I want to be able to map each value of an Enum to a different class (and the reverse), but keep the relationships stored in a single place so they can be altered/added to without making changes in multiple location.
What pattern would allow me map Enum values to Classes?
My specific usage is roughly as follows:
I have a Person class that holds general information about the person. To this class can be added components (stored in a List Dictionary) that hold information specific to a particular type of person, eg. componentCustomer, componentEndUser, componentSupplier. These component-classes implement an IPersonComponent interface. Importantly, a person can be more than one type and can therefore hold more than one component.
I also have an Enum ePersonType with values eg. Customer, End User, Supplier. Each value has a one-to-one relationship with a component.
When a person's record is retrieved, a List<int> is populated with the appropriate 'ePersonType' values. This list is then used to determine what components need to be allocated to the Person and loaded with data.
Clearly, it is straightforward to switch on the person's types and add components appropriately. However, what if I later want to check what components the person instance holds and what ePersonTypes they are? I could switch back on component.GetType(), but then I am storing the relationship in two places.
Alternatively, I could store the appropriate ePersonType inside each component and use Linq to check whether an person instance has a particular component, but then it seems like the original allocation would be more complex, possibly requiring reflection?
I feel sure that I'm missing something really obvious here.
One of the ways I've approached this is to use an attribute on the actual enum values:
public enum PersonType
{
[PersonClass(typeof(Customer)]
Customer,
[PersonClass(typeof(EndUser)]
EndUser,
[PersonClass(typeof(Supplier)]
Supplier,
}
public class PersonClassAttribute : System.Attribute
{
public Type Type { get; }
public PersonClassAttribute(Type type)
{
Type = type;
}
}
Then use a static class for managing the retrieval and mapping of enums to types:
public static class People
{
static Dictionary<PersonType, Type> mapping = new Dictionary<PersonType, Type>();
static People()
{
var fields = Enum.GetNames(typeof(PersonType)).Select(n => typeof(PersonType).GetFieldr(n));
mapping = fields.ToDictionary(
f => (PersonType)f.GetRawConstantValue(),
f => f.GetCustomAttribute<PersonClassAttribute>().Type
);
}
public static T GetPersonInstance<T>(this PersonType type)
{
return (T)Activator.CreateInstance(mapping[type]);
}
}
Obviously there'd be a bit more to it (validation, error checking, etc), but that's the general idea.
Related
I want to create a nested structure where every class represents a country, inheriting the same parent class Country. Each child class should have an enum representing the different states States.
The goal is being able to select a country, then one of its states.
The Content will be saved into a dictionary Dictionary<Tuple<string, Type>, object> where the Types would be Country and Country.States.
I tried making an interface/abstract class with an enum called States to be implemented, but this does not work, as it is a type definition.
Is there any workaround?
public abstract class Country
{
public abstract enum States { get; }
}
public class CountryA : Country
{
public new enum States
{
StateA,
StateB,
StateC,
}
}
Your design is flawed, you need to create a single Country class with a property e.g. public string[] States { get; set; }.
Then create instances (objects) of your Country class, each with States set to the items that are needed:
var usa = new Country { Name = "USA", States = new[] { "Alabama", ... } };
var canada = new Country { Name = "Canada", States = new[] { ... } };
// etc
You have a few options:
You can create an enum at runtime (see here: Dynamically create an enum), but I don't think that'll suit your needs, as I imagine you're going down the enum route for ease of use in coding than anything else.
You could implement a typesafe enum pattern (see here: typesafe enum pattern), but that's even more coding just for the ability to use a design that mimics enums while your coding the rest of your logic.
My advice is to use a dictionary and build your 'states' at instantiation from a settings file or external data source. After all, countries and their states/cities/etc do change names from time to time. Locking yourself into a hard-coded situation like what you're aiming for isn't going to support such future changes.
Good luck!
[Edited following response from camilo-terevinto]
While I certainly agree that your design is most likely flawed, since you'd need hundreds of classes and enums, I disagree entirely with the other answers that "it is not possible".
It's certainly possible using generics (while keeping in mind you cannot restrict entirely to Enums):
public abstract class Country<TStates>
where TStates: struct, IConvertible, IFormattable, IComparable
{
public abstract TStates[] States { get; }
}
public enum UnitedStatesStates
{
WhoCares, WhoCares2
}
public class UnitedStatesCountry : Country<UnitedStatesStates>
{
public override UnitedStatesStates[] States { get; }
}
Now, I highly doubt this will be useful in the (not-so-long) term.
You are asking to make enum inheritable, this is possible to achieve if you don't use enum, but a class with static public members (which can be inherited and have different set of members per type). It behave nearly as enum:
public class Country1
{
public static State State1 { get; } = new State("State 1");
public static State State2 { get; } = new State("State 2");
...
}
It should be clear what Country1.State1 is, right? The State can be a more complex object than just a string. It doesn't require inheritance as you can see, because country define states as different members.
You can follow same principle to implement long chain of objects: Planet.Continent.Country.State.Province.Town.Street.Hause..
You say
Content will be saved into a dictionary Dictionary<Tuple<string, Type>, object> where the Types would be Country and Country.States.
Don't. Those are different types, that's a poor choice of a key. If you need to enumerate (to find) states, then just add another member to a Country:
public static IEnumerable<State> States
{
get
{
yield return State1;
yield return State2;
...
}
}
Then the searching for something can be a simple linq:
var stateAInCountry1 = ...Countries.OfType<Contry1>().Single().States.Single(o => o.Name == "A");
var countriesWithStateA = ...Countries.Where(o => o.States.Any(o => o.Name == "A"));
Not sure what problem are you solving by introducing a dictionary, but you can initialize additional data structure with proper key if you provided a way to iterate with easy.
It is not so clear to me, if there is anything else you want to achieve, besides being reminded by the compiler to define these different (!) enums.
Actually they have nothing in common to begin with, so neither the compiler nor you can draw any advantage of that contract.
What you could do is declare it as
public abstract string[] States {get;}
and obtain these strings from the individual enums you define in the derived classes. Then the common thing would probably be that you want the string result for informative purposes or something.
I have a set of class objects that I can not touch. All of them have an ID property that I would like to access in other functions in a generic way.
For simplicities sake here is an example of my problem.
class Example1 {
int ID { get; set;}
}
class Example2 {
int ID { get; set; }
}
I am not able to edit either of these two classes or the library they are in.
I also have a function that expects an ID that can come from either Example1 or Example2. In order to handle this I have come up with a number of solutions but am curious what the proper way to solve this would be.
I could:
Use dynamic classes to access the various classes ID's.
Use reflection to pull out an ID parameter from any given type.
Use an odd inheritance by creating a new class so that Example1ViewModel : Example1, IIdentifiableObject and then expect IIdentifiableObject in my function and implement a copy constructor in Example1ViewModel to handle collecting the data
Write a separate filter function that can extract out the relevant parts from either class and provide the results.
None of these solutions seem particularly good to me. How should I be handling a many to one relationship like this in code and are there tools that C# provides to handle this?
possible solution using extension methods for the classes
public static class MyExtensions
{
public static int GetId(this Example1 ex)
{
return ex.Id;
}
public static int GetId(this Example2 ex)
{
return ex.Id;
}
}
You can add a static method using reflection:
public static int GetId(object obj)
{
Type type = obj.GetType();
return Convert.ToInt32(type.GetProperty("ID").GetValue(obj, null));
}
Then you can invoke it with any object to get the id property value.
Here is the solution that we ended up using and why.
We are using an inheritence structure that that takes the following two base classes:
FooExample
BarExample
and wraps them in the following
IExample
FooExampleModel : IExample
BarExampleModel : IExample
Both FooExampleModel and BarExampleModel have constructors which accept the class they are wrapping.
The importance of this is that it allows us to create methods accepting IExample instances without having to manipulate data beforehand. Additionally, unlike using dynamic types or reflection this solution provides us with compile time error checking.
Unfortunately using extension methods does not work. While it allows us to call the same method on two different object types like we wanted it does not allow those objects to be passed as Generic types to a seperate function.
The result of all of this is that this is now possible:
var foos = new List<FooExample>(); //Pretend there is data here
var bars = new List<BarExample>();
var examples = foos.Select((foo) => (IExample)new FooExampleModel(foo))
.Concat(bars.Select((bar) => (IExample)new BarExampleModel(bar)))
.ToList(); // Force evaluation before function call
DoSomethingOnIExamples(examples);
Besides that slightly gross LINQ query this appears to be the best way to accomplish this (DoSomethingOnIExamples(...) is a function accepting an IEnumerable<IExample> argument). Obviously this solution gets less nice as more types are added to this mix.
First of all, I have read the question asking for the difference between fields and properties and I know what it is used for.
Now on to my question, I wanted to create a property where I am sure that get and set will both be empty, so I do get; set;. All good and well. But now I realised that I have just made a public field with a capital name, it is in all ways identical.
Even the argument of it being used so future code does not depend on implementation cannot be said, as I can simply make this a property and implement a getter or a setter. The semantics of a field and a property are identical outside the class it is defined in.
So my question is, should I use a field or a property when a property would simply use get;set;?
So this:
public IEnumerable<string> Products;
is identical in all ways to this:
public IEnumerable<string> Products { get; set; }
should I use a field or a property when a property would simply use get;set;?
Use a property... for the practical reasons below, and for the philosophical reasons that properties expose a state API, whereas fields expose a state implementation detail.
The semantics of a field and a property are identical outside the class it is defined in.
That's not true.
The difference is visible via reflection, which is often very important. For example, many binding frameworks won't use fields, only properties.
You can pass a mutable field by ref, but not a property - so changing a field to a property breaks source compatibility. (Code using SomeMethod(ref x.Products) will become invalid when Products becomes a property.)
Changing a field to a property also breaks binary compatibility, so if assembly X was built against assembly Y v1.0, and you change a field to a property for assembly Y v1.1, then you'd need to rebuild assembly X or it would fail to execute correctly
If you have a mutable value type (please don't do this) then writing foo.Location.X = 10 works when Location is a field (because x.Location is classified as a variable) whereas it doesn't when Location is a property (because then the expression x.Location is classified as a value). If you have a method (in your evil mutable type) which mutates the value instead, then foo.Location.DoSomething() will compile in both cases, but have a different effect. Fun for all the family.
Its depend on the situation. I'll prefer to use the property over the field. You have mentioned that public IEnumerable<string> Products; and public IEnumerable<string> Products { get; set; } are same, but in actual they are not. During compilation the property will get converted into two methods (i.e. get_Products() and set_Products()).
The advantage of property is to allows you to specify the custom code before assigning and returning the data, this is not possible with the field. Check the example below
public IEnumerable<string> Products
{
get
{
if(DateTime.Now.Date > Convert.ToDateTime("01-01-2016"))
{
//Return future product
return new List<string>();
}
else
{
// return current products
return new List<string>() { "testing" };
}
}
set
{
if (DateTime.Now.Date > Convert.ToDateTime("01-01-2016"))
{
//ignore assign product
Products = new List<string>();
}
else
{
// add assign product
Products = value;
}
}
}
Using the auto-property syntax is preferable because it creates a read/write property with a private backing field, thus allowing you to change the implementation (from a private scalar field to a dictionary entry or another backend with some other custom logic), thus freeing the "class's interface" (not the same thing as an interface) from its implementation.
Note that for collection member properties, it is advisable to make their setters private, like so:
public IEnumerable<String> Products { get; private set;}
...that way only the containing class can alter it.
Another alternative is the private readonly field, in C# 6 you can use auto-implemented properties with readonly backing fields like so:
public IEnumerable<String> Products { get; } = SomeSource.GetProducts();
I have data from multiple organisations (police, fire, office) that need output in different formats.
To achieve this, I defined the following (this is a little simplified):
Transaction class -
"Success" indicator - Boolean.
"Type of department"- String or Enum.
A class which can be of any type - Police, Fire or Office (My question is on this as you will see).
A GenerateOutput() method - to handle generation of file formats.
Police class
Age - String
VehicleNumber - Integer
Supervisor - String
Fire class
Name - String
FireEngineNumber - Integer
County - Enum
WorkTimings - Enum
Office Class
Age - String
DeskNumber - Integer
Department - String
PayScale - Enum
IsManagement - Bool
As you can see, the Police, Fire and Office classes dont share anything in common and are primarily intended as data carrying entities. I intend to use a Factory to return an appropriate generic (not a C# generic) Transaction object with the data (Transaction object with Police, Fire or Office data within it) and then pass the returned object to a Strategy pattern which determines the file format (CSV, Excel, or XML; specified in a configuration file) each one needs.
My problem is in the definition of the Transaction object.
What type does the class in "3." of the Transaction class need to be? The data for each org differs, there are no common members, I am unable to define a common class for all.
Is the overall design appropriate? What other designs should I consider?
Based on Peter's comments below:
I think using generics might work, I ran into a problem though. I would like to use a factory to return the object requested, using GetTransactionObject, as below. What should be the return type of GetTransactionObject to accomodate this.
class TransactionFactory
{
Dictionary<string, Type> typeClassLookup;
public TransactionFactory()
{
typeClassLookup = new Dictionary<string, Type>();
typeClassLookup.Add("Police", typeof(PoliceData));
typeClassLookup.Add("Fire", typeof(FireData));
}
Transaction<????> GetTransactionObject(string org)
{
if( typeClassLookup.TryGetValue(org, out typeValue))
{
switch (typeValue.ToString())
{
case "policeData":
transactionObject = new Transaction<PoliceData>() { Data = new PoliceData(), params = null};
case "FireData":
transactionObject = new Transaction<FireData>() {Data = new FireData(), params = null};
}
}
return transactionObject;
If the types really have nothing in common, then you need no explicit base class. System.Object suffices, just as with many other generic types (i.e. any generic type lacking a constraint).
In other words, you could declare as:
class Transaction<T>
{
public bool Success { get; private set; }
public T Entity { get; private set; }
public Transaction(bool success, T entity)
{
Success = success;
Entity = entity;
}
public void GenerateOutput() { /* something goes here */ }
}
Personally, I would avoid adding a "department type" member. After all, that's implicit from the type parameter T. But you could add that easily to the above if you want.
If and when you find that the types do have something in common, such that your Transaction<T> type needs to do more than simply hold onto an instance of one of those types (which is about all it can do without a constraint), then you will be able to put that commonality into an interface or base class (depending on the specific need), and specify that in a constraint for the Transaction<T> class.
Note that it's not clear what you mean for the GenerateOutput() to do, or how it should work. But assuming that you want output that is specific for each Entity value, it seems to me that that is your "something in common". I.e., it's not the Transaction<T> class at all that needs to implement that method, but rather each entity type. In that case, you have something like this:
interface IDepartmentEntity
{
void GenerateOutput();
}
class Office : IDepartmentEntity
{
public void GenerateOutput() { /* department-specific logic here */ }
}
// etc.
Then you can declare:
class Transaction<T> where T : IDepartmentEntity
{
public bool Success { get; private set; }
public T Entity { get; private set; }
public Transaction(bool success, T entity)
{
Success = success;
Entity = entity;
}
public void GenerateOutput() { Entity.GenerateOutput(); }
}
EDIT:
Per Prasant's follow-up edit, with a request for advice on the GetTransactionObject()…
The right way to do this depends on the caller and the context, a detail not provided in the question. IMHO, the best scenario is where the caller is aware of the type. This allows the full power of generics to be used.
For example:
class TransactionFactory
{
public Transaction<T> GetTransactionObject<T>()
where T : IDepartmentEntity, new()
{
return new Transaction<T>()
{
Data = new T(),
params = null
}
}
}
Then you call like this:
Transaction<FireData> transaction = factory.GetTransactionObject<FireData>();
The caller, of course already knowing the type it is creating, then can fill in the appropriate properties of the transaction.Data object.
If that approach is not possible, then you will need for Transaction<T> itself to have a base class, or implement an interface. Note that in my original example, the IDepartmentEntity interface has only one method, and it's the same as the GenerateOutput() method in the Transaction class.
So maybe, that interface is really about generating output instead of being a data entity. Call it, instead of IDepartmentEntity, something like IOutputGenerator.
In that case, you might have something like this:
class Transaction<T> : IOutputGenerator
{
// all as before
}
class TransactionFactory
{
public IOutputGenerator GetTransactionObject(string org)
{
if( typeClassLookup.TryGetValue(org, out typeValue))
{
switch (typeValue.ToString())
{
case "policeData":
transactionObject = new Transaction<PoliceData>() { Data = new PoliceData(), params = null};
case "FireData":
transactionObject = new Transaction<FireData>() {Data = new FireData(), params = null};
}
}
return transactionObject;
}
}
This is an inferior solution, as it means the caller can only directly access the IOutputGenerator functionality. Anything else requires doing some type-checking and special-case code, something that really ought to be avoided whenever possible.
Note: if the Transaction type has other members which, like the GenerateOutput() method, are independent of the contained type T here, and which would be useful to callers who don't know T, then a possible variation of the above is to not reuse the interface used for the department-specific data types, but instead declare a base class for Transaction<T>, named of course Transaction, containing all those members not related to T. Then the return value can be Transaction.
What type does the class in "3." of the Transaction class need to be?
To decouple your department classes from the various export types, I recommend you make the department classes implement a common interface. Something like this:
public interface Exportable {
// return a list of attribute names, values, and types to export
IList<Tuple<String, String, Type>> GetAttributes();
}
For example:
public class Police : Exportable {
public IList<Tuple<String, String, Type>> GetAttributes() {
// return list size 3 - attribute info for Age, VehicleNumber, Supervisor
}
}
Is the overall design appropriate? What other designs should I consider?
The Transaction class design doesn't seem well suited for this problem.
Consider an Export class with a method for each export type, each method which receives the attributes returned from the Exportable interface method. Basic outline:
public static class Export {
public static boolean CSV(IList<Tuple<String, String, Type>> attributes) {
// export attributes to CSV, return whether succeeded
}
public static boolean Excel(IList<Tuple<String, String, Type>> attributes) {
// export attributes to Excel, return whether succeeded
}
// same thing for XML
}
This question already has answers here:
Closed 10 years ago.
Possible Duplicate:
What is the difference between List (of T) and Collection(of T)?
I have a static class and a getter to return my List Collection. Now I read and have been told to return ICollection rather than List. What is the advantage of using public static ICollection over public static List?
static class Storage
{
private static List<string> store;
static Storage()
{
store = new List<string>();
}
public static ICollection<string> getList
{
get
{
return store.AsReadOnly();
}
}
public static void addString(string add)
{
store.Add(add);
}
public static void removeString(string remove)
{
store.Remove(remove);
}
public static void display()
{
foreach (String view in store)
{
Console.WriteLine(view);
}
}
}
}
IEnumerable<T> provides access to a forward only cursor over a series of T objects
ICollection<T> provides the same as IEnumerable<T> but also a Count property (meaning the collection has a definitive end)
IList<T> provides the same as ICollection<T> but also random access to any element within the list via an indexer (list[5])
List<T> implements all of the above.
The benefit of using a simpler interface as an argument or return value is that it gives more flexibility to the caller and can help to document how the object will be used (or is intended to be used in the case of a return value).
It's good practice and more maintainable. If you use an interface instead of a type then your code is not hard coded to that type (List).
Example: Say you later decide to change your Storage class to persist your data in another type of storage (i.e., database, XML, etc.) You might use Entity Framework to connect to a database, or your might use LINQ-to-objects.
Actually, you might want to consider using IEnumerable or IEnumerable<string>. These types work very will with LINQ as well as most any other type of collection. Thus you could transition to LINQ without changing the return type and reworking all of the code that deals with your Storage class.
And, perhaps string isn't the best choice either? What are you storing? Maybe you should create a class for the objects you are storing (i.e. Name). Then you would want to return an IEnumerable<Name>.
class Name
{
public string Name { get; set; }
}
Later you might want to add access to FirstName and LastName to your class:
class Name
{
public string Name
get
{
return string.Format("{0} {1}", FirstName, LastName);
}
public string FirstName { get; set; }
public string LastName { get; set; }
}
By using IEnumerable<Name> you don't have to change any of your consuming code to do this--as long as you support the original interface of your Name class you can add the extra features without breaking anything.
Now, if you migrate to a different return type, you should also consider migrating all of the code that deals with Storage to the new type as well. When you 'bake in' the storage type everywhere in your code as List you are making it more difficult to make future changes. You might not appreciate this right now, but as you become a better programmer or find yourself making future changes you will see the benefit of using an interface that permits changing the underlying type. Try to anticipate future possibilities when you select the types of objects and accommodate them in the first revision and you will save headache when you add things later.
If you are asking why return an interface over an object, the interface describes what the object does and how it is used rather than requiring a specific implementation. It makes the code more generic.
If you are asking why a Collection rather than a List, collections do not imply an order whereas a List does. The technical term is that Collections are "weaker" and so apply to more situations. If you do not need ordering, use a Collection. Otherwise, use a List.