c# have the parent class method using a subclass variable - c#

I have been facing a challenge, questioning my faith in OOP. Kindly let me know how if this is possible:
I have a parent class with a Static List (to keep track of all objects created, mainly for UI DataGrid reasons) and a Method referring to that List. Something like that
abstract class Animal
{
public static List<Animal> objList;
public String Name;
public Animal(String Name)
{
this.Name = Name;
objList.Add(this);
}
public virtual void delete(int i)
{
objList.RemoveAt(i);
}
now I have a child class with also a static list (same name same purpose just different class) but in order to have the method referring to the child.list I have to rewrite the method. like that
class Cat : Animal
{
public static List<Cat> objList;
public Cat(String Name) : base(Name)
{
}
//whould it be possible to ommit this method?
public override void delete(int i)
{
objList.RemoveAt(i);
}
}
This cannot be the best way. If I would have 5 children they would all have the same part of code copy pasted.
There must be a way that the parent class "delete" method, if called from a child object, it deletes from the child list, not from the parent list.

Static properties and methods don't lend themselves to being overridden in an OOP manner, though they can be shadowed.
public class Parent : IDisposable
{
private static List<Parent> objList = new List<Parent>();
private static IReadOnlyList<Parent> readOnlyList = new ReadOnlyCollection<Parent>(objList);
public static IEnumerable<Parent> Instances { get { return readOnlyList; } }
private bool _isDisposed = false;
public bool IsDisposed { get { return _isDisposed; } }
public Parent()
{
objList.Add(this);
}
public void Dispose()
{
OnDispose(true);
GC.SuppressFinalize(this);
}
protected virtual void OnDispose(bool disposing)
{
if(disposing) { objList.Remove(this); }
_isDisposed = true;
}
}
public class Child : Parent
{
private static IEnumerable<Child> _instances = Parent.Instances.OfType<Child>();
public new static IEnumerable<Child> Instances { get { return _instances; }}
public Child() : base()
{
}
}
Now if you want to remove the ith item from the list, just use use Parent.Instances(i).Dispose();
You can also remove the ith Child instance by doing Child.Instances(i).Dispose()
Edit: Finalizer removed from Parent as suggested in the comments below.
Edit2: Simplified the LINQ expression in the Child class to use .OfType() as suggested in the comments.

The collection does not belong in the base class, and certainly, it does not belong in any derived classes.
Unfortunately, you do not show how your List<Animal> is used so it is difficult to show a meaningful answer without inferring behavior you might not desire.
But if you insist, you need to have one collection only to hold all the animals and to declare a static property that filters the original collection according to the type in each subclass.
public abstract class Animal
{
// this is the _only_ field that should contain
// a list of all the animals.
protected static readonly List<Animal> animals = new List<Animal>();
// Expose a read-only wrapper as public
public static IReadOnlyList<Animal> AllAnimals => animals.AsReadOnly();
protected Animal(string color)
{
animals.Add(this);
this.Color = color;
}
public string Color { get; }
public void RemoveMe()
{
int index = animals.IndexOf(this);
if (index >= 0)
{
animals.RemoveAt(index);
}
}
}
public class Cat : Animal
{
public static IReadOnlyList<Cat> AllCats => animals.OfType<Cat>().ToList().AsReadOnly();
public Cat(string name, string color) : base(color)
{
this.Name = name;
}
public string Name { get; }
}
public class Fish : Animal
{
public static IReadOnlyList<Fish> AllFish => animals.OfType<Fish>().ToList().AsReadOnly();
public Fish(string color) : base(color)
{
}
}
static class Program
{
static void Main(string[] args)
{
var cat1 = new Cat("Whiskers", "Tabby");
var fish1 = new Fish("Striped");
var cat2 = new Cat("Snoflake", "White");
var cat3 = new Cat("Midnight", "Black");
cat2.RemoveMe();
// list all remaining cats below
foreach (var cat in Cat.AllCats)
{
Debug.WriteLine($"{cat.Name} is a {cat.Color} cat.");
}
// Result in Output:
//Whiskers is a Tabby cat.
//Midnight is a Black cat.
}
}

Related

create a base item that has a dynamic enum as a field

I have different types of item. Each of them has a enum where ID's are keept. I want my base class to have a method to check if the item's ID is on a given list. Something like:
abstract class Thing
{
public string Name;
public int Amount;
//others
abstract bool IsInList(list<xxxxx> list);
abstract xxxxxxx ID;
}
class Fruit : Thing
{
public IDs = {F_NotSet, F_Banana, F_Apple, ...}
public IDs ID = IDs.F_NotSet;
public bool IsInList(List<T> list) //this wont compile
{
if(typeof(T) == typeof(IDs))
return list.Contains(IDs);
else
return false;
}
}
The thing is that I also have a (blazor) UI component that visualizes things so I want to be able to do my
<div>#Thing.Name [#Thing.Amount]</div>
<code>
[Parameter] public Thing Thing {get;set;}
</code>
And use it on my page for all kind of things, like :
<div>
#foreach(var thing in Things) //things being List<Thing>
{
<ThingViewer ItemToShow=thing/>
}
</div>
That's why I don't want to go the Thin<T>path because then my UI component to visualize Things and my page gets messy.
On the other side, I would like to use this "IsInList" method from the page to do things like
<div>
#foreach(var thing in MyThings) //MyThings being List<Thing>
{
#if(thing.IsInList(ThingsInOffer))
{
<div class="offer">
<ThingsVisualizer ItemToShow=thing/>
</div>
}
}
</div>
Here is the complete working example from fiddle, that helped solve the issue:
using System;
using System.Linq;
using System.Text.RegularExpressions;
using System.Collections.Generic;
public class Program
{
// Just for showcasing:
public static void Main()
{
var apple = new Fruit(Fruits.Apple);
var banana = new Fruit(Fruits.Banana);
var orange = new Fruit(Fruits.Orange);
var strawberry = new Nut(Nuts.Strawberry);
var assortedFruits = new []{ Fruits.Apple, Fruits.Orange };
Console.WriteLine("I ({0}) am {1}an assorted fruit!", apple.Id, apple.IsInList(assortedFruits)?"":"not ");
Console.WriteLine("I ({0}) am {1}an assorted fruit!", banana.Id, banana.IsInList(assortedFruits)?"":"not ");
Console.WriteLine("I ({0}) am {1}an assorted fruit!", strawberry.Id, strawberry.IsInList(assortedFruits)?"":"not ");
PrintDetails(apple);
PrintDetails(banana);
PrintDetails(orange);
PrintDetails(strawberry);
foreach( var thing in new IThing[]{apple, strawberry} )
{
Console.WriteLine($"{thing.Name}s have {thing.SomeProperty}");
}
}
public static void PrintDetails(IThing thing)
{
// Going by an interface: We do not really care, what kind of
// "thing" it is in particular.
thing.Print();
}
}
// Two "Kinds" of Things: Fruits and Nuts
public enum Fruits
{
Apple,
Banana,
Orange
}
public enum Nuts
{
Strawberry
}
// Things all kinds of "Things" need to be able to do:
public interface IThing
{
void Print();
string Name {get;}
string SomeProperty {get;}
}
// Common generic implementations:
public abstract class Thing<TIdentifyingThing> : IThing
{
protected TIdentifyingThing _me;
protected Thing(TIdentifyingThing id)
{
_me = id;
}
public TIdentifyingThing Id => _me;
public string Name => _me.ToString();
public abstract string SomeProperty {get;}
// I think the "thing" here was that you can have generic methods
// with Types that do not need to be the same as the generic class's
// type. Here `T` versus `TIdentifyingThing`.
public bool IsInList<T> (IEnumerable<T> list)
{
if( typeof(T) != typeof(TIdentifyingThing) ) return false;
if( list is not null && list.Any() )
{
return list.Cast<TIdentifyingThing>().Contains(_me);
}
return false;
}
public abstract void Print();
}
// The specific Things:
public class Fruit : Thing<Fruits>
{
public Fruit( Fruits identity ): base(identity) {}
public override string SomeProperty => "just some property.";
public override void Print()
{
Console.WriteLine($"My fruity details are: I am a{(Id.ToString().StartsWithVocal() ? "n" : "" )} {Id}.");
}
}
public class Nut : Thing<Nuts>
{
public Nut( Nuts identity ): base(identity) {}
public override string SomeProperty => "not always the appearance you expect.";
public override void Print()
{
Console.WriteLine($"My nutty details are: I am a{(Id.ToString().StartsWithVocal() ? "n" : "" )} {Id}.");
}
}
// Just so the code is complete. Doesn't actually contribute to the solution as such.
public static class StringExtensions
{
public static bool StartsWithVocal(this string me)
{
return Regex.IsMatch(me, "^[aeiouAEIOU]");
}
}

Class with generic parameter of the same generic class type

I had a class which represents a prefix search tree:
public class PrefixTree<TData>
{
private PrefixTree<TData>[] _children;
private void SomeMethod()
{
_children = new PrefixTree<TData>[10];
}
}
Then I created a derived class with additional features for its nodes:
public class NewPrefixTree<TData> : PrefixTree<TData>
The problem is that in SomeMethod() of derived class we still create instances of base class and it doesn't fit the meaning.
I refactored the base class to this:
public abstract class PrefixTree<TData, TNode>
where TNode : PrefixTree<TData, TNode>, new()
{
private TNode[] _children;
private void SomeMethod()
{
_children = new TNode[10];
}
}
Despite the base class has complete functionality itself, I had to make it abstract because I can't write new DigitalPrefixTree<TData, DigitalPrefixTree<int, ...>>() .
But now I can use it this way and it works perfectly:
public class NewPrefixTree<TData> : PrefixTree<TData, NewPrefixTree<TData>> {} // for derived class
//or
public class PrefixTree<TData> : PrefixTree<TData, PrefixTree<TData>> {} // to use the base functionality
I've never done this before and I wonder if it's a good idea to declare a class with generic parameter of the same generic class type. Or I need to make some tricks with co/contra-variance of generic interfaces (but it probably doesn't work as I use the class type as method’s parameters type and as return type as well)?
Try this:
public interface INode<out TData>
{
TData Data { get; }
IEnumerable<INode<TData>> Children { get; }
public IEnumerable<TRequiredData> GetNestedData<TRequiredData>();
}
public interface ITree<out TData>
{
IEnumerable<INode<TData>> Children { get; }
IEnumerable<TRequiredData> GetNestedData<TRequiredData>();
}
public class Node<TData> : INode<TData>
{
public TData Data { get; }
public IEnumerable<INode<TData>> Children { get; }
public Node(TData data, IEnumerable<INode<TData>>? children = null)
{
Data = data;
Children = children ?? Enumerable.Empty<INode<TData>>();
}
public IEnumerable<TRequiredData> GetNestedData<TRequiredData>()
{
List<TRequiredData> result = new();
if (Data is TRequiredData requiredData)
result.Add(requiredData);
foreach (var child in Children)
result.AddRange(child.GetNestedData<TRequiredData>());
return result;
}
}
public class Tree<TData> : ITree<TData>
{
public IEnumerable<INode<TData>> Children { get; }
public Tree(IEnumerable<INode<TData>> children)
{
Children = children;
}
public IEnumerable<TRequiredData> GetNestedData<TRequiredData>()
{
List<TRequiredData> result = new();
foreach (var node in Children)
result.AddRange(node.GetNestedData<TRequiredData>());
return result;
}
}
And here is example of usage:
record SomeRecord();
class SomeClass {}
static void Main(string[] args)
{
var nodeWithNested = new Node<SomeClass>(
data: new SomeClass(),
children: new List<INode<SomeClass>>()
{
new Node<SomeClass>(new SomeClass()),
new Node<SomeClass>(new SomeClass())
});
var nodes = new List<INode<object>>()
{
new Node<SomeClass>(new SomeClass()),
nodeWithNested,
new Node<SomeRecord>(new SomeRecord()),
};
var tree = new Tree<object>(nodes);
var someClasses = tree.GetNestedData<SomeClass>(); // 4 items
var someRecords = tree.GetNestedData<SomeRecord>(); // 1 item
}
This approach based on out generic modifier.
The only restriction is that you can not use structs (int, bool and ect.) as they don't have common object to cast to.
Hope this will be useful.

Creating a read only generic List from a derived class

I'm developing a library for developers where they have to create a class that inherits from a class I created.
This base class essentially manages an array of objects for the developer, however the developer gets to specify the type of these objects they want the base class to manage.
So the developer essentially just tells the base class to create an array, then only has read only access to that array. The base class will (depending on the state of the application) add or remove objects from the array.
I'm stuck at finding the right data type to store such a thing. I've tried ref and out but that got me nowhere. The closest I got was with a Dictionary but that idea fell apart because C# is actually just copying the value into the dictionary instead of referencing or pointing to it.
Here is a quick example I threw together:
public static void Main()
{
Derived d = new Derived();
d.InitBase();
d.Init();
d.CheckArray();
d.AddElement<GenericObject>(new GenericObject{ i = 2 });
d.CheckArray();
}
public class Base {
Dictionary<Type, List<object>> ArrayReferences;
public void InitBase() {
ArrayReferences = new Dictionary<Type, List<object>>();
}
protected ReadOnlyCollection<T> RegisterArray<T>() {
List<object> managedArray = new List<object>();
ArrayReferences.Add(typeof(T), managedArray);
return Array.AsReadOnly(managedArray.Select(s => (T)s).ToArray());
}
public void AddElement<T>(T obj) {
ArrayReferences[typeof(T)].Add(obj);
}
public void RemoveElement<T>(T obj) {
ArrayReferences[typeof(T)].Remove(obj);
}
}
public class Derived: Base {
ReadOnlyCollection<GenericObject> arr;
public void Init() {
arr = RegisterArray<GenericObject>();
}
public void CheckArray() {
Console.WriteLine(arr.Count());
}
}
public class GenericObject {
public int i = 0;
}
Output:
0
0
Dictionary obviously doesn't store the values as references like I want it to. So what other technique does C# have or is this simply not possible? Also not sure how many issues unsafe will cause me so I'm scared going that route.
While I think there are better ways of handling this issue, this can be done.
Instead of storing a List<object> reference, which isn't compatible with a List<T>, store an object. Use a static in Base to hold the Dictionary so there is one Dictionary for all derived classes.
public static void Main() {
var d = new Derived();
d.CheckCollection("d before AddElement");
d.AddElement(new GenericObject { i = 2 });
d.CheckCollection("d after AddElement");
Console.WriteLine($"ListCount = {Base.ListCount}");
var d2 = new Derived2();
d2.CheckCollection("d2 before AddElement");
d2.AddElement(new GenericObject2 { i = 4 });
d2.AddElement(new GenericObject2 { i = 5 });
d2.CheckCollection("d2 after AddElement");
Console.WriteLine($"ListCount = {Base.ListCount}");
}
public class Base {
static Dictionary<Type, object> ListReferences = new Dictionary<Type, object>();
public static int ListCount => ListReferences.Count();
protected ReadOnlyCollection<T> RegisterList<T>() {
var managedList = new List<T>();
ListReferences.Add(typeof(T), managedList);
return managedList.AsReadOnly();
}
public void AddElement<T>(T obj) {
((List<T>)ListReferences[typeof(T)]).Add(obj);
}
public void RemoveElement<T>(T obj) {
((List<T>)ListReferences[typeof(T)]).Remove(obj);
}
}
public class Derived : Base {
ReadOnlyCollection<GenericObject> roc;
public Derived() {
roc = RegisterList<GenericObject>();
}
public void CheckCollection(string msg) {
Console.WriteLine(msg);
Console.WriteLine(roc.Count());
}
}
public class Derived2 : Base {
ReadOnlyCollection<GenericObject2> roc;
public Derived2() {
roc = RegisterList<GenericObject2>();
}
public void CheckCollection(string msg) {
Console.WriteLine(msg);
Console.WriteLine(roc.Count());
}
}
public class GenericObject {
public int i = 0;
}
public class GenericObject2 {
public int i = 0;
}
PS Also, don't name methods and variables with "array" when you are using Lists.
The following code you've written makes a copy of your list at the time you created it - so it is always empty, no matter what you add to the list afterwards.
List<object> managedArray = new List<object>();
ArrayReferences.Add(typeof(T), managedArray);
return Array.AsReadOnly(managedArray.Select(s => (T)s).ToArray());
Here is how you should write your code to get what you want:
public static void Main()
{
Derived d = new Derived();
Console.WriteLine(d.AsReadOnly().Count);
d.AddElement(new GenericObject { i = 2 });
Console.WriteLine(d.AsReadOnly().Count);
}
public class Base<T>
{
List<T> _items = new List<T>();
public ReadOnlyCollection<T> AsReadOnly()
{
return Array.AsReadOnly(_items.ToArray());
}
public void AddElement(T obj)
{
_items.Add(obj);
}
public void RemoveElement(T obj)
{
_items.Remove(obj);
}
}
public class Derived : Base<GenericObject>
{
}
public class GenericObject
{
public int i = 0;
}
That outputs:
0
1
Now, it's worth considering that List<T> already has a AsReadOnly() method, so you could simply write this:
public static void Main()
{
var d = new List<GenericObject>();
Console.WriteLine(d.AsReadOnly().Count);
d.Add(new GenericObject { i = 2 });
Console.WriteLine(d.AsReadOnly().Count);
}
public class GenericObject
{
public int i = 0;
}
That works too.
Here's how you should do this to hold more than one list at a time. There's no need for inheritance.
public static void Main()
{
Repository r = new Repository();
Console.WriteLine(r.AsReadOnly<GenericObject>().Count);
r.AddElement<GenericObject>(new GenericObject { i = 2 });
Console.WriteLine(r.AsReadOnly<GenericObject>().Count);
}
public class Repository
{
private Dictionary<Type, object> _references = new Dictionary<Type, object>();
private void Ensure<T>()
{
if (!_references.ContainsKey(typeof(T)))
{
_references[typeof(T)] = new List<T>();
}
}
public ReadOnlyCollection<T> AsReadOnly<T>()
{
this.Ensure<T>();
return (_references[typeof(T)] as List<T>).AsReadOnly();
}
public void AddElement<T>(T obj)
{
this.Ensure<T>();
(_references[typeof(T)] as List<T>).Add(obj);
}
public void RemoveElement<T>(T obj)
{
this.Ensure<T>();
(_references[typeof(T)] as List<T>).Remove(obj);
}
}
public class GenericObject
{
public int i = 0;
}
In your base (or encapsulated class if you choose to go that way):
protected ReadOnlyCollection<T> GetSnapshot<T>() {
return Array.AsReadOnly(ArrayReferences[typeof(T)].Select(s => (T)s).ToArray());
}
Then you'd also add any other methods to view the data, e.g. to get a count:
protected int GetCount<T>() {
return ArrayReferences[typeof(T)].Count;
}

Inherit in generic classes C#

My brain is gonna to explode. :) So I would like to get help from you.
Please, think about my question like about just programmer puzzle. (Actually. perhaps it is very easy question for you, but not for me.)
It is needed to create array of objects. For example List where T is class. (I will describe Class T below). Also it is needed create “container” that will contain this array and some methods for work with this array. For example Add(), Remove(int IndexToRemove).
Class T must have field "Container", this way each elements of our array would be able to know where is it contained and has access its container's fields and methods. Notice, that in this case Class T should have type parameter. Indeed, it is not known beforehand which container's type is used.
Let us denote this class container as A and class element (class T) as AUnit.
Code:
class Program
{
static void Main(string[] args)
{
A a = new A();
a.Add();
a.Units[0].SomeField +=100;
Console.ReadKey();
}
}
class A
{
public List<AUnit> Units;
public A()//ctor
{
Units = new List<AUnit>();
}
public void Add()
{
this.Units.Add(new AUnit(this));
}
}
class AUnit
{
public int SomeField;
public A Container;
public string Name { get; private set; }
public AUnit(A container)
{
this.SomeField = 43;
this.Container = container;
this.Name = "Default";
}
}
Public fields should be protected or private of course, but let think about this later.
You can ask “why we create public A Container field in AUnit”? We create field public string Name{get;private set;} (actually property but nevermind). And also we would like to be able to change value of this field for example method [Class AUnit] public bool Rename(string newName)();. The main idea of this method is changing Name field only that case if no one element in array (public List Units; ) has the same name like newName. But to achieve this, Rename method has to have access to all names that is currently used. And that is why we need Container field.
Code of extended version AUnit
class AUnit
{
public int SomeField;
public A Container;
public string Name { get; private set; }
public AUnit(A container)
{
this.SomeField = 43;
this.Container = container;
this.Name = "Default";
}
public bool Rename(String newName)
{
Boolean res = true;
foreach (AUnit unt in this.Container.Units)
{
if (unt.Name == newName)
{
res = false;
break;
}
}
if (res) this.Name = String.Copy(newName);
return res;
}
}
Ok. If you still read it let's continue. Now we need to create Class B and class BUnit which will be very similar like Class A and Class Aunit. And finally the main question of this puzzle is HOW WE CAN DO IT? Of course, I can CopyPaste and bit modify A and AUnit and create this code.
class B
{
public List<BUnit> Units; //Only Type Changing
public B()//ctor Name changing...
{
Units = new List<BUnit>();//Only Type Changing
}
public void Add()
{
this.Units.Add(new BUnit(this));//Only Type Changing
}
}
class BUnit
{
public int SomeField;
public B Container;//Only Type Changing
public string Name { get; private set; }
public A a; //NEW FIELD IS ADDED (just one)
public BUnit(B container) //Ctor Name and arguments type changing
{
this.SomeField = 43;
this.Container = container;
this.Name = "Default";
this.a=new A(); //New ROW (just one)
}
public bool Rename(String newName)
{
Boolean res = true;
foreach (BUnit unt in this.Container.Units) //Only Type Changing
{
if (unt.Name == newName)
{
res = false;
break;
}
}
if (res) this.Name = String.Copy(newName);
return res;
}
}
And I can to use this classes this way.
static void Main(string[] args)
{
B b = new B();
b.Add();
b.Units[0].a.Add();
b.Units[0].a.Units[0].SomeField += 100;
bool res= b.Units[0].a.Units[0].Rename("1");
res = b.Units[0].a.Units[0].Rename("1");
Console.ReadKey();
}
This construction is can be used to create “non-homogeneous trees”.
Help, I need somebody help, just no anybody…. [The Beatles]
I created B and BUnit using CopyPaste.
But how it can be done using “macro-definitions” or “Generic”, inherit or anything else in elegant style? (C# language)
I think that there is no reason to describe all my unsuccessful attempts and subquestions. Already topic is too long. : )
Thanks a lot if you still read it and understand what I would like to ask.
You need to implement a base type, lets call it UnitBase, with all common functionality. I'd structure your code the following way:
Create an interface for your container, this way you can change implementation to more performant solutions without modifying the elements you will be adding to the container.
public interface IContainer
{
Q Add<Q>() where Q : UnitBase, new();
IEnumerable<UnitBase> Units { get; }
}
Following the idea stated in 1, why not make the search logic belong to the container? It makes much more sense, as it will mostly depend on how the container is implemented:
public interface IContainer
{
Q Add<Q>() where Q : UnitBase, new();
IEnumerable<UnitBase> Units { get; }
bool Contains(string name);
}
A specific implementation of IContainer could be the following:
public class Container : IContainer
{
public Container()
{
list = new List<UnitBase>();
}
private List<UnitBase> list;
public Q Add<Q>() where Q: UnitBase, new()
{
var newItem = Activator.CreateInstance<Q>();
newItem.SetContainer(this);
list.Add(newItem);
return newItem;
}
public IEnumerable<UnitBase> Units => list.Select(i => i);
public bool Contains(string name) =>
Units.Any(unit => unit.Name == name);
}
Create a base class for your AUnit and BUnit types condensing all common functionality:
public abstract class UnitBase
{
protected UnitBase()
{
}
public IContainer Container { get; private set; }
public int SomeField;
public string Name { get; private set; }
public void SetContainer(IContainer container)
{
Container = container;
}
public bool Rename(String newName)
{
if (Container.Contains(newName))
return false;
this.Name = newName; //No need to use String.Copy
return true;
}
}
Implement your concrete types:
public class BUnit : UnitBase
{
public int SpecificBProperty { get; private set; }
public BUnit()
{
}
}
Shortcomings of this approach? Well, the container must be of type <UnitBase>, I've removed the generic type because it really wasn't doing much in this particular case as it would be invariant in the generic type.
Also, keep in mind that nothing in the type system avoids the following:
myContainer.Add<BUnit>();
myContainer.Add<AUnit>();
If having two different types in the same container is not an option then this whole set up kind of crumbles down. This issue was present in the previous solution too so its not something new, I simply forgot to point it out.
InBetween , I am very thankful to you for your advices. Actually I can't say that I understood your answer in full, but using your ideas I have done what I want.
Looks like my variant works well. However I would like to hear your (and everyone) opinions about code described below. The main goal of this structure is creating non-homogeneous trees. So could you estimate it from this side.
First of all. We need to create interfaces for both classes. We describe there all "cross-used" functions.
public interface IUnit<T>
{
string Name { get;}
void SetContainer(T t);
bool Rename(String newName);
}
public interface IContainer
{
bool IsNameBusy(String newName);
int Count { get; }
}
Next. Create Base for Unit Classes for future inheritance. We will use in this inheritors methods from Container Base so we need generic properties and IUnit interface.
class UnitBase<T> : IUnit<T> where T : IContainer
Unfortunately I don't know yet how to solve the problem with Constructor parameters. That is why I use method
SetContainer(T container).
Code:UnitBase
class UnitBase<T> : IUnit<T> where T : IContainer
{
protected T Container;
public string Name { get; private set; }
public UnitBase()
{
this.Name = "Default";
}
public void SetContainer(T container)
{
this.Container = container;
}
public bool Rename(String newName)
{
bool res = Container.IsNameBusy(newName);
if (!res) this.Name = String.Copy(newName);
return !res;
}
}
Next. Create ContainerBase
ContainerBase should:
1) has IContainer interface.
2)has information about what it will contain:
... where U : IUnit<C>, new()
3)and .... has information about what itself is. This information we need to pass as parameter to SetContainer() method.
Code ContainerBase:
class ContainerBase<U, C> : IContainer //U - Unit Class. C-Container Class
where U : IUnit<C>, new()
where C : ContainerBase<U, C>
{
protected List<U> Units;
public U this[int index] { get { return Units[index]; } }
public ContainerBase()//ctor
{
this.Units = new List<U>();
}
public void Add()
{
this.Units.Add(new U());
this.Units.Last().SetContainer(((C)this));//may be a bit strange but actualy this will have the same type as <C>
}
public bool IsNameBusy(String newName)
{
bool res = false;
foreach (var unt in this.Units)
{
if (unt.Name == newName)
{
res = true;
break;
}
}
return res;
}
public int Count { get { return this.Units.Count; } }
}
Cast ((TContainer)(this)) may be is a bit strange. But using ContainerBase we always should use NewInheritorContainer. So this cast is just do nothing…looks like...
Finally. This classes can be used like in this example.
class SheetContainer : ContainerBase<SheetUnit,SheetContainer> {public SheetContainer(){}}
class SheetUnit : UnitBase<SheetContainer>
{
public CellContainer Cells;
public PictureContainer Pictures;
public SheetUnit()
{
this.Cells = new CellContainer();
this.Pictures = new PictureContainer();
}
}
class CellContainer : ContainerBase<CellUnit, CellContainer> { public CellContainer() { } }
class CellUnit : UnitBase<CellContainer>
{
public string ValuePr;//Private Field
private const string ValuePrDefault = "Default";
public string Value//Property for Value
{
//All below are Just For Example.
get
{
return this.ValuePr;
}
set
{
if (String.IsNullOrEmpty(value))
{
this.ValuePr = ValuePrDefault;
}
else
{
this.ValuePr = String.Copy(value);
}
}
}
public CellUnit()
{
this.ValuePr = ValuePrDefault;
}
}
class PictureContainer : ContainerBase<PictureUnit, PictureContainer> { public PictureContainer() { } }
class PictureUnit : UnitBase<PictureContainer>
{
public int[,] Pixels{get;private set;}
public PictureUnit()
{
this.Pixels=new int[,]{{10,20,30},{11,12,13}};
}
public int GetSizeX()
{
return this.Pixels.GetLength(1);
}
public int GetSizeY()
{
return this.Pixels.GetLength(0);
}
public bool LoadFromFile(string path)
{
return false;
}
}
static void Main(string[] args)
{
SheetContainer Sheets = new SheetContainer();
Sheets.Add();
Sheets.Add();
Sheets.Add();
Sheets[0].Pictures.Add();
Sheets[1].Cells.Add();
Sheets[2].Pictures.Add();
Sheets[2].Cells.Add();
Sheets[2].Cells[0].Value = "FirstTest";
bool res= Sheets[0].Rename("First");//res=true
res=Sheets[2].Rename("First");//res =false
int res2 = Sheets.Count;
res2 = Sheets[2].Pictures[0].Pixels[1, 2];//13
res2 = Sheets[2].Pictures.Count;//1
res2 = Sheets[1].Pictures.Count;//0
res2 = Sheets[0].Pictures[0].GetSizeX();//3
Console.ReadKey();
}
Looks like it works like I want. But I didn’t test it full.
Let me say Thank you again, InBetween.

Refactoring a list of objects to implement a business rule

I need to refactor the following class:
public interface IEmployee
{
int VacationWeeks { get; }
int YearsWithCompany { set; get; }
double Salary { set; get; }
}
public class Employee : IEmployee
{
private readonly int vacationWeeks;
public Employee(int vacationWeeks)
{
this.vacationWeeks = vacationWeeks;
}
public int VacationWeeks
{
get { return vacationWeeks; }
}
public int YearsWithCompany { set; get; }
public double Salary { set; get; }
}
I need to make sure that VacationWeeks depends only on YearsWithCompany, and I am loading the mapping from the database. So far I have come up with this:
public class EmployeeNew : IEmployee
{
private Dictionary<int,int> vacationWeeksTable;
public EmployeeNew(Dictionary<int, int> vacationWeeksTable)
{
this.vacationWeeksTable = vacationWeeksTable;
}
public int VacationWeeks
{
get { return vacationWeeksTable[YearsWithCompany]; }
}
public int YearsWithCompany { set; get; }
public double Salary { set; get; }
}
This class implements what I want, but it still has one vulnerability: different instances of EmployeeNew in the same collection may have been created with different instances of vacationWeeksTable.
All instances of EmployeeNew in the same collection must refer to the same vacationWeeksTable.
The application I am refactoring uses lots of List all over the system, and we need to be able to modify YearsWithCompany and Salary, yet to guarantee that only one vacationWeeksTable is used per List. These lists are iterated several times; its elements are modified in each iteration.
Here is my imperfect solution. Suggestions are welcome:
// this class does two things, which I do not like
public class EmployeeList : IEnumerable<IEmployee>, IEmployee
{
private Dictionary<int, int> vacationWeeksTable;
private List<EmployeeSpecificData> employees;
private int currentIndex;
private EmployeeSpecificData CurrentEmployee
{
get { return employees[currentIndex]; }
}
public IEnumerator<IEmployee> GetEnumerator()
{
for (currentIndex = 0; currentIndex < employees.Count; currentIndex++)
{
yield return this;
}
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
public int VacationWeeks
{
get { return vacationWeeksTable[YearsWithCompany]; }
}
// this is ugly repetitive code I don't like
public int YearsWithCompany
{
get { return CurrentEmployee.YearsWithCompany; }
set { CurrentEmployee.YearsWithCompany = value; }
}
// this is ugly repetitive code I don't like
public double Salary
{
get { return CurrentEmployee.Salary; }
set { CurrentEmployee.Salary = value; }
}
}
I use the following to create and init some of the classes that need default and shared behaviour. Maybe if you can refactor it will help:
It is some form of the Factory and FlyWeight patterns combined (the flyweight part can be removed in your scenario), which in addition has a concept of class Type shared handlers.
I simplified and removed some stuff that you wont need but there is more to remove, I added comments.
Usage would be: (app init)
Dictionary<int,int> vacationWeeksTable = new Dictionary<int,int>();
// fill the table
Factory<Employee>.Init(vacationWeeksTable);
The whenever you create a Employee class:
// remove grouping in the factory class to remove this null
Employee em = Factory<Employee>.Create(null);
It takes only a WeakReference to the classes so you don't have to worry about GC.
Each employee will have the shared vacationWeeksTable setup on creation, without the possibility to change it after from outside if not using the factory class.
You could change the vacation table for all running instances of Employee at any moment in the runtime of the app with:
// this will call the method registered for SetInitialdata on all instances of Employee classes.
// again remove grouping to remove that null
Factory<Employee>.Call(EventHandlerTypes.SetInitialData, null, vacTable);
Sample implementation of Employee:
class Employee : IBaseClass
{
private Dictionary<int, int> vacationWeeksTable;
public virtual void RegisterSharedHandlers(int? group, Action<IKey, int?, EventHandlerTypes, Action<object, SharedEventArgs>> register)
{
group = 0; // disable different groups
register(new Key<Employee, int>(0), group, EventHandlerTypes.SetInitialData, SetVacationWeeksTable);
}
public virtual void RegisterSharedData(Action<IKey, object> regData)
{
// remove this from factory and interface, you probably dont need it
// I have been using it as a FlyWeight data store for classes.
}
private void SetVacationWeeksTable(object sender, SharedEventArgs e)
{
vacationWeeksTable = e.GetData<Dictionary<int, int>>();
}
}
Code pattern Implementation:
IBaseClass : interface that each of my classes that are creatable through a factory implement
public enum EventHandlerTypes
{
SetInitialData // you can add additional shared handlers here and Factory<C>.Call - it.
}
public class SharedEventArgs : EventArgs
{
private object data;
public SharedEventArgs(object data)
{
this.data = data;
}
public T GetData<T>()
{
return (T)data;
}
}
public interface IBaseClass
{
void RegisterSharedHandlers(int? group, Action<IKey, int?, EventHandlerTypes, Action<object, SharedEventArgs>> regEvent);
void RegisterSharedData(Action<IKey, object> regData);
}
Utility generic classes:
public interface IKey
{
Type GetKeyType();
V GetValue<V>();
}
public class Key<T, V> : IKey
{
public V ID { get; set; }
public Key(V id)
{
ID = id;
}
public Type GetKeyType()
{
return typeof(T);
}
public Tp GetValue<Tp>()
{
return (Tp)(object)ID;
}
}
public class Triple<T, V, Z>
{
public T First { get; set; }
public V Second { get; set; }
public Z Third { get; set; }
public Triple(T first, V second, Z third)
{
First = first;
Second = second;
Third = third;
}
}
Factory class with slight modification to handle your scenario:
public static class Factory<C> where C : IBaseClass, new()
{
private static object initialData;
private static Dictionary<IKey, Triple<EventHandlerTypes, int, WeakReference>> handlers = new Dictionary<IKey, Triple<EventHandlerTypes, int, WeakReference>>();
private static Dictionary<IKey, object> data = new Dictionary<IKey, object>();
static Factory()
{
C newClass = new C();
newClass.RegisterSharedData(registerSharedData);
}
public static void Init<IT>(IT initData)
{
initialData = initData;
}
public static Dt[] GetData<Dt>()
{
var dataList = from d in data where d.Key.GetKeyType() == typeof(Dt) select d.Value;
return dataList.Cast<Dt>().ToArray();
}
private static void registerSharedData(IKey key, object value)
{
data.Add(key, value);
}
public static C Create(int? group)
{
C newClass = new C();
newClass.RegisterSharedHandlers(group, registerSharedHandlers);
// this is a bit bad here since it will call it on all instances
// it would be better if you can call this from outside after creating all the classes
Factory<C>.Call(EventHandlerTypes.SetInitialData, null, initialData);
return newClass;
}
private static void registerSharedHandlers(IKey subscriber, int? group, EventHandlerTypes type, Action<object, SharedEventArgs> handler)
{
handlers.Add(subscriber, new Triple<EventHandlerTypes, int, WeakReference>(type, group ?? -1, new WeakReference(handler)));
}
public static void Call<N>(EventHandlerTypes type, int? group, N data)
{
Call<N>(null, type, group, data);
}
public static void Call<N>(object sender, EventHandlerTypes type, int? group, N data)
{
lock (handlers)
{
var invalid = from h in handlers where h.Value.Third.Target == null select h.Key;
// delete expired references
foreach (var inv in invalid.ToList()) handlers.Remove(inv);
var events = from h in handlers where h.Value.First == type && (!#group.HasValue || h.Value.Second == (int)#group) select h.Value.Third;
foreach (var ev in events.ToList())
{
// call the handler
((Action<object, SharedEventArgs>)ev.Target)(sender, arg);
}
}
}
}
Make a class which contains a Dictionary. Creating or getting instance of this new class will load the dictionary in a consistent way. Then your BOs can take an instance of the class, thus ensuring they're all using the same data (because the class containingthe list knows how to load itself with the proper set of data).

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