Very often it happens that I have private methods which become very big and contain repeating tasks but these tasks are so specific that it doesn't make sense to make them available to any other code part.
So it would be really great to be able to create 'inner methods' in this case.
Is there any technical (or even philosophical?) limitation that prevents C# from giving us this? Or did I miss something?
Update from 2016: This is coming and it's called a 'local function'. See marked answer.
Well, we can have "anonymous methods" defined inside a function (I don't suggest using them to organize a large method):
void test() {
Action t = () => Console.WriteLine("hello world"); // C# 3.0+
// Action t = delegate { Console.WriteLine("hello world"); }; // C# 2.0+
t();
}
If something is long and complicated than usually its good practise to refactor it to a separate class (either normal or static - depending on context) - there you can have private methods which will be specific for this functionality only.
I know a lot of people dont like regions but this is a case where they could prove useful by grouping your specific methods into a region.
Could you give a more concrete example? After reading your post I have the following impression, which is of course only a guess, due to limited informations:
Private methods are not available outside your class, so they are hidden from any other code anyway.
If you want to hide private methods from other code in the same class, your class might be to big and might violate the single responsibility rule.
Have a look at anonymous delegates an lambda expressions. It's not exactly what you asked for, but they might solve most of your problems.
Achim
If your method becomes too big, consider putting it in a separate class, or to create private helper methods. Generally I create a new method whenever I would normally have written a comment.
The better solution is to refactor this method to separate class. Create instance of this class as private field in your initial class. Make the big method public and refactor big method into several private methods, so it will be much clear what it does.
Seems like we're going to get exactly what I wanted with Local Functions in C# 7 / Visual Studio 15:
https://github.com/dotnet/roslyn/issues/2930
private int SomeMethodExposedToObjectMembers(int input)
{
int InnerMethod(bool b)
{
// TODO: Change return based on parameter b
return 0;
}
var calculation = 0;
// TODO: Some calculations based on input, store result in calculation
if (calculation > 0) return InnerMethod(true);
return InnerMethod(false);
}
Too bad I had to wait more than 7 years for this :-)
See also other answers for earlier versions of C#.
Related
Is it bad to have a lot of methods referring to each other, like the following example?
public void MainMethod()
{
GetProducts();
}
public void GetProducts()
{
var _products = new Products();
var productlist = _products.GetProductList;
GetExcelFile(productlist);
}
public void GetExcelFile(List<product> productlist)
{
var _getExcelFile = new GetExcelFile();
var excelfile = _getExcelFile.GetExcelFileFromProductList(productlist);
//create excel file and so on...
}
So I am creating a new method for every little action. It would be just as easy to call GetProducts from the MainMethod and do all actions in that method, but I think that isn't the way to create re-usable code.
The following tells me that there should be no more than 7 statements in a method:
Only 7 statements in a method
So the advantages of using methods with a minimal amount of code:
Code is re-usable
Every task can get his own method
The disadvantages of using methods with a minimal amount of code:
It's like spaghetti code
You get: refer to refer and so on
My question:
Should my methods be bigger, or should I keep creating small methods, that do little and refer to a lot of other methods?
The guideline is right. Methods should be small and you are doing the right thing be giving not only each operation its own method, but a well defined name. If those methods have a clear name, one responsibility and a clear intention (and don't forget to separate commands from queries), your code will not be spagetti. On top of that, try to order methods like a news article: most important methods on top of the file, methods with the most detail on the bottom. This way anyone else can start reading at the top and stop reading when they're bored (or have enough information).
I can advice you to get a copy of Robert Martin's Clean Code. There's no one in the industry who describes this more clearly than he does.
The guideline is generally a good one, not so much for reuse, but for readability of your code.
Your example, though, is not a good one. What you're doing is basically creating a long list of methods where each one stops when you feel it's too long and calls another one to perform the rest of the operations.
I would follow more this kind of approach, where reading the main method tells you the "story" that your code needs to tell by steps and the detail of each step is in smaller methods.
public void MainMethod()
{
var productlist=GetProducts();
string excelfile=GetExcelFile(productlist);
// do something in the excel file
}
public List<product> GetProducts()
{
var _products = new Products();
return _products.GetProductList;
}
public string GetExcelFile(List<product> productlist)
{
var _getExcelFile = new GetExcelFile();
var excelfile = _getExcelFile.GetExcelFileFromProductList(productlist);
return excelfile;
}
I don't really agree with '7 statements in a method'. A method can have dozens of statements, as long as the method performs a single function and the specific logic will only be used in one place, I don't really see the point of cutting it into parts just because some guyideline says so, it should be seperated based on what makes sense.
Re-use of code is good if it makes sense, but I don't think you should make everything everywhere re-usable, when you have no plans in the near future to actually re-use it. It increases the development time needlessly, it often makes the software more complex and harder to interpret then it needs to be, and (at least in my company) the majority of the code never gets re-used, and even if it is it still needs modifications in new products. Only the most generic parts of our codebase actually gets used in several applications without modifications for each product.
And I think that's fine.
this is mostly opinion based question, but i'll tell you one thing:
if you're not going to use a method from more then one place, it might be better not to create a method for that.
you can use regions for clarity and you might not want a method that is larger then a full page, but not every 2-3 commands should get a method.
I have two C# methods RegisterTasks() and WaitForAll(), and whenever RegisterTasks() is called, WaitForAll() must be called in the same code block too. Just wondering if there's a way to tell C# compiler to make sure WaitForAll() always appear together with RegisterTasks(), and give a compiling error otherwise?
Thanks~
Reduce the visibility of RegisterTasks() and WaitForAll(), and expose a method that calls them both.
The short answer, as everyone else has said, is no.
I assume these methods are separate because the caller may wish to execute other code in between them. You may wish to consider creating a single combined method that takes a delegate as a parameter and then invokes that delegate when desired.
No. You need to properly document the contract and trust the end user to use the methods correctly.
No but you can do some designs. Example:
public void RegisterTasks(){
// do something
WaitForAll();
}
Or
public void RegisterTasks(){
// do something
privateWaitForAll();
}
public void WaitForAll(){
// do something
privateWaitForAll();
}
private void privateWaitForAll(){
// do something
}
when they say static classes should not have state/side effects does that mean:
static void F(Human h)
{
h.Name = "asd";
}
is violating it?
Edit:
i have a private variable now called p which is an integer. It's never read at all throughout the entire program, so it can't affect any program flow.
is this violating "no side effects"?:
int p;
static void F(Human h)
{
p=123;
h.Name = "asd";
}
the input and output is still always the same in this case..
When you say "they", who are you refering to?
Anyways, moving on. A method such as what you presented is completely fine - if that's what you want it to do, then OK. No worries.
Similarly, it is completely valid for a static class to have some static state. Again, it could be that you would need that at some point.
The real thing to watch out for is something like
static class A
{
private static int x = InitX();
static A()
{
Console.WriteLine("A()");
}
private static int InitX()
{
Console.out.WriteLine("InitX()");
return 0;
}
...
}
If you use something along these lines, then you could easily be confused about when the static constructor is called and when InitX() is called. If you had some side effects / state changing that occurs like in this example, then that would be bad practice.
But as far as your actual question goes, those kind of state changes and side effects are fine.
Edit
Looking at your second example, and taking the rule precisely as it is stated, then, yes, you are in violation of it.
But...
Don't let that rule necessarily stop you from things like this. It can be very useful in some cases, e.g. when a method does intensive calculation, memoization is an easy way to reduce performance cost. While memoization technically has state and side-effects, the output is always the same for every input, which is the really important .
Side effects of a static member mean that it change the value of some other members in its container class. The static member in your case does not effect other members of its class and it is not violating the sentence you have mentioned.
EDIT
In the second example you've added by editting your question you are violating it.
It is perfectly acceptable for methods of a static class to change the state of objects that are passed to them. Indeed, that is the primary use for non-function static methods (since a non-function method which doesn't change the state of something would be pretty useless).
The pattern to be avoided is having a static class where methods have side-effects that are not limited to the passed-in objects or objects referenced by them. Suppose, for example, one had an embroidery-plotting class which had functions to select an embroidery module, and to scale, translate, or rotate future graphic operations. If multiple routines expect to do some drawing, it could be difficult to prevent device-selections or transformations done by one routine from affecting other routines. There are two common ways to resolve this problem:
Have all the static graphic routines accept a parameter which will hold a handle to the current device and world transform.
Have a non-static class which holds a device handle and world transform, and have it expose a full set of graphic methods.
In many cases, the best solution will be to have a class which uses the second approach for its external interface, but possibly uses the first method internally. The first approach is somewhat better with regard to the Single Responsibility Principle, but from an external calling standpoint, using class methods is often nicer than using static ones.
I have various classes for handling form data and querying a database. I need some advice on reducing the amount of code I write from site to site.
The following code is for handling a form posted via ajax to the server. It simply instantiates a Form class, validates the data and processes any errors:
public static string submit(Dictionary<string, string> d){
Form f = new Form("myform");
if (!f.validate(d)){
return f.errors.toJSON();
}
//process form...
}
Is there a way to reduce this down to 1 line as follows:
if (!Form.validate("myform", d)){ return Form.errors.toJSON(); }
Let's break that down into two questions.
1) Can I write the existing logic all in one statement?
The local variable has to be declared in its own statement, but the initializer doesn't have to be there. It's prefectly legal to say:
Form f;
if (!(f=new Form("myform")).validate(d))return f.errors.toJSON();
Why you would want to is beyond me; doing so is ugly, hard to debug, hard to understand, and hard to maintain. But it's perfectly legal.
2) Can I make this instance method into a static method?
Probably not directly. Suppose you had two callers validating stuff on two different threads, both calling the static Form.Validate method, and both producing errors. Now you have a race. One of them is going to win and fill in Form.Errors. And now you have two threads reporting the same set of errors, but the errors are wrong for one of them.
The better way to make this into a static method is to make the whole thing into a static method that has the desired semantics, as in plinth's answer.
Errors errors = Validator.Validate(d);
if (errors != null) return errors.toJSON();
Now the code is very clear, and the implementation of Validate is straightforward. Create a form, call the validator, either return null or the errors.
I would suggest that you don't need advice on reducing the amount of code you write. Rather, get advice on how to make the code read more like the meaning it intends to represent. Sometimes that means writing slightly more code, but that code is clear and easy to understand.
I would move all common validation logic to a superclass.
I think the main problem of your code is not that is long, but that you're repeating that in many places, either if you manage to make it a one-liner, it would not be DRY.
Take a look at the Template Method pattern, it might help here (The abstract class with the validation would be the Template and your specific 'actions' would be the subclasses).
Of course you could write this:
public static string FormValidate(Dictionary<string, string> d)
{
Form f = new Form("myform");
if (!f.validate(d))
return f.errors.ToJSON();
return null;
}
then your submit can be:
public static string submit(Dictionary<string, string> d)
{
if ((string errs = FormValidate(d))!= null) { return errs; }
// process form
}
That cuts down your code and doesn't hurt readability much at all.
If you really, really wanted to, you could store the error text in a thread-local property.
Does C# have a "ThreadLocal" analog (for data members) to the "ThreadStatic" attribute?
I have always wondered how delegates can be useful and why shall we use them? Other then being type safe and all those advantages in Visual Studio Documentation, what are real world uses of delegates.
I already found one and it's very targeted.
using System;
namespace HelloNamespace {
class Greetings{
public static void DisplayEnglish() {
Console.WriteLine("Hello, world!");
}
public static void DisplayItalian() {
Console.WriteLine("Ciao, mondo!");
}
public static void DisplaySpanish() {
Console.WriteLine("Hola, imundo!");
}
}
delegate void delGreeting();
class HelloWorld {
static void Main(string [] args) {
int iChoice=int.Parse(args[0]);
delGreeting [] arrayofGreetings={
new delGreeting(Greetings.DisplayEnglish),
new delGreeting(Greetings.DisplayItalian),
new delGreeting(Greetings.DisplaySpanish)};
arrayofGreetings[iChoice-1]();
}
}
}
But this doesn't show me exactly the advantages of using delegates rather than a conditional "If ... { }" that parses the argument and run the method.
Does anyone know why it's better to use delegate here rather than "if ... { }". Also do you have other examples that demonstrate the usefulness of delegates.
Thanks!
Delegates are a great way of injecting functionality into a method. They greatly help with code reuse because of this.
Think about it, lets say you have a group of related methods that have almost the same functionality but vary on just a few lines of code. You could refactor all of the things these methods have in common into one single method, then you could inject the specialised functionality in via a delegate.
Take for example all of the IEnumerable extension methods used by LINQ. All of them define common functionality but need a delegate passing to them to define how the return data is projected, or how the data is filtered, sorted, etc...
The most common real-world everyday use of delegates that I can think of in C# would be event handling. When you have a button on a WinForm, and you want to do something when the button is clicked, then what you do is you end up registering a delegate function to be called by the button when it is clicked.
All of this happens for you automatically behind the scenes in the code generated by Visual Studio itself, so you might not see where it happens.
A real-world case that might be more useful to you would be if you wanted to make a library that people can use that will read data off an Internet feed, and notify them when the feed has been updated. By using delegates, then programmers who are using your library would be able to have their own code called whenever the feed is updated.
Lambda expressions
Delegates were mostly used in conjunction with events. But dynamic languages showed their much broader use. That's why delegates were underused up until C# 3.0 when we got Lambda expressions. It's very easy to do something using Lambda expressions (that generates a delegate method)
Now imagine you have a IEnumerable of strings. You can easily define a delegate (using Lambda expression or any other way) and apply it to run on every element (like trimming excess spaces for instance). And doing it without using loop statements. Of course your delegates may do even more complex tasks.
I will try to list some examples that are beyond a simple if-else scenario:
Implementing call backs. For example you are parsing an XML document and want a particular function to be called when a particular node is encountered. You can pass delegates to the functions.
Implementing the strategy design pattern. Assign the delegate to the required algorithm/ strategy implementation.
Anonymous delegates in the case where you want some functionality to be executed on a separate thread (and this function does not have anything to send back to the main program).
Event subscription as suggested by others.
Delegates are simply .Net's implementation of first class functions and allow the languages using them to provide Higher Order Functions.
The principle benefit of this sort of style is that common aspects can be abstracted out into a function which does just what it needs to do (for example traversing a data structure) and is provided another function (or functions) that it asks to do something as it goes along.
The canonical functional examples are map and fold which can be changed to do all sorts of things by the provision of some other operation.
If you want to sum a list of T's and have some function add which takes two T's and adds them together then (via partial application) fold add 0 becomes sum. fold multiply 1 would become the product, fold max 0 the maximum. In all these examples the programmer need not think about how to iterate over the input data, need not worry about what to do if the input is empty.
These are simple examples (though they can be surprisingly powerful when combined with others) but consider tree traversal (a more complex task) all of that can be abstracted away behind a treefold function. Writing of the tree fold function can be hard, but once done it can be re-used widely without having to worry about bugs.
This is similar in concept and design to the addition of foreach loop constructs to traditional imperative languages, the idea being that you don't have to write the loop control yourself (since it introduces the chance of off by one errors, increases verbosity that gets in the way of what you are doing to each entry instead showing how you are getting each entry. Higher order functions simply allow you to separate the traversal of a structure from what to do while traversing extensibly within the language itself.
It should be noted that delegates in c# have been largely superseded by lambdas because the compiler can simply treat it as a less verbose delegate if it wants but is also free to pass through the expression the lambda represents to the function it is passed to to allow (often complex) restructuring or re-targeting of the desire into some other domain like database queries via Linq-to-Sql.
A principle benefit of the .net delegate model over c-style function pointers is that they are actually a tuple (two pieces of data) the function to call and the optional object on which the function is to be called. This allows you to pass about functions with state which is even more powerful. Since the compiler can use this to construct classes behind your back(1), instantiate a new instance of this class and place local variables into it thus allowing closures.
(1) it doesn't have to always do this, but for now that is an implementation detail
In your example your greating are the same, so what you actually need is array of strings.
If you like to gain use of delegates in Command pattern, imagine you have:
public static void ShakeHands()
{ ... }
public static void HowAreYou()
{ ... }
public static void FrenchKissing()
{ ... }
You can substitute a method with the same signature, but different actions.
You picked way too simple example, my advice would be - go and find a book C# in Depth.
Here's a real world example. I often use delegates when wrapping some sort of external call. For instance, we have an old app server (that I wish would just go away) which we connect to through .Net remoting. I'll call the app server in a delegate from a 'safecall ' function like this:
private delegate T AppServerDelegate<T>();
private T processAppServerRequest<T>(AppServerDelegate<T> delegate_) {
try{
return delegate_();
}
catch{
//Do a bunch of standard error handling here which will be
//the same for all appserver calls.
}
}
//Wrapped public call to AppServer
public int PostXYZRequest(string requestData1, string requestData2,
int pid, DateTime latestRequestTime){
processAppServerRequest<int>(
delegate {
return _appSvr.PostXYZRequest(
requestData1,
requestData2,
pid,
latestRequestTime);
});
Obviously the error handling is done a bit better than that but you get the rough idea.
Delegates are used to "call" code in other classes (that might not necessarily be in the same, class, or .cs or even the same assembly).
In your example, delegates can simply be replaced by if statements like you pointed out.
However, delegates are pointers to functions that "live" somewhere in the code where for organizational reasons for instance you don't have access to (easily).
Delegates and related syntactic sugar have significantly changed the C# world (2.0+)
Delegates are type-safe function pointers - so you use delegates anywhere you want to invoke/execute a code block at a future point of time.
Broad sections I can think of
Callbacks/Event handlers: do this when EventX happens. Or do this when you are ready with the results from my async method call.
myButton.Click += delegate { Console.WriteLine("Robbery in progress. Call the cops!"); }
LINQ: selection, projection etc. of elements where you want to do something with each element before passing it down the pipeline. e.g. Select all numbers that are even, then return the square of each of those
var list = new int[] { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 }
.Where(delegate(int x) { return ((x % 2) == 0); })
.Select(delegate(int x) { return x * x; });
// results in 4, 16, 36, 64, 100
Another use that I find a great boon is if I wish to perform the same operation, pass the same data or trigger the same action in multiple instances of the same object type.
In .NET, delegates are also needed when updating the UI from a background thread. As you can not update controls from thread different from the one that created the controls, you need to invoke the update code withing the creating thread's context (mostly using this.Invoke).