鉴于以下可变和不可变类型的实现,是否有办法避免重复代码(主要是重复属性)?
我希望默认使用不可变类型,除非需要可变类型(例如绑定到UI元素时)。
我们正在使用.NET framework 4.0,但计划很快切换到4.5。
public class Person {
public string Name { get; private set; }
public List<string> Jobs { get; private set; } // Change to ReadOnlyList<T>
public Person() {}
public Person(Mutable m) {
Name = m.Name;
}
public class Mutable : INotifyPropertyChanged {
public string Name { get; set; }
public List<string> Jobs { get; set; }
public Mutable() {
Jobs = new List<string>();
}
public Mutable(Person p) {
Name = p.Name;
Jobs = new List<string>(p.Jobs);
}
public event PropertyChangedEventHandler PropertyChanged;
protected void OnPropertyChanged(string propertyName) {
// TODO: implement
}
}
}
public class Consumer {
public Consumer() {
// We can use object initializers :)
Person.Mutable m = new Person.Mutable {
Name = "M. Utable"
};
// Consumers can happily mutate away....
m.Name = "M. Utated";
m.Jobs.Add("Herper");
m.Jobs.Add("Derper");
// But the core of our app only deals with "realio-trulio" immutable types.
// Yey! Have constructor with arity of one as opposed to
// new Person(firstName, lastName, email, address, im, phone)
Person im = new Person(m);
}
}
答案 0 :(得分:2)
不,没有简单的方法可以避免重复的代码。
您实施的是有效的builder
模式。 .NET StringBuilder
类遵循相同的方法。
对C#中不可变类型的支持有点缺乏,并且可以使用某些特定于语言的功能来简化它。你必须创建一个建设者是一个真正的痛苦,因为你已经发现了。另一种方法是使用一个构造函数来获取所有值,但是你最终会得到所有构造函数的母版,这会使代码变得不可读。
答案 1 :(得分:1)
我做了一些你最近提出的问题(使用T4模板),所以绝对可能:
https://github.com/xaviergonz/T4Immutable
例如,鉴于此:
[ImmutableClass(Options = ImmutableClassOptions.IncludeOperatorEquals)]
class Person {
private const int AgeDefaultValue = 18;
public string FirstName { get; }
public string LastName { get; }
public int Age { get; }
[ComputedProperty]
public string FullName {
get {
return FirstName + " " + LastName;
}
}
}
它会自动为您生成以下单独的部分类文件:
所以它会生成这个(不包括一些冗余属性):
using System;
partial class Person : IEquatable<Person> {
public Person(string firstName, string lastName, int age = 18) {
this.FirstName = firstName;
this.LastName = lastName;
this.Age = age;
_ImmutableHashCode = new { this.FirstName, this.LastName, this.Age }.GetHashCode();
}
private bool ImmutableEquals(Person obj) {
if (ReferenceEquals(this, obj)) return true;
if (ReferenceEquals(obj, null)) return false;
return T4Immutable.Helpers.AreEqual(this.FirstName, obj.FirstName) && T4Immutable.Helpers.AreEqual(this.LastName, obj.LastName) && T4Immutable.Helpers.AreEqual(this.Age, obj.Age);
}
public override bool Equals(object obj) {
return ImmutableEquals(obj as Person);
}
public bool Equals(Person obj) {
return ImmutableEquals(obj);
}
public static bool operator ==(Person a, Person b) {
return T4Immutable.Helpers.AreEqual(a, b);
}
public static bool operator !=(Person a, Person b) {
return !T4Immutable.Helpers.AreEqual(a, b);
}
private readonly int _ImmutableHashCode;
private int ImmutableGetHashCode() {
return _ImmutableHashCode;
}
public override int GetHashCode() {
return ImmutableGetHashCode();
}
private string ImmutableToString() {
var sb = new System.Text.StringBuilder();
sb.Append(nameof(Person) + " { ");
var values = new string[] {
nameof(this.FirstName) + "=" + T4Immutable.Helpers.ToString(this.FirstName),
nameof(this.LastName) + "=" + T4Immutable.Helpers.ToString(this.LastName),
nameof(this.Age) + "=" + T4Immutable.Helpers.ToString(this.Age),
};
sb.Append(string.Join(", ", values) + " }");
return sb.ToString();
}
public override string ToString() {
return ImmutableToString();
}
private Person ImmutableWith(T4Immutable.WithParam<string> firstName = default(T4Immutable.WithParam<string>), T4Immutable.WithParam<string> lastName = default(T4Immutable.WithParam<string>), T4Immutable.WithParam<int> age = default(T4Immutable.WithParam<int>)) {
return new Person(
!firstName.HasValue ? this.FirstName : firstName.Value,
!lastName.HasValue ? this.LastName : lastName.Value,
!age.HasValue ? this.Age : age.Value
);
}
public Person With(T4Immutable.WithParam<string> firstName = default(T4Immutable.WithParam<string>), T4Immutable.WithParam<string> lastName = default(T4Immutable.WithParam<string>), T4Immutable.WithParam<int> age = default(T4Immutable.WithParam<int>)) {
return ImmutableWith(firstName, lastName, age);
}
}
还有更多功能,如项目页面中所述。
PS:如果你想要一个属性,只需添加其他不可变对象的列表:
public ImmutableList<string> Jobs { get; }
答案 2 :(得分:0)
由于属性不具有相同的可见性,因此这不是重复的代码。如果他们的可见性相同,那么Person可以继承Mutable以避免重复。现在,我认为没有代码可以分解你所展示的内容。
答案 3 :(得分:0)
考虑使用代码生成将每个mutable映射到其不可变的等效项。 我个人喜欢T4代码生成,由T4Toolbox库辅助。 您可以使用EnvDTE轻松解析代码。
您可以在Oleg Sych博客上找到大量关于T4的高质量信息 http://www.olegsych.com/
代码生成在开始时可能很难处理,但它解决了代码的臭名昭着的问题 - 必须重复。
答案 4 :(得分:0)
根据您是否正在创建面向公众的API,需要考虑的一个问题是考虑Eric Lippert所讨论的“popcicle immutability”。关于这一点的好处是你根本不需要任何重复。
我反过来使用了一些东西,我的类是可变的,直到某个计算将要发生的某一点,我称之为Freeze()方法。对属性的所有更改都会调用BeforeValueChanged()方法,如果冻结则会抛出异常。
您需要的是默认冻结类的东西,如果您需要它们,可以解冻它们。正如其他人提到的,如果冻结你需要返回只读副本的列表等。
这是我放在一起的小班的一个例子:
/// <summary>
/// Defines an object that has a modifiable (thawed) state and a read-only (frozen) state
/// </summary>
/// <remarks>
/// All derived classes should call <see cref="BeforeValueChanged"/> before modifying any state of the object. This
/// ensures that a frozen object is not modified unexpectedly.
/// </remarks>
/// <example>
/// This sample show how a derived class should always use the BeforeValueChanged method <see cref="BeforeValueChanged"/> method.
/// <code>
/// public class TestClass : Freezable
/// {
/// public String Name
/// {
/// get { return this.name; }
/// set
/// {
/// BeforeValueChanged();
/// this.name = name;
/// }
/// }
/// private string name;
/// }
/// </code>
/// </example>
[Serializable]
public class Freezable
{
#region Locals
/// <summary>Is the current instance frozen?</summary>
[NonSerialized]
private Boolean _isFrozen;
/// <summary>Can the current instance be thawed?</summary>
[NonSerialized]
private Boolean _canThaw = true;
/// <summary>Can the current instance be frozen?</summary>
[NonSerialized]
private Boolean _canFreeze = true;
#endregion
#region Properties
/// <summary>
/// Gets a value that indicates whether the object is currently modifiable.
/// </summary>
/// <value>
/// <c>true</c> if this instance is frozen; otherwise, <c>false</c>.
/// </value>
public Boolean IsFrozen
{
get { return this._isFrozen; }
private set { this._isFrozen = value; }
}
/// <summary>
/// Gets a value indicating whether this instance can be frozen.
/// </summary>
/// <value>
/// <c>true</c> if this instance can be frozen; otherwise, <c>false</c>.
/// </value>
public Boolean CanFreeze
{
get { return this._canFreeze; }
private set { this._canFreeze = value; }
}
/// <summary>
/// Gets a value indicating whether this instance can be thawed.
/// </summary>
/// <value>
/// <c>true</c> if this instance can be thawed; otherwise, <c>false</c>.
/// </value>
public Boolean CanThaw
{
get { return this._canThaw; }
private set { this._canThaw = value; }
}
#endregion
#region Methods
/// <summary>
/// Freeze the current instance.
/// </summary>
/// <exception cref="System.InvalidOperationException">Thrown if the instance can not be frozen for any reason.</exception>
public void Freeze()
{
if (this.CanFreeze == false)
throw new InvalidOperationException("The instance can not be frozen at this time.");
this.IsFrozen = true;
}
/// <summary>
/// Does a Deep Freeze for the duration of an operation, preventing it being thawed while the operation is running.
/// </summary>
/// <param name="operation">The operation to run</param>
internal void DeepFreeze(Action operation)
{
try
{
this.DeepFreeze();
operation();
}
finally
{
this.DeepThaw();
}
}
/// <summary>
/// Applies a Deep Freeze of the current instance, preventing it be thawed, unless done deeply.
/// </summary>
internal void DeepFreeze()
{
// Prevent Light Thawing
this.CanThaw = false;
this.Freeze();
}
/// <summary>
/// Applies a Deep Thaw of the current instance, reverting a Deep Freeze.
/// </summary>
internal void DeepThaw()
{
// Enable Light Thawing
this.CanThaw = true;
this.Thaw();
}
/// <summary>
/// Thaws the current instance.
/// </summary>
/// <exception cref="System.InvalidOperationException">Thrown if the instance can not be thawed for any reason.</exception>
public void Thaw()
{
if (this.CanThaw == false)
throw new InvalidOperationException("The instance can not be thawed at this time.");
this.IsFrozen = false;
}
/// <summary>
/// Ensures that the instance is not frozen, throwing an exception if modification is currently disallowed.
/// </summary>
/// <exception cref="System.InvalidOperationException">Thrown if the instance is currently frozen and can not be modified.</exception>
protected void BeforeValueChanged()
{
if (this.IsFrozen)
throw new InvalidOperationException("Unable to modify a frozen object");
}
#endregion
}