Issue with Inheritance when using nested Generic classes in C# - c#

I'm trying to create a class hierarchy such that I can have:
SpecificScreenController < ScreenController < Singleton
So far I have these set up as:
public abstract class Singleton<T> : MonoBehaviour where T : MonoBehaviour
{
private static T _instance;
public static T Instance{ get{... return _instance;} }
}
public abstract class ScreenController<T> : Singleton<T> where T : MonoBehaviour
{
public GAME_SCREEN GameScreen;
//many more ScreenController common properties/fields/methods
}
public class SpecificScreenController : ScreenController<SpecificScreenController>
{
//subclass specific properties, overriden ScreenController methods etc.
}
This way I can use SpecificScreenController.Instance.GameScreen; This works, so far, so good.
What I want to now do with this is, for instance:
List<ScreenController> screenControllers = new List<ScreenController>();
screenControllers.Add(SpecificScreenController.Instance);
ScreenController s = screenControllers.Find(i => i.GameScreen == GAME_SCREEN.THING);
But, of course ... this won't compile because ScreenController now requires a Generic Type etc. What idiom can/should I use to preserve the Singleton behavior and ScreenController sub/superclasses ?

The problem here is one of covariance. You're assuming that if SpecificScreenController inherits from MonoBehaviour then ScreenController<SpecificScreenController> also inherits from ScreenController<MonoBehaviour>. It doesn't. You can't do this cast.

As there seem to be no really clean solutions to this issue I ended up removing Singleton from my class hierarchy and copy-pasted non-generic versions of the singleton property get/instantiate code into each of the classes that I wanted to be singletons.
public abstract class ScreenController : MonoBehaviour
{
}
public class SpecificScreenController : ScreenController
{
private static SpecificScreenController _instance;
public static SpecificScreenController Instance{ get{... return _instance;}
}

Related

C#: Protected Variables inside of a Generic Class can be accessed by a different subclass of that Generic Class. Can I prevent this?

Say I have a generic class Foo, that has a variable that is protected
public class Foo<T>
{
protected bool knowsFu;
}
I also have 2 sub-classes: Bar and Pipe
public class Bar : Foo<Bar> {}
public class Pipe : Foo<Pipe> {}
It is actually possible for me to access the knowsFu in Pipe FROM Bar, e.g.:
public class Bar : Foo<Bar>
{
void UpdateFuInOtherClass(Pipe p)
{
p.knowsFu = false;
}
}
Is this intended behaviour? (If so, what would be the usecase?)
Is there a way for me to prevent other Foo-Subclasses from modifying/reaching the protected variable inside of my current subclass?
More specifically: I'm using a generic class to implement the Singleton-Pattern:
https://en.wikipedia.org/wiki/Singleton_pattern
However, I'm currently able to access any singleton's protected instance-variable, as long as I am inside of another Singleton. Is there a way to prevent this?
EDIT: It might be relevant to note that the protected variable (knowsFu) is actually STATIC as well.
EDIT2: Ok, maybe the example was abit too generic.. here's how I'm actually currently implementing it:
why use Singleton? A:The platform I'm working on is Unity3D, in which the pattern is used frequently
I have a generically typed abstract class SingletonBehaviour
public abstract class SingletonBehaviour<T> where T : MonoBehaviour
{
public static T Instance { get { return instance; } }
protected static T instance { get; private set; } }
// Loading is done through Unitys Awake-Method
}
One of the Singleton-Objects that I'm using is the APIManager
public class APIManager : SingletonBehaviour<APIManager>
{
// Methods like SendHTTPPost(), HTTPGet(), etc.
}
However, since most of my projects need some better API-implementation than that, what I'm currently doing is:
public class ProjectAAPIManager : APIManager
{
// Overriding Instance so my return value is not APIManager but instead ProjectAAPIManager
public static new ProjectAAPIMamager Instance { get { return (ProjectAAPIManager)instance; } }
}
This ^ is the reason my (inner) instance-variable is protected, and not private.
However, because of this, any other SingletonBehaviour in my project can now access the (inner) instance-variable on my ProjectAAPIManager
public class GameController : SingletonBehaviour<GameController>
{
private void AMethod()
{
// Accessing inner variable instead of public one
ProjectAAPIManager.instance.DoSomething();
}
}
As it's only the getter, this currently does not really matter. But what if I'd need access to the setter in my subclass as well?
Also: would it be worth it to generically type my APIManager as well?
Your question is nothing short of bewildering. How can you make a protected member not be accesible from a derived class? Well, a good start is not making it protected.
protected is by definition exactly what you don't want, so don't use it! Use private instead.
If what you are asking is how to make it a readonly member when accessed from derived types, you have two options:
Declare it as readonly in the base class if possible.
Use a protected property instead with a private setter.
Many novice coders seems to think protected members aren't part of the public surface of the type but they really are, as long as the class can be extended. As such, the rules of public members apply: never expose public fields unless they are readonly or constants, use properties instead.
You should not have classes that implement your generic singleton class.
Otherwise, by default, your protected fields will be accessible by the subclasses (it's what "protected" keyword does)
Instead, you should do something like this:
class Program
{
static void Main(string[] args)
{
var barInstance = Foo<Bar>.GetInstance();
}
}
public class Foo<T> where T : new()
{
protected bool knowsFu;
private static T _instance;
public static T GetInstance()
{
if (_instance == null)
_instance = new T();
return _instance;
}
}
public class Bar
{
public Bar()
{
}
}
Edit 1:
To use a singleton, you should not make another class implement the singleton behavior (This is not how the singleton pattern works).
To use the same classes as your second example, you should do something like this.
public class SingletonBehaviour<T> where T : new()
{
public static T Instance
{
get
{
if(instance == null)
instance = new T()
return instance;
}
}
private static T instance { get; set; }
}
public class APIManager // This class should not inherit from the SingletonBehavior class
{
// Methods like SendHTTPPost(), HTTPGet(), etc.
}
public class ProjectAAPIManager : APIManager
{
public ProjectAAPIManager GetInstance() => SingletonBehavior<ProjectAAPIManager>.Instance();
}

How to prevent illegal ICloneable<T> inheritance in C#?

I have an interface :
public interface ICloneable<out T>
where T : ICloneable<T>
{
T Clone();
}
that should receive a type that implement this interface (as shown below).
And I can create a class that implement it :
public class Class : ICloneable<Class>
{
public Class Clone() { return (Class)MemberwiseClone(); }
}
Great !
But anyone can create a class that implement ICloneable<T> "wrong".
Does exist a way to prevent inheritance as shown below ? (2 examples)
public class Other : ICloneable<Class>
{
public Class Clone() { return new Class(); }
}
public class Other : Class, ICloneable<Class>
{
public Class Clone() { return (Other)MemberwiseClone(); }
}
And allow inheritance as shown below ? (any from 2 examples)
public class Other : ICloneable<Other>
{
public Other Clone() { return (Other)MemberwiseClone(); }
}
public class Other : Class, ICloneable<Other>
{
public Other Clone() { return (Other)MemberwiseClone(); }
}
You cannot overload a class, so:
public class Other : Class {}
public class Other : Class, IC<Other> {}
Will never work.
Now, I'm gonna pull a Jon Skeet and show how you could do this, but then discourage you from doing it. You could do something like this:
public class CloneableOther : Class, ICloneable<Other> { }
public class Other : CloneableOther
{
}
public class CloneableFoo : Class, ICloneable<Foo> { }
public class Foo : CloneableFoo
{
}
What this code is doing is effectively removing the generic parameter from the inheritance. Except, Foo can still do this: Foo : CloneableFoo, ICloneable<Other>, and now you'll have to create two classes for every ICloneable instance.
This goes into that why do you need this in the first place? It is a practice to do Foo : IInterface<Foo>, but there's no way to enforce it. Your best bet is to just do copy and paste and just be sure that the class matches.
Maybe another way is to have in the constructor of Class, a check to see if the type of ICloneable is the type of the class, and to throw an exception if it isn't, and that could sort've feel like a compile time error, if it's done earlier enough in the runtime.

Overloading methods while using Generics with base classes

I have the following Classes:
public abstract class Gear<T> : ScriptableObject, IGear { ... }
public class Armor : Gear<ArmorStatsLevel> { ... }
public class Weapon : Gear<WeaponStatsLevel> { ... }
Now I had the following methods to list my instances:
public abstract class WidgetListArmor {
public void ActionSelected(Armor gear) {
if (...) GameSession.Equip(gear);
}
}
public abstract class WidgetListWeapon {
public void ActionSelected(Weapon gear) {
if (...) GameSession.Equip(gear);
}
}
Because this was kind of redundant, I thought of moving it all to a base clase:
public abstract class WidgetListGear<T> : MonoBehaviour {
public void ActionSelected(T gear) {
if (...) GameSession.Equip(gear);
}
}
public class WidgetListArmors : WidgetListGear<Armor> { ... }
public class WidgetListWeapons : WidgetListGear<Weapon> { ... }
And while this seems cleaner, I have a new problem now. Because T is a Generic, GameSession.Equip can't overload gear.
Did I chose a bad pattern to organize my code? Am I missing something from Generics that allows me to do this operation?
UPDATE
Here is the GameSession signatures:
public class GameSession {
public static bool Equip(Armor armor);
public static bool Equip(Weapon weapon);
}
Make Weapon and Armor implement an interface called IGear, for example:
public interface IGear
{ }
public class Weapon : IGear
{
//snip
}
public class Armor : IGear
{
//snip
}
Constrain the generic type to IGear:
public abstract class WidgetListGear<T> : MonoBehaviour
where T : IGear
{
public void ActionSelected(T gear) {
if (...) GameSession.Equip(gear);
}
}
And make GameSession.Equip take IGear as the parameter type.
What you're looking for is dynamic dispatch. I would suggest you try the following:
GameSession.Equip((dynamic)gear);
However, I don't think it's the best idea since you've tried to encode your Game rules in type system and right now you're starting a mini-compiler in runtime to perform a dispatch for you.
I'd like to point you to Eric Lippert's articles on that subject. Looks like you have similar issues with what he's described.
Part 4 describes the dynamic approach I've provided as well as its disadvantages. Part 5 provides a completely different approach. Overall, I highly recommend reading each part.

Can a method in a generic abstract base class "know" the most-derived class of its instance?

I'm trying to figure out if this is possible:
public abstract class A<T>
{
public void MyFunc() { ... }
}
public MyClass : A<string>
{
}
Is there a way for MyFunc to know that it has been instanced in a clas of type MyClass ?
I think I need to clarify the question some more:
I have a generic abstract class that contains some core functionality accessed through a singleton.
The user is building a derived class to extend functionalities but the class is not instantiated through a new, but rather by the singleton, contained in the A class once it is accessed.
So, you could see the flow as such:
In the beginning, there is the abstract A<T>
The user creates MyClass : A<string>
The user now accesses: MyClass.MyFunc()
The singleton in MyFunc is then creating the instance
The singleton code is as follows:
public abstract class Singleton<T> where T : class
{
private static readonly Lazy<T> _Instance = new Lazy<T>(CreateInstanceOfT);
protected static T Instance => _Instance.Value;
private static T CreateInstanceOfT()
{
return Activator.CreateInstance(typeof(T), true) as T;
}
}
so:
class A<T>
is really:
class A<T> : Singleton<A>
but what I really need is to, somehow, make it like
Singleton<MyClass>
or whatever class is deriving from
A<T>
I hope this clarifies the question.
Yes, you could do something like:
public abstract class A<T>
{
public void MyFunc()
{
if(this.GetType() == typeof(MyClass))
{
// do your magic
}
}
}
public class MyClass : A<string>
{
}
but why?
Seems to me, if I read your question right, that if the instance of A needs to have MyFunc act differently when it is a MyClass, then MyFunc should be virtual, and overridden in MyClass.
public abstract class A<T>
{
public virtual void MyFunc() { ... }
}
public MyClass : A<string>
{
public override void MyFunc() { ... }
}

Is there a way to make a constructor only visible to a parent class in C#?

I have a collection of classes that inherit from an abstract class I created. I'd like to use the abstract class as a factory for creating instances of concrete implementations of my abstract class.
Is there any way to hide a constructor from all code except a parent class.
I'd like to do this basically
public abstract class AbstractClass
{
public static AbstractClass MakeAbstractClass(string args)
{
if (args == "a")
return new ConcreteClassA();
if (args == "b")
return new ConcreteClassB();
}
}
public class ConcreteClassA : AbstractClass
{
}
public class ConcreteClassB : AbstractClass
{
}
But I want to prevent anyone from directly instantiating the 2 concrete classes. I want to ensure that only the MakeAbstractClass() method can instantiate the base classes. Is there any way to do this?
UPDATE
I don't need to access any specific methods of ConcreteClassA or B from outside of the Abstract class. I only need the public methods my Abstract class provides. I don't really need to prevent the Concrete classes from being instantiated, I'm just trying to avoid it since they provide no new public interfaces, just different implementations of some very specific things internal to the abstract class.
To me, the simplest solution is to make child classes as samjudson mentioned. I'd like to avoid this however since it would make my abstract class' file a lot bigger than I'd like it to be. I'd rather keep classes split out over a few files for organization.
I guess there's no easy solution to this...
To me, the simplest solution is to
make child classes as samjudson
mentioned. I'd like to avoid this
however since it would make my
abstract class' file a lot bigger than
I'd like it to be. I'd rather keep
classes split out over a few files for
organization.
No problem, just use partial keyword and you can split your inner classes into as many files as you wish. You don't have to keep it in the same file.
Previous answer:
It's possible but only with reflection
public abstract class AbstractClass
{
public static AbstractClass MakeAbstractClass(string args)
{
if (args == "a")
return (AbstractClass)Activator.CreateInstance(typeof(ConcreteClassA), true);
if (args == "b")
return (AbstractClass)Activator.CreateInstance(typeof(ConcreteClassB), true);
}
}
public class ConcreteClassA : AbstractClass
{
private ConcreteClassA()
{
}
}
public class ConcreteClassB : AbstractClass
{
private ConcreteClassB()
{
}
}
and here is another pattern, without ugly MakeAbstractClass(string args)
public abstract class AbstractClass<T> where T : AbstractClass<T>
{
public static T MakeAbstractClass()
{
T value = (T)Activator.CreateInstance(typeof(T), true);
// your processing logic
return value;
}
}
public class ConcreteClassA : AbstractClass<ConcreteClassA>
{
private ConcreteClassA()
{
}
}
public class ConcreteClassB : AbstractClass<ConcreteClassB>
{
private ConcreteClassB()
{
}
}
If the classes are in the same assembly, can you not make the constructors internal?
You can make the sub classes child classes, something like this:
public abstract class AbstractClass
{
public static AbstractClass MakeAbstractClass(string args)
{
if (args == "a")
return new ConcreteClassA();
if (args == "b")
return new ConcreteClassB();
}
private class ConcreteClassA : AbstractClass
{
}
private class ConcreteClassB : AbstractClass
{
}
}
#Vaibhav This does indeed mean that the classes are also hidden. But this is as far as I am aware the only way to completely hide the constructor.
Edit: As others have mentioned the same thing can be accomplished using Reflection, which might actually be closer to what you would like to be the case - for example the above method replies on the concrete classes being inside the same file as the Abstract class, which probably isn't very convenient. Having said that this way is a nice 'Hack', and good if the number and complexity of the concrete classes is low.
No, I don't think we can do that.
Following on from the accepted answer, if you had a public interface and made the private classes implement the interface, you could then return a pointer to the interface and anyone outside of your parent abstract class could then use them (whilst still hiding the child classes).
Do you actually need to do this? If you're using some kind of pseudo factory pattern without a true design need for it, you're only going to make your code harder to understand, maintain and extend.
If you don't need to do this, just implement a true factory pattern. Or, more ALTy, use a DI/IoC framework.
Can't you use the keyword partial for splitting the code for a class into many files?
If you are using this class in a seperate service assembly, you can use the internal keyword.
public class AbstractClass
{
public AbstractClass ClassFactory(string args)
{
switch (args)
{
case "A":
return new ConcreteClassA();
case "B":
return new ConcreteClassB();
default:
return null;
}
}
}
public class ConcreteClassA : AbstractClass
{
internal ConcreteClassA(){ }
}
public class ConcreteClassB : AbstractClass
{
internal ConcreteClassB() {}
}
What you need to do is this to prevent the default constructor to be create. The internal can be change to public if the classes are not in the same assembly.
public abstract class AbstractClass{
public static AbstractClass MakeAbstractClass(string args)
{
if (args == "a")
return ConcreteClassA().GetConcreteClassA();
if (args == "b")
return ConcreteClassB().GetConcreteClassB();
}
}
public class ConcreteClassA : AbstractClass
{
private ConcreteClassA(){}
internal static ConcreteClassA GetConcreteClassA(){
return ConcreteClassA();
}
}
public class ConcreteClassB : AbstractClass
{
private ConcreteClassB(){}
internal static ConcreteClassB Get ConcreteClassB(){
return ConcreteClassB();
}
}

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