Force protobuf-net to ignore IEnumerable/ICollection interfaces - c#

How can I get v2 of protobuf-net to ignore the fact that my class implements ICollection, IEnumerable, etc?
For this particular scenario, I only want the fields I have flagged as [ProtoMember] to be serialized.
I am currently in the process of converting from using protobuf-net v1 to using v2. I have a particular structure which is now serializing incorrectly because of the change. It looks something like the following:
[ProtoContract]
public class FileTree : ICollection<FilePath>, IEnumerable<FilePath>, IEnumerable, INotifyCollectionChanged, INotifyPropertyChanged {
private FileTreeNode _Root;
[ProtoMember (1)]
public FileTreeNode Root {
get { return _Root; }
set { _Root = value; }
}
}
The FileTree class was written to collapse file paths like "C:\happy.txt" "C:\history.txt" into something more like
"C:\h"
└─── "appy.txt"
└─── "istory.txt"
The structure eliminates redundancy in the path strings. So, I really don't want the FileTree class being serialized via the IEnumerable functions because then it just gets stored as "C:\happy.txt", "C:\history.txt", etc. Right now, in the serialization of a FileTree object, each path is getting print out in full.
EDIT: One last thing I should mention -- I have an On_Deserialization function in FileTree which is tagged with [ProtoAfterDeserialization]. I put a breakpoint in the function, but it is not getting hit. Is this related to the way this class is being serialized?

[ProtoContract(IgnoreListHandling = true)]
public class FileTree : ICollection<FilePath> ...
{ ... }
should do it. I honestly don't think I've considered callbacks on lists, since they are handled so very different to entities, but with the above that should work. Let me know if it doesn't.
From the intellisense documentation:
Gets or sets a value indicating that this type should NOT be treated as a list, even if it has familiar list-like characteristics (enumerable, add, etc)

Related

Factory pattern with objects that have many optional properties

I'm refactoring a class that represents the data in some XML. Currently, the class loads the XML itself and property implementations parse the XML every time. I'd like to factor out the XML logic and use a factory to create these objects. But there are several 'optional' properties and I'm struggling to find an elegant way to handle this.
Let's say the XML looks like this:
<data>
<foo>a</foo>
<bar>b</bar>
</data>
Assume both foo and bar are optional. The class implementation looks something like this:
interface IOptionalFoo
{
public bool HasFoo();
public string Foo { get; }
}
// Assume IOptionalBar is similar
public class Data : IOptionalFoo, IOptionalBar
{
// ...
}
(Don't ask me why there's a mix of methods and properties for it. I didn't design that interface and it's not changing.)
So I've got a factory and it looks something like this:
class DataFactory
{
public static Data Create(string xml)
{
var dataXml = new DataXml(xml);
if (dataXml.HasFoo())
{
// ???
}
// Create and return the object based on the data that was gathered
}
}
This is where I can't seem to settle on an elegant solution. I've done some searching and found some solutions I don't like. Suppose I leave out all of the optional properties from the constructor:
I can implement Foo and Bar as read/write on Data. This satisfies the interface but I don't like it from a design standpoint. The properties are meant to be immutable and this fudges that.
I could provide SetFoo() and SetBar() methods in Data. This is just putting lipstick on the last method.
I could use the internal access specifier; for the most part I don't believe this class is being used outside of its assembly so again it's just a different way to do the first technique.
The only other solution I can think of involves adding some methods to the data class:
class Data : IOptionalFoo, IOptionalBar
{
public static Data WithFoo(Data input, string foo)
{
input.Foo = foo;
return input;
}
}
If I do that, the setter on Foo can be private and that makes me happier. But I don't really like littering the data object with a lot of creation methods, either. There's a LOT of optional properties. I've thought about making some kind of DataInitialization object with a get/set API of nullable versions for each property, but so many of the properties are optional it'd end up more like the object I am refactoring becomes a facade over a read/write version. Maybe that's the best solution: an internal read/write version of the class.
Have I enumerated the options? Do I need to quit being so picky and settle on one of the techniques above? Or is there some other solution I haven't thought of?
You can think of such keywords as virtual/castle dynamic proxy/reflection/T4 scripts - each one can solve the problem on a slightly different angle.
On another note, this seems perfectably reasonable, unless I misunderstood you:
private void CopyFrom(DataXml dataXml) // in Data class
{
if (dataXml.HasFoo()) Foo = dataXml.Foo;
//etc
}
What I did:
I created a new class that represented a read/write interface for all of the properties. Now the constructor of the Data class takes an instance of that type via the constructor and wraps the read/write properties with read-only versions. It was a little tedious, but wasn't as bad as I thought.

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.

How to get all the properties of a specified type in a class without reflection

I have a class which is has tons of properties. Most of them are of custom types. I want to get all those properties, type of whose interface is same.
Public class abc:IamLegend
{
few properties
}
public class def:IamLegend
{
few properties
}
public class on_which_iamworking
{
public abc propabc{ get; set; }
public def propdef{ get; set; }
public someothertype propother{ get; set; }
}
I want something which returns propabc and propdef.
I know how to do it using reflection, but I am looking for another way.
I am working on c# 4.0
Thanks
I am afraid that this is not possible at runtime without using reflection. That's what reflection is designed for.
The main problem of reflection is that it is slow. If you don't want to use reflection only because of it's slowness, you could make caching of your property list in some static property or class. I used this tecknique widely in similar problems and there wasn't any problems with perfomance.
If you have holy war against reflection, you could create a special util that parses C# file (or builds your prokects, loads output assembly and use reflection, but only before build, not in run-time), finds needed properties and writes it into autogenerated file (maybe also C# code file) as static-class array-property initializer. And call that util on pre-build event of your project. Then you'll get all needed properties completely without reflections =) (but I wouldn't do that)
Well, there's two ways:
1/
return new List<string> { "propabc", "propdev" };
2/ Reflection :P
If you need to retrieve the list of properties many times and are afraid of the performance impact, compute the list only once and store it in a static property (as the list of properties of a class won't change during runtime).
There is an alternative approach for components. It is TypeDescriptor for classes that implement IComponent. I believe that is used by WPF.

Working around missing MI in C#

I have a some code that gets passed a class derived from a certain class. Let's call this a parameter class.
The code uses reflection to walk the class' members and analyze certain custom attributes given to them. Basically, it's a configurable parser which will analyze input according to the attributes and put what it found into the data members.
This is used in several places in our code. You specify the parameter class, putting in attributed data members, and pass this to the parser. Something like this:
public class MyFancyParameters : ParametersBase
{
[SomeAttribute(Name="blah", AnotherParam=true)]
public string Blah { get; set; }
// .. .more such stuff
}
var parameters = new MyFancyParameters();
Parser.Parse(input, parameters);
In many places there are similar groups of attributed data members that need to get parsed. So the parameter classes are, in some places, similar. That's redundant and that, of course, hurts. Whenever I need a change in such an area, I need to make that change in half a dozen places, all clones. It's just a matter of time when these parts will start drift apart.
However, the similarities cannot be grouped in acyclic graphs, so I can't use single inheritance to group them.
What I would do in C++ is to put these chunks of similar stuff into their own classes, just inherit a bunch of them that contain whatever I need, and be done. (I think that's referred to as mix-in inheritance.)
C#, however, doesn't have multiple inheritance. So I was thinking of putting these chunks into data members and change the parser to recurse into data members. But that would considerably complicate the parser.
What else is there?
Can you have your parser accept a collection of parameter classes instead of a single parameter class? Alternately, you could allow the parser to recurse into your parameter class and have it supply additional parameter classes as properties. Basically, every property of a ParametersBase derived class that inherits from type ParametersBase is recursed into and flattened into a single list of parameters.
Actually, I just saw that you already mentioned the recursive solution. I think this is probably your best bet and it's not too complex to support. You should be able to create a helper function for enumerating the parameter properties that makes a hierarchy look like a flat class.
Here's some code that would provided a 'flattened' view of your properties, if I understand your requirement correctly. You'll probably want to augment the production code with additional safeguards (such as keeping a stack of types to detect circular references.)
public class ParametersParser
{
public static IEnumerable<PropertyInfo> GetAllParameterProperties(Type parameterType)
{
foreach (var property in parameterType.GetProperties())
{
if (Attribute.IsDefined(property, typeof(SomeAttribute)))
yield return property;
if (typeof(ParametersBase).IsAssignableFrom(property.PropertyType))
{
foreach (var subProperty in GetAllParameterProperties(property.PropertyType))
yield return subProperty;
}
}
}
}

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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