Similar to struct in c#, that all fields in it must be initialized at compiling time, I'm interested to know if there is some way to obligate a programmer to initialize all the fields in a class and to have indication (error) while compiling a code.
Have a good day,
Thanks.
Providing a constructor that takes all properties as parameter, as NDJ said, is a good idea.
If you really want to get a warning or an error on compilation in case you forgot to update your constructor after adding a new property, you could build a custom Code Analysis rule (using the FxCop SDK) and check that every setter of public properties is called in the class constructor.
the easiest way is to provide a constructor which takes the fields you want to initialise - e.g.
public class MyClass
{
public string MyValue { get; set; }
public MyClass(string myValue)
{
MyValue = myValue;
}
}
I really can't see the point of this, but:
You've already pointed out that a struct enforces this. Therefore you can do something like what you want by putting all the class's fields in a struct. Then if you add a new field to the struct, it will force you to add the field initialisation to the struct's constructor.
class Test
{
public Test(int x, string y)
{
fields = new Fields(x, y);
}
public int X
{
get
{
return fields.X;
}
set
{
fields.X = value;
}
}
public string Y
{
get
{
return fields.Y;
}
set
{
fields.Y = value;
}
}
struct Fields
{
public Fields(int x, string y)
{
X = x;
Y = y;
}
public int X;
public string Y;
// Uncomment this and you get an error:
// public double Z;
}
Fields fields;
}
This isn't really all that you want though - because you could still just add a field outside the struct. So I guess it doesn't really help a lot...
Related
In C#, I notice that many coders do something like the following:
class X
{
private int test_;
public int test
{
get { return test_; }
set { if (test_ != value) test_ = value; }
}
}
My question is why keep a private, and a public variable for the same content?
Why did we not do this instead?
class X
{
public int test
{
get; set;
}
}
I mean, we are changing the private variable within anyway. What is the point of not using a single public variable instead?
The code:
class X
{
public int test
{
get; set;
}
}
...is a direct equivalent for this:
class X
{
private int test_;
public int test
{
get { return test_; }
set { test_ = value; }
}
}
The first example is an auto-implemented property. The C# compiler automatically produces the second example when you compile.
Now, the code you presented first though had this line:
set { if (test_ != value) test_ = value; }
You'll notice that it's doing something different to the auto-property equivalent code. And that's where the difference lies in these two approaches.
When you use a backing field for your properties you can introduce specific rules that you need your code to follow.
For example, you might want to set the audio volume on a music app, so your code might be like this:
public class Music
{
private int _volume = 7;
public int Volume
{
get { return _volume; }
set
{
if (value >= 0 && value <= 10)
{
_volume = value;
}
}
}
}
It is common to have a private field variable when your property contains logic like this.
These are not two variables. One is a field and other one is a property. A property is optional getter and setter methods in disguise.
Your proposal of the solution is in fact part of the language, called auto-implemented properties:
https://learn.microsoft.com/en-us/dotnet/csharp/programming-guide/classes-and-structs/auto-implemented-properties
I have a struct on the server-side with a layout like this:
struct SomeStruct
{
public string SomeString { get; set; };
public string SomeString1;
public string SomeString2;
public string SomeString3;
}
I am using a client/server model, and an instance of this struct gets referenced a lot of times as it has really important information (over 200 times).
The thing is that when some function gets called, the values inside this struct become null. I don't know why and it is been bugging me for a really long time.
I call a lot of methods before realizing that this values are null, so I don't know which section of my code nullify my strings.
I am using VS2012, but I have 2010 and 2008 ultimate as well. I was wondering if there is a way to perform a trigger when some section of code nullifies my strings.
I tried to add some properties like this, bot the exception was never thrown:
struct SomeStruct {
string somestr;
public string SomeString
{
get { return somestr; }
set
{
if (value == null)
{
throw new Exception("stirng is null");
}
somestr = value;
}
}
public string SomeString1;
public string SomeString2;
public string SomeString3;
}
Might not be important, but this is one of the structs I am using (the Name variable becomes null in some part of my code, and the rest turns into default()):
[ProtoContract]
public struct CharacterInformation
{
[ProtoMember(2)]
public string Name;
[ProtoMember(3)]
public IntegerVector2 Position;
[ProtoMember(5)]
public CharacterDirection Direction;
[ProtoMember(6)]
public CharacterStatus Status;
[ProtoMember(7)]
public CharacterClass Class;
[ProtoMember(8)]
public CharacterRace Race;
[ProtoMember(9)]
public CharacterType Type;
[ProtoMember(10)]
public CharacterFaction Faction;
[ProtoMember(11)]
public float MovementModifier;
[ProtoMember(12)]
public CharacterEquipment Equipment;
}
Edit: The only instance of this struct is created on a Sql-related function:
public CharacterServerInformation GetInformation(int charID)
{
CharacterServerInformation information = new CharacterServerInformation();
if (!authInstance.CharacterExists(charID))
{
// char doesn't exists
throw new Exception("Character doesn't exists");
}
information.ID = charID;
information.Experience = GetExperience(charID);
information.Info.Direction = CharacterDirection.Bottom;
information.Info.Name = authInstance.CharacterGetName(charID);
information.Info.Class = GetClass(charID);
information.Info.Faction = GetFaction(charID);
information.Info.Position = GetPosition(charID);
information.Info.Race = GetRace(charID);
information.Info.Status = GetStatus(charID);
information.Info.Type = GetType(charID);
information.Info.MovementModifier = 1f; // should store old movement modifier, but well, whatever
information.HealthLeft = GetHealthLastLogout(charID);
return information;
}
I suspect the problem is purely because you're using struct and not making a class. Since struct members are copied by value into methods and when returned from methods, including property getters, it's likely that you're "losing" the information by accidentally writing a new struct somewhere.
In this case, class seems is far more appropriate. If you read Choosing Between Classes and Structures, you'll see that struct should only be used when:
It logically represents a single value, similar to primitive types (integer, double, and so on).
It has an instance size smaller than 16 bytes.
It is immutable.
It will not have to be boxed frequently.
In your case, all of these criteria ( except maybe the last) are being violated, so class would be more appropriate.
I am having trouble understanding the concept of getters and setters in the C# language. In languages like Objective-C, they seem an integral part of the system, but not so much in C# (as far as I can tell). I have read books and articles already, so my question is, to those of you who understand getters & setters in C#, what example would you personally use if you were teaching the concept to a complete beginner (this would include as few lines of code as possible)?
I think a bit of code will help illustrate what setters and getters are:
public class Foo
{
private string bar;
public string GetBar()
{
return bar;
}
public void SetBar(string value)
{
bar = value;
}
}
In this example we have a private member of the class that is called bar. The GetBar() and SetBar(string value) methods do exactly what they are named - one retrieves the bar member, and the other sets its value.
In C# 1.1 and later, you have properties. The basic functionality is also the same:
public class Foo
{
private string bar;
public string Bar
{
get { return bar; }
set { bar = value; }
}
}
The private member bar is not accessible outside the class, but the public Bar is, and it has two accessors: get, which returns the private member just as the GetBar() example above, and also a set, which corresponds to the SetBar(string value) method in the aforementioned example.
Starting with C# 3.0 and above, the compiler was optimized to the point that such properties do not need to be explicitly given a private member as their source. The compiler automatically generates a private member of that type and uses it as a source of a property.
public class Foo
{
public string Bar { get; set; }
}
What the code shows is an automatic property that has a private member generated by the compiler. You don't see the private member, but it is there. This also introduced a couple of other issues - mainly with access control. In C# 1.1 and 2.0, you could omit the get or set portion of a property entirely:
public class Foo
{
private string bar;
public string Bar
{
get { return bar; }
}
}
Giving you the chance to restrict how other objects interact with the Bar property of the Foo class. But from C# 3.0 to before 6.0, if you chose to use automatic properties, you would have to specify the access to the property as follows to emulate that behavior:
public class Foo
{
public string Bar { get; private set; }
}
The set accessor would still exist, but only the class itself could use it to set Bar to some value, and anyone could still get the value.
Thankfully, starting in C# 6.0, properties can be made read- or write-only again by simply omitting the property's get or set respectively (not to be confused with the readonly keyword):
public class Foo
{
// Read-only property
public string Bar { get; }
// Write-only property (less common)
public string Baz { set; }
}
In C#, Properties represent your Getters and Setters.
Here's an example:
public class PropertyExample
{
private int myIntField = 0;
public int MyInt
{
// This is your getter.
// it uses the accessibility of the property (public)
get
{
return myIntField;
}
// this is your setter
// Note: you can specify different accessibility
// for your getter and setter.
protected set
{
// You can put logic into your getters and setters
// since they actually map to functions behind the scenes
if (DoSomeValidation(value))
{
// The input of the setter is always called "value"
// and is of the same type as your property definition
myIntField = value;
}
}
}
}
You would access this property just like a field. For example:
PropertyExample example = new PropertyExample();
example.MyInt = 4; // sets myIntField to 4
Console.WriteLine( example.MyInt ); // prints 4
A few other things to note:
You don't have to specifiy both a getter and a setter, you can omit either one.
Properties are just "syntactic sugar" for your traditional getter and setter. The compiler will actually build get_ and set_ functions behind the scenes (in the compiled IL) and map all references to your property to those functions.
My explanation would be following. (It's not so short, but it's quite simple.)
Imagine a class with a variable:
class Something
{
int weight;
// and other methods, of course, not shown here
}
Well, there is a small problem with this class: no one can see the weight. We could make weight public, but then everyone would be able to change the weight at any moment (which is perhaps not what we want). So, well, we can do a function:
class Something
{
int weight;
public int GetWeight() { return weight; }
// and other methods
}
This is already better, but now everyone instead of plain something.Weight has to type something.GetWeight(), which is, well, ugly.
With properties, we can do the same, but the code stays clean:
class Something
{
public int weight { get; private set; }
// and other methods
}
int w = something.weight // works!
something.weight = x; // doesn't even compile
Nice, so with the properties we have finer control over the variable access.
Another problem: okay, we want the outer code to be able to set weight, but we'd like to control its value, and not allow the weights lower than 100. Moreover, there are is some other inner variable density, which depends on weight, so we'd want to recalculate the density as soon as the weight changes.
This is traditionally achieved in the following way:
class Something
{
int weight;
public int SetWeight(int w)
{
if (w < 100)
throw new ArgumentException("weight too small");
weight = w;
RecalculateDensity();
}
// and other methods
}
something.SetWeight(anotherSomething.GetWeight() + 1);
But again, we don't want expose to our clients that setting the weight is a complicated operation, it's semantically nothing but assigning a new weight. So the code with a setter looks the same way, but nicer:
class Something
{
private int _w;
public int Weight
{
get { return _w; }
set
{
if (value < 100)
throw new ArgumentException("weight too small");
_w = value;
RecalculateDensity();
}
}
// and other methods
}
something.Weight = otherSomething.Weight + 1; // much cleaner, right?
So, no doubt, properties are "just" a syntactic sugar. But it makes the client's code be better. Interestingly, the need for property-like things arises very often, you can check how often you find the functions like GetXXX() and SetXXX() in the other languages.
Most languages do it this way, and you can do it in C# too.
public void setRAM(int RAM)
{
this.RAM = RAM;
}
public int getRAM()
{
return this.RAM;
}
But C# also gives a more elegant solution to this:
public class Computer
{
int ram;
public int RAM
{
get
{
return ram;
}
set
{
ram = value; // value is a reserved word and it is a variable that holds the input that is given to ram ( like in the example below )
}
}
}
And later access it with:
Computer comp = new Computer();
comp.RAM = 1024;
int var = comp.RAM;
For newer versions of C# it's even better:
public class Computer
{
public int RAM { get; set; }
}
and later:
Computer comp = new Computer();
comp.RAM = 1024;
int var = comp.RAM;
C# introduces properties which do most of the heavy lifting for you...
ie
public string Name { get; set; }
is a C# shortcut to writing...
private string _name;
public string getName { return _name; }
public void setName(string value) { _name = value; }
Basically getters and setters are just means of helping encapsulation. When you make a class you have several class variables that perhaps you want to expose to other classes to allow them to get a glimpse of some of the data you store. While just making the variables public to begin with may seem like an acceptable alternative, in the long run you will regret letting other classes manipulate your classes member variables directly. If you force them to do it through a setter, you can add logic to ensure no strange values ever occur, and you can always change that logic in the future without effecting things already manipulating this class.
ie
private string _name;
public string getName { return _name; }
public void setName(string value)
{
//Don't want things setting my Name to null
if (value == null)
{
throw new InvalidInputException();
}
_name = value;
}
well here is common usage of getter setter in actual use case,
public class OrderItem
{
public int Id {get;set;}
public int quantity {get;set;}
public int Price {get;set;}
public int TotalAmount {get {return this.quantity *this.Price;}set;}
}
This would be a get/set in C# using the smallest amount of code possible. You get auto-implemented properties in C# 3.0+.
public class Contact
{
public string Name { get; set; }
}
As far as I understand getters and setters are to improve encapsulation.
There is nothing complex about them in C#.
You define a property of on object like this:
int m_colorValue = 0;
public int Color
{
set { m_colorValue = value; }
get { return m_colorValue; }
}
This is the most simple use. It basically sets an internal variable or retrieves its value.
You use a Property like this:
someObject.Color = 222; // sets a color 222
int color = someObject.Color // gets the color of the object
You could eventually do some processing on the value in the setters or getters like this:
public int Color
{
set { m_colorValue = value + 5; }
get { return m_colorValue - 30; }
}
if you skip set or get, your property will be read or write only. That's how I understand the stuff.
Simple example
public class Simple
{
public int Propery { get; set; }
}
Getters and Setters in C# are something that simplifies the code.
private string name = "spots";
public string Name
{
get { return name; }
set { name = value; }
}
And calling it (assume we have a person obj with a name property):
Console.WriteLine(Person.Name); //prints "spots"
Person.Name = "stops";
Console.Writeline(Person.Name); //prints "stops"
This simplifies your code. Where in Java you might have to have two methods, one to Get() and one to Set() the property, in C# it is all done in one spot. I usually do this at the start of my classes:
public string foobar {get; set;}
This creates a getter and setter for my foobar property. Calling it is the same way as shown before. Somethings to note are that you don't have to include both get and set. If you don't want the property being modified, don't include set!
Internally, getters and setters are just methods. When C# compiles, it generates methods for your getters and setters like this, for example:
public int get_MyProperty() { ... }
public void set_MyProperty(int value) { ... }
C# allows you to declare these methods using a short-hand syntax. The line below will be compiled into the methods above when you build your application.
public int MyProperty { get; set; }
or
private int myProperty;
public int MyProperty
{
get { return myProperty; }
set { myProperty = value; } // value is an implicit parameter containing the value being assigned to the property.
}
This is a basic example of an object "Article" with getters and setters:
public class Article
{
public String title;
public String link;
public String description;
public string getTitle()
{
return title;
}
public void setTitle(string value)
{
title = value;
}
public string getLink()
{
return link;
}
public void setLink(string value)
{
link = value;
}
public string getDescription()
{
return description;
}
public void setDescription(string value)
{
description = value;
}
}
In case someone is looking for a short version of getter only (I was):
public class Foo
{
private string bar;
public string Bar => bar;
}
In C# if I have this in a class:
public int SomeNumber
{
get { return 6; }
}
How can I read (get) that number from a function in the same class if the function receives a variable with the same name? Example:
public bool SomeFunction(int SomeNumber)
{
check if SomeNumber (the one passed to this function) == SomeNumber (the one from the public int)
}
You would simply invoke the property get in the method:
public void MyMethod()
{
var someNum = SomeNumber; // basically, var somNum = this.SomeNumber;
}
EDIT: To clarify with OP's edit:
public void MyMethod(int someNumber)
// Change the naming of your parameter so it doesnt clash with the property
{
if(someNumber == SomeNumber)
// Do Stuff
}
Same as if it were a field:
public void SomeOtherFunction()
{
var x = SomeNumber;
}
Although the other suggestions do work well (and adhere to easier to read/maintain code), they don't directly answer your question. Given a class
public class SomeClass
{
public int SomeNumber { get { return 6; } }
...
And a function with a parameter passed in
public void SomeMethod(int SomeNumber)
{
// Your code here...
You can access the passed in parameter and property like so:
if (SomeNumber > this.SomeNumber)
{
// Your results here
The distinction is that if you refer to just the variable name, it will use the variable from the same scope, i.e. the passed in variable. If you specify use "this." then you always get the class member.
Note: This does not work with Static classes, as there is no instance of the class. (Can't use "this.whatever") and you will be stuck. There are many coding Standards out there and some of them states that it is best practice to use the form "myVariable" for method parameters, "MyVariable" for property names, and _myVariable for property backing stores, to easily distinguish between them in your code.
public class FavoriteNumber
{
public int SomeNumber
{
get { return 6; }
}
Public int Twelve()
{
return SomeNumber*2;
}
}
Please run this code and you will get it.. Use this operator to refer the class level variale.
public void CheckNumber(int SomeNumber)
{
Console.WriteLine(SomeNumber);
Console.WriteLine(this.SomeNumber);
}
I'm teaching myself C#, so forgive me if this seems slightly obvious.
I'm trying to write a generic function that I can pass an array of structs into and then use one of the attributes of the struct. I have no idea how to declare a generic datatype in a function in a way that I can refer to attributes in the way needed.
Maybe what I'm asking can be better communicated in code - this is a non-working function to illustrate what I'm trying to do, how it strikes me as logical that it should work without actually knowing how to write it:
public static int AFunctionIsThis<DataType, int DataType.Value>(DataType passedrecord)
{
temp = passedrecord.Value * 2 + 1;
return temp;
}
And I want to be able to call it normally while specifying the attribute of the struct to be passed.
int NewVariable = AFunctionIsThis<ThisIsAStruct, ThisIsAStruct.AnIntAttribute>(ThisIsADeclaredStruct);
Thankyou very much,
Hanii Puppy.
You can't specify members that a generic type should contain, you can only specify the generic data type.
You would use an interface where the property is defined:
public interface IHaveValue {
int Value { get; }
}
Your struct would then implement the interface, and you can specify the interface as the generic data type:
public static int AFunctionIsThis<T>(T passedrecord) where T : IHaveValue {
return passedrecord.Value * 2 + 1;
}
However, with what you are using it for, you don't need to use generics at all, you can just use the interface:
public static int AFunctionIsThis(IHaveValue passedrecord) {
return passedrecord.Value * 2 + 1;
}
Note that you should most likely not use a struct at all, but a class. A struct is more complicated to implement correctly, so you should stick to classes until you have a really good reason to use a struct.
(To start with, note that the word "attribute" has a different meaning in .NET from the OOP sense.)
Use a Converter<T,int> and Action<T,int> delegate to get and set the member, respectively.
e.g.
public static int AFunctionIsThis<DataType>(DataType passedrecord, Converter<DataType,int> getter)
{
temp = getter(passedrecord) * 2 + 1;
return temp;
}
and then call it
AFunctionIsThis(ThisIsADeclaredStruct, x => x.AnIntProperty);
If you also need to set the value, you can use
AFunctionIsThis(ThisIsADeclaredStruct, x => x.AnIntProperty, (x, v) => { x.AnIntProperty = v; });
or do some magic with Expression<Converter<T>> to yank out the member reference and create a matching setter.
Hanii Puppy:
In short, yes, you should be able to do what you are doing, but here is a syntax that works:
public static int AFunctionIsThis<T>(T passedRecord) where T : DataType
{
var temp = passedRecord.Value;
return temp;
}
public class DataType
{
public int Value { get; set; }
}
Hope that helps.
Dave
What you want to do, is define a generic method that accepts only T that implements a certain interface or is derived from certain base class that has an int member called Value.
e.g:
public interface IClass { int Value{get;set;} }
public class ExampleImpl : IClass
{
int Value{get;set;}
/* Additional Members\methods here */
}
public class HelperClass
{
public static int GenMethod<T>(T item) where T:IClass
{
return item.Value * 2 + 1;
}
}