Continuing with the answer given here, is there a way to allow MyChildSingleton to be abstract, and then let it's sub-classes define their own constructors? An example of what I would like to do:
public abstract class SingletonBase<T>
where T : SingletonBase<T>, new()
{
private static T _instance = new Lazy<T>(() => new T());
public static T Instance
{
get
{
return _instance;
}
}
}
public abstract class DefaultConfigData: SingletonBase<DefaultConfigData>
{
// This class won't compile since it's abstract, and SingletonBase<T>
// has a new() restriction on T
// Also, this class is immutable and doesn't change state
public virtual string SomeData { get; } = "My Default Data String";
public virtual double MoreData { get; } = 2.71;
public virtual double SomeFunction(double num)
{ return num + 2*MoreData; }
public DefaultConfigData() { ; /* nothing to do here */ }
// Another 50 or so default values/functions...
// enough to be tedious to redefine in multiple places,
// and adding a constructor that takes every value would be ridiculous.
// It would be possible to encapsulate this data, but I'm not
// yet sure how this should be done, so I haven't gone there yet
}
public class SpecificConfigData1: DefaultConfigData
{
public override string SomeData { get; } = "A Different String";
public SpecificConfigData1() { ; /* nothing to do here */ }
}
public class SpecificConfigData2: DefaultConfigData
{
public override double MoreData { get; } = 3.14;
public SpecificConfigData2() { ; /* nothing to do here */ }
}
// Downstream developers may need to define additional ConfigData classes
public class Library
{
public static double doSomething(DefaultConfigData data) { return data.MoreData + 2.0; }
}
public class Program
{
private readonly DefaultConfigData data;
public Program(bool choice)
{
data = (choice) ? SpecificConfigData1.Instance : SpecificConfigData2.Instance;
}
public static void Main()
{
Program prog = new Program(/*run-time user input here*/);
Console.PrintLine(Library.doSomething(prog.data));
}
}
Using a singleton pattern seemed like a good idea, because for each specific subclass the data only needs to exist in one place, and since it's immutable this avoids most of the issues associated with singletons (global mutable state, etc.). Providing the singleton functionality in an abstract base class would avoid the boilerplate of putting the private instance and public get property, which is what I'm doing now in each sub-class. This really isn't too onerous a requirement, I'm sure I could live with it.
I don't want to make DefaultConfigData and it's data static, because then I can't inherit from it and have my library functions know how to interact with it (no support for metaclasses in C#). Also, I don't want to use an interface, because so much of the functionality is shared, and I couldn't define that in the interface.
I would also welcome comments on alternative approaches, if the one I'm trying to do can't be accomplished, or if another way is simply easier. I know that a factory pattern could also work here, and that's something I intend to try eventually.
Last, why is this even an issue? Why wasn't the decision made to let abstract classes satisfy the new() requirement, provided that any of their sub-classes also satisfy a new()?
Note that my "users" are other internal developers/my future self. Source code is usually the deliverable, and pushing checks to run time are ok in this environment.
The easiest solution I can think of is using a factory pattern. The other solution is you need to keep DefaultConfigData class generic, like:
public abstract class DefaultConfigData<T>: SingletonBase<T>
where T : DefaultConfigData<T>, new()
{ }
The problem with that is when you want to use DefaultConfigData anywhere, you have to make that method or class generic, like the doSomething method:
public static double doSomething<T>(DefaultConfigData<T> data)
where T : DefaultConfigData<T>, new()
{
return data.MoreData + 2.0;
}
And as you can guess, that can get really annoying. So, back to the factory pattern:
public static class MyFactory<T>
{
private static Lazy<T> _instance = new Lazy<T>(CreateUsingReflection);
public static T Instance
{
get
{
return _instance.Value;
}
}
private static T CreateUsingReflection()
{
BindingFlags flags = BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic;
ConstructorInfo ctor = typeof(T).GetConstructor(flags, null, Type.EmptyTypes, null);
return (T)ctor.Invoke(null);
}
}
And, you can use it like so:
SpecificConfigData1 scd1 = MyFactory<SpecificConfigData1>.Instance;
Note that none of your classes need to inherit from MyFactory. You are free to create classes that inherit from anything (or nothing), as long as you have a parameterless constructor. You could restrict the T in MyFactory<T> using where T : new(), in which case you will get compile-time guarantee that the class supports a parameterless public constructor, and can avoid reflection by creating the class using just new T(). Without the new() restriction, it can create singletons using a private constructor, but you lose the compile-time checking that a parameterless constructor exists.
Actually, there is another solution. It is much more complex, but it is quite powerful if you use it to its fullest: an IoC container such as Autofac, Unity, and many others. These can help manage your instances, so that you can specify the Types that should be singletons. I won't go over how to use one since that is a whole different topic, and would require multiple paragraphs just to explain the basics.
Related
Since multiple inheritance is bad (it makes the source more complicated) C# does not provide such a pattern directly. But sometimes it would be helpful to have this ability.
For instance I'm able to implement the missing multiple inheritance pattern using interfaces and three classes like that:
public interface IFirst { void FirstMethod(); }
public interface ISecond { void SecondMethod(); }
public class First:IFirst
{
public void FirstMethod() { Console.WriteLine("First"); }
}
public class Second:ISecond
{
public void SecondMethod() { Console.WriteLine("Second"); }
}
public class FirstAndSecond: IFirst, ISecond
{
First first = new First();
Second second = new Second();
public void FirstMethod() { first.FirstMethod(); }
public void SecondMethod() { second.SecondMethod(); }
}
Every time I add a method to one of the interfaces I need to change the class FirstAndSecond as well.
Is there a way to inject multiple existing classes into one new class like it is possible in C++?
Maybe there is a solution using some kind of code generation?
Or it may look like this (imaginary c# syntax):
public class FirstAndSecond: IFirst from First, ISecond from Second
{ }
So that there won't be a need to update the class FirstAndSecond when I modify one of the interfaces.
EDIT
Maybe it would be better to consider a practical example:
You have an existing class (e.g. a text based TCP client based on ITextTcpClient) which you do already use at different locations inside your project. Now you feel the need to create a component of your class to be easy accessible for windows forms developers.
As far as I know you currently have two ways to do this:
Write a new class that is inherited from components and implements the interface of the TextTcpClient class using an instance of the class itself as shown with FirstAndSecond.
Write a new class that inherits from TextTcpClient and somehow implements IComponent (haven't actually tried this yet).
In both cases you need to do work per method and not per class. Since you know that we will need all the methods of TextTcpClient and Component it would be the easiest solution to just combine those two into one class.
To avoid conflicts this may be done by code generation where the result could be altered afterwards but typing this by hand is a pure pain in the ass.
Consider just using composition instead of trying to simulate Multiple Inheritance. You can use Interfaces to define what classes make up the composition, eg: ISteerable implies a property of type SteeringWheel, IBrakable implies a property of type BrakePedal, etc.
Once you've done that, you could use the Extension Methods feature added to C# 3.0 to further simplify calling methods on those implied properties, eg:
public interface ISteerable { SteeringWheel wheel { get; set; } }
public interface IBrakable { BrakePedal brake { get; set; } }
public class Vehicle : ISteerable, IBrakable
{
public SteeringWheel wheel { get; set; }
public BrakePedal brake { get; set; }
public Vehicle() { wheel = new SteeringWheel(); brake = new BrakePedal(); }
}
public static class SteeringExtensions
{
public static void SteerLeft(this ISteerable vehicle)
{
vehicle.wheel.SteerLeft();
}
}
public static class BrakeExtensions
{
public static void Stop(this IBrakable vehicle)
{
vehicle.brake.ApplyUntilStop();
}
}
public class Main
{
Vehicle myCar = new Vehicle();
public void main()
{
myCar.SteerLeft();
myCar.Stop();
}
}
Since multiple inheritance is bad (it makes the source more complicated) C# does not provide such a pattern directly. But sometimes it would be helpful to have this ability.
C# and the .net CLR have not implemented MI because they have not concluded how it would inter-operate between C#, VB.net and the other languages yet, not because "it would make source more complex"
MI is a useful concept, the un-answered questions are ones like:- "What do you do when you have multiple common base classes in the different superclasses?
Perl is the only language I've ever worked with where MI works and works well. .Net may well introduce it one day but not yet, the CLR does already support MI but as I've said, there are no language constructs for it beyond that yet.
Until then you are stuck with Proxy objects and multiple Interfaces instead :(
I created a C# post-compiler that enables this kind of thing:
using NRoles;
public interface IFirst { void FirstMethod(); }
public interface ISecond { void SecondMethod(); }
public class RFirst : IFirst, Role {
public void FirstMethod() { Console.WriteLine("First"); }
}
public class RSecond : ISecond, Role {
public void SecondMethod() { Console.WriteLine("Second"); }
}
public class FirstAndSecond : Does<RFirst>, Does<RSecond> { }
You can run the post-compiler as a Visual Studio post-build-event:
C:\some_path\nroles-v0.1.0-bin\nutate.exe "$(TargetPath)"
In the same assembly you use it like this:
var fas = new FirstAndSecond();
fas.As<RFirst>().FirstMethod();
fas.As<RSecond>().SecondMethod();
In another assembly you use it like this:
var fas = new FirstAndSecond();
fas.FirstMethod();
fas.SecondMethod();
You could have one abstract base class that implements both IFirst and ISecond, and then inherit from just that base.
With C# 8 now you practically have multiple inheritance via default implementation of interface members:
interface ILogger
{
void Log(LogLevel level, string message);
void Log(Exception ex) => Log(LogLevel.Error, ex.ToString()); // New overload
}
class ConsoleLogger : ILogger
{
public void Log(LogLevel level, string message) { ... }
// Log(Exception) gets default implementation
}
This is along the lines of Lawrence Wenham's answer, but depending on your use case, it may or may not be an improvement -- you don't need the setters.
public interface IPerson {
int GetAge();
string GetName();
}
public interface IGetPerson {
IPerson GetPerson();
}
public static class IGetPersonAdditions {
public static int GetAgeViaPerson(this IGetPerson getPerson) { // I prefer to have the "ViaPerson" in the name in case the object has another Age property.
IPerson person = getPerson.GetPersion();
return person.GetAge();
}
public static string GetNameViaPerson(this IGetPerson getPerson) {
return getPerson.GetPerson().GetName();
}
}
public class Person: IPerson, IGetPerson {
private int Age {get;set;}
private string Name {get;set;}
public IPerson GetPerson() {
return this;
}
public int GetAge() { return Age; }
public string GetName() { return Name; }
}
Now any object that knows how to get a person can implement IGetPerson, and it will automatically have the GetAgeViaPerson() and GetNameViaPerson() methods. From this point, basically all Person code goes into IGetPerson, not into IPerson, other than new ivars, which have to go into both. And in using such code, you don't have to be concerned about whether or not your IGetPerson object is itself actually an IPerson.
In my own implementation I found that using classes/interfaces for MI, although "good form", tended to be a massive over complication since you need to set up all that multiple inheritance for only a few necessary function calls, and in my case, needed to be done literally dozens of times redundantly.
Instead it was easier to simply make static "functions that call functions that call functions" in different modular varieties as a sort of OOP replacement. The solution I was working on was the "spell system" for a RPG where effects need to heavily mix-and-match function calling to give an extreme variety of spells without re-writing code, much like the example seems to indicate.
Most of the functions can now be static because I don't necessarily need an instance for spell logic, whereas class inheritance can't even use virtual or abstract keywords while static. Interfaces can't use them at all.
Coding seems way faster and cleaner this way IMO. If you're just doing functions, and don't need inherited properties, use functions.
If you can live with the restriction that the methods of IFirst and ISecond must only interact with the contract of IFirst and ISecond (like in your example)... you can do what you ask with extension methods. In practice, this is rarely the case.
public interface IFirst {}
public interface ISecond {}
public class FirstAndSecond : IFirst, ISecond
{
}
public static MultipleInheritenceExtensions
{
public static void First(this IFirst theFirst)
{
Console.WriteLine("First");
}
public static void Second(this ISecond theSecond)
{
Console.WriteLine("Second");
}
}
///
public void Test()
{
FirstAndSecond fas = new FirstAndSecond();
fas.First();
fas.Second();
}
So the basic idea is that you define the required implementation in the interfaces... this required stuff should support the flexible implementation in the extension methods. Anytime you need to "add methods to the interface" instead you add an extension method.
Yes using Interface is a hassle because anytime we add a method in the class we have to add the signature in the interface. Also, what if we already have a class with a bunch of methods but no Interface for it? we have to manually create Interface for all the classes that we want to inherit from. And the worst thing is, we have to implement all methods in the Interfaces in the child class if the child class is to inherit from the multiple interface.
By following Facade design pattern we can simulate inheriting from multiple classes using accessors. Declare the classes as properties with {get;set;} inside the class that need to inherit and all public properties and methods are from that class, and in the constructor of the child class instantiate the parent classes.
For example:
namespace OOP
{
class Program
{
static void Main(string[] args)
{
Child somechild = new Child();
somechild.DoHomeWork();
somechild.CheckingAround();
Console.ReadLine();
}
}
public class Father
{
public Father() { }
public void Work()
{
Console.WriteLine("working...");
}
public void Moonlight()
{
Console.WriteLine("moonlighting...");
}
}
public class Mother
{
public Mother() { }
public void Cook()
{
Console.WriteLine("cooking...");
}
public void Clean()
{
Console.WriteLine("cleaning...");
}
}
public class Child
{
public Father MyFather { get; set; }
public Mother MyMother { get; set; }
public Child()
{
MyFather = new Father();
MyMother = new Mother();
}
public void GoToSchool()
{
Console.WriteLine("go to school...");
}
public void DoHomeWork()
{
Console.WriteLine("doing homework...");
}
public void CheckingAround()
{
MyFather.Work();
MyMother.Cook();
}
}
}
with this structure class Child will have access to all methods and properties of Class Father and Mother, simulating multiple inheritance, inheriting an instance of the parent classes. Not quite the same but it is practical.
Multiple inheritance is one of those things that generally causes more problems than it solves. In C++ it fits the pattern of giving you enough rope to hang yourself, but Java and C# have chosen to go the safer route of not giving you the option. The biggest problem is what to do if you inherit multiple classes that have a method with the same signature that the inheritee doesn't implement. Which class's method should it choose? Or should that not compile? There is generally another way to implement most things that doesn't rely on multiple inheritance.
If X inherits from Y, that has two somewhat orthogonal effects:
Y will provide default functionality for X, so the code for X only has to include stuff which is different from Y.
Almost anyplace a Y would be expected, an X may be used instead.
Although inheritance provides for both features, it is not hard to imagine circumstances where either could be of use without the other. No .net language I know of has a direct way of implementing the first without the second, though one could obtain such functionality by defining a base class which is never used directly, and having one or more classes that inherit directly from it without adding anything new (such classes could share all their code, but would not be substitutable for each other). Any CLR-compliant language, however, will allow the use of interfaces which provide the second feature of interfaces (substitutability) without the first (member reuse).
i know i know
even though its not allowed and so on, sometime u actualy need it so for the those:
class a {}
class b : a {}
class c : b {}
like in my case i wanted to do this
class b : Form (yep the windows.forms)
class c : b {}
cause half of the function were identical and with interface u must rewrite them all
Since the question of multiple inheritance (MI) pops up from time to time, I'd like to add an approach which addresses some problems with the composition pattern.
I build upon the IFirst, ISecond,First, Second, FirstAndSecond approach, as it was presented in the question. I reduce sample code to IFirst, since the pattern stays the same regardless of the number of interfaces / MI base classes.
Lets assume, that with MI First and Second would both derive from the same base class BaseClass, using only public interface elements from BaseClass
This can be expressed, by adding a container reference to BaseClass in the First and Second implementation:
class First : IFirst {
private BaseClass ContainerInstance;
First(BaseClass container) { ContainerInstance = container; }
public void FirstMethod() { Console.WriteLine("First"); ContainerInstance.DoStuff(); }
}
...
Things become more complicated, when protected interface elements from BaseClass are referenced or when First and Second would be abstract classes in MI, requiring their subclasses to implement some abstract parts.
class BaseClass {
protected void DoStuff();
}
abstract class First : IFirst {
public void FirstMethod() { DoStuff(); DoSubClassStuff(); }
protected abstract void DoStuff(); // base class reference in MI
protected abstract void DoSubClassStuff(); // sub class responsibility
}
C# allows nested classes to access protected/private elements of their containing classes, so this can be used to link the abstract bits from the First implementation.
class FirstAndSecond : BaseClass, IFirst, ISecond {
// link interface
private class PartFirst : First {
private FirstAndSecond ContainerInstance;
public PartFirst(FirstAndSecond container) {
ContainerInstance = container;
}
// forwarded references to emulate access as it would be with MI
protected override void DoStuff() { ContainerInstance.DoStuff(); }
protected override void DoSubClassStuff() { ContainerInstance.DoSubClassStuff(); }
}
private IFirst partFirstInstance; // composition object
public FirstMethod() { partFirstInstance.FirstMethod(); } // forwarded implementation
public FirstAndSecond() {
partFirstInstance = new PartFirst(this); // composition in constructor
}
// same stuff for Second
//...
// implementation of DoSubClassStuff
private void DoSubClassStuff() { Console.WriteLine("Private method accessed"); }
}
There is quite some boilerplate involved, but if the actual implementation of FirstMethod and SecondMethod are sufficiently complex and the amount of accessed private/protected methods is moderate, then this pattern may help to overcome lacking multiple inheritance.
I have a factory object ChallengeManager to generate instances of a Challenge object for a game I'm building. There are many challenges. The constructors for each Challenge class derivation are different, however there is a common interface among them, defined in the base class.
When I call manager.CreateChallenge(), it returns an instance of Challenge, which is one of the derived types.
Ideally, I would like to keep the code for the object construction inside the derived class itself, so all the code related to that object is co-located. Example:
class Challenge {}
class ChallengeA : Challenge {
public static Challenge MakeChallenge() {
return new ChallengeA();
}
}
class ChallengeB : Challenge {
public static Challenge MakeChallenge() {
return new ChallengeB();
}
}
Now, my ChallengeManager.CreateChallenge() call only needs to decide the class to call MakeChallenge() on. The implementation of the construction is contained by the class itself.
Using this paradigm, every derived class must define a static MakeChallenge() method. However, since the method is a static one, I am not able to make use of an Interface here, requiring it.
It's not a big deal, since I can easily remember to add the correct method signature to each derived class. However, I am wondering if there is a more elegant design I should consider.
I really like the pattern you are describing and use it often. The way I like to do it is:
abstract class Challenge
{
private Challenge() {}
private class ChallengeA : Challenge
{
public ChallengeA() { ... }
}
private class ChallengeB : Challenge
{
public ChallengeB() { ... }
}
public static Challenge MakeA()
{
return new ChallengeA();
}
public static Challenge MakeB()
{
return new ChallengeB();
}
}
This pattern has many nice properties. No one can make a new Challenge because it is abstract. No one can make a derived class because Challenge's default ctor is private. No one can get at ChallengeA or ChallengeB because they are private. You define the interface to Challenge and that is the only interface that the client needs to understand.
When the client wants an A, they ask Challenge for one, and they get it. They don't need to worry about the fact that behind the scenes, A is implemented by ChallengeA. They just get a Challenge that they can use.
You're "decentralizing" the factory, such that each subclass is responsible for creating itself.
More commonly you would have a central factory that would know about the possible subtypes and how to construct them (often enough, simply by creating a new instance and returning that instance typed as a common interface or common base class). That approach avoids the issue you currently have. I also see no benefit to your current approach. You are currently gaining no encapsulation or code reuse over the more typical implementation of a factory.
For additional reference, have a look at
http://www.oodesign.com/factory-pattern.html
Not necessarily the answer you are looking for but...
You can use following implementation, if you can move away from static method per class.
using System;
public class Test
{
public static void Main()
{
var c1 = ChallengeManager.CreateChallenge();
var c2 = ChallengeManager.CreateChallenge();
//var c = ChallengeManager.CreateChallenge<Challenage>(); // This statement won't compile
}
}
public class ChallengeManager
{
public static Challenage CreateChallenge()
{
// identify which challenge to instantiate. e.g. Challenage1
var c = CreateChallenge<Challenage1>();
return c;
}
private static Challenage CreateChallenge<T>() where T: Challenage, new()
{
return new T();
}
}
public abstract class Challenage{}
public class Challenage1: Challenage{}
public class Challenage2: Challenage{}
I know this question has been asked over and over, but I can't seem to find good enough answers. So to make it clear what I'm trying to know, I'll split this in two questions:
Why can't interfaces have static method signatures? I'll try to preempt the non-answers asking why in the world I would want to do this with the following: I would want to be able to statically invoke GetDbConnectionType() on SqliteCodeGenerator and MssqlCodeGenerator:
interface ICodeGenerator
{
// this is the method I would like to be static:
string GetDbConnectionType();
}
abstract class CodeGeneratorBase : ICodeGenerator
{
public abstract string GetDbConnectionType();
public void GenerateSomeCode(StringBuilder s)
{
s.AppendLine("var foo = new " + GetDbConnectionType() + "();");
}
}
class SqliteCodeGenerator : CodeGeneratorBase
{
public override string GetDbConnectionType()
{
return "SQLiteConnection";
}
}
class MssqlCodeGenerator : CodeGeneratorBase
{
public override string GetDbConnectionType()
{
return "SqlConnection";
}
}
On the other hand, and this is the matter of this second question, if you know of a good alternative to reach the aforementioned goal, then by all means...
Suppose you could specify in an interface that a type had to have a particular static method... how would you call it? Polymorphism works through instances - whereas static members explicitly don't use instances.
Now, having said that, there's one situation in which I can see static interface members working: generic types. For example:
// This isn't valid code...
public void Foo<T>() where T : ICodeGenerator
{
string type = T.GetDbConnectionType();
}
That would call the static member on the concrete type T.
I've blogged more about this, but I suspect the benefit doesn't justify the complexity.
In terms of alternatives - usually you'd have another interface, and have separate types to implement that interface. That works well in some contexts, but not in others.
#JonSkeet: It's possible to create a static interface member in CIL, so I'm afraid your first statement is misleading. I assume it was omitted from C# as a design choice by the Microsoft team to encourage correct usage of interfaces.
The best way to get this functionality is probably with extension methods, these will allow you to add a method to all inheritors of your interface or to a specific implementation of that interface however you need to write a separate class to hold the implementation of the extension method which (if not planned for) can be easy to lose track of.
Jon's answer covers pretty much everything so my answer only includes a possible work around using the .NET configuration API. It requires a bit of syntax overhead but it does give you static access to the instance.
interface IStorage
{
void Store(string item);
}
static class Storage
{
private static readonly IStorage _instance;
static Storage()
{
var storageTypeString = ConfigurationManager.AppSettings["storageTypeString"];
var storageType = Type.GetType(storageTypeString, true);
_instance = (IStorage)Activator.CreateInstance(storageType);
}
public static void Store(string item)
{
_instance.Store(item);
}
}
It might be somewhat helpful if an interface could specify a static class, such that members of that class would be seen by the compiler as static members of that interface. Thus, instead of having to use static class Enumerable<T> to get Enumerable<T>.Default, one could instead syntactically specify IEnumerable<T>.Default.
It would be even more helpful if an interface could specify that some such static methods should be usable in a fashion similar to extension methods, but without the weird scoping rules associated with them (so an interface could appear to offer multiple "convenience" overloads for some member functions without requiring all of the implementations to provide them).
It would be extremely helpful if, combined with such a feature, interface methods could be declared "optional", such that when an implementation provided a method it would be used, and when it did not the extension-ish method would be automatically substituted. This would probably require changes to the CLR, however.
In any case, because interfaces do not include static classes, the best one can do is provide static classes which users of the interface will find helpful, even though the compiler will regard those classes and the interfaces as entirely independent entities.
I know this is old, but actually you can with static functions declared in a static class outside of a name space.
but they way your putting it you would just make the function static in the abstract class
to do it from an interface you do this
public static class Interfacefunction{
public static string GetDbConnectionType(this ICodeGenerator me)
{
// this is the method I would like to be static:
// you can even get access to me
return "SQLiteConnection";
}
}
A sort of workaround (though it may actually be better this way) for this I've decided to use is to use a static instance instead of a static interface.
Rather than:
// does not compile
ISomeInterface {
static void DoSomething();
static bool TestSomething(string pValue);
// etc...
}
static class SomeStaticClass : ISomeInterface {
public static void DoSomething() {
}
public static bool TestSomething(string pValue) {
}
}
Define a class (make it generic if the logic must vary between classes that you use it with):
sealed class SomeClass {
public void DoSomething() {
// reusable implementation
}
public bool TestSomething(string pValue) {
// reusable implementation
}
}
and give a static instance of that class to your static class:
static class SomeStaticClass {
static readonly SomeClass sSomeClass = new SomeClass();
}
The only issue is that you have to decide whether to expose a property to the static instance:
static class SomeStaticClass {
static readonly SomeClass sSomeClass = new SomeClass();
public static SomeClass SomeProperty { get { return sSomeClass; } }
}
...
SomeStaticClass.SomeProperty.DoSomething();
if (SomeStaticClass.SomeProperty.TestSomething(someValue))
...
or to wrap its methods:
static class SomeStaticClass {
static readonly SomeClass sSomeClass = new SomeClass();
public static void DoSomething() {
sSomeClass.DoSomething();
}
public static bool TestSomething(string pValue) {
sSomeClass.TestSomething(pValue);
}
}
...
SomeStaticClass.DoSomething();
if (SomeStaticClass.TestSomething(someValue))
...
Abstract class:
abstract class PersistentList<T>
public static PersistentList<T> GetInstanceOfDerivedClass()
{
//???
}
Derived class:
public class Managers : PersistentList<Manager>
So, I'd like to:
Managers managers = Managers.GetInstanceOfDerivedClass();
Is that possible?
Choices are:
int clientID = 3;
Managers managers = Managers.For("Client", new { ClientID = clientID});
Managers managers = new Managers(new { ClientID = clientID });
Managers managers = new Managers();
managers.ClientID = clientID;
managers.Load("ForClient");
//alternatively:
Database.Load(managers, "ForClient");
//this works, however requires the above code in the constructor.
Managers managers = new Managers(clientID);
//If the static method on the abstract class (Managers.For) could determine
//the type calling, it would eliminate the need for repetitive constructors.
All the above are available, just trying to decide on a good technique.
I think this is about the simplest it'll be if you need strong typing (i.e. that the method will return Managers, not just PersistentList<Manager> when requesting a Managers):
static class PersistentList
{
public static T GetInstanceOfDerivedClass<T, U>() where T : PersistentList<U>
{
throw new NotImplementedException();
}
}
Managers managers = PersistentList.GetInstanceOfDerivedClass<Managers, Manager>();
You might also do:
abstract class PersistentList<T, U> where T : PersistentList<T, U>
{
public static T GetInstanceOfDerivedClass()
{
throw new NotImplementedException();
}
}
public class Managers : PersistentList<Managers, Manager>
{
}
This lets you use the signature in your example, Managers.GetInstanceOfDerivedClass(). I find this design pattern confusing, however, and would discourage its use.
You can't do it with a static method. I'm not sure why you would want to, but you can do this
public abstract class PersistentList<T>
{
public PersistentList<T> GetInstanceOfDerivedClass()
{
return (PersistentList<T>)Activator.CreateInstance(this.GetType());
}
}
Usage
Managers managers = (Managers)new Managers().GetInstanceOfDerivedClass();
This seems like an odd situation to be in but assuming you are somehow confined to such a pattern, this is the closest thing I could come up with (still not exactly what you are trying to do):
abstract class PersistentList<T>
{
public static T2 GetInstanceOfDerivedClass<T2>() where T2 : PersistentList<T>
{
return (T2)Activator.CreateInstance(typeof(T2));
}
}
class Manager { }
class Managers : PersistentList<Manager> { }
Usage:
Managers managers = PersistentList<Manager>.GetInstanceOfDerivedClass<Managers>();
One could use a pattern like you describe, but in some cases it may be useful to have the factory method be a generic method within a non-generic static class, especially if the method will take any parameters which could be used for type inference. For example, if one had a method to create a new collection which would be initially populated from a T[], it may in some cases be more convenient to use SuperCollection<T> SuperCollection.Create<T>(T InitialValues[]) than SuperCollection<T> SuperCollection<T>.Create(T InitialValues[]), since the former could automatically infer the type of collection to create based upon the type of the array parameter.
Other than that, I think what you describe is a perfectly reasonable pattern in cases where the type of object which is created may depend upon various factors which might not be known at compile time.
So something like:
public static class StaticClass {}
public class InstanceClass
{
static StaticClass StaticProperty {get;set;}
public InstanceClass()
{
InstanceClass.StaticProperty = StaticClass;
}
}
I thought one could do this but the compiler returns these errors:
static types cannot be used as parameters
static types cannot be used as return types
EDIT: I know that this doesn't work, but why? I imagine StaticClass is stored somewhere in memory, so other variables could be allowed to refer to it at the same memory, right?
EDIT2: One of the use cases would be something like this:
Say you have 5 different static classes you have collected with no source code, and they do generic stuff, so you want to have convenient access to them through a single static class. You could do it like:
public static class GenericStuff
{
public LinearAlgebra LinearAlgebra {get;set;}
public StringUtilities String {get;set;}
public GeometryOps Geometry {get;set;}
}
And use it like:
GenericStuff.LinearAlgebra.GetAngleBetweenVectors(v0, v1);
Some other use cases you could think of.
Update: I am going to use my psychic powers to try and figure what I think you're trying to do.
I'm guessing you have a static class with some methods that you want to access from within another class. Is that right?
Something like this, in other words:
static class HelperMethods
{
public static void SomeHelperMethod();
}
...and what you want to do is something like this?
class SomeOtherClass
{
public void MethodThatUsesHelperMethod()
{
// You want to be able to have "Helper" mean "HelperMethods"?
Helper.SomeHelperMethod();
}
}
If I've interpreted you correctly, there's only one way (that I can think) to sort of accomplish what you're after. This would be to add a using declaration to effectively alias your static type:
// At top of file
using Helper = HelperMethods;
Note that if you do this, you're creating a file-wide alias. There's no way to alias classes at only the class level.
StaticClass is the name of the class. Your StaticProperty property expects an instance of the class, which will never exist because the class is static.
I'm actually surprised you can even have a property typed as a static class, since it represents a total impossibility. (Oh wait, you can't do that; that's what you were saying.)
You say you want to store a "reference to a static class"; I have to assume you mean that you want a reference to the Type object representing the class, in which case you should do this:
public Type StaticProperty { get; set; }
// ...
StaticProperty = typeof(StaticClass);
Static classes are both abstract and sealed (take a peek at the generated IL). So, you can't create an instance of it, and you can't subclass it to have instances of subclasses. That combination alone makes it impossible for you to ever have a reference to an instance of a static class.
Now, to have a reference to the static class work the way you want, you'd have to have metaclasses in C#, or some different kind of aliasing.
To achieve what you want today, you'd have to manually delegate all methods from a wrapper class to the desired static class, or abandon static typing and use dynamic:
public class StaticWrapper : DynamicObject {
Type _type;
public StaticWrapper(Type type) {
_type = type;
}
public override bool TryInvokeMember(InvokeMemberBinder binder, object[] args, out object result) {
var method = _type.GetMethod(binder.Name, BindingFlags.Static | BindingFlags.Public, null, args.Select(a => a.GetType()).ToArray(), null);
if (method == null) return base.TryInvokeMember(binder, args, out result);
result = method.Invoke(null, args);
return true;
}
// also do properties ...
}
Usage:
public static class GenericStuff {
public readonly dynamic LinearAlgebra = new StaticWrapper(typeof(LinearAlgebra));
public readonly dynamic String = new StaticWrapper(typeof(StringUtilities));
public readonly dynamic Geometry = new StaticWrapper(typeof(GeometryOps));
}
Section ยง8.7.12 of the C# specification reads:
Classes that are not intended to be
instantiated, and which contain only
static members should be declared as
static classes. Examples of such
classes are System.Console and
System.Environment. Static classes
are implicitly sealed and have no
instance constructors. Static classes
can be used only with the typeof
operator and to access elements of the
class. In particular, a static class
cannot be used as the type of a
variable or be used as a type argument
Because a static class has no constructors, you can't instantiate it. Because it is sealed you cannot subclass it and create an instance of a subclass. Even if you could subclass it you wouldn't be able to call the base constructor, and therefore you still couldn't instantiate it.
Since you cannot create an object of the type of a static class, it makes no sense to use it as a return type.
Since StaticClass is a type name, not an expression, you cannot pass it as a parameter (in your case, to the property setter). However, you can obtain an instance of the Type class that represents it with the expression typeof(StaticClass).
You cannot store a reference to a static class. You can only store references to instances, and there are no instances of static classes (although static classes may have instance members).
You should take another look at the MSDN page on static classes.
"A static class is basically the same as a non-static class, but there is one difference: a static class cannot be instantiated. In other words, you cannot use the new keyword to create a variable of the class type. Because there is no instance variable, you access the members of a static class by using the class name itself."
I think this is what you are trying to say:
Ok, if you don't want to instantiate it, then your C# needs a bit more tweaking. Assuming your static class implements a property and/or method
public static class StaticClass
{
public static string StaticProperty {get; private set; }
public static void StaticMethod() { //DoSomething }
}
You can forward the property and function definitions in the InstanceClass, notice that you must prefix the class name of the static to the methods/properties that you want to call.
public class InstanceClass
{
private string StaticProperty
{
get { return StaticClass.StaticProperty; }
}
private StaticMethod()
{
StaticClass.StaticMethod();
}
public InstanceClass()
{ }
}
I think that using InstanceClass as a wrapper like this is a bit complicated, and unecessary. I've found that its worth trying to minimize the need for static classes and methods in a codebase. They cause all sorts of headaches when trying to test and debug.
I believe using the namespace feature would be the best way to accomplish what you're trying to do.
LinearAlgebra.cs
namespace GenericStuff
{
public static class LinearAlgebra
{
public static TypeOfResult Function() { ... }
}
}
Strings.cs
namespace GenericStuff
{
public static class Strings
{
public static TypeOfResult Function() { ... }
}
}
Geometry.cs
namespace GenericStuff
{
public static class Geometry
{
public static TypeOfResult Function() { ... }
}
}
All of which can be invoked starting with GenericStuff
var s = GenericStuff.Strings.Random(7);
var identity = GenericStuff.LinearAlgebra.Identity(3);
var square = GenericStuff.Geometry.Square(5);
var area = square.Area();
You can't do this. A class is not an instance of itself. "Dog" is not a Dog. You could assign typeof(StaticClass) to a field of type Type:
static StaticClass StaticProperty {get; set}
InstanceClass.StaticProperty = typeof(StaticClass);
This lets you use reflection on the type.
What I believe the op wants is a way to access other classes easily via a "proxy" that you know of.
So, lets say you have a class called MapHelpers:
public class MapHelper
{
public static string CalculateNearLocation (Vector3 position){...}
}
And you have many other "Helpers" that you don't really remember and just want to have them easily accessible. And so, you want to "store" them inside your "Helpers" class, just so you can remember where you put them.
You can either do this :
public class Helpers
{
public class MapHelpers : MapHelper{}
}
And be able to access your MapHelper via :
Helpers.MapHelpers.CalculateNearLocation(pos)
Or do this :
public partial class Helpers
{
}
public partial class Helpers
{
public class MapHelper
{
public static string CalculateNearLocation (Vector3 position){...}
}
}
And be able to access it via :
Helpers.MapHelper.CalculateNearLocation(pos)
However, the first method, will give you a warning on your IDE (if you have that set) about accessing static methods via derived type.
Depends on what you want to achieve in the end.
If you want to just change one class but not on runtime but on compile time (i.e. the same version of static file is going to be used), then you can easily just configure your app or just make several versions of the same file with various implementations.
Such approach is useful for e.g. translations if you have them in a static files.