Pseudo readonly property on with serialization - c#

How bad is something like:
public class Test
{
private string pKey = null;
public string Key {
get { return pKey; }
set { if (pKey==null) pKey=value;}
}
}
This would allow me to use XMLSerializer with the class and make sure that Key can't be changed after being initially set.

I agree that my initial idea was bad.
I now know that there is no way to make this using the standard XML Serializer. 'ssg' suggestion won't be serialized because it doesn't have a public setter.
The only choices here are implementing the IXmlSerializable, or using another serialization method, like DataContractSerializer. The problem with the former is that every derivate of the class would also have to implement IXmlSerializable; the problem with the latter is that you can't use attributes or have much control over the generated XML.

Bad, consider:
test.pKey = null;
test.Key = 'my new key';
I've managed to circumvent your protection (obviously you could add a null check to the set method to fix this issue).
The same problem could occur if the deserialized object had a null key, the key could still be set the first time it was accessed... It seems like if you need this sort of protection, you should probably look at another way of getting it.
The XMLSerializer places restrictions on the classes you use with it and by trying to work around those restrictions, you’re likely to cause confusion. If you are a one-man shop and you are the only person that looks at the code, this may be less of an issue (at least until you step away from the code for a coupld of months), however in a multi-developer environment the behaviour of your class is likely to cause confusion. For example, you’re hiding the assignment not working by not throwing an exception, so assignment operations would compile and run, but, not update the object and not throw an exception to indicate the failure (which could lead to some hard to track down bugs).

Related

Getting the original error message out of an ArgumentException

When writing classes for internal processing in .Net, I often use ArgumentException to indicate something is wrong with the given data and it can't be processed. Due to the nature of the program, the text I put in these exceptions is sometimes relevant to the user, and so it often gets shown on the UI.
However, I noticed that ArgumentException specifically overrides the Message property to append its own string to indicate which argument caused the exception. I don't want this extra text polluting the message, since the actual argument name is internal processing info that really doesn't need to be shown to the user, and the fact it adds a line break, and that it is localised, messes up the formatting of the message I show on the UI. The only way to get around this is to not give the exception the actual argument name, but I don't want to sabotage my own debugging / logging by removing that information, either.
I could use my own exception class, of course, but since a lot of these methods are for compression and decompression of proprietary file formats in old DOS games, and I want these methods to both be documented on a wiki and be generally easily usable by anyone else, I'd prefer keeping them portable and avoid reliance on other external classes. And, as a side note, subclassing ArgumentException would of course give the same issue.
The original source:
public override String Message
{
get {
String s = base.Message;
if (!String.IsNullOrEmpty(m_paramName)) {
String resourceString = Environment.GetResourceString("Arg_ParamName_Name", m_paramName);
return s + Environment.NewLine + resourceString;
}
else
return s;
}
}
(from referencesource.microsoft.com)
Since this actually overrides the Message property, there seems to be no normal way to get to the real message that's stored internally. Splitting on a line break seems messy and potentially unreliable depending on localisation differences (and the message I give it might potentially have line breaks already), and using reflection for this seems rather messy. Is there a clean way to recover the original message?
(Posting this here with solution for documenting reasons, since this behaviour really frustrated me when I encountered it)
Since I didn't want to dig into reflection, I figured a good way to get the original data without the associated class behaviour would be to serialize it. The names of the properties in the serialised info are very straightforward, and can be accessed without the ArgumentException getter mangling it with its own additions.
The code to accomplish this turned out to be pretty straightforward:
public static String RecoverArgExceptionMessage(ArgumentException argex)
{
if (argex == null)
return null;
SerializationInfo info = new SerializationInfo(typeof(ArgumentException), new FormatterConverter());
argex.GetObjectData(info, new StreamingContext(StreamingContextStates.Clone));
return info.GetString("Message");
}

Can I remove the property setter (without ANY problem) in the example provided in the question?

In existing code of my project, at number of places the property is declared like this:
public long ResourceID
{
get
{
return this.resourceID;
}
set
{
if (this.resourceID != value)
{
this.resourceID = value;
}
}
}
Note: private long resourceID is already declared.
Properties not only of value types but also of reference types (including string) too are declared like this.
Another example:
public Collection<Ability> Abilities
{
get
{
return this.abilities;
}
set
{
if (value == null)
{
throw new ArgumentNullException("Abilities");
}
this.abilities = value;
}
}
As per my knowledge, the setter in the first example does not make any sense and the if condition is meaningless there. So i decided to change the code (as part of refactoring) to make them Auto-Properties. (In second example I need setter since exception is handled there.)
I want to know from experts here, will whether making existing properties auto properties (or at least removing if condition from setter) cause any harm? Sometimes there are subtle things which a developer may not be aware of and some changes can have side effects too. That's why I am asking this question. (My libraries are used at many places.)
Note: Let me know if this is purely a homework question.
Converting:
private long resourceID;
public long ResourceID
{
get
{
return this.resourceID;
}
set
{
this.resourceID = value;
}
}
into:
public long ResourceID { get; set; }
won't cause any harm, guaranteed.
Removing the if statement might cause harm. For example in WPF when working with the MVVM pattern and implementing the INotifyPropertyChanged interface it is often good practice to check whether the value has changed before actually setting it. Removing this check will provoke notifications to be sent to the UI no matter whether the value changed or not. So it would be a breaking change.
I can only think of one kind of problem you could run into (which is fixable):
If you are using ORM or other external tool, they might rely on a naming convention for finding properties/fields. So, the 3rd party dll might be looking for a field resourceId that no longer exists.
So, code using reflection to access fields might break, but if you have control over the codebase, that is unlikely to be an issue.
There are some edge-cases where this might cause harm:
Changing to an automatically implemented property {get;set;}
if you are using field-based serialization at any point (for example, BinaryFormatter), then this will break when changing to an automatically implemented property, as the field-name will change. This will also impact any other scenario that uses reflection to access the (hopefully private) fields, but BinaryFormatter is the most common cause of confusion here.
Removing the if test
will be fine for most data-types such as long etc, however, if you use it with a type that implements a custom equality operation, you might find you are suddenly swapping a reference when previously (with the if) the objects reported equal for different references
The first is a more likely problem. If you are using BinaryFormatter, then keep the private field (byt maybe remove the if test). And then start refactoring your code away from BinaryFormatter ;p
What you have done is correct. The if statement is meaningless. I always think that less code is better, because the lines of code is directly proportional to the number of faults.
public long ResourceID { get; set; }
Your first example only sets the resourceID field if its value has changed.
The only difference you would see by removing the "if" test is a possible impact if multiple threads are reading the value. In which case they probably should be using a lock, so it's almost certainly safe to remove the test.
Your second example prevents a caller from setting the property value to null. Presumably the field is initialized to a non-null value, and this has value as it means that callers can read the property without needing to check for null.
Usually in such scenarios and how you've explained, it shouldn't be a concern.
You could just go ahead and change the code of all properties;
public long ResourceID { get; set; }
Or
public long ResourceID
{
get { return this.resourceID; }
set { this.resourceID = value; }
}
But it might cause an issue if upon
changing the value of the property,
it cascades to some other custom
function-call which is only executed
if the new value is different from
old ones. Usually when when you've implemented custom events or even maybe in case of property-changed events
Also might affect, when using
Data-Context classes
Both scenarios are totally application specific.
I'd suggest you reactor with caution. Or as you've written yourself, HOMEWORK.

Is object creation in getters bad practice?

Let's have an object created in a getter like this :
public class Class1
{
public string Id { get; set; }
public string Oz { get; set; }
public string Poznamka { get; set; }
public Object object
{
get
{
// maybe some more code
return new Object { Id = Id, poznamla = Poznamka, Oz = OZ };
}
}
}
Or should I rather create a Method that will create and return the object ?
Yes, it is bad practice.
Ideally, a getter should not be changing or creating anything (aside from lazy loading, and even then I think it leads to less clear code...). That way you minimise the risk of unintentional side effects.
Properties look like fields but they are methods. This has been known to cause a phenomenal amount of confusion. When a programmer sees code that appears to be accessing a field, there are many assumptions that the programmer makes that may not be true for a property.So there are some common properties design guidelines.
Avoid returning different values from the property getter. If called multiple times in a row, a property method may return a different value each time; a field returns the same value each time.
A property method may require additional memory or return a reference to something that is not actually part of the object's state, so modifying the returned object has no effect on the original object; querying a field always returns a reference to an object that is guaranteed to be part of the original object's state. Working with a property that returns a copy can be very confusing to developers, and this characteristic is frequently not documented.
Consider that a property cannot be passed as an out or ref parameter to a method; a field can.
Avoid long running property getters. A property method can take a long time to execute; field access always completes immediately.
Avoid throwing exceptions from getters.
Do preserve previous values if a property setter throws an exception
Avoid observable side effects.
Allow properties to be set in any order even if this results in a temporary invalid state of objects.
Sources
"CLR via C#", Jeffrey Richter. Chapter 9. Defining Properties Intelligently
"Framework Design Guidelines" 2nd edition, Brad Abrams, Krzysztof Cwalina, Chapter 5.2 Property Design
If you want your getter to create a new object every time it is accessed, that's the way to do it. This pattern is normally refered to as a Factory Method.
However, this is not normally needed on properties (ie. getters and setters), and as such is considered bad practice.
yes, it is ... from the outside, it should be transparent, whether you access a property or a field ...
when reading twice from field, or a property, you expect two things:
there is no impact on the object's (external) behaviour
you get identical results
I have no real knowledge of C#, but I hope, the following makes my point clear. let's start like this:
Object o1 = myInst.object;
Object o2 = myInst.object;
o1.poznamka = "some note";
in the case of a field, conditions like the following will be true:
o1 == o2;
o2.poznamka == "some note";
if you use a property with a getter, that returns a new object every time called, both conditions will be false ...
your getter seems to be meant to produce a temporary snapshot of your instance ... if that is what you want to do, than make it a plain method ... it avoids any ambiguities ...
A property should, to all intents and purposes, act like a field. That means no exceptions should be thrown, and no new objects should be created (so you don't create lots of unneccessary objects if the property is used in a loop)
Use a wrapper class or similar instead.
According to me if something is 'property' the getter should return you a property (basically a data that is already existing) relevant to the object.
In your case, you are returning something that is not a property of that object at that moment. You are not returning a property of your object but a product of some action.
I would go with a method something like GetMyObject() instead. Especially if there is an 'action' will take place, I think it is most of the time best to have a method than a property name.
And try to imagine what would other developers who are not familiar with your code expect after seeing your property.
A property is just a convenient way to express a calculated field.
It should still represent something about an object, regardless of how the value itself is arrived at. For example, if the object in question is an invoice, you might have to add up the cost of each line item, and return the total.
What's written in the question breaks that rule, because returning a copy of the object isn't something that describes the object. If the return value changes between calls to the property without an explicit change of object state, then the object model is broken.
Speaking in generalities, returning a new object like this will just about always break the rule (I can't think of a counter-example right now), so I would say that it's bad practice.
There's also the gotcha of properties where you can so easily and innocently call on a property multiple times and end up running the same code (which hopefully isn't slow!).
For writing code that is easily tested, you have to maintain separation of Object initialization.
i.e while in test cases you do not have hold on test some specific items.
like in House object you dont want to test anything related to kitchen object.
and you wana test only the garden. so while you initiate a house class and initiate object in some constructors or in getters you wont be coding good that will support testing.
As an aside to the comments already made, you can run into some real debugging headaches when lazy loading fields via a property.
I had a class with
private Collection<int> moo;
public Collection<int> Moo
{
get
{
if (this.moo == null) this.moo = new Collection<int>();
return this.moo;
}
}
Then somewhere else in the class there was a public method that referenced
this.moo.Add(baa);
without checking it was instantiated.
It threw a null reference exception, as expected. But the exception was on a UI thread so not immediately obvious where it was coming from. I started tracing through, and everytime I traced through, the error dissapeared.
For a while I have to admit I thought I was going crazy. Debugger - no error. Runtime, error. Much scratching of head later I spotted the error, and realised that the Visual Studio debugger was instantiating the Collection as it displayed the public properties of the class.
It's maybe at most acceptable for structs. For reference types, I would only create a new object in a getter when it's only done once using some lazy-load pattern.
It depends on the use of the getter. It's a great place to include this kind of code for lazy loading.
It is a bad practice. In your example, you should be able to expect the same Object every time you access the object property.
As you have it it is bad but not dis similar to an acceptable practice called lazy loading which can be read about here.
http://www.aspcode.net/Lazy-loading-of-structures-in-C-howto-part-8.aspx
It is a bad practice. But if you are thinking of objects as a bunch of getters & setters you should check the classical discussions about the topic.
As some folks mentioned, lazy loading could be a reason to do so. Depends on the actual business logic you are modeling here. You should create a separate method if it is better for legibility purposes, but if the code to create the object is simple you could avoid the indirection.

Programming against an enum in a switch statement, is this your way to do?

Look at the code snippet:
This is what I normally do when coding against an enum. I have a default escape with an InvalidOperationException (I do not use ArgumentException or one of its derivals because the coding is against a private instance field an not an incoming parameter).
I was wondering if you fellow developers are coding also with this escape in mind....
public enum DrivingState {Neutral, Drive, Parking, Reverse};
public class MyHelper
{
private DrivingState drivingState = DrivingState.Neutral;
public void Run()
{
switch (this.drivingState)
{
case DrivingState.Neutral:
DoNeutral();
break;
case DrivingState.Drive:
DoDrive();
break;
case DrivingState.Parking:
DoPark();
break;
case DrivingState.Reverse:
DoReverse();
break;
default:
throw new InvalidOperationException(
string.Format(CultureInfo.CurrentCulture,
"Drivestate {0} is an unknown state", this.drivingState));
}
}
}
In code reviews I encounter many implementations with only a break statement in the default escape. It could be an issue over time....
Your question was kinda vague, but as I understand it, you are asking us if your coding style is good. I usually judge coding style by how readable it is.
I read the code once and I understood it. So, in my humble opinion, your code is an example of good coding style.
There's an alternative to this, which is to use something similar to Java's enums. Private nested types allow for a "stricter" enum where the only "invalid" value available at compile-time is null. Here's an example:
using System;
public abstract class DrivingState
{
public static readonly DrivingState Neutral = new NeutralState();
public static readonly DrivingState Drive = new DriveState();
public static readonly DrivingState Parking = new ParkingState();
public static readonly DrivingState Reverse = new ReverseState();
// Only nested classes can derive from this
private DrivingState() {}
public abstract void Go();
private class NeutralState : DrivingState
{
public override void Go()
{
Console.WriteLine("Not going anywhere...");
}
}
private class DriveState : DrivingState
{
public override void Go()
{
Console.WriteLine("Cruising...");
}
}
private class ParkingState : DrivingState
{
public override void Go()
{
Console.WriteLine("Can't drive with the handbrake on...");
}
}
private class ReverseState : DrivingState
{
public override void Go()
{
Console.WriteLine("Watch out behind me!");
}
}
}
I don't like this approach because the default case is untestable. This leads to reduced coverage in your unit tests, which while isn't necessarily the end of the world, annoys obsessive-compulsive me.
I would prefer to simply unit test each case and have an additional assertion that there are only four possible cases. If anyone ever added new enum values, a unit test would break.
Something like
[Test]
public void ShouldOnlyHaveFourStates()
{
Assert.That(Enum.GetValues( typeof( DrivingState) ).Length == 4, "Update unit tests for your new DrivingState!!!");
}
That looks pretty reasonable to me. There are some other options, like a Dictionary<DrivingState, Action>, but what you have is simpler and should suffice for most simple cases. Always prefer simple and readable ;-p
This is probably going off topic, but maybe not. The reason the check has to be there is in case the design evolves and you have to add a new state to the enum.
So maybe you shouldn't be working this way in the first place. How about:
interface IDrivingState
{
void Do();
}
Store the current state (an object that implements IDrivingState) in a variable, and then execute it like this:
drivingState.Do();
Presumably you'd have some way for a state to transition to another state - perhaps Do would return the new state.
Now you can extend the design without invalidating all your existing code quite so much.
Update in response to comment:
With the use of enum/switch, when you add a new enum value, you now need to find each place in your code where that enum value is not yet handled. The compiler doesn't know how to help with that. There is still a "contract" between various parts of the code, but it is implicit and impossible for the compiler to check.
The advantage of the polymorphic approach is that design changes will initially cause compiler errors. Compiler errors are good! The compiler effectively gives you a checklist of places in the code you need to modify to cope with the design change. By designing your code that way, you gain the assistence of a powerful "search engine" that is able to understand your code and help you evolve it by finding problems at compile-time, instead of leaving the problems until runtime.
I would use the NotSupportedException.
The NotImplementedException is for features not implemented, but the default case is implemented. You just chose not to support it. I would only recommend throwing the NotImplementedException during development for stub methods.
I would suggest to use either NotImplementedException or better a custom DrivingStateNotImplementedException if you like to throw exceptions.
Me, I would use a default drivingstate for default (like neutral/stop) and log the missing driverstate (because it's you that missed the drivingstate, not the customer)
It's like a real car, cpu decides it misses to turn on the lights, what does it do, throw an exception and "break" all control, or falls back to a known state which is safe and gives a warning to the driver "oi, I don't have lights"
What you should do if you encounter an unhandled enum value of course depends on the situation. Sometimes it's perfectly legal to only handle some of the values.
If it's an error that you have an unhandles value you should definitely throw an exception just like you do in the example (or handle the error in some other way). One should never swallow an error condition without producing an indication that there is something wrong.
A default case with just a break doesn't smell very good. I would remove that to indicate the switch doesn't handle all values, and perhaps add a comment explaining why.
Clear, obvious and the right way to go. If DrivingState needs to change you may need to refactor.
The problem with all the complicated polymorphic horrors above is they force the encapsulation into a class or demand additional classes - it's fine when there's just a DrivingState.Drive() method but the whole thing breaks as soon as you have a DrivingState.Serialize() method that serializes to somewhere dependent on DrivingState, or any other real-world condition.
enums and switches are made for each other.
I'm a C programmer, not C#, but when I have something like this, I have my compiler set to warn me if not all enum cases are handled in the switch. After setting that (and setting warnings-as-errors), I don't bother with runtime checks for things that can be caught at compile time.
Can this be done in C#?
I never use switch. The code similar to what you show was always a major pain point in most frameworks I used -- unextensible and fixed to a limited number of pre-defined cases.
This is a good example of what can be done with simple polymorphism in a nice, clean and extensible way. Just declare a base DrivingStrategy and inherit all version of driving logic from it. This is not over-engineering -- if you had two cases it would be, but four already show a need for that, especially if each version of Do... calls other methods. At least that's my personal experience.
I do not agree with Jon Skeet solution that freezes a number of states, unless that is really necessary.
I think that using enum types and therefore switch statements for implementing State (also State Design Pattern) is not a particularly good idea. IMHO it is error-prone. As the State machine being implemented becomes complex the code will be progressively less readable by your fellow programmers.
Presently it is quite clean, but without knowing the exact intent of this enum it is hard to tell how it will develop with time.
Also, I'd like to ask you here - how many operations are going to be applicable to DrivingState along with Run()? If several and if you're going to basically replicate this switch statement a number of times, it would scream of questionable design, to say the least.

Implementing a "LazyProperty" class - is this a good idea?

I often find myself writing a property that is evaluated lazily. Something like:
if (backingField == null)
backingField = SomeOperation();
return backingField;
It is not much code, but it does get repeated a lot if you have a lot of properties.
I am thinking about defining a class called LazyProperty:
public class LazyProperty<T>
{
private readonly Func<T> getter;
public LazyProperty(Func<T> getter)
{
this.getter = getter;
}
private bool loaded = false;
private T propertyValue;
public T Value
{
get
{
if (!loaded)
{
propertyValue = getter();
loaded = true;
}
return propertyValue;
}
}
public static implicit operator T(LazyProperty<T> rhs)
{
return rhs.Value;
}
}
This would enable me to initialize a field like this:
first = new LazyProperty<HeavyObject>(() => new HeavyObject { MyProperty = Value });
And then the body of the property could be reduced to:
public HeavyObject First { get { return first; } }
This would be used by most of the company, since it would go into a common class library shared by most of our products.
I cannot decide whether this is a good idea or not. I think the solutions has some pros, like:
Less code
Prettier code
On the downside, it would be harder to look at the code and determine exactly what happens - especially if a developer is not familiar with the LazyProperty class.
What do you think ? Is this a good idea or should I abandon it ?
Also, is the implicit operator a good idea, or would you prefer to use the Value property explicitly if you should be using this class ?
Opinions and suggestions are welcomed :-)
Just to be overly pedantic:
Your proposed solution to avoid repeating code:
private LazyProperty<HeavyObject> first =
new LazyProperty<HeavyObject>(() => new HeavyObject { MyProperty = Value });
public HeavyObject First {
get {
return first;
}
}
Is actually more characters than the code that you did not want to repeat:
private HeavyObject first;
public HeavyObject First {
get {
if (first == null) first = new HeavyObject { MyProperty = Value };
return first;
}
}
Apart from that, I think that the implicit cast made the code very hard to understand. I would not have guessed that a method that simply returns first, actually end up creating a HeavyObject. I would at least have dropped the implicit conversion and returned first.Value from the property.
Don't do it at all.
Generally using this kind of lazy initialized properties is a valid design choice in one case: when SomeOperation(); is an expensive operation (in terms of I/O, like when it requires a DB hit, or computationally) AND when you are certain you will often NOT need to access it.
That said, by default you should go for eager initialization, and when profiler says it's your bottleneck, then change it to lazy initialization.
If you feel urge to create that kind of abstraction, it's a smell.
Surely you'd at least want the LazyPropery<T> to be a value type, otherwise you've added memory and GC pressure for every "lazily-loaded" property in your system.
Also, what about multiple-threaded scenarios? Consider two threads requesting the property at the same time. Without locking, you could potentially create two instances of the underlying property. To avoid locking in the common case, you would want to do a double-checked lock.
I prefer the first code, because a) it is such a common pattern with properties that I immediately understand it, and b) the point you raised: that there is no hidden magic that you have to go look up to understand where and when the value is being obtained.
I like the idea in that it is much less code and more elegant, but I would be very worried about the fact that it becomes hard to look at it and tell what is going on. The only way I would consider it is to have a convention for variables set using the "lazy" way, and also to comment anywhere it is used. Now there isn't going to be a compiler or anything that will enforce those rules, so still YMMV.
In the end, for me, decisions like this boil down to who is going to be looking at it and the quality of those programmers. If you can trust your fellow developers to use it right and comment well then go for it, but if not, you are better off doing it in a easily understood and followed way. /my 2cents
I don't think worrying about a developer not understanding is a good argument against doing something like this...
If you think that then you couldn't do anything for the fear of someone not understanding what you did
You could write a tutorial or something in a central repository, we have here a wiki for these kind of notes
Overall, I think it's a good implementation idea (not wanting to start a debate whether lazyloading is a good idea or not)
What I do in this case is I create a Visual Studio code snippet. I think that's what you really should do.
For example, when I create ASP.NET controls, I often times have data that gets stored in the ViewState a lot, so I created a code snippet like this:
public Type Value
{
get
{
if(ViewState["key"] == null)
ViewState["key"] = someDefaultValue;
return (Type)ViewState["key"];
}
set{ ViewState["key"] = value; }
}
This way, the code can be easily created with only a little work (defining the type, the key, the name, and the default value). It's reusable, but you don't have the disadvantage of a complex piece of code that other developers might not understand.
I like your solution as it is very clever but I don't think you win much by using it. Lazy loading a private field in a public property is definitely a place where code can be duplicated. However this has always struck me as a pattern to use rather than code that needs to be refactored into a common place.
Your approach may become a concern in the future if you do any serialization. Also it is more confusing initially to understand what you are doing with the custom type.
Overall I applaud your attempt and appreciate its cleverness but would suggest that you revert to your original solution for the reasons stated above.
Personally, I don't think the LazyProperty class as is offers enough value to justify using it especially considering the drawbacks using it for value types has (as Kent mentioned). If you needed other functionality (like making it multithreaded), it might be justified as a ThreadSafeLazyProperty class.
Regarding the implicit property, I like the "Value" property better. It's a little more typing, but a lot more clear to me.
I think this is an interesting idea. First I would recommend that you hide the Lazy Property from the calling code, You don't want to leak into your domain model that it is lazy. Which your doing with the implicit operator so keep that.
I like how you can use this approach to handle and abstract away the details of locking for example. If you do that then I think there is value and merit. If you do add locking watch out for the double lock pattern it's very easy to get it wrong.

Categories