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C# 3.0 Feature Properties and Accessors
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A property gives controlled access to the private local state of an object, either directly to its fields or via some computation. Properties define one or two accessors: get and/ or set. The most common form of a property is:
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public type Field {get; set;}
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where Field is an identifier. This declaration creates a private field and makes it accessible for public reading and writing via the name Field. By placing such properties in an interface, we are effectively requiring classes to supply property accessors as well as the usual methods when implementing the interface. Properties can omit either the get or the set accessor; it is more typical to omit the set, which makes the property read-only. Properties can also compute the result of a get or set, in which case, the expanded syntax is:
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public type Field { get { statements; return expression; } set { statements including reference to value; } }
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A property typically, but not necessarily, has access to a private type Field. value is the implicit parameter of a call to set a property. cf. C# Language Specification Version 3.0, September 2007, Section 10.7
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Now, let s consider how the Component class would be implemented in accordance with the IComponent interface, as in the namespace shown in Example 3-1.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 using System; using System.Collections.Generic; using System.Text; // for StringBuilder namespace CompositePattern { // The Interface public interface IComponent <T> { void Add(IComponent <T> c); IComponent <T> Remove(T s); string Display(int depth); IComponent <T> Find(T s); T Name {get; set;} } // The Component public class Component <T> : IComponent <T> { public T Name {get; set;} public Component (T name) { Name = name; } public void Add(IComponent <T> c) { Console.WriteLine("Cannot add to an item"); } public IComponent <T> Remove(T s) { Console.WriteLine("Cannot remove directly"); return this; } public string Display(int depth) { return new String('-', depth) + Name+"\n"; } public IComponent <T> if (s.Equals(Name)) return this; else return null; } } // The Composite public class Composite <T> : IComponent List <IComponent <T>> list; public T Name {get; set;} public Composite (T name) { Name = name; Find (T s) {
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<T> {
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3: Structural Patterns: Composite and Flyweight
53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 } 100 } list = new List <IComponent <T>> ( ); } public void Add(IComponent list.Add(c); } IComponent <T> holder=null; // Finds the item from a particular point in the structure // and returns the composite from which it was removed // If not found, return the point as given public IComponent <T> Remove(T s) { holder = this; IComponent <T> p = holder.Find(s); if (holder!=null) { (holder as Composite<T>).list.Remove(p); return holder; } else return this; } // Recursively looks for an item // Returns its reference or else null public IComponent <T> Find (T s) { holder = this; if (Name.Equals(s)) return this; IComponent <T> found=null; foreach (IComponent <T> c in list) { found = c.Find(s); if (found!=null) break; } return found; } // Displays items in a format indicating their level in the composite structure public string Display(int depth) { StringBuilder s = new StringBuilder(new String('-', depth)); s.Append("Set "+ Name + " length :" + list.Count + "\n"); foreach (IComponent <T> component in list) { s.Append(component.Display(depth + 2)); } return s.ToString( ); } <T> c) {
The namespace starts off with the definition of the interface with its four methods and one property. Then follows the Component class. Not all of IComponent s methods are meaningful for Components. Adding and removing are done only in Composites, so
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