Why a Tuple, or a KeyValueItem, don't have a setter? - c#

I needed a structure that contains a pair of values, of which ones value would be changed. So my first thought was to use a KeyValueItem or a Tupple<,> but then I saw that they have only a getter. I can't realize why? What would you use in my case? I could create my own class, but is there any other way?

They are immutable types. The idea of immutable types is that they represent a value, and so cannot change. If you need a new value, you create a new one.
Let's say the first value of your tuple needs to change, just do this:
myValue = Tuple.Create(newValue, myValue.Item2);
To understand why immutability is important, consider a simple situation. I have a class that say contains a min and max temperatures. I could store that as two values and provide two properties to access them. Or I could store them as a tuple and provide a single property that supplies that tuple. If the tuple were mutable, other code could then change these min and max values, which would mean the min and max inside my class will have changed. By making the tuple immutable, I can safely pass out both values at once, secure in the knowledge that other code can't tamper with them.

You can create your own implementation:
public class Pair<T, U> {
public Pair() {
}
public Pair(T first, U second) {
this.First = first;
this.Second = second;
}
public T First { get; set; }
public U Second { get; set; }
};

Tuples are read only in C#. This is explained in the answer here, mainly due to their nature from functional programming.
You should create your own MutableTuple implementation that allows modification.
Things to consider:
You might want to override Equals and GetHashCode
You might want it to be sortable on the First element of the tuple (IComparable).

Tuples historically come from functional programming, where everything is supposed to be immutable. You can learn more about functional programming here:
Functional Programming
What are the benefits of functional programming?
And to have benefits of the historical approach, Tuples in C# have been designed the same way. If you really want mutable tuples, you can easily implement that yourself:
public class MutableTuple<TFirst, TSecond>
{
public TFirst { get; set; }
public TSecond { get; set; }
}

Related

Create overrideable enum in parent class

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.

More informative comparison of objects in C#

In my C# testing, I often want to compare two objects of the same type (typically an expected object against the actual object), but I want to allow for some flexibility. For example, there may be timestamp fields that I know can't be equal or some fields that I just want to ignore when comparing the objects.
Most importantly, I want to provide an informative message that describes where the two object properties' values differ in order that I can quickly identify what the problem is. For example, a message that says "Source property Name value Fred does not match target property Name value Freda".
The standard Equals and Comparer methods just seem to return ints or Booleans which don't provide enough information for me. At the moment, my object comparison methods return a custom type that has two fields (a boolean and a message), but my thinking is that there must be a more standard way to do this. These days, perhaps a Tuple might be the way to go, but I would welcome suggestions.
"Comparison" might not be the word for what you're trying to do. That word already has a common meaning in this context. We compare objects for equality, which returns a boolean - they are equal or they are not. Or we compare them to see which is greater. That returns an int which can indicate that one or the other is greater, or that they are equal. This is helpful when sorting objects.
What you're trying to do is determine specific differences between objects. I wouldn't try to write something generic that handles different types of objects unless you intend for them to be extremely simple. That gets really complicated as you get into properties that return additional complex objects or collections or collections of complex objects. It's not impossible, just rarely worth the effort compared to just writing a method that compares the particular type you want to compare.
Here's a few interfaces and classes that could make the task a little easier and more consistent. But to be honest it's hard to tell what to do with this. And again, it gets complicated if you're dealing with nested complex properties. What happens if two properties both contain lists of some other object, and all the items in those lists are the same except one on each side that have a differing property. Or what if they're all different? In that case how would you describe the "inequality" of the parent objects? It might be useful to know that they are or are not equal, but less so to somehow describe the difference.
public interface IInstanceComparer<T>
{
IEnumerable<PropertyDifference> GetDifferences(T left, T right);
}
public abstract class InstanceComparer<T> : IInstanceComparer<T>
{
public IEnumerable<PropertyDifference> GetDifferences(T left, T right)
{
var result = new List<PropertyDifference>();
PopulateDifferences(left, right, result);
return result;
}
public abstract void PopulateDifferences(T left, T right,
List<PropertyDifference> differences);
}
public class PropertyDifference
{
public PropertyDifference(string propertyName, string leftValue,
string rightValue)
{
PropertyName = propertyName;
LeftValue = leftValue;
RightValue = rightValue;
}
public string PropertyName { get; }
public string LeftValue { get; }
public string RightValue { get; }
}
public class Animal
{
public string Name { get; }
public int NumberOfLimbs { get; }
public DateTime Created { get; }
}
public class AnimalDifferenceComparer : InstanceComparer<Animal>
{
public override void PopulateDifferences(Animal left, Animal right,
List<PropertyDifference> differences)
{
if(left.Name != right.Name)
differences.Add(new PropertyDifference("Name", left.Name, right.Name));
if(left.NumberOfLimbs!=right.NumberOfLimbs)
differences.Add(new PropertyDifference("NumberOfLimbs",
left.NumberOfLimbs.ToString(),
right.NumberOfLimbs.ToString()));
}
}
You could use extension methods to do this. For example:
public static Extensions
{
public static void CompareWithExpected(this <type> value, <type> expected)
{
Assert.AreEqual(expected.Property1, value.Property1, "Property1 did not match expected";
Assert.AreEqual(expected.Property2, value.Property2, "Property2 did not match expected";
}
}
Then this can be used as follows:
public void TestMethod()
{
// Arrange
...
// Act
...
// Assert
value.CompareWithExpected(expected);
}
You could have any number of these extension methods allowing you the flexibility to check only certain values etc.
This also means you do not need to pollute your types with what is essentially test code.

What is the advantage of return ICollection over List [duplicate]

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.

How to name a class that wraps several primitive types?

I have a naming problem for some of my classes. I need to wrap some primitive .net types into a class like the following. There will be about 20 of such classes.
(The naming is crap, of course. Just for a demonstrative purpose)
public class Int32Single
{
public int Value { get; set; }
}
public class Int32Double
{
public int Value1 { get; set; }
public int Value2 { get; set; }
}
public class DoubleSingle
{
public double Value { get; set; }
}
I can't use a generic approach for this.
How should I name such wrapper classes, where each class name should provide the necessary information which primite types are wrapped and in which quantity?
It might also be possible that I have class that contains mixed primite types.
This doesn't seem like a very good idea at all. You have both the Tuple class and a standard array available, that both make more sense in any conceivable use case. However, that doesn't answer your question, so...
The most intuitive name for a wrapper class would follow the convention of {type-name}Wrapper, or for example, Int32Wrapper. In your case, the wrapped object is a primitive type, so makes sense to call the class a "Tuple". Since you want to specify the size of the Tuple in your class name, {primitive-type-name}{size}Tuple seems like the most intuitive naming convention but this causes several problems.
The natural language used to describe Tuples create ambiguity (such as Single and Double because they conflict with the Type names). (e.g. DoubleDouble is bad)
Integers are used in the naming of some primitive types so this could cause ambiguity. (e.g. Int322Tuple is bad).
We can't move the size to the beginning such as 2Int32Tuple because integers are not valid characters to begin a class name. So, There are two approaches that I think could work.
I think your best bet to get around these constraints, is to use a {primitive-type-name}{text-represented-size}Tuple convention. (e.g. Int32TwoTuple or DoubleTwoTuple). This convention expresses the contents of the wrapper class without ambiguity, so it seems like a good approach. In addition the name begins with the primitive type name, so, if you have a lot of these classes, it will be easier for your IntelliSense to fill in the correct class name, and it will alphabetically be listed next to the primitive type that is being wrapped.
Generics can help you out here:
public class WrapTwo<T>
{
public T Value1 { get; set; }
public T Value2 { get; set; }
}
public class WrapOne<T>
{
public T Value1 { get; set; }
}
And have you considered the Tuple class?
OneInt32, TwoInt32s, TwoDoubles? Doesn't sound great.
Tuples? http://www.dotnetperls.com/tuple
I don't very fond of Tuples or arrays, because both don't tell much about their purpose. Well, I use them. But mostly as internal members of classes, local variables, or with 3rd party/legacy code.
Back to naming. Compare:
Tuple<int,int> a = Tuple.Create(10,10);
Int32Double b = new Int32Double(15, 15);
WrapTwo<int> c = new WrapTwo<int>(20, 20);
With
Point a = new Point(10, 10);
Vertex b = new Vertex(15, 15);
One can argue, that 'a' is not good name for variable (and suggest to use 'pointA' instead). But I think it's pretty good in context of geometry application.
Not just type name and creation code looks obscure, but consider type fields names:
a.X = 20;
b.Value1 = 20;
So, I think you need some self-descriptive type in context of your application domain.

C# design for an object where some properties are expensive: excuse to make it mutable?

Yes, I know, yet another question about mutable objects. See this for general background and this for the closest analogue to my question. (though it has some C++ specific overtones that don't apply here)
Let's assume that the following pseudo code represents the best interface design. That is, it's the clearest expression of the business semantics (as they stand today) into OO type. Naturally, the UglyData and the things we're tasked to do with it are subject to incremental change.
public class FriendlyWrapper
{
public FriendlyWrapper(UglyDatum u)
{
Foo = u.asdf[0].f[0].o.o;
Bar = u.barbarbar.ToDooDad();
Baz = u.uglyNameForBaz;
// etc
}
public Widget Foo { get; private set; }
public DooDad Bar { get; private set; }
public DooDad Baz { get; private set; }
// etc
public WhizBang Expensive1 { get; private set; }
public WhizBang Expensive2 { get; private set; }
public void Calculate()
{
Expensive1 = Calc(Foo, Bar);
Expensive2 = Calc(Foo, Baz);
}
private WhizBang Calc(Widget a, DooDad b) { /* stuff */ }
public override void ToString()
{
return string.Format("{0}{1}{2}{3}{4}", Foo, Bar, Baz, Expensive1 ?? "", Expensive2 ?? "");
}
}
// Consumer 1 is happy to work with just the basic wrapped properties
public string Summarize()
{
var myStuff = from u in data
where IsWhatIWant(u)
select new FriendlyWrapper(u);
var sb = new StringBuilder();
foreach (var s in myStuff)
{
sb.AppendLine(s.ToString());
}
return sb.ToString();
}
// Consumer 2's job is to take the performance hit up front. His callers might do things
// with expensive properties (eg bind one to a UI element) that should not take noticeable time.
public IEnumerable<FriendlyWrapper> FetchAllData(Predicate<UglyDatum> pred)
{
var myStuff = from u in data
where pred(u)
select new FriendlyWrapper(u);
foreach (var s in myStuff)
{
s.Calculate(); // as written, this doesn't do what you intend...
}
return myStuff;
}
What's the best route here? Options I can see:
Mutable object with an explicit Calculate() method, as above
Mutable object where expensive calculations are done in the getters (and probably cached)
Split into two objects where one inherits (or perhaps composes?) from the other
Some sort of static + locking mechanism, as in the C++ question linked above
I'm leaning toward #2 myself. But every route has potential pitfalls.
If you choose #1 or #2, then how would you implement Consumer2's loop over mutables in a clear, correct manner?
If you choose #1 or #3, how would you handle future situations where you only want to calculate some properties but not others? Willing to create N helper methods / derived classes?
If you choose #4, I think you're crazy, but feel free to explain
In your case, since you're using LINQ, you're only going to constructing these objects in cases where you want the calculation.
If that is your standard usage pattern, I would just put the expensive calculation directly in the constructor. Using lazy initialization is always slower unless you plan to have some cases where you do not calculate. Doing the calculation in the getters will not save anything (at least in this specific case).
As for mutability - mutable objects with reference syntax and identity (ie: classes in C#) are really okay - it's more a problem when you're dealing with mutable value types (ie: structs). There are many, many mutable classes in the .NET BCL - and they don't cause issues. The problem is typically more of one when you start dealing with value types. Mutable value types lead to very unexpected behavior.
In general, I'd turn this question upside down - How and where are you going to use this object? How can you make this object the most performant (if it's been determined to be problematic) without affecting usability? Your 1), 3) and 4) options would all make usability suffer, so I'd avoid them. In this case, doing 2) won't help. I'd just put it in the constructor, so your object's always in a valid state (which is very good for usability and maintainability).

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