C# modification of read-only field via reference - c#

I'm coming from C++ and I dearly miss "const" in C#.
I have tracked down a nasty bug in my code, consider this:
class MyClass {
BitArray myFlags { get; private set; } // this should not be able to be manipulated from outside
// ... constructor here creating the BitArray ...
}
// ...
MyClass foo = new MyClass();
BitArray bar = foo.myFlags;
bar.SetAll(false); // circumvents encapsulation eventually putting the class in inconsitent state
The user can without any problems, even unintendedly change the state of my object.
How do I expose members of a class safely, without giving the user the chance to manipulate the state of my object? Do I have to ".clone()" every single reference-based member (so basically everything) when providing a public (read) access to this member?
What I want to achieve is proper encapsulation. When a user creates an instance of my class, and reads a member, I want the member to be protected against writing, unless it also has a public setter.

C# offers ReadOnlyCollection as option for immutable collection.
Hope it helps!

Related

C#, making public members their methods private

I the following class:
public class Humptydump
{
public Humptydump()
{ }
public Rectangle Rectangle { public get; private set; }
}
in this class the Rectangle class comes from system.drawing,
how do i make it so people cannot access the methods of the rectangle, but can get the rectangle itself?
In your case, it will "just work".
Since Rectangle is a struct, your property will return a copy of the Rectangle. As such, it will be impossible for anybody to modify your Rectangle directly unless you expose methods to allow this.
That being said, it's impossible, in general, to provide access to a type without also providing access to methods defined on the type. The methods go along with the type. The only alternative in those cases would be to create a new type that exposed the data you choose without the data or methods you wish to be exposed, and provide access to that.
If rectangle was not a struct, one possible thing would be deriving it and hiding those methods:
public class DerivedClass : BaseClass
{
new private SomeReturnType SomeMethodFromBaseClasse(SameParametersAsInBaseClassAndSameSignature
{
//this simply hides the method from the user
//but user will still have the chance to cast to the BaseClass and
//access the methods from there
}
}
Are you talking about the Rectangle object specifically, or on a more general term and just using that as an example?
If you're talking on a more general term, this is something that comes up very often in refactoring patterns. This most commonly happens with collections on objects. If you expose, for example, a List<T> then even if the setter is private then people can still modify the collection through the getter, since they're not actually setting the collection when they do so.
To address this, consider the Law of Demeter. That is, when someone is interacting with a collection exposed by an object, should they really be interacting with the object itself? If so, then the collection shouldn't be exposed and instead the object should expose the functionality it needs to.
So, again in the case of a collection, you might end up with something like this:
class SomeObject
{
private List<AnotherObject> Things;
public void AddAnotherObject(AnotherObject obj)
{
// Add it to the list
}
public void RemoveAnotherObject(AnotherObject obj)
{
// Remove it from the list
}
}
Of course, you may also want to expose some copy of the object itself for people to read, but not modify. For a collection I might do something like this:
public IEnumerable<AnotherObject> TheObjects
{
get { return Things; }
}
That way anybody can see the current state of the objects and enumerate over them, but they can't actually modify it. Not because it doesn't have a setter, but because the IEnumerable<T> interface doesn't have options to modify the enumeration. Only to enumerate over it.
For your case with Rectangle (or something similar which isn't already a struct that's passed by value anyway), you would do something very similar. Store a private object and provide public functionality to modify it through the class itself (since what we're talking about is that the class needs to know when its members are modified) as well as functionality to inspect it without being able to modify what's being inspected. Something like this, perhaps:
class SomeObject
{
private AnotherObject Thing;
public AnotherObject TheThing
{
get { return Thing.Copy(); }
}
public void RenameThing(string name)
{
Thing.Name = name;
}
// etc.
}
In this case, without going into too much detail about what AnotherObject is (so consider this in some ways pseudo-code), the property to inspect the inner object returns a copy of it, not the actual reference to the actual object. For value types, this is the default behavior of the language. For reference types, you may need to strike a balance between this and performance (if creating a copy is a heavy operation).
In this case you'll also want to be careful of making the interface of your object unintuitive. Consuming code might expect to be able to modify the inner object being inspected, since it exposes functionality to modify itself. And, indeed, they can modify the copy that they have. How you address this depends heavily on the conceptual nature of the objects and how they relate to one another, which a contrived example doesn't really convey. You might create a custom DTO (even a struct) which returns only the observable properties of the inner object, making it more obvious that it's a copy and not the original. You might just say that it's a copy in the intellisense comments. You might make separate properties to return individual data elements of the inner object instead of a single property to return the object itself. There are plenty of options, it's up to you to determine what makes the most sense for your objects.

readonly class design when a non-readonly class is already in place

I have a class that upon construction, loads it's info from a database. The info is all modifiable, and then the developer can call Save() on it to make it Save that information back to the database.
I am also creating a class that will load from the database, but won't allow any updates to it. (a read only version.) My question is, should I make a separate class and inherit, or should I just update the existing object to take a readonly parameter in the constructor, or should I make a separate class entirely?
The existing class is already used in many places in the code.
Thanks.
Update:
Firstly, there's a lot of great answers here. It would be hard to accept just one. Thanks everyone.
The main problems it seems are:
Meeting expectations based on class names and inheritance structures.
Preventing unnecessary duplicate code
There seems to be a big difference between Readable and ReadOnly. A Readonly class should probably not be inherited. But a Readable class suggests that it might also gain writeability at some point.
So after much thought, here's what I'm thinking:
public class PersonTestClass
{
public static void Test()
{
ModifiablePerson mp = new ModifiablePerson();
mp.SetName("value");
ReadOnlyPerson rop = new ReadOnlyPerson();
rop.GetName();
//ReadOnlyPerson ropFmp = (ReadOnlyPerson)mp; // not allowed.
ReadOnlyPerson ropFmp = (ReadOnlyPerson)(ReadablePerson)mp;
// above is allowed at compile time (bad), not at runtime (good).
ReadablePerson rp = mp;
}
}
public class ReadablePerson
{
protected string name;
public string GetName()
{
return name;
}
}
public sealed class ReadOnlyPerson : ReadablePerson
{
}
public class ModifiablePerson : ReadablePerson
{
public void SetName(string value)
{
name = value;
}
}
Unfortunately, I don't yet know how to do this with properties (see StriplingWarrior's answer for this done with properties), but I have a feeling it will involve the protected keyword and asymmetric property access modifiers.
Also, fortunately for me, the data that is loaded from the database does not have to be turned into reference objects, rather they are simple types. This means I don't really have to worry about people modifying the members of the ReadOnlyPerson object.
Update 2:
Note, as StriplingWarrior has suggested, downcasting can lead to problems, but this is generally true as casting a Monkey to and Animal back down to a Dog can be bad. However, it seems that even though the casting is allowed at compile time, it is not actually allowed at runtime.
A wrapper class may also do the trick, but I like this better because it avoids the problem of having to deep copy the passed in object / allow the passed in object to be modified thus modifying the wrapper class.
The Liskov Substitution Principle says that you shouldn't make your read-only class inherit from your read-write class, because consuming classes would have to be aware that they can't call the Save method on it without getting an exception.
Making the writable class extend the readable class would make more sense to me, as long as there is nothing on the readable class that indicates its object can never be persisted. For example, I wouldn't call the base class a ReadOnly[Whatever], because if you have a method that takes a ReadOnlyPerson as an argument, that method would be justified in assuming that it would be impossible for anything they do to that object to have any impact on the database, which is not necessarily true if the actual instance is a WriteablePerson.
Update
I was originally assuming that in your read-only class you only wanted to prevent people calling the Save method. Based on what I'm seeing in your answer-response to your question (which should actually be an update on your question, by the way), here's a pattern you might want to follow:
public abstract class ReadablePerson
{
public ReadablePerson(string name)
{
Name = name;
}
public string Name { get; protected set; }
}
public sealed class ReadOnlyPerson : ReadablePerson
{
public ReadOnlyPerson(string name) : base(name)
{
}
}
public sealed class ModifiablePerson : ReadablePerson
{
public ModifiablePerson(string name) : base(name)
{
}
public new string Name {
get {return base.Name;}
set {base.Name = value; }
}
}
This ensures that a truly ReadOnlyPerson cannot simply be cast as a ModifiablePerson and modified. If you're willing to trust that developers won't try to down-cast arguments in this way, though, I prefer the interface-based approach in Steve and Olivier's answers.
Another option would be to make your ReadOnlyPerson just be a wrapper class for a Person object. This would necessitate more boilerplate code, but it comes in handy when you can't change the base class.
One last point, since you enjoyed learning about the Liskov Substitution Principle: By having the Person class be responsible for loading itself out of the database, you are breaking the Single-Responsibility Principle. Ideally, your Person class would have properties to represent the data that comprises a "Person," and there would be a different class (maybe a PersonRepository) that's responsible for producing a Person from the database or saving a Person to the database.
Update 2
Responding to your comments:
While you can technically answer your own question, StackOverflow is largely about getting answers from other people. That's why it won't let you accept your own answer until a certain grace period has passed. You are encouraged to refine your question and respond to comments and answers until someone has come up with an adequate solution to your initial question.
I made the ReadablePerson class abstract because it seemed like you'd only ever want to create a person that is read-only or one that is writeable. Even though both of the child classes could be considered to be a ReadablePerson, what would be the point of creating a new ReadablePerson() when you could just as easily create a new ReadOnlyPerson()? Making the class abstract requires the user to choose one of the two child classes when instantiating them.
A PersonRepository would sort of be like a factory, but the word "repository" indicates that you're actually pulling the person's information from some data source, rather than creating the person out of thin air.
In my mind, the Person class would just be a POCO, with no logic in it: just properties. The repository would be responsible for building the Person object. Rather than saying:
// This is what I think you had in mind originally
var p = new Person(personId);
... and allowing the Person object to go to the database to populate its various properties, you would say:
// This is a better separation of concerns
var p = _personRepository.GetById(personId);
The PersonRepository would then get the appropriate information out of the database and construct the Person with that data.
If you wanted to call a method that has no reason to change the person, you could protect that person from changes by converting it to a Readonly wrapper (following the pattern that the .NET libraries follow with the ReadonlyCollection<T> class). On the other hand, methods that require a writeable object could be given the Person directly:
var person = _personRepository.GetById(personId);
// Prevent GetVoteCount from changing any of the person's information
int currentVoteCount = GetVoteCount(person.AsReadOnly());
// This is allowed to modify the person. If it does, save the changes.
if(UpdatePersonDataFromLdap(person))
{
_personRepository.Save(person);
}
The benefit of using interfaces is that you're not forcing a specific class hierarchy. This will give you better flexibility in the future. For example, let's say that for the moment you write your methods like this:
GetVoteCount(ReadablePerson p);
UpdatePersonDataFromLdap(ReadWritePerson p);
... but then in two years you decide to change to the wrapper implementation. Suddenly ReadOnlyPerson is no longer a ReadablePerson, because it's a wrapper class instead of an extension of a base class. Do you change ReadablePerson to ReadOnlyPerson in all your method signatures?
Or say you decide to simplify things and just consolidate all your classes into a single Person class: now you have to change all your methods to just take Person objects. On the other hand, if you had programmed to interfaces:
GetVoteCount(IReadablePerson p);
UpdatePersonDataFromLdap(IReadWritePerson p);
... then these methods don't care what your object hierarchy looks like, as long as the objects you give them implement the interfaces they ask for. You can change your implementation hierarchy at any time without having to change these methods at all.
Definitely do not make the read-only class inherit from the writable class. Derived classes should extend and modify the capabilities of the base class; they should never take capabilities away.
You may be able to make the writable class inherit from the read-only class, but you need to do it carefully. The key question to ask is, would any consumers of the read-only class rely on the fact that it is read-only? If a consumer is counting on the values never changing, but the writable derived type is passed in and then the values are changed, that consumer could be broken.
I know it is tempting to think that because the structure of the two types (i.e. the data that they contain) is similar or identical, that one should inherit from the other. But that is often not the case. If they are being designed for significantly different use cases, they probably need to be separate classes.
A quick option might be to create an IReadablePerson (etc) interface, which contains only get properties, and does not include Save(). Then you can have your existing class implement that interface, and where you need Read-only access, have the consuming code reference the class through that interface.
In keeping with the pattern, you probably want to have a IReadWritePerson interface, as well, which would contain the setters and Save().
Edit On further thought, IWriteablePerson should probably be IReadWritePerson, since it wouldn't make much sense to have a write-only class.
Example:
public interface IReadablePerson
{
string Name { get; }
}
public interface IReadWritePerson : IReadablePerson
{
new string Name { get; set; }
void Save();
}
public class Person : IReadWritePerson
{
public string Name { get; set; }
public void Save() {}
}
The question is, "how do you want to turn a modifiable class into a read-only class by inheriting from it?"
With inheritance you can extend a class but not restrict it. Doing so by throwing exceptions would violate the Liskov Substitution Principle (LSP).
The other way round, namely deriving a modifiable class from a read-only class would be OK from this point of view; however, how do you want to turn a read-only property into a read-write property? And, moreover, is it desirable to be able to substitute a modifiable object where a read-only object is expected?
However, you can do this with interfaces
interface IReadOnly
{
int MyProperty { get; }
}
interface IModifiable : IReadOnly
{
new int MyProperty { set; }
void Save();
}
This class is assignment compatible to the IReadOnly interface as well. In read-only contexts you can access it through the IReadOnly interface.
class ModifiableClass : IModifiable
{
public int MyProperty { get; set; }
public void Save()
{
...
}
}
UPDATE
I did some further investigations on the subject.
However, there is a caveat to this, I had to add a new keyword in IModifiable and you can only access the getter either directly through the ModifiableClass or through the IReadOnly interface, but not through the IModifiable interface.
I also tried to work with two interfaces IReadOnly and IWriteOnly having only a getter or a setter respectively. You can then declare an interface inheriting from both of them and no new keyword is required in front of the property (as in IModifiable). However when you try to access the property of such an object you get the compiler error Ambiguity between 'IReadOnly.MyProperty' and 'IWriteOnly.MyProperty'.
Obviously, it is not possible to synthesize a property from separate getters and setters, as I expected.
I had the same problem to solve when creating an object for user security permissions, that in certain cases must be mutable to allow high-level users to modify security settings, but normally is read-only to store the currently logged-in user's permissions information without allowing code to modify those permissions on the fly.
The pattern I came up with was to define an interface which the mutable object implements, that has read-only property getters. The mutable implementation of that interface can then be private, allowing code that directly deals with instantiating and hydrating the object to do so, but once the object is returned out of that code (as an instance of the interface) the setters are no longer accessible.
Example:
//this is what "ordinary" code uses for read-only access to user info.
public interface IUser
{
string UserName {get;}
IEnumerable<string> PermissionStrongNames {get;}
...
}
//This class is used for editing user information.
//It does not implement the interface, and so while editable it cannot be
//easily used to "fake" an IUser for authorization
public sealed class EditableUser
{
public string UserName{get;set;}
List<SecurityGroup> Groups {get;set;}
...
}
...
//this class is nested within the class responsible for login authentication,
//which returns instances as IUsers once successfully authenticated
private sealed class AuthUser:IUser
{
private readonly EditableUser user;
public AuthUser(EditableUser mutableUser) { user = mutableUser; }
public string UserName {get{return user.UserName;}}
public IEnumerable<string> PermissionNames
{
//GetPermissions is an extension method that traverses the list of nestable Groups.
get {return user.Groups.GetPermissions().Select(p=>p.StrongName);
}
...
}
A pattern like this allows you to use code you've already created in a read-write fashion, while not allowing Joe Programmer to turn a read-only instance into a mutable one. There are a few more tricks in my actual implementation, mainly dealing with persistence of the editable object (since editing user records is a secured action, an EditableUser cannot be saved with the Repository's "normal" persistence method; it instead requires calling an overload that also takes an IUser which must have sufficient permissions).
One thing you simply must understand; if it is possible for your program to edit the records in any scope, it is possible for that ability to be abused, whether intentionally or otherwise. Regular code reviews of any usage of the mutable or immutable forms of your object will be necessary to make sure other coders aren't doing anything "clever". This pattern also isn't enough to ensure that an application used by the general public is secure; if you can write an IUser implementation, so can an attacker, so you'll need some additional way to verify that your code and not an attacker's produced a particular IUser instance, and that the instance hasn't been tampered with in the interim.

Why use private members then use public properties to set them?

Seen a few examples of code where this happens:
public class Foo
{
string[] m_workID;
public string[] WorkID
{
get
{
return m_workID;
}
private set
{
m_workID = value;
}
}
}
What's the point of this?
Since the use m_workID unnescessary.
In general, the point is to separate implementation (the field) from API (the property).
Later on you can, should you wish, put logic, logging etc in the property without breaking either source or binary compatibility - but more importantly you're saying what your type is willing to do, rather than how it's going to do it.
I have an article giving more benefits of using properties instead of public fields.
In C# 3 you can make all of this a lot simpler with automatically implemented properties:
public class Foo
{
public string[] WorkID { get; private set; }
}
At that point you still have a public getter and a private setter, but the backing field (and property implementation) is generated for you behind the scenes. At any point you can change this to a "normal" fully-implemented property with a backing field, and you'll still have binary and source compatibility. (Compatibility of serialized objects is a different matter, mind you.)
Additionally, in this case you can't mirror the behaviour you want (the ability to read the value publicly but write it privately) with a field - you could have a readonly field, but then you could only write to it within the constructor. Personally I wish there were a similar shorthand for this:
public class Foo
{
private readonly int id;
public int Id { get { return id; } }
...
}
as I like immutable types, but that's a different matter.
In another different matter, it's generally not a good idea to expose arrays like this anyway - even though callers can't change which array WorkID refers to, they can change the contents of the array, which is probably not what you want.
In the example you've given you could get away without the property setter, just setting the field directly within the same class, but it would mean that if you ever wanted to add logging etc you'd have to find all those writes.
A property by itself doesn't provide anywhere to put the data - you need the field (m_workID) for storage, but it entirely correct to hide that behind a property for many, many reasons. In C# 3.0 you can reduce this to:
public string[] WorkID {get; private set;}
Which will do much of the same. Note that exposing an array itself may be problematic, as there is no mechanism for protecting data in an array - at least with an IList<string> you could (if needed) add extra code to sanity check things, or could make it immutable. I'm not saying this needs fixing, but it is something to watch.
In addition to the Object Oriented philosophy of data encapsulation, it helps when you need to do something every time your property is read/write.
You can have to perform a log, a validation, or any another method call later in your development.
If your property is public, you'll have to look around all your code to find and modify your code. And what if your code is used as a library by someone else ?
If your property is private with appropriate get/set methods, then you change the get/set and that's all.
You can use C# 3.0 auto properties feature to save time typing:
public class Foo
{
public string[] WorkID
{
get; private set;
}
}
In addition properties gives you lot of advantages in comparison to fields:
properties can be virtual
properties hide implementation details (not all properties are just trivial variable accessors)
properties can contain validation and logging code and raise change events
interfaces cannot contains fields but properties
A lot of times you only want to provide read access to a field. By using a property you can provide this access. As you mention you may want to perform operations before the field is accessed (lazy loading, e.g.). You have a lot of code in there that just isn't necessary anymore unless you're still working in .Net 2.0-.

C# Private members visibility

We have a Student class in our business model. something struck me as strange, if we are manipulating one student from another student, the students private members are visible, why is this?
class Program {
static void Main(string[] args) {
Student s1 = new Student();
Student s2 = new Student();
s1.SeePrivatePropertiesAndFields(s2);
}
}
public class Student {
private String _studentsPrivateField;
public Student() {
_studentsPrivateField = DateTime.Now.Ticks.ToString();
}
public void SeePrivatePropertiesAndFields(Student anotherStudent) {
//this seems like these should be private, even from the same class as it is a different instantiation
Console.WriteLine(anotherStudent._studentsPrivateField);
}
}
Can i have some thoughts on the design considerations/implications of this. It seems that you can't hide information from your siblings. Is there a way to mark a field or member as hidden from other instances of the same class?
There's an easy way to ensure this:
Don't mess around with private members of other instances of the same class.
Seriously - you're the one writing the Student code.
The easiest way to ensure this is to program to an interface, such as:
class Program
{
static void Main(string[] args)
{
IStudent s1 = new Student();
IStudent s2 = new Student();
s1.ExamineStudentsMembers(s1);
}
}
public interface IStudent
{
void ExamineStudentsMembers(IStudent anotherStudent);
}
public class Student : IStudent
{
private string _studentsPrivateMember;
public Student()
{
_studentsPrivateMember = DateTime.Now.Ticks.ToString();
}
public void ExamineStudentsMembers(IStudent anotherStudent)
{
Console.WriteLine(anotherStudent._studentsPrivateMember);
}
}
This will no longer compile due to ExamineStudentsMembers trying to access a private field.
If you are writing the class, you have complete control over it, so if you don't want one object to be able to modify another, don't write in that functionality.
Classes will often use private variables in other instances to implement efficient comparison and copy functions.
Private just means that the member (field/method/etc.) can be accessed only from the within the code of the parent type. From CSharpOnline
Private members of multiple instances are visible and can be invoked. This comes in handy when you are implementing a "copy constructor" or a "clone" method on your type, where the argument is an instance of the same type. If the designers would have made private fields inaccessible, then you may have to create a bunch of getter methods just for clone/copy to get at them. IMHO, I like it better the way it is. Within the same type, Reading another object's state isn't that bad as writing to it though (which could be a DONT-code-convention for you/your team.)
Accessing a sibling's private data may seem wrong when phrased like:
public void ExamineStudentsMembers(Student anotherStudent) {
//this seems very wrong
Console.WriteLine(anotherStudent._studentsPrivateMember);
}
However, it doesn't seem so odd for methods which require this sort of functionality. What methods require accessing a sibling's private data? Comparison methods (in particular equals) and objects in a data structure (say a tree or linked list).
Comparison methods often compare private data directly rather than just the public data.
For a class of nodes that make up a linked list, graph or tree, being able to access a sibling's private data is exactly what is needed. Code in the know (part of the class) can tinker around with the data structure, but code outside of the data structure cannot touch the internals.
It is interesting to note that these two cases are less common in day-to-day programming than when this language feature were first developed. Back in 1990s and early 2000s, in C++ it would have been much more common to build custom data structures and comparison methods. Perhaps it is a good time to reconsider private members.
i like the second point, you can look, but dont touch those private members.
it's funny you should say that, i knew a teacher once and he said he often had a problem deciding what classes it was ok to look at the members and which ones he could actually have a play with.
An object is just a piece of data; the class contains the functionality. A member method is just a nice trick the compiler plays; it's really more like a static method with an implied argument (sort of like extension methods). With that in mind, protecting objects from each other doesn't make any sense; you can only protect classes from each other. So it's natural that it works that way.
No, this is necessary, the method code is not specific to the instance, it is only specific to the type of the object. (virtual methods) or the declared type of the variable (for non-virtual methods). The non-static fields, on the other hand, are instance specific... That's where you have instance-level isolation.
The only difference between a static method and a non-static method is that the static method is not allowed to access other instance based (non-static) methods or fields. Any method that CAN be made static without modification will not be affected in any way by making it static, except to force compiler to throw errors anywhere it was called using instance-based syntax.
If you intend to examine a given student's information then I would change the method to be static:
public static void ExamineStudentsMembers(Student student)
{
Console.WriteLine(student._studentsPrivateMember);
}
You would then use Student.ExamineStudentsMembers(s1). Using s1.ExamineStudentsMembers(s2) would be invalid.
If this isn't the intended purpose I would rewrite the method as:
public void ExamineStudentsMembers()
{
Console.WriteLine(_studentsPrivateMember);
}
The above would then be used by writing s1.ExamineStudentsMembers()
Private members are to hide implementation details from clients. The clients should only see the interface (public methods / fields / properties).
The purpose is not to protect the programmer from himself.
This is also NOT a security feature because you can always access private fields via reflection.
It's really to separate interface & implementation (black box design), and clients programming against a contract (all public fields).
For example if you have a public get property, it could access some private field directly, or it could calculate the value from some other fields.
The purpose is, the client only knows the contract (the public property) and the implementation can be changed without affecting the client
Object scope does not ever imply security - ever! It is role of the OS to provide runtime security. It is a bug to design a system that relies on language specific object scope to limit runtime object instance data access. If this were not the case, then all non OO languages are, by definition, not secure.

Immutable object pattern in C# - what do you think? [closed]

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I have over the course of a few projects developed a pattern for creating immutable (readonly) objects and immutable object graphs. Immutable objects carry the benefit of being 100% thread safe and can therefore be reused across threads. In my work I very often use this pattern in Web applications for configuration settings and other objects that I load and cache in memory. Cached objects should always be immutable as you want to guarantee they are not unexpectedly changed.
Now, you can of course easily design immutable objects as in the following example:
public class SampleElement
{
private Guid id;
private string name;
public SampleElement(Guid id, string name)
{
this.id = id;
this.name = name;
}
public Guid Id
{
get { return id; }
}
public string Name
{
get { return name; }
}
}
This is fine for simple classes - but for more complex classes I do not fancy the concept of passing all values through a constructor. Having setters on the properties is more desirable and your code constructing a new object gets easier to read.
So how do you create immutable objects with setters?
Well, in my pattern objects start out as being fully mutable until you freeze them with a single method call. Once an object is frozen it will stay immutable forever - it cannot be turned into a mutable object again. If you need a mutable version of the object, you simply clone it.
Ok, now on to some code. I have in the following code snippets tried to boil the pattern down to its simplest form. The IElement is the base interface that all immutable objects must ultimately implement.
public interface IElement : ICloneable
{
bool IsReadOnly { get; }
void MakeReadOnly();
}
The Element class is the default implementation of the IElement interface:
public abstract class Element : IElement
{
private bool immutable;
public bool IsReadOnly
{
get { return immutable; }
}
public virtual void MakeReadOnly()
{
immutable = true;
}
protected virtual void FailIfImmutable()
{
if (immutable) throw new ImmutableElementException(this);
}
...
}
Let's refactor the SampleElement class above to implement the immutable object pattern:
public class SampleElement : Element
{
private Guid id;
private string name;
public SampleElement() {}
public Guid Id
{
get
{
return id;
}
set
{
FailIfImmutable();
id = value;
}
}
public string Name
{
get
{
return name;
}
set
{
FailIfImmutable();
name = value;
}
}
}
You can now change the Id property and the Name property as long as the object has not been marked as immutable by calling the MakeReadOnly() method. Once it is immutable, calling a setter will yield an ImmutableElementException.
Final note:
The full pattern is more complex than the code snippets shown here. It also contains support for collections of immutable objects and complete object graphs of immutable object graphs. The full pattern enables you to turn an entire object graph immutable by calling the MakeReadOnly() method on the outermost object. Once you start creating larger object models using this pattern the risk of leaky objects increases. A leaky object is an object that fails to call the FailIfImmutable() method before making a change to the object. To test for leaks I have also developed a generic leak detector class for use in unit tests. It uses reflection to test if all properties and methods throw the ImmutableElementException in the immutable state.
In other words TDD is used here.
I have grown to like this pattern a lot and find great benefits in it. So what I would like to know is if any of you are using similar patterns? If yes, do you know of any good resources that document it? I am essentially looking for potential improvements and for any standards that might already exist on this topic.
For info, the second approach is called "popsicle immutability".
Eric Lippert has a series of blog entries on immutability starting here. I'm still getting to grips with the CTP (C# 4.0), but it looks interesting what optional / named parameters (to the .ctor) might do here (when mapped to readonly fields)...
[update: I've blogged on this here]
For info, I probably wouldn't make those methods virtual - we probably don't want subclasses being able to make it non-freezable. If you want them to be able to add extra code, I'd suggest something like:
[public|protected] void Freeze()
{
if(!frozen)
{
frozen = true;
OnFrozen();
}
}
protected virtual void OnFrozen() {} // subclass can add code here.
Also - AOP (such as PostSharp) might be a viable option for adding all those ThrowIfFrozen() checks.
(apologies if I have changed terminology / method names - SO doesn't keep the original post visible when composing replies)
Another option would be to create some kind of Builder class.
For an example, in Java (and C# and many other languages) String is immutable. If you want to do multiple operations to create a String you use a StringBuilder. This is mutable, and then once you're done you have it return to you the final String object. From then on it's immutable.
You could do something similar for your other classes. You have your immutable Element, and then an ElementBuilder. All the builder would do is store the options you set, then when you finalize it it constructs and returns the immutable Element.
It's a little more code, but I think it's cleaner than having setters on a class that's supposed to be immutable.
After my initial discomfort about the fact that I had to create a new System.Drawing.Point on each modification, I've wholly embraced the concept some years ago. In fact, I now create every field as readonly by default and only change it to be mutable if there's a compelling reason – which there is surprisingly rarely.
I don't care very much about cross-threading issues, though (I rarely use code where this is relevant). I just find it much, much better because of the semantic expressiveness. Immutability is the very epitome of an interface which is hard to use incorrectly.
You are still dealing with state, and thus can still be bitten if your objects are parallelized before being made immutable.
A more functional way might be to return a new instance of the object with each setter. Or create a mutable object and pass that in to the constructor.
The (relatively) new Software Design paradigm called Domain Driven design, makes the distinction between entity objects and value objects.
Entity Objects are defined as anything that has to map to a key-driven object in a persistent data store, like an employee, or a client, or an invoice, etc... where changing the properties of the object implies that you need to save the change to a data store somewhere, and the existence of multiple instances of a class with the same "key" imnplies a need to synchronize them, or coordinate their persistence to the data store so that one instance' changes do not overwrite the others. Changing the properties of an entity object implies you are changing something about the object - not changing WHICH object you are referencing...
Value objects otoh, are objects that can be considered immutable, whose utility is defined strictly by their property values, and for which multiple instances, do not need to be coordinated in any way... like addresses, or telephone numbers, or the wheels on a car, or the letters in a document... these things are totally defined by their properties... an uppercase 'A' object in an text editor can be interchanged transparently with any other uppercase 'A' object throughout the document, you don't need a key to distinguish it from all the other 'A's In this sense it is immutable, because if you change it to a 'B' (just like changing the phone number string in a phone number object, you are not changing the data associated with some mutable entity, you are switching from one value to another... just as when you change the value of a string...
Expanding on the point by #Cory Foy and #Charles Bretana where there is a difference between entities and values. Whereas value-objects should always be immutable, I really don't think that an object should be able to freeze themselves, or allow themselves to be frozen arbitrarily in the codebase. It has a really bad smell to it, and I worry that it could get hard to track down where exactly an object was frozen, and why it was frozen, and the fact that between calls to an object it could change state from thawed to frozen.
That isn't to say that sometimes you want to give a (mutable) entity to something and ensure it isn't going to be changed.
So, instead of freezing the object itself, another possibility is to copy the semantics of ReadOnlyCollection< T >
List<int> list = new List<int> { 1, 2, 3};
ReadOnlyCollection<int> readOnlyList = list.AsReadOnly();
Your object can take a part as mutable when it needs it, and then be immutable when you desire it to be.
Note that ReadOnlyCollection< T > also implements ICollection< T > which has an Add( T item) method in the interface. However there is also bool IsReadOnly { get; } defined in the interface so that consumers can check before calling a method that will throw an exception.
The difference is that you can't just set IsReadOnly to false. A collection either is or isn't read only, and that never changes for the lifetime of the collection.
It would be nice at time to have the const-correctness that C++ gives you at compile time, but that starts to have it's own set of problems and I'm glad C# doesn't go there.
ICloneable - I thought I'd just refer back to the following:
Do not implement ICloneable
Do not use ICloneable in public APIs
Brad Abrams - Design Guidelines, Managed code and the .NET Framework
System.String is a good example of a immutable class with setters and mutating methods, only that each mutating method returns a new instance.
This is an important problem, and I've love to see more direct framework/language support to solve it. The solution you have requires a lot of boilerplate. It might be simple to automate some of the boilerplate by using code generation.
You'd generate a partial class that contains all the freezable properties. It would be fairly simple to make a reusable T4 template for this.
The template would take this for input:
namespace
class name
list of property name/type tuples
And would output a C# file, containing:
namespace declaration
partial class
each of the properties, with the corresponding types, a backing field, a getter, and a setter which invokes the FailIfFrozen method
AOP tags on freezable properties could also work, but it would require more dependencies, whereas T4 is built into newer versions of Visual Studio.
Another scenario which is very much like this is the INotifyPropertyChanged interface. Solutions for that problem are likely to be applicable to this problem.
My problem with this pattern is that you're not imposing any compile-time restraints upon immutability. The coder is responsible for making sure an object is set to immutable before for example adding it to a cache or another non-thread-safe structure.
That's why I would extend this coding pattern with a compile-time restraint in the form of a generic class, like this:
public class Immutable<T> where T : IElement
{
private T value;
public Immutable(T mutable)
{
this.value = (T) mutable.Clone();
this.value.MakeReadOnly();
}
public T Value
{
get
{
return this.value;
}
}
public static implicit operator Immutable<T>(T mutable)
{
return new Immutable<T>(mutable);
}
public static implicit operator T(Immutable<T> immutable)
{
return immutable.value;
}
}
Here's a sample how you would use this:
// All elements of this list are guaranteed to be immutable
List<Immutable<SampleElement>> elements =
new List<Immutable<SampleElement>>();
for (int i = 1; i < 10; i++)
{
SampleElement newElement = new SampleElement();
newElement.Id = Guid.NewGuid();
newElement.Name = "Sample" + i.ToString();
// The compiler will automatically convert to Immutable<SampleElement> for you
// because of the implicit conversion operator
elements.Add(newElement);
}
foreach (SampleElement element in elements)
Console.Out.WriteLine(element.Name);
elements[3].Value.Id = Guid.NewGuid(); // This will throw an ImmutableElementException
Just a tip to simplify the element properties: Use automatic properties with private set and avoid explicitly declaring the data field. e.g.
public class SampleElement {
public SampleElement(Guid id, string name) {
Id = id;
Name = name;
}
public Guid Id {
get; private set;
}
public string Name {
get; private set;
}
}
Here is a new video on Channel 9 where Anders Hejlsberg from 36:30 in the interview starts talking about immutability in C#. He gives a very good use case for popsicle immutability and explains how this is something you are currently required to implement yourself. It was music to my ears hearing him say it is worth thinking about better support for creating immutable object graphs in future versions of C#
Expert to Expert: Anders Hejlsberg - The Future of C#
Two other options for your particular problem that haven't been discussed:
Build your own deserializer, one that can call a private property setter. While the effort in building the deserializer at the beginning will be much more, it makes things cleaner. The compiler will keep you from even attempting to call the setters and the code in your classes will be easier to read.
Put a constructor in each class that takes an XElement (or some other flavor of XML object model) and populates itself from it. Obviously as the number of classes increases, this quickly becomes less desirable as a solution.
How about having an abstract class ThingBase, with subclasses MutableThing and ImmutableThing? ThingBase would contain all the data in a protected structure, providing public read-only properties for the fields and protected read-only property for its structure. It would also provide an overridable AsImmutable method which would return an ImmutableThing.
MutableThing would shadow the properties with read/write properties, and provide both a default constructor and a constructor that accepts a ThingBase.
Immutable thing would be a sealed class that overrides AsImmutable to simply return itself. It would also provide a constructor that accepts a ThingBase.
I dont like the idea of being able to change an object from a mutable to an immutable state, that kind of seems to defeat the point of design to me. When are you needing to do that? Only objects which represent VALUES should be immutable
You can use optional named arguments together with nullables to make an immutable setter with very little boilerplate. If you really do want to set a property to null then you may have some more troubles.
class Foo{
...
public Foo
Set
( double? majorBar=null
, double? minorBar=null
, int? cats=null
, double? dogs=null)
{
return new Foo
( majorBar ?? MajorBar
, minorBar ?? MinorBar
, cats ?? Cats
, dogs ?? Dogs);
}
public Foo
( double R
, double r
, int l
, double e
)
{
....
}
}
You would use it like so
var f = new Foo(10,20,30,40);
var g = f.Set(cat:99);

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