Calling methods from inheriting classes - c#

abstract class Person
{
public abstract void LoadName(string name);
}
class Soldier : Person
{
string soldierName;
int ID;
public override void LoadName(string name)
{
soldierName = name;
}
public void LoadName(int id)
{
ID = id;
}
}
class PersonManager
{
public void LoadNames(Person[] person, string[] names, int[] id)
{
for(int i = 0; i < p.Length; i++)
{
person[i].LoadName(names[i]);
if(person[i] is Soldier)
{
/* What I want to do:
person.LoadName(id[someValue]);
-> Cannot convert from 'string' to 'int'
or:
(Soldier)person.LoadName(id[someValue]);
-> Only assignment, call, increment, decrement and new object expressions can be used as a statement
*/
// What I have to do:
Soldier s = (Soldier)person[i];
s.LoadName(id[someValue]);
}
}
}
}
Is there a more elegant way to do this?
My original class is a lot bigger, so copying it isn't ideal.
(Note that this example is in no relation to my project, so it might not be the best example.)

You can say:
((Soldier)person[i]).LoadName(id[someValue]);
Which isn't that bad. The problem here is that person doesn't have a LoadName(int) Of course, creating an abstract overload in the parent class would fix this problem, but I'm assuming you don't want to do that. Therefore, LoadName(int) is unique to the Soldier class and this is the only way to get it.

Another way that simplifies the design and makes the code more natural is to add the overload to the Person abstract class itself. This forces any inheriting class to provide an implementation for LoadName(int id), which I think it is healthy, as id is more suited for identifying an entity.
abstract class Person
{
public abstract void LoadName(string name);
public abstract void LoadName(int id);
}
class Soldier : Person
{
string soldierName;
int ID;
public override void LoadName(string name)
{
soldierName = name;
}
public override void LoadName(int id)
{
ID = id;
}
}
class PersonManager
{
public void LoadNames(Person[] person, string[] names, int[] id)
{
for (int i = 0; i < person.Length; i++)
{
person[i].LoadName(names[i]);
person[i].LoadName(id[i]);
}
}
}

Here is one way
abstract class Person
{
public abstract void LoadName(string name);
}
class Soldier : Person
{
public string soldierName { get; set; }
public int ID { get; set; }
public override void LoadName(string name)
{
soldierName = name;
}
public void LoadName(int id)
{
ID = id;
}
}
class PersonManager
{
public void LoadNames(Person[] person, string[] names, int[] id)
{
for (int i = 0; i < p.Length; i++)
{
person[i].LoadName(names[i]);
if (person[i] is Soldier)
{
Person newPerson = new Soldier() { soldierName = names[i], ID = id[i] };
}
}
}
}
​
Or this
abstract class Person
{
public abstract void LoadName(string name, int id);
}
class Soldier : Person
{
public string soldierName { get; set; }
public int ID { get; set; }
public override void LoadName(string name, int id)
{
soldierName = name;
ID = id;
}
}
class PersonManager
{
public void LoadNames(Person[] person, string[] names, int[] id)
{
for (int i = 0; i < p.Length; i++)
{
if (person[i] is Soldier)
{
person[i].LoadName(names[i], id[i]);
}
}
}
}
​

Related

Add subtype objects to list of supertype, then return list of subtypes from list of supertypes

I have 3 interfaces.
public interface IItem
{
string Name { get; set; }
}
public interface IEquipable : IItem
{
void Equip();
}
public interface IConsumable : IItem
{
void Use();
}
IEquipable is implemented by the classes Helmet and Bow, and IConsumable is implemented by classes Potion and Food.
Then, I have a class with a property which contains a List of IItem, and proceed to add a few items of both IEquipable and IConsumable after instantiating it.
public class Character
{
public List<IItem> Items { get; private set; }
public Character()
{
this.Items = new List<IItem>();
}
public void AddItem(IItem item)
{
this.Items.Add(item);
}
}
Program.cs
...
Character char = new Character();
char.AddItem(new Potion());
char.AddItem(new Food());
char.AddItem(new Helmet());
char.AddItem(new Bow());
...
Is there a way I can get a List of all IEquipable members from the List of IItems, each AS IEquipable?
I want to do something like
...
List<IEquipable> equipmentList = //do something to char.Items and get all items of type IEquipable.
IEquipment equipment = equipmentList.First(...)
equipment.Equip();
...
I've tried using List<IEquipable> equipmentList = char.Items.OfType<IEquipable>().ToList() but the resulting list ends up empty.
I implemented (and fixed minor typos in) your code like this:
void Main()
{
Character character = new Character();
character.AddItem(new Potion());
character.AddItem(new Food());
character.AddItem(new Helmet());
character.AddItem(new Bow());
List<IEquipable> equipmentList = character.Items.OfType<IEquipable>().ToList();
}
public class Potion : IConsumable
{
public string Name { get; set; }
public void Use()
{
throw new NotImplementedException();
}
}
public class Food : IConsumable
{
public string Name { get; set; }
public void Use()
{
throw new NotImplementedException();
}
}
public class Helmet : IEquipable
{
public string Name { get; set; }
public void Equip()
{
throw new NotImplementedException();
}
}
public class Bow : IEquipable
{
public string Name { get; set; }
public void Equip()
{
throw new NotImplementedException();
}
}
public interface IItem
{
string Name { get; set; }
}
public interface IEquipable : IItem
{
void Equip();
}
public interface IConsumable : IItem
{
void Use();
}
public class Character
{
public List<IItem> Items { get; private set; }
public Character()
{
this.Items = new List<IItem>();
}
public void AddItem(IItem item)
{
this.Items.Add(item);
}
}
Your exact code (albeit char renamed to character) works perfectly fine. The equipmentList ends up with two elements. The issue you're seeing, i.e. "the resulting list ends up empty", is not reproducible with the code you've posted.
You can use the OfType method
Filters the elements of an IEnumerable based on a specified type.
Signature
public static IEnumerable<TResult> OfType<TResult> (this IEnumerable source)
Usage
var equipable = Character.Items.OfType<IEquipable>();
Or encapsulate it as a method in the instance or an extension method if you like
So it does work like I wanted. My actual code just had another issue and I'm a dummy for not actually posting that. So here it is, for future reference.
using System.Collections.Generic;
using RolePlayGame.Library.Items.Backstage;
using System.Linq;
using System.Text;
using System;
namespace RolePlayGame.Library.Characters.Backstage
{
public class Inventory
{
public List<IItem> StoredItems { get; private set; }
public List<EquippedItem> Gear { get; private set; }
public Inventory()
{
this.StoredItems = new List<IItem>();
this.Gear = new List<EquippedItem>();
}
public bool HasItem(string name)
{
return this.StoredItems.Exists(item => item.Name == name);
}
public bool HasItem(IItem item)
{
return this.StoredItems.Contains(item);
}
public void RemoveItem(string name)
{
int firstIndex = this.StoredItems.FindIndex(item => item.Name == name);
if (firstIndex != -1)
{
this.StoredItems.RemoveAt(firstIndex);
}
}
public void RemoveItem(IItem item)
{
int firstIndex = this.StoredItems.IndexOf(item);
if (firstIndex != -1)
{
this.StoredItems.RemoveAt(firstIndex);
}
}
public void AddItem(IItem item, int quantity)
{
for (int i = 0; i < quantity; i++)
{
this.StoredItems.Add(item);
}
}
public void AddItem(IItem item)
{
this.StoredItems.Add(item);
}
public bool CheckEquipmentSlot(EquipmentSlot slot)
{
return this.Gear.Exists(item => item.UsedSlots.Contains(slot));
}
public bool HasEquipment(IEquipment equipment)
{
return this.Gear.Exists(item => item.Item == equipment);
}
public void AddEquipment(IEquipment equipment)
{
IEquipment alreadyEquipped;
foreach (EquipmentSlot slot in equipment.SlotsUsed)
{
if (this.Gear.Exists(item => item.UsedSlots.Contains(slot)))
{
alreadyEquipped = this.Gear.Find(item => item.UsedSlots.Contains(slot)).Item;
this.RemoveEquipment(slot);
this.StoredItems.Add(alreadyEquipped);
}
}
EquippedItem newEquipment = new EquippedItem(equipment);
this.Gear.Add(newEquipment);
}
public void RemoveEquipment(EquipmentSlot slot)
{
this.Gear.RemoveAll(equipment => equipment.UsedSlots.Contains(slot));
}
public int GetAttributeBonusTotal(AttributeType attribute)
{
int bonusTotal = 0;
foreach (IEquipment item in this.StoredItems.OfType<IEquipment>().ToList())
{
bonusTotal += item.GetAttributeBonus(attribute);
}
return bonusTotal;
}
public int GetCarryWeight()
{
int totalWeight = 0;
foreach (IItem item in StoredItems)
{
totalWeight += item.Weight;
}
return totalWeight;
}
public string GearToString()
{
StringBuilder builder = new StringBuilder();
builder.Append(" Equipped Gear:");
foreach (EquippedItem equipment in this.Gear)
{
builder.Append($"\n {equipment.Item.Name}");
}
return builder.ToString();
}
public string ItemsToString()
{
StringBuilder builder = new StringBuilder();
builder.Append(" Inventory:");
foreach (IItem item in this.StoredItems.Distinct())
{
builder.Append($"\n {item.Name} x {this.StoredItems.FindAll(value => value == item).Count()}");
}
return builder.ToString();
}
public int GetDefenseRateAgainstTypeTotal(DamageType againstType)
{
int rate = 0;
List<IOutfit> outfits = this.Gear.Select(value => value.Item).OfType<IOutfit>().ToList();
foreach (IOutfit item in outfits)
{
rate += item.GetDefenseRateAgainstType(againstType);
}
return rate;
}
}
}
One of the last lines has the problem (now fixed). List<IOutfit> outfits = this.Gear.Select(value => value.Item).OfType<IOutfit>().ToList(); used to be List<IOutfit> outfits = this.Gear.OfType<IOutfit>().ToList();. But Gear is of type List<EquippedItem>, and EquippedItem is not an implementation of IItem.
Here is EquippedItem.cs
using RolePlayGame.Library.Items.Backstage;
using System.Collections.Generic;
namespace RolePlayGame.Library
{
public class EquippedItem
{
public List<EquipmentSlot> UsedSlots { get; set; }
public IEquipment Item { get; set; }
public EquippedItem(IEquipment equipment)
{
this.Item = equipment;
this.UsedSlots = equipment.SlotsUsed;
}
}
}
I needed to select the Item property from the items inside Gear as another list before doing the type filtering with .OfType<IOutfit>(). That's where .Select(value => value.Item) enters the stage.
So that's that. I'll learn to post actual code for future questions.

How to creat a method to sort a 1D array of different customers type?

public void sortByType(){}
what should i enter here if i have three types of customers different in the way they pay
I have a class customer that inhereted 3 other classes they have a name ,id ,balance and a name of the books array and the date of barrowing and returning how can i sort them by
types??
class Book
{
public string BName { get;set; }
public string Day { get;set; }
public string Month { get;set;} }
public string Year { get;set;} }
public override string ToString(){}
}
then I created an abstract class Customer
abstract class Customer
{
protected string name;
protected double balance;
protected double ID_num;
protected Book[] rental_books = new Book[3];
public string Name { get { return name; } set { name = value; } }
public double Balance { get { return balance; } set { balance = value; } }
public double ID_NUM { get { return ID_num; } set { ID_num = value; } }
public override string ToString() {}
public abstract void BarrowBook(string bn, string d, string m, string y);
public abstract void ReturnBook(string bn, string d, string m, string y);
public abstract void AddToBalance(double sum);
}
and inherted it to the other three child classes and add what I need to each method
class NormalCustomer : Customer{}
class MemberCustomer : Customer{}
class StudentCustomer : Customer{}
then I created a library class
class Library
{
private Customer[] customers;
private int MaxCust=0;
private int count = 0;
public Library(int MaxCust) { this.MaxCust = MaxCust; }
public void Add(Customer c) { customers[count++] = c; }
public void ToString() {
public void SortByBalance()
{
double hold;
for (int i = 0; i < customers.Length - 1; i++)
for (int k = 0; k < (customers.Length - 1) - i; k++)
{
if (customers[k].Balance > customers[k + 1].Balance)
{
hold = customers[k].Balance;
customers[k].Balance = customers[k + 1].Balance;
customers[k + 1].Balance = hold;
}
}
}
}
so all i need now is the methode i mentioned above and how to creat it
let's take your classes
public class Customer { ... }
public class NormalCustomer : Customer{}
public class MemberCustomer : Customer{}
public class StudentCustomer : Customer{}
Providing an array which contains all the children in a mixed order:
Customer [] array = new Customer[]
{
new StudentCustomer(),
new MemberCustomer(),
new NormalCustomer(),
new MemberCustomer(),
new StudentCustomer(),
new StudentCustomer(),
new NormalCustomer(),
};
You can use the method: OfType to extract the individual types:
var children_1 = array.OfType<NormalCustomer>();
var children_2 = array.OfType<MemberCustomer>();
var children_3 = array.OfType<StudentCustomer>();
Now you simply need to concatenate them into a single collection using the Concat method. It expects that the second collection contains the same type of elements so you need to cast it temporarily to the parent type:
Customer [] sorted children_1.Cast<Customer>().Concat(children_2).Concat(children_3).ToArray();

Change a static variable in a subclass without changing it in the parent class

I want that a.ID() returns 0 and b.ID() returns 1 and here is my code:
public class A {
public static int id;
public int ID() {return id;}
}
public class B : A { }
public class Main {
void Program() { //This executes when I execute the program
A.id = 0;
B.id = 1;
}
}
But it doesn't work, this also doesn't work:
public class A {
public static int id;
public int ID() {return id;}
}
public class B : A {
public new static int id; //id is actually 1 but ID() is still 0
}
public class Main {
void Program() { //This executes when I execute the program
A.id = 0;
B.id = 1;
}
}
How can I fix this?
You can create two static variables and one virtual property
public class A
{
private static int _idA;
public virtual int Id
{
get { return _idA; }
set { _idA = value; }
}
}
public class B : A
{
private static int _idB;
public override int Id
{
get { return _idB; }
set { _idB = value; }
}
}
Or one property and use new keyword to override it
public class A
{
public static int Id { get; set; }
}
public class B : A
{
public static new int Id { get; set; }
}
To test first solution you can try following
static void Main(string[] args)
{
A test = new B();
new B().Id = 3;
new A().Id = 2;
test.Id = 1;
Console.WriteLine(test.Id + " " + new B().Id + " " + new A().Id);
Console.ReadKey();
}
If you can accept these rules:
The numbers can be anything, ie. any legal int
They don't have to start at 0
They don't have go up by 1 for each new unique type
The numbers are allowed to change between executions of your program
ie. you run your program and type A returns id 33554436
You change the program (somewhere else) and rerun, now type A returns id 33554437 (a different value)
then here is a way to get your ID:
public class Base
{
public int ID
{
get
{
return GetType().MetadataToken;
}
}
}
You don't need to override this property to get unique id's for each type but you can no longer guarantee what the values will be, here's example output from two such derived classes:
33554436
33554437
If I added a new type between those two and reran, I got:
33554436
33554438
If you're afraid the constant trip to reflection is going to be expensive here is an alternative declaration:
public class Base
{
private readonly Lazy<int> _ID;
protected Base()
{
_ID = new Lazy<int>(() => GetType().MetadataToken);
}
public int ID
{
get
{
return _ID.Value;
}
}
}
You can make the ID method virtual and override it in the B class like this:
public class A
{
public static int id;
public virtual int ID() { return id; }
}
public class B : A
{
public static int id;
public override int ID()
{
return id;
}
}
Here is another way to do it that uses Reflection:
public class A
{
public static int id;
public int ID()
{
return (int)this.GetType()
.GetField("id", BindingFlags.Static | BindingFlags.Public)
.GetValue(null);
}
}
public class B : A
{
public static int id;
}
This way, you don't have to override the ID method on each subclass. However, you still need to defined a static id field in each subclass.

Polymorphism and Interfaces in C#

Create three small classes unrelated by inheritance—classes Building, Car and Bicycle. Write an interface ICarbonFootprint with a GetCarbonFootprint method. Have each of your classes implement that interface, so that its GetCarbonFootprint method calculates an appropriate carbon footprint for that class (check out a few websites that explain how to calculate carbon footprints). Write an app that creates objects of each of the three classes, places references to those objects in List, then iterates through the List, polymorphically invoking each object’s GetCarbonFootprint method. Constructor of Car initialize “gallon of gas”, and the Building constructor will initialize buiding-square-footage.
how to calculate carbon-footprint
One gallon of gas yields 20 pounds of CO2 for a car
Multiply the square footage by 50 for a building
None for a bicycle
My instructor's code:
public static void Main(string[] args)
{
ICarbonFootprint[] list = new ICarbonFootprint[3];
// add elements to list
list[0] = new Bicycle();
list[1] = new Building(2500);
list[2] = new Car(10);
// display carbon footprint of each object
for (int i = 0; i < list.Length; i++)
list[i].GetCarbonFootprint();
} // end Main
}
My code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Miller
{
class Program
{
static void Main(string[] args)
{
Bicycle bike = new Bicycle();
Building b = new Building();
Car car = new Car();
List<ICarbonFootprint> list = new List<ICarbonFootprint>();
list.Add(bike);
list.Add(b);
list.Add(car);
int totalCarbon = 0;
foreach (var item in list)
{
totalCarbon += item.GetCarbonFootprint();
Console.WriteLine("{0} has a footprint of: {1}", item, item.GetCarbonFootprint());
}
Console.WriteLine("Total footprint is: {0}", totalCarbon);
Console.ReadKey();
}
}
public class Bicycle : ICarbonFootprint
{
private string _make;
private string _model;
public string Make
{
get { return _make; }
set { _make = value; }
}
public string Model
{
get { return _model; }
set { _model = value; }
}
public int GetCarbonFootprint()
{
return 10;
}
public override string ToString()
{
return string.Format("Bike");
}
}
public class Building : ICarbonFootprint
{
private string _address;
public string Address
{
get { return _address; }
set { _address = value; }
}
public int GetCarbonFootprint()
{
return 2000;
}
public override string ToString()
{
return string.Format("Building");
}
}
public class Car : ICarbonFootprint
{
private string _make;
private string _model;
public string Make
{
get { return _make; }
set { _make = value; }
}
public string Model
{
get { return _model; }
set { _model = value; }
}
public int GetCarbonFootprint()
{
return 1500;
}
public override string ToString()
{
return string.Format("Car");
}
}
public interface ICarbonFootprint
{
int GetCarbonFootprint();
}
}
Me integrating my instructor's code (lines 12-23 changed AKA class Program was the only thing changed):
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Miller
{
class Program
{
public static void Main(string[] args)
{
ICarbonFootprint[] list = new ICarbonFootprint[3];
// add elements to list
list[0] = new Bicycle();
list[1] = new Building(2500);
list[2] = new Car(10);
// display carbon footprint of each object
for (int i = 0; i < list.Length; i++)
list[i].GetCarbonFootprint();
} // end Main
}
public class Bicycle : ICarbonFootprint
{
private string _make;
private string _model;
public string Make
{
get { return _make; }
set { _make = value; }
}
public string Model
{
get { return _model; }
set { _model = value; }
}
public int GetCarbonFootprint()
{
return 10;
}
public override string ToString()
{
return string.Format("Bike");
}
}
public class Building : ICarbonFootprint
{
private string _address;
public string Address
{
get { return _address; }
set { _address = value; }
}
public int GetCarbonFootprint()
{
return 2000;
}
public override string ToString()
{
return string.Format("Building");
}
}
public class Car : ICarbonFootprint
{
private string _make;
private string _model;
public string Make
{
get { return _make; }
set { _make = value; }
}
public string Model
{
get { return _model; }
set { _model = value; }
}
public int GetCarbonFootprint()
{
return 1500;
}
public override string ToString()
{
return string.Format("Car");
}
}
public interface ICarbonFootprint
{
int GetCarbonFootprint();
}
}
So, replacing my code for class Program with my instructor's code, I received the following errors:
Program.cs(51,23,51,41): error CS1729: 'Miller.Building' does not contain a constructor that takes 1 arguments
Program.cs(52,23,52,34): error CS1729: 'Miller.Car' does not contain a constructor that takes 1 arguments
Now, because the last two days before Spring break were cancelled due to the weather (snow), we weren't able to discuss. My code seems to do what the directions ask, but I would like to get my instructor's code for class Program working with my code. Could someone help me with these errors possibly?
There are a few issues with your code.
First up you need to include the constructors to make the code compile.
For Building this would look like:
private int squareFootage;
public Building(int squareFootage)
{
this.squareFootage = squareFootage;
}
And for Car this would look like:
private int gasGallons;
public Car(int gasGallons)
{
this.gasGallons = gasGallons;
}
Next, you're not following the rules for calculating the carbon footprint.
They should be:
//Bicycle
public int GetCarbonFootprint()
{
return 0;
}
//Building
public int GetCarbonFootprint()
{
return 50 * squareFootage;
}
//Car
public int GetCarbonFootprint()
{
return 20 * gasGallons;
}
Finally, your instructor's code doesn't actually display any results. The code in the for loop should be changed to be Console.WriteLine(list[i].GetCarbonFootprint()); if this is a console app.
So, all up the code should look like this:
public static void Main(string[] args)
{
ICarbonFootprint[] list = new ICarbonFootprint[3];
// add elements to list
list[0] = new Bicycle();
list[1] = new Building(2500);
list[2] = new Car(10);
// display carbon footprint of each object
for (int i = 0; i < list.Length; i++)
Console.WriteLine(list[i].GetCarbonFootprint());
}
public class Bicycle : ICarbonFootprint
{
public string Make { get; set; }
public string Model { get; set; }
public int GetCarbonFootprint()
{
return 0;
}
}
public class Building : ICarbonFootprint
{
private int squareFootage;
public Building(int squareFootage)
{
this.squareFootage = squareFootage;
}
public string Address { get; set; }
public int GetCarbonFootprint()
{
return 50 * squareFootage;
}
}
public class Car : ICarbonFootprint
{
private int gasGallons;
public Car(int gasGallons)
{
this.gasGallons = gasGallons;
}
public string Make { get; set; }
public string Model { get; set; }
public int GetCarbonFootprint()
{
return 20 * gasGallons;
}
}
public interface ICarbonFootprint
{
int GetCarbonFootprint();
}
I've opted to short-cut the property definitions rather than implement them with fields.
The output is:
0
125000
200
You should write constructors for Building and Car like next:
public Building(int MyValue)
{
...
}
and your code will work fine.
Suggestion: Car and Bicycle shares properties, and the ICarbonFootprint implementation, so you can create a base class with an abstract method. Also the GetCarbonFootprint from ICarbonFootprint interface must be type of System.Double.
public interface ICarbonFootprint
{
int GetCarbonFootprint();
}
public class Building : ICarbonFootprint
{
public int BuildingSquareFootage { get; set; }
public string Address { get; set; }
public Building(int buildingSquareFootage, string address)
{
BuildingSquareFootage = buildingSquareFootage;
Address = address;
}
public int GetCarbonFootprint()
{
return BuildingSquareFootage * 50;
}
public override string ToString()
{
return string.Format("Building");
}
}
public abstract class CarBicycleBase : ICarbonFootprint
{
public string Make { get; set; }
public string Model { get; set; }
protected CarBicycleBase(string make, string model)
{
Make = make;
Model = model;
}
public abstract int GetCarbonFootprint();
}
public class Bicycle : CarBicycleBase
{
public Bicycle(string make, string model)
: base(make, model) { }
public override int GetCarbonFootprint()
{
return 0;
}
public override string ToString()
{
return string.Format("Bike");
}
}
public class Car : CarBicycleBase
{
public int GallonOfGas { get; set; }
public Car(int gallonOfGas, string make, string model)
: base(make, model)
{
GallonOfGas = gallonOfGas;
}
public override int GetCarbonFootprint()
{
return GallonOfGas * 20;
}
public override string ToString()
{
return string.Format("Car");
}
}
Example:
...
var list = new List<ICarbonFootprint>(3)
{
new Car(10, "...", "..."),
new Bicycle("...", "..."),
new Building(20, "...")
};
foreach (ICarbonFootprint item in list)
item.GetCarbonFootprint();
...
I hope it helps.

Relationship between two interfaces and two classes.

So I want to design a team/player relationship like this: every player belongs to one team but since I wanted to practice with interfaces I made ITeam and IAthlete and then made BasketballTeam and BasketballPlayer.
Then I wrote this code:
public interface IAthlete
{
string GetName();
string GetSport();
}
public interface ITeam
{
void AddPlayer(IAthlete player);
IAthlete[] GetAthletes();
string GetName();
int GetNumberOfPlayers();
}
public class BasketballPlayer:IAthlete
{
private string name;
public string GetName()
{
return this.name;
}
public string GetSport()
{
return "Basketball";
}
public BasketballPlayer(string name)
{
this.name = name;
}
public void Run(int distance)
{
Console.WriteLine(this.name + " just ran " + distance.ToString() + " meters.");
}
public bool Shoot()
{
Console.WriteLine("Successful shot for " + this.name);
return true;
}
}
public class BasketballTeam: ITeam
{
BasketballPlayer[] players;
int numberOfPlayers;
private string name;
public void AddPlayer(BasketballPlayer player)
{
this.players[this.numberOfPlayers] = player;
this.numberOfPlayers++;
}
public IAthlete[] GetAthletes()
{
return this.players;
}
public string GetName()
{
return this.name;
}
public int GetNumberOfPlayers()
{
return this.numberOfPlayers;
}
public BasketballTeam(string name)
{
this.numberOfPlayers = 0;
this.name = name;
this.players = new BasketballPlayer[10];
}
}
class Program
{
static void Main(string[] args)
{
BasketballTeam bt = new BasketballTeam("MyTeam");
BasketballPlayer bp = new BasketballPlayer("Bob");
bt.AddPlayer(bp);
foreach (BasketballPlayer player in bt.GetAthletes())
{
Console.WriteLine(player.GetName());
}
foreach (IAthlete a in bt.GetAthletes())
{
Console.WriteLine(a.GetName());
}
}
}
But it won't compile because I'm using this:
public void AddPlayer(BasketballPlayer player)
in the BasketballPlayer instead of this
public void AddPlayer(IAthlete player)
I thought it should work because BasketballPlayer is an IAthlete.
And if I change it to IAthlete then I can make another class like this:
public class HockeyPlayer : IAthlete
{
private string name;
public string GetName()
{
return this.name;
}
public string GetSport()
{
return "Hockey";
}
public HockeyPlayer(string name)
{
this.name = name;
}
public void Run(int distance)
{
Console.WriteLine(this.name + " just ran " + distance.ToString() + " meters.");
}
}
and then do this in my main:
HockeyPlayer hp = new HockeyPlayer("Henry");
bt.AddPlayer(hp);
which is logically wrong because I'm adding HockeyPlayer to a BasketballTeam. Is it supposed to be like this and I should just be careful not to do that? What am I doing wrong? How do I show this using class diagrams? Does this lead to loose coupling?
You're trying to violate the Liskov Substitution Principle.
Anything that can be done with a supertype – such as adding a HockeyPlayer – can also be done with a subtype – including a BasketballTeam.
Instead, you should use generics:
class Team<TPlayer> where TPlayer : IAthlete {
public ReadOnlyCollection<TPlayer> Players { get; }
public string Name { get; }
public void AddPlayer(TPlayer player);
}
Here is some thoughts on your code. First, in C# you can use properties, instead of Get and Set methods.
public interface IAthlete
{
string Name { get; }
string Sport { get; }
}
With auto-properties you can ask compiler to generate back store for property. Also consider creating base class Player, which will hold implementation of Name and Sport properties.
public class Player : IAthlete
{
public Player(string name, string sport)
{
Name = name;
Sport = sport;
}
public string Name { get; private set; }
public string Sport { get; private set; }
}
Now when implementing some player, you can just pass values to base class constructor. And your custom players will hold only specific for them functionality (no code duplication). Also it's recommended to use string format, instead of concatenating strings:
public class BasketballPlayer : Player
{
public BasketballPlayer(string name)
: base(name, "Basketball")
{
}
public void Run(int distance)
{
Console.WriteLine("{0} just ran {1} meters.", Name, distance);
}
public bool Shoot()
{
Console.WriteLine("Successful shot for " + Name);
return true;
}
}
Now about teams. If you don't want to have FootballPlayers in your BasketballTeam, then you should create parametrized team. Also consider using IEnumerable:
public interface ITeam<TPlayer>
where TPlayer : IAthlete
{
void AddPlayer(TPlayer player);
IEnumerable<TPlayer> Players { get; }
string Name { get; }
int NumberOfPlayers { get; }
}
Again, for common functionality you can create base class. Keep in mind, that you should check how many players currently in your team before adding new player.
public class Team<TPlayer> : ITeam<TPlayer>
where TPlayer : IAthlete
{
private readonly List<TPlayer> _players = new List<TPlayer>();
public Team(string name, int teamSize)
{
Name = name;
TeamSize = teamSize;
}
public void AddPlayer(TPlayer player)
{
if (_players.Count == TeamSize)
throw new Exception("Players number exceeded");
_players.Add(player);
}
public string Name { get; private set; }
public int TeamSize { get; private set; }
public IEnumerable<TPlayer> Players
{
get { return _players; }
}
public int NumberOfPlayers
{
get { return _players.Count; }
}
}
And custom team implementation becomes really easy. You just tell which type of players it will have, and pass to base team implementation team name and size of team.
public class BasketballTeam : Team<BasketballPlayer>
{
public BasketballTeam(string name)
: base(name, 10)
{
}
}
Now your program works like a charm:
class Program
{
static void Main(string[] args)
{
BasketballTeam bt = new BasketballTeam("MyTeam");
BasketballPlayer bp = new BasketballPlayer("Bob");
bt.AddPlayer(bp);
foreach (BasketballPlayer player in bt.Players)
{
Console.WriteLine(player.Name);
}
foreach (IAthlete a in bt.Players)
{
Console.WriteLine(a.Name);
}
}
}
Logically ,
These should be your base classes : Team , Player
These should be your derived classes : BasketballTeam , BasketballPalyer
These should be interfaces on Player : IPlay() , IRun , IGetName etc.. whichever applicable
and so on...
Guideline : Verbs suits more good on interfaces and Noun suits good on classes. Noun in the requirement best suits for Class in the code.
SLaks is correct. You could add a generic constraint to your ITeam to not accept all players, but just those of one type:
public interface ITeam<T> where T : IAthlete
{
void AddPlayer(T player);
IAthlete[] GetAthletes();
// or: T[] GetAthletes();
string GetName();
int GetNumberOfPlayers();
}
A BasketballTeam implementation could look like:
public class BasketballTeam : ITeam<BasketballPlayer>
{
BasketballPlayer[] players;
// […]
public void AddPlayer(BasketballPlayer player)
{
this.players[this.numberOfPlayers] = player;
this.numberOfPlayers++;
}
public IAthlete[] GetAthletes()
{
return this.players;
}
// or:
// public BasketballPlayer[] GetAthletes()
// {
// return this.players;
// }
// […]
}
If your interfaces are meant to be used by variety of games, it seems that you are missing the Game here and perhaps need to use Generics:
public interface IGame
{
string Name {get;}
...
}
public class Bastketball : IGame
{
...
}
public interface ITeam<TGame> where TGame: class, IGame
{
void AddPlayer(IPlayr<TGame> player);
...
}
public interface IPlayer<TGame> where TGame: class, IGame
{
...
}
This will prevent from hockey player to be added to Basketball team.

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