Polymorphism and Interfaces in C# - 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.

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();

Calling methods from inheriting classes

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]);
}
}
}
}
​

Instantiating a class given a generic abstract type

Using this model:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace ConsoleApplication1
{
#region Abstracts definitions
abstract class AnAbstract
{
public string Name { get { return this.GetType().Name; } }
public bool IsNumeric { get { return this is ANumericAbstract; } }
public /*abstract*/ string Description = default(string);
}
abstract class ANumericAbstract : AnAbstract
{
public /*abstract*/ double Min = double.MinValue;
public /*abstract*/ double Max = double.MaxValue;
}
abstract class ANonNumericAbstract : AnAbstract
{
public List<Object> objects = new List<Object>();
}
#endregion Abstracts definitions
#region Concrete definitions
class NumericImpl : ANumericAbstract
{
new public const string Description = "A numeric implementation";
new public const double Min = 0;
new public const double Max = 1000;
public NumericImpl()
{
}
}
abstract class AnotherImpl : ANonNumericAbstract
{
public AnotherImpl()
{
objects.Add("one");
objects.Add("two");
objects.Add("three");
}
}
class SideA : AnotherImpl
{
new public const string Description = "Disc side A";
}
class SideB : AnotherImpl
{
new public const string Description = "Disc side B";
}
#endregion Concrete definitions
partial class Parameter
{
public string Name { get; set; }
public string Description { get; set; }
public bool IsNumeric { get; private set; }
public double Min { get; private set; }
public double Max { get; private set; }
public List<Object> Values { get; private set; }
private Parameter()
{
Values = new List<Object>();
}
}
}
With this, I pretend to define a hierarchy of classes for which I can have some abstract properties (Name,Description,IsNumeric) and at the end of the hierarchy there should be some classes which mandatorily define those properties; in the case of ANumericAbstract they should have additional specific properties, e.g. Min and Max.
Now here's the problem.
I'm attemtping to be able to create instances of Parameter which take a generic AnAbstract and read from it some values to fill in the Parameter properties, à la
Parameter<ANumericAbstract> ParamNum = new Parameter<NumericImpl>();
where a Parameter constructor would take in the passed type and "fill in the blanks". In other words, I'm trying something like:
using System;
namespace ConsoleApplication1 {
partial class Parameter
{
public static Parameter NewParameter<T>() where T : AnAbstract
{
Parameter Parameter = new Parameter();
// THESE DON'T WORK:
this.Name = T.Name;
this.Description = T.Description;
this.IsNumeric = T.IsNumeric;
if (this.IsNumeric)
{
this.Min = (T as ANumericAbstract).Min;
this.Max = (T as ANumericAbstract).Max;
}
else
{
foreach(Object val in (T as ANonNumericAbstract).Values)
{
this.Values.Add(val);
}
}
return Parameter;
}
}
class Program
{
private AnAbstract Number = new NumericImpl();
static void Main(string[] args)
{
}
// THESE DON'T WORK:
private static Parameter<ANumericAbstract> ParameterNum =
Parameter.NewParameter<NumericImpl>();
private static Parameter<ANonNumericAbstract> ParameterA =
Parameter.NewParameter<SideA>();
private static Parameter<ANonNumericAbstract> ParameterB =
Parameter.NewParameter<SideB>();
}
}
Obviously the syntax is invalid, but I'm not sure if I'm going in the right direction. Is there some Generics syntax that I'm not using properly? Should I just be done with it and use Getters and Setters à la Java? :-) At this point, just doing the
Parameter par = new Parameter { Name = NumericImpl.Name, /* ... */ };
might seem more sensible...
Firstly you should not use New keyword on your properties.
Consider virtual keyword:
abstract class AnAbstract
{
public virtual string Name { get { return this.GetType().Name; } }
public virtual string Description { get { return String.Empty; } }
}
abstract class ANumericAbstract : AnAbstract
{
public virtual double Min = double.MinValue;
}
class NumericImpl : ANumericAbstract
{
public override string Description { get { return "A numeric implementation"; } }
public override double Min { get { return 0; } }
}
1) You can place an instance of you type in Parameter constructor and have Parameter instance.
partial class Parameter
{
public Parameter(AnAbstract inputObject)
{
this.Name = inputObject.Name;
// etc
}
}
private static Parameter ParameterNum = new Parameter(new NumericImpl());
2) The second way is to use reflection to create an instance of object with initial parameters.
partial class Parameter<T> where T : AnAbstract
{
public static Parameter<T> NewParameter<T>() where T : AnAbstract
{
Parameter<T> parameter = new Parameter<T>();
AnAbstract instance = (AnAbstract)Activator.CreateInstance(typeof(T));
parameter.Name = instance.Name;
// etc
return parameter;
}
}
private static Parameter<NumericImpl> ParameterNum =
Parameter<NumericImpl>.NewParameter();
3) Make Parameter class static and create in via static constructor.
static partial class Parameter<T> where T : AnAbstract
{
public static string Name { get; set; }
//etc
}
static partial class Parameter<T> where T : AnAbstract
{
static Parameter ()
{
AnAbstract instance = (AnAbstract)Activator.CreateInstance(typeof(T));
Parameter<T>.Name = instance.Name;
//etc
}
}
In the last example you can use this class like this:
String someName = Parameter<NumericImpl>.Name;

How to use the Same Class on Client as on the Service?

How can I pass an entire defined class through a WCF service? I have the class defined on both the service and client side. I keep getting an error:
Best overloaded method match has some invalid arguments.
The whole class was copied from the client-side to the service-side.
Client side calling:
TransferProxy.PutTransferOnService(Transfer);
Defined on service:
[OperationContract]
bool PutTransferOnService(TypeTransfer Transfer);
I don't want to access individual items on the class from the client, I just want to move the WHOLE populated object through and do processing on the server side.
[DataContract]
public class TypeTransfer
{
private string userID;
private string transferNum;
private DateTime effectiveDate;
private int unitCount;
private int skuCount;
private string reason;
private string localStatus;
private string destStatus;
private string carrier;
private string sourceStore;
private string destinationStore;
private string inSeal;
private string outSeal;
[DataMember]
private List<TypeSOQ> correspondingSOQ = new List<TypeSOQ>();
[DataMember]
private List<TypeProductList> ProductList = new List<TypeProductList>();
public TypeTransfer() { }
// Function adds single item to transfer object
public void AddItem(int ProductID, string SKU, string PrimarySKU, string SCC, string ProductDescription, int TransferQty)
{
ProductList.Add(new TypeProductList
{
productID = ProductID,
sku = SKU,
primaryUPC = PrimarySKU,
scc = SCC,
description = ProductDescription,
transferQty = TransferQty
});
}
// Add SOQ to transfer object (can support multiple SOQ's)
public void AddSOQ(TypeSOQ soq)
{
correspondingSOQ.Add(soq);
}
// Function returns number of skus in Product List
public int GetSKUTotal()
{
return ProductList.Count();
}
// Function returns total number of items in transfer
public int GetItemTotal()
{
int itemtotal = 0;
for (int i = 0; i < ProductList.Count(); i++)
{
itemtotal += ProductList[i].transferQty;
}
return itemtotal;
}
// Return entire SOQ list
public List<TypeSOQ> GetSOQs()
{
return correspondingSOQ;
}
// Returns full product list in transfer object
public List<TypeProductList> GetProductList()
{
return ProductList;
}
[DataMember]
public string UserID
{
get { return userID; }
set { userID = value; }
}
[DataMember]
public string TransferNum
{
get { return transferNum; }
set { transferNum = value; }
}
[DataMember]
public DateTime EffectiveDate
{
get { return effectiveDate; }
set { effectiveDate = value; }
}
[DataMember]
public int UnitCount
{
get { return unitCount; }
set { unitCount = value; }
}
[DataMember]
public string Reason
{
get { return reason; }
set { reason = value; }
}
[DataMember]
public string LocalStatus
{
get { return localStatus; }
set { localStatus = value; }
}
[DataMember]
public string DestStatus
{
get { return destStatus; }
set { destStatus = value; }
}
[DataMember]
public string Carrier
{
get { return carrier; }
set { carrier = value; }
}
[DataMember]
public string SourceStore
{
get { return sourceStore; }
set { sourceStore = value; }
}
[DataMember]
public string DestStore
{
get { return destinationStore; }
set { destinationStore = value; }
}
[DataMember]
public string InSeal
{
get { return inSeal; }
set { inSeal = value; }
}
[DataMember]
public string OutSeal
{
get { return outSeal; }
set { outSeal = value; }
}
[DataMember]
public int SKUCount
{
get { return skuCount; }
set { skuCount = value; }
}
}
You said - The whole class was copied from the client-side to the service-side.
You don't need to copy your class to server side. just define your class in a separate library and give reference of that same library to both client and server.

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