This works:
using System;
using ConstraintSet = System.Collections.Generic.Dictionary<System.String, double>;
namespace ConsoleApplication2
{
class test
{
public ConstraintSet a { get; set; }
public test()
{
a = new ConstraintSet();
}
static void Main(string[] args)
{
test abc = new test();
Console.WriteLine("done");
}
}
}
This does not:
using System;
using ConstraintSet = System.Collections.Generic.Dictionary<System.String, double>;
namespace ConsoleApplication2
{
class test
{
public ConstraintSet a { get { return a; } set { a = value; } }
public test()
{
a = new ConstraintSet();
}
static void Main(string[] args)
{
test abc = new test();
Console.WriteLine("done");
}
}
}
I get a stack overflow exception on a's setter in the second class and I do not know why. I cannot use the first form because it is not supported by the Unity game engine.
When you write a = value, you are calling the property setter again.
In order to use non-automatic properties, you need to create a separate private backing field, like this:
ConstraintSet a;
public ConstraintSet A { get { return a; } set { a = value; } }
You haven't declared a backing variable - you've just got a property whose getters and setters call themselves. It's not clear to me why the first form isn't supported by Unity - which means it's possible that the equivalent won't be supported either, but it's basically this:
private ConstraintSet aValue;
public ConstraintSet a { get { return aValue; } set { aValue = value; } }
I'd normally have a more conventional name, of course - which means you can get away without the "value` bit:
private ConstraintSet constraints;
public ConstraintSet Constraints
{
get { return constraints; }
set { constraints = value; }
}
To give a bit more detail as to why your current second form is throwing a StackOverflowException, you should always remember that properties are basically methods in disguise. Your broken code looks like this:
public ConstraintSet get_a()
{
return get_a();
}
public void set_a(ConstraintSet value)
{
set_a(value);
}
Hopefully it's obvious why that version is blowing the stack. The amended version just sets a variable instead of calling the property again, so it looks like this when expanded:
private ConstraintSet aValue;
public ConstraintSet get_a()
{
return aValue;
}
public void set_a(ConstraintSet value)
{
aValue = value;
}
You cannot use the same variable name inside the getter and setter. This will cause it to call itself and will eventually lead to a stack overflow. Too much recursion.
You'll need a backing variable:
private ConstraintSet _a;
public ConstraintSet a { get { return _a; } set { _a = value; } }
You need a private backing variable in your public property:
private ConstraintSet _a;
public ConstraintSet a { get { return _a; } set { _a = value; } }
Related
I'm trying to get and set a property using the following code.
But the when trying to print the property using Console,it returns an empty string.Why is the property not getting set?
using System;
public class Program
{
public static void Main()
{
myclass x=new myclass();
x.myproperty="test";
Console.WriteLine(x.myproperty);
}
class myclass{
string sample;
public string myproperty
{
get { return sample;}
set {sample=myproperty;}
}
}
}
In setter you should use value to assign new value to underlying field
use this instead
public string myproperty
{
get { return sample; }
set { sample = value; }
}
or in C#7
public string myproperty
{
get => sample;
set => sample = value;
}
Edit
As #bradbury9 mentioned, you can also use auto-implemented properties, of course this is the case if you don't want any other logic in getter and setter than just getting and setting the field, if this is the case you can use below snippet
public string myproperty { get; set; }
value keyword is important for setting the value. In Visual Studio you can use propfull + double tab to avoid such common mistakes. It will create full property through shortcuts.
Here is the solution
public static void Main()
{
myclass x = new myclass();
x.myproperty = "test";
Console.WriteLine(x.myproperty);
}
class myclass
{
string sample;
public string myproperty
{
get { return sample; }
set { sample = value; }
}
}
If you just want to return null instead of empty string. This works even when you deserialize your Json:
class myclass
{
string sample;
[JsonProperty("my_property")]
public string My_property
{
get { return sample; }
set { sample = string.IsNullOrEmpty(value) ? null : value; }
}
}
i am trying to set inner class value from outer class using event handler
here the line for passing the value , PaymentMode is Event
public event PaymentModeEven PaymentMode;
PaymentMode(this,new PaymentModeEvenArgs() { paymentSuccess = true });
Inner Class
public class PaymentModeEvenArgs: EventArgs
{
private bool PaymentSuccess;
public bool paymentSuccess
{
get { return paymentSuccess; }
set
{
paymentSuccess = value;
}
}
}
Program get stuck and stopped
You have a stack overflow exception. Consider your property:
public bool paymentSuccess
{
get { return paymentSuccess; }
set
{
paymentSuccess = value;
}
}
When you get or set paymentSuccess, what does it do internally? It gets or sets paymentSuccess. Which, internally, gets or sets paymentSuccess. Which, internally... You get the idea.
It looks like you meant to swap the casing between the field and the property:
private bool paymentSuccess;
public bool PaymentSuccess
{
get { return paymentSuccess; }
set
{
paymentSuccess = value;
}
}
Or, even better, just use an auto-implemented property so you only have to make one named member:
public bool PaymentSuccess { get; set; }
I'm trying to create a class which takes value a as a parameters in it's constructor.
It has a private member variable which stores this value. The value should not be changed afterwards.
Here's what I have, it works but I don't think it's the best solution out there:
internal class Foo
{
private int a;
public int A
{
get
{
return this.a;
}
}
public Foo(int a)
{
this.a = a;
}
}
So this way you can not access a from outside of the class, and A-property only has a get method. However, you can still change a from inside the class, and using a property which only returns one variable and nothing else feels stupid.
Am I doing this right, or is there a way to improve my code/more proper way to do this?
Additionally declare your private field readonly and you're there!
public class Foo
{
public Foo(int bar)
{
this.bar = bar;
}
public int Bar
{
get
{
return bar;
}
}
private readonly int bar;
}
“In C# 6 and later, you can initialize auto-implemented properties similarly to fields”. Just like you can initialize a readonly field in a constructor, you can initialize a get-only auto-implemented property in a constructor. Thus, the following now compiles:
public class Class1
{
public int A { get; }
public Class1(int a)
{
A = a;
}
}
…and the following yields an error:
public class Class1
{
public int A { get; }
public Class1(int a)
{
A = a;
}
public void Mutate()
{
// Class1.cs(11,9,11,10): error CS0200: Property or indexer 'Class1.A' cannot be assigned to -- it is read only
A++;
}
}
I like it—you get the terseness of field initialization with the interface/OOP-friendliness of properties.
internal class Foo
{
private readonly int _a;
public int A
{
get
{
return _a;
}
}
public Foo(int a)
{
_a = a;
}
}
This should do it.
If my understanding of the internal workings of this line is correct:
public int MyInt { get; set; }
Then it behind the scenes does this:
private int _MyInt { get; set; }
Public int MyInt {
get{return _MyInt;}
set{_MyInt = value;}
}
What I really need is:
private bool IsDirty { get; set; }
private int _MyInt { get; set; }
Public int MyInt {
get{return _MyInt;}
set{_MyInt = value; IsDirty = true;}
}
But I would like to write it something like:
private bool IsDirty { get; set; }
public int MyInt { get; set{this = value; IsDirty = true;} }
Which does not work. The thing is some of the objects I need to do the IsDirty on have dozens of properties and I'm hoping there is a way to use the auto getter/setter but still set IsDirty when the field is modified.
Is this possible or do I just have to resign myself to tripling the amount of code in my classes?
You'll need to handle this yourself:
private bool IsDirty { get; set; }
private int _myInt; // Doesn't need to be a property
Public int MyInt {
get{return _myInt;}
set{_myInt = value; IsDirty = true;}
}
There is no syntax available which adds custom logic to a setter while still using the automatic property mechanism. You'll need to write this with your own backing field.
This is a common issue - for example, when implementing INotifyPropertyChanged.
Create an IsDirty decorator (design pattern) to wrap some your properties requiring the isDirty flag functionality.
public class IsDirtyDecorator<T>
{
public bool IsDirty { get; private set; }
private T _myValue;
public T Value
{
get { return _myValue; }
set { _myValue = value; IsDirty = true; }
}
}
public class MyClass
{
private IsDirtyDecorator<int> MyInt = new IsDirtyDecorator<int>();
private IsDirtyDecorator<string> MyString = new IsDirtyDecorator<string>();
public MyClass()
{
MyInt.Value = 123;
MyString.Value = "Hello";
Console.WriteLine(MyInt.Value);
Console.WriteLine(MyInt.IsDirty);
Console.WriteLine(MyString.Value);
Console.WriteLine(MyString.IsDirty);
}
}
You can make it simple or complex. It depends on how much work you want to invest. You can use aspect oriented programming to add the aspect via an IL weaver into the IL code with e.g. PostSharp.
Or you can create a simple class that does handle the state for your property. It is so simple that the former approach only pays off if you have really many properties to handle this way.
using System;
class Dirty<T>
{
T _Value;
bool _IsDirty;
public T Value
{
get { return _Value; }
set
{
_IsDirty = true;
_Value = value;
}
}
public bool IsDirty
{
get { return _IsDirty; }
}
public Dirty(T initValue)
{
_Value = initValue;
}
}
class Program
{
static Dirty<int> _Integer;
static int Integer
{
get { return _Integer.Value; }
set { _Integer.Value = value; }
}
static void Main(string[] args)
{
_Integer = new Dirty<int>(10);
Console.WriteLine("Dirty: {0}, value: {1}", _Integer.IsDirty, Integer);
Integer = 15;
Console.WriteLine("Dirty: {0}, value: {1}", _Integer.IsDirty, Integer);
}
}
Another possibility is to use a proxy class which is generated at runtime which does add the aspect for you. With .NET 4 there is a class that does handle this aspect already for you. It is called ExpandObject which does notify you via an event when a property changes. The nice things is that ExpandoObject allows you to define at runtime any amount of properties and you get notifications about every change of a property. Databinding with WPF is very easy with this type.
dynamic _DynInteger = new ExpandoObject();
_DynInteger.Integer = 10;
((INotifyPropertyChanged)_DynInteger).PropertyChanged += (o, e) =>
{
Console.WriteLine("Property {0} changed", e.PropertyName);
};
Console.WriteLine("value: {0}", _DynInteger.Integer );
_DynInteger.Integer = 20;
Console.WriteLine("value: {0}", _DynInteger.Integer);
Yours,
Alois Kraus
I'm going to add on to Simon Hughes' answer. I propose the same thing, but add a way to allow the decorator class to update a global IsDirty flag automatically. You may find it to be less complex to do it the old-fashioned way, but it depends on how many properties you're exposing and how many classes will require the same functionality.
public class IsDirtyDecorator<T>
{
private T _myValue;
private Action<bool> _changedAction;
public IsDirtyDecorator<T>(Action<bool> changedAction = null)
{
_changedAction = changedAction;
}
public bool IsDirty { get; private set; }
public T Value
{
get { return _myValue; }
set
{
_myValue = value;
IsDirty = true;
if(_changedAction != null)
_changedAction(IsDirty);
}
}
}
Now you can have your decorator class automatically update some other IsDirty property in another class:
class MyObject
{
private IsDirtyDecorator<int> _myInt = new IsDirtyDecorator<int>(onValueChanged);
private IsDirtyDecorator<int> _myOtherInt = new IsDirtyDecorator<int>(onValueChanged);
public bool IsDirty { get; private set; }
public int MyInt
{
get { return _myInt.Value; }
set { _myInt.Value = value; }
}
public int MyOtherInt
{
get { return _myOtherInt.Value; }
set { _myOtherInt.Value = value; }
}
private void onValueChanged(bool dirty)
{
IsDirty = true;
}
}
I have created a custom Property<T> class to do common operations like that. I haven't used it thoroughly yet though, but it could be used in this scenario.
Code can be found here: http://pastebin.com/RWTWNNCU
You could use it as follows:
readonly Property<int> _myInt = new Property<int>();
public int MyInt
{
get { return _myInt.GetValue(); }
set { _myInt.SetValue( value, SetterCallbackOption.OnNewValue, SetDirty ); }
}
private void SetDirty( int oldValue, int newValue )
{
IsDirty = true;
}
The Property class handles only calling the passed delegate when a new value is passed thanks to the SetterCallbackOption parameter. This is default so it can be dropped.
UPDATE:
This won't work apparently when you need to support multiple types (besides int), because the delegate won't match then. You could ofcourse always adjust the code to suit your needs.
Take the following struct class:
public struct SingleWraper
{
private double _myValue;
public double MyValue
{
get { return _myValue; }
set { _myValue = value; }
}
public void SetMyValue(double myValue)
{
_myValue = myValue;
}
}
public struct DoubleWraper
{
public SingleWraper SingWraper { get; set; }
public void SetMyValue(double singleVa)
{
SingWraper.SetMyValue(singleVa);
}
}
Run the following test:
[Test]
public void SetMyValue()
{
var singleWraper = new DoubleWraper();
singleWraper.SetMyValue(10);
Assert.AreEqual(10,singleWraper.SingWraper.MyValue);
}
It fails.
However, if you don't use automatic property for DoubleWraper, i.e, you expand the field as below:
public struct DoubleWraper
{
private SingleWraper _singWraper;
public SingleWraper SingWraper
{
get { return _singWraper; }
set { _singWraper = value; }
}
public void SetMyValue(double singleVa)
{
_singWraper.SetMyValue(singleVa);
}
}
Then the test will pass.
Why this is so?
It is here:
_singWraper.SetMyValue(singleVa);
vs:
SingWraper.SetMyValue(singleVa);
In the second, you access a property, therefore you clone the struct; essentially this is the same as:
var clonedAndIndependentValue = SingWraper; // getter
clonedAndIndependentValue.SetMyValue(singleVa);
Note we've updated a different struct value; contrast to field access, which talks to the existing struct value.
Yet another example of why mutable structs are evil. DON'T DO IT. Make the struct immutable (no Set* methods, property setters, or other shenanigans). Or use a class.