here to "reset" the object
}
}
Then at some point, after the Name and Tires properties have been changed, the ResetTruck() method could be called and the properties would be reset back to "Super Truck" and 4, respectively.
What's the best way to reset the properties back to their initial hard-coded defaults?
You can have the initialization in a method instead of inlining with the declaration. Then have the constructor and reset method call the initialization method:
public class Truck {
public string Name;
public int Tires;
public Truck() {
Init();
}
public void ResetTruck() {
Init();
}
private void Init() {
Name = "Super Truck";
Tires = 4;
}
}
Another way is not to have a reset method at all. Just create a new instance.
Reflection is your friend. You could create a helper method to use Activator.CreateInstance() to set the default value of Value types and 'null' for reference types, but why bother when setting null on a PropertyInfo's SetValue will do the same.
Type type = this.GetType();
PropertyInfo[] properties = type.GetProperties();
for (int i = 0; i < properties.Length; ++i)
properties[i].SetValue(this, null); //trick that actually defaults value types too.
To extend this for your purpose, have private members:
//key - property name, value - what you want to assign
Dictionary<string, object> _propertyValues= new Dictionary<string, object>();
List<string> _ignorePropertiesToReset = new List<string>(){"foo", "bar"};
Set the values in your constructor:
public Truck() {
PropertyInfo[] properties = type.GetProperties();
//exclude properties you don't want to reset, put the rest in the dictionary
for (int i = 0; i < properties.Length; ++i){
if (!_ignorePropertiesToReset.Contains(properties[i].Name))
_propertyValues.Add(properties[i].Name, properties[i].GetValue(this));
}
}
Reset them later:
public void Reset() {
PropertyInfo[] properties = type.GetProperties();
for (int i = 0; i < properties.Length; ++i){
//if dictionary has property name, use it to set the property
properties[i].SetValue(this, _propertyValues.ContainsKey(properties[i].Name) ? _propertyValues[properties[i].Name] : null);
}
}
Unless creating the object is really expensive (and Reset isn't for some reason). I see no reason to implement a special reset method. Why don't you just create a new instance with a usable default state.
What is the purpose of reusing the instance?
If you did your initialization in a Reset method you can be good to go:
public class Truck {
public string Name;
public int Tires;
public Truck() {
ResetTruck();
}
public void ResetTruck() {
Name = "Super Truck";
Tires = 4;
}
}
Focusing of separation of concerns (like Brian mentioned in the comments), another alternative would be to add a TruckProperties type (you could even add your default values to its constructor):
public class TruckProperties
{
public string Name
{
get;
set;
}
public int Tires
{
get;
set;
}
public TruckProperties()
{
this.Name = "Super Truck";
this.Tires = 4;
}
public TruckProperties(string name, int tires)
{
this.Name = name;
this.Tires = tires;
}
}
Inside your Truck class, all you would do is manage an instance of the TruckProperties type, and let it do its reset.
public class Truck
{
private TruckProperties properties = new TruckProperties();
public Truck()
{
}
public string Name
{
get
{
return this.properties.Name;
}
set
{
this.properties.Name = value;
}
}
public int Tires
{
get
{
return this.properties.Tires;
}
set
{
this.properties.Tires = value;
}
}
public void ResetTruck()
{
this.properties = new TruckProperties();
}
}
This certainly may be a lot of (unwanted) overhead for such a simple class, but in a bigger/more complex project it could be advantageous.
That's the thing about "best" practices... a lot of times, there's no silver bullet, but only recommendations you must take with skepticism and your best judgement as to what applies to you in a particular case.
I solved a similar problem with reflection. You can use source.GetType().GetProperties() to get a list of all properties which belong to the object.
Although, this is not always a complete solution. If your object implements several interfaces, you will also get all those properties with your reflection call.
So I wrote this simple function which gives us more control of which properties we are interested in resetting.
public static void ClearProperties(object source, List<Type> InterfaceList = null, Type SearchType = null)
{
// Set Interfaces[] array size accordingly. (Will be size of our passed InterfaceList, or 1 if InterfaceList is not passed.)
Type[] Interfaces = new Type[InterfaceList == null ? 1 : InterfaceList.Count];
// If our InterfaceList was not set, get all public properties.
if (InterfaceList == null)
Interfaces[0] = source.GetType();
else // Otherwise, get only the public properties from our passed InterfaceList
for (int i = 0; i < InterfaceList.Count; i++)
Interfaces[i] = source.GetType().GetInterface(InterfaceList[i].Name);
IEnumerable<PropertyInfo> propertyList = Enumerable.Empty<PropertyInfo>();
foreach (Type face in Interfaces)
{
if (face != null)
{
// If our SearchType is null, just get all properties that are not already empty
if (SearchType == null)
propertyList = face.GetProperties().Where(prop => prop != null);
else // Otherwise, get all properties that match our SearchType
propertyList = face.GetProperties().Where(prop => prop.PropertyType == SearchType);
// Reset each property
foreach (var property in propertyList)
{
if (property.CanRead && property.CanWrite)
property.SetValue(source, null, new object[] { });
}
}
else
{
// Throw an error or a warning, depends how strict you want to be I guess.
Debug.Log("Warning: Passed interface does not belong to object.");
//throw new Exception("Warning: Passed interface does not belong to object.");
}
}
}
And it's use:
// Clears all properties in object
ClearProperties(Obj);
// Clears all properties in object from MyInterface1 & MyInterface2
ClearProperties(Obj, new List<Type>(){ typeof(MyInterface1), typeof(MyInterface2)});
// Clears all integer properties in object from MyInterface1 & MyInterface2
ClearProperties(Obj, new List<Type>(){ typeof(MyInterface1), typeof(MyInterface2)}, typeof(int));
// Clears all integer properties in object
ClearProperties(Obj,null,typeof(int));
You'd probably need to save the values off in private fields, so that they can be restored later. Maybe something like this:
public class Truck
{
private static const string defaultName = "Super Truck";
private static const int defaultTires = 4;
// Use properties for public members (not public fields)
public string Name { get; set; }
public int Tires { get; set; }
public Truck()
{
Name = defaultName;
Tires = defaultTires;
}
public void ResetTruck()
{
Name = defaultName;
Tires = defaultTires;
}
}
You're essentially looking for the State Design Pattern
If you want a specific past "state" of your object you can create a particular save point to return every time you want. This also let you have a diferent state to backup for everey instance that you create. If you class has many properties who are in constant change, this could be your solution.
public class Truck
{
private string _Name = "Super truck";
private int _Tires = 4;
public string Name
{
get { return _Name; }
set { _Name = value; }
}
public int Tires
{
get { return _Tires; }
set { _Tires = value; }
}
private Truck SavePoint;
public static Truck CreateWithSavePoint(string Name, int Tires)
{
Truck obj = new Truck();
obj.Name = Name;
obj.Tires = Tires;
obj.Save();
return obj;
}
public Truck() { }
public void Save()
{
SavePoint = (Truck)this.MemberwiseClone();
}
public void ResetTruck()
{
Type type = this.GetType();
PropertyInfo[] properties = type.GetProperties();
for (int i = 0; i < properties.Count(); ++i)
properties[i].SetValue(this, properties[i].GetValue(SavePoint));
}
}
If you aren't using a Code Generator or a Designer that would conflict, another option is to go through C#'s TypeDescriptor stuff, which is similar to Reflection, but meant to add more meta information to a class than Reflection could.
using System.ComponentModel;
public class Truck {
// You can use the DefaultValue Attribute for simple primitive properites
[DefaultValue("Super Truck")]
public string Name { get; set; } = "Super Truck";
// You can use a Reset[PropertyName]() method for more complex properties
public int Tires { get; set; } = 4;
public void ResetTires() => Tires = 4;
public Truck() { }
public void ResetTruck() {
// Iterates through each property and tries to reset it
foreach (PropertyDescriptor prop in TypeDescriptor.GetProperties(GetType())) {
if (prop.CanResetValue(this)) prop.ResetValue(this);
}
}
}
Note that ResetValue will also reset to a shadowed property if one exists. The priority of which option is selected is explained in the docs:
This method determines the value to reset the property to in the following order of precedence:
There is a shadowed property for this property.
There is a DefaultValueAttribute for this property.
There is a "ResetMyProperty" method that you have implemented, where "MyProperty" is the name of the property you pass to it.
You may represent an object state as a struct or record struct and then set the state to the default value in the Reset method like this:
public class Truck {
record struct State(string Name, int Tires);
private static readonly State _defaultState = new("Super Truck", 4);
private State _state = _defaultState;
public string Name => _state.Name;
public int Tires => _state.Tires;
public Truck() {}
public void ResetTruck() => _state = _defaultState;
}
It is probably the fastest way as well.
Also, a record struct will give you the trivial implementations of the ToString, Equals, GetHashCode.

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