|
If you decide to derive a class from it, remember that this
class belongs to a namespace. To inherit from this class, the compiler will need to know
the namespace in which the class was created. Class inheritance that involves namespaces relies on
qualification, like the calling of the members of a namespace. To derive a class
from a class member of a namespace, type the name of the namespace, followed by
the period operator ".", and followed by the name of the base namespace.
Here is an example:
|
Source File: StaffMembers.cs
|
using System;
namespace HighSchool
{
public class Teacher : People.Person
{
private string _pos;
public Teacher()
{
this._pos = "Staff Member";
}
public Teacher(string pos)
{
this._pos = pos;
}
private string Position
{
get { return _pos; }
set { _pos = value; }
}
}
}
|
If you need to call the class that was defined in a
different namespace, remember to qualify its name with the period operator. Here is an example:
|
Source File: Exercise.cs
|
using System;
class Exercise
{
public static int Main()
{
People.Person man = new People.Person("Hermine Sandt", "Male");
HighSchool.Teacher staff = new HighSchool.Teacher("Vice Principal");
Console.WriteLine();
return 0;
}
}
|
Alternatively, to use the contents
of a namespace, prior to calling a member of that namespace, you can type the using
keyword followed by the name of the namespace. Here is an example:
| Source File: Exercise.cs |
using System;
using People;
using HighSchool;
class Exercise
{
public static int Main()
{
Person man = new Person("Hermine Sandt", "Male");
Teacher staff = new Teacher("Vice Principal");
Console.WriteLine();
return 0;
}
}
|
|
Practical Learning: Using Inheritance With Namespaces
|
|
- Start Microsoft Visual C# and create a Console Application
named Geometry2
- To create a new class, on the main menu, click Project -> Add Class...
- Set the Name to Square and press Enter
- Change the file as follows:
using System;
namespace Geometry2
{
public class Square
{
private double _side;
public Square()
{
_side = 0.00;
}
public Square(double s)
{
_side = s;
}
}
}
|
- To create a new class, on the main menu, click Project -> Add Class...
- Set the Name to Rectangle and press Enter
- Change the file as follows:
using System;
namespace Geometry2
{
public class Rectangle
{
double _length;
double _height;
public Rectangle()
{
_length = 0.00;
_height = 0.00;
}
public Rectangle(double L, double H)
{
_length = L;
_height = H;
}
}
}
|
- Save all
To maintain a privileged relationship with its
children, a parent class can make a member available only to
classes derived from it. With this relationship, some members of a parent class have a
protected access level. Of course, as the class creator, it is your job to
specify this relationship.
To create a member that
derived classes only can access, type the protected keyword to its left. Here
are examples:
| Source File: Persons.cs |
using System;
public class Person
{
private string _name;
private string _gdr;
public Person()
{
this._name = "Not Available";
this._gdr = "Unknown";
}
public Person(string name, string gender)
{
this._name = name;
this._gdr = gender;
}
protected string FullName
{
get { return _name; }
set { _name = value; }
}
protected string Gender
{
get { return _gdr; }
set { _gdr = value; }
}
public void Show()
{
Console.WriteLine("Full Name: {0}", this.FullName);
Console.WriteLine("Gender: {0}", this.Gender);
}
}
|
You can access protected members only in derived classes.
Therefore, if you instantiate a class outside, you can call only public members:
| Source File: Exercise.cs |
using System;
class Exercise
{
public static int Main()
{
People.Person man = new People.Person("Hermine Sandt", "Male");
Console.WriteLine("Staff Member");
man.Show();
Console.WriteLine();
return 0;
}
}
|
This would produce:
Staff Member
Full Name: Hermine Sandt
Gender: Male
If you create a class member and mark it as protected, the
classes derived of its parent class, created in the current program or outside
the current program, can access it. If you want the member to be accessed only
by derived classes implemented in the same program but not derived classes
implemented outside of the current program, mark the member as protected
internal. Here are examples:
| Source File: Persons.cs |
using System;
public class Person
{
private string _name;
private string _gdr;
public Person()
{
this._name = "Not Available";
this._gdr = "Unknown";
}
public Person(string name, string gender)
{
this._name = name;
this._gdr = gender;
}
protected internal string FullName
{
get { return _name; }
set { _name = value; }
}
protected internal string Gender
{
get { return _gdr; }
set { _gdr = value; }
}
public void Show()
{
Console.WriteLine("Full Name: {0}", this.FullName);
Console.WriteLine("Gender: {0}", this.Gender);
}
}
|
|
We have just mentioned that you can create a new version of
a member in a derived class for a member that already exists in the parent
class. After doing this, when you call that member in your program, you need to
make sure that the right member gets called, the member in the base class or the
equivalent member in the derived class.
When you create a base class, if you anticipate that a
certain property or method would need to be redefined in the derived class, you
can indicate this to the compiler. On the other hand, while creating your
classes, if you find out that you are customizing a property or a method that
already exists in the base class, you should let the compiler know that you are
providing a new version. In both cases, the common member should be created as
virtual.
To create a virtual member, in the base class, type the virtual keyword to the
left of the property or method. Based on this, the Area property of our Circle
class can be created as follows:
|
|
class Circle
{
public virtual double Area
{
get
{
return Radius * Radius * 3.14159;
}
}
}
In Microsoft Visual C#, unlike C++, if you omit the virtual keyword,
the (Microsoft Visual C#) compiler would display a warning.
When you derive a class from an
abstract class, since the
methods (if any) of the abstract class were not implemented, you must
implement each one of them in the derived class. When customizing virtual members in
a derived class, to indicate that a member is already virtual in the base class
and that you are defining a new version, type the override keyword to the
left of its declaration. For example, the Area property in our Sphere class can
be created as follows:
class Sphere : Circle
{
public override double Area
{
get
{
return 4 * Radius * Radius * 3.14159;
}
}
public double Volume
{
get
{
return 4 * 3.14159 * Radius * Radius * Radius;
}
}
}
In the same way, when implementing an abstract method
of a class, type the override keyword to its left.
|
Practical Learning: Using Virtual Members
|
|
- To create a new class, on the main menu, click Project -> Add Class...
- Set the Name to a ShapeDescription and press Enter
- Change the file as follows:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Geometry2
{
public class ShapeDescription
{
public virtual string Description()
{
string Msg = "A quadrilateral is a geometric figure " +
"that has four sides and four angles.";
return Msg;
}
}
}
|
- Save the file as Quadrilaterals.cs in the Shapes1 folder
- Access the Square.cs file and override the Description method as follows:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Geometry2
{
public class Square : ShapeDescription
{
private double _side;
public Square()
{
_side = 0.00;
}
public Square(double s)
{
_side = s;
}
public override string Description()
{
// Get the introduction from the parent
string Introduction = base.Description() +
"\nA square is a quadrilateral that has four " +
"equal sides and four right angles";
return Introduction;
}
}
}
|
- Access Rectangle.cs file and change it as follows:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Geometry2
{
public class Rectangle : ShapeDescription
{
double _length;
double _height;
public Rectangle()
{
_length = 0.00;
_height = 0.00;
}
public Rectangle(double L, double H)
{
_length = L;
_height = H;
}
public override string Description()
{
// Get the introduction from the parent
string Introduction = base.Description();
string Msg = Introduction +
"\nA rectangle is a quadrilateral that has adjacent " +
"perpendicular sides. This implies that its four " +
"angles are right.";
return Msg;
}
}
}
|
- Access the Program.cs file and change it as
follows:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
class Exercise
{
static void DisplaySquare(Square S)
{
Console.WriteLine("Square Characteristics");
Console.WriteLine("Description: {0}", S.Description());
}
static void DisplayRectangle(Rectangle R)
{
Console.WriteLine("Rectangle Characteristics");
Console.WriteLine("Description: {0}", R.Description());
}
static void Main()
{
Square Sq = new Square();
Rectangle Rect = new Rectangle();
Console.WriteLine("========================================");
DisplaySquare(Sq);
Console.WriteLine("========================================");
DisplayRectangle(Rect);
Console.WriteLine("========================================");
Console.WriteLine();
}
}
|
- Execute the project. This would
produce:
========================================
Square Characteristics
Description: A quadrilateral is a geometric figure that has four
sides and four angles. A square is a quadrilateral that has four equal
sides and four right angles
========================================
Rectangle Characteristics
Description: A quadrilateral is a geometric figure that has four
sides and four angles.
A rectangle is a quadrilateral that has adjacent perpendicular sides.
This implies that its four angles are right.
========================================
|
- Close the DOS window
In a program, you can create a class whose role is only meant to
provide fundamental characteristics for other classes. This type of class cannot
be used to declare a variable. Such a class is referred to as
abstract. Therefore, an abstract class can be created only to serve as a parent
class for other classes.
To create an abstract class, type the abstract keyword to the left
of its name. Here is an example:
abstract class Ball
{
protected int TypeOfSport;
protected string Dimensions;
}
|
Practical Learning: Creating an Abstract Class
|
|
- To create an abstract class, access the ShapeDescription.cs file and
change it as follows:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Geometry2
{
public abstract class ShapeDescription
{
public virtual string Description()
{
string Msg = "A quadrilateral is a geometric figure " +
"that has four sides and four angles.";
return Msg;
}
}
}
|
- Save the file
|
Abstract Properties and Methods
|
|
When creating a class that would mainly be used as a base for
future inheritance, you can create one or more properties and make them
abstract. To do this, when creating the property, type the abstract
keyword to its left. Because you would not define the property, you can simply
type the get keyword and its semi-colon in the body of the property.
A method of a class also can be made abstract. An abstract
method can be a member of only an abstract class. If you make a method abstract
in a class, you must not implement the method. To create an abstract method, when creating its class, type
the abstract keyword to the left of the method's name. End the
declaration with a semi-colon and no body for the method since you cannot
implement it. Here is an example:
public abstract class Ball
{
protected int TypeOfSport;
protected string Dimensions;
public abstract CalculateArea();
}
In the same way, you can create as many properties and
methods as you see fit. You can choose what properties and methods to make
abstract. This is important for inheritance.
|
Practical Learning: Creating an Abstract Property
|
|
- To create an abstract property, access the ShapeDescription.cs file and
change its class as follows:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Geometry2
{
public abstract class ShapeDescription
{
public abstract string Name { get; }
public virtual string Description()
{
string Msg = "A quadrilateral is a geometric figure " +
"that has four sides and four angles.";
return Msg;
}
}
}
|
- Access the Square.cs file and change it as follows:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Geometry2
{
public class Square : ShapeDescription
{
private double _side;
public Square()
{
_side = 0.00;
}
public Square(double s)
{
_side = s;
}
public override string Name
{
get { return "Square"; }
}
public override string Description()
{
// Get the introduction from the parent
string Introduction = base.Description() +
"\nA square is a quadrilateral that has four " +
"equal sides and four right angles";
return Introduction;
}
}
}
|
- Access the Rectangle.cs file and change it as
follows:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Geometry2
{
public class Rectangle : ShapeDescription
{
double _length;
double _height;
public Rectangle()
{
_length = 0.00;
_height = 0.00;
}
public Rectangle(double L, double H)
{
_length = L;
_height = H;
}
public override string Name
{
get { return "Rectangle"; }
}
public override string Description()
{
// Get the introduction from the parent
string Introduction = base.Description();
string Msg = Introduction +
"\nA rectangle is a quadrilateral that has adjacent " +
"perpendicular sides. This implies that its four " +
"angles are right.";
return Msg;
}
}
}
|
- Access the Program.cs file and
change it as follows:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Geometry2
{
public class Program
{
static void DisplaySquare(Square S)
{
Console.WriteLine("Square Characteristics");
Console.WriteLine("Name: {0}", S.Name);
Console.WriteLine("Description: {0}", S.Description());
}
static void DisplayRectangle(Rectangle R)
{
Console.WriteLine("Rectangle Characteristics");
Console.WriteLine("Name: {0}", R.Name);
Console.WriteLine("Description: {0}", R.Description());
}
static void Main()
{
FlatShapes.Square Sq = new FlatShapes.Square();
FlatShapes.Rectangle Rect = new FlatShapes.Rectangle();
Console.WriteLine("========================================");
DisplaySquare(Sq);
Console.WriteLine("========================================");
DisplayRectangle(Rect);
Console.WriteLine("========================================");
Console.WriteLine();
}
}
}
|
- Execute the project. This would
produce:
========================================
Square Characteristics
Name: Square
Description: A quadrilateral is a geometric figure that has four
sides and four angles. A square is a quadrilateral that has four equal
sides and four right angles
========================================
Rectangle Characteristics
Name: Rectangle
Description: A quadrilateral is a geometric figure that has four sides
and four angles.
A rectangle is a quadrilateral that has adjacent perpendicular sides.
This implies that its four angles are right.
========================================
|
- Close the DOS window
Any of the classes we have used so far in our lessons
can be inherited from. If you create a certain class and don't want anybody to
derive another class from it, you can mark it as sealed. In other words, a
sealed class is one that cannot serve as base for another class.
To mark a class as sealed, type the sealed keyword to
the left of the class keyword. Here is an example:
public sealed class Ball
{
public int TypeOfSport;
public string Dimensions;
}
There is not much to do about a sealed class. Simply
remember that no class can be derived from it.
Imagine you start creating a class and, while implementing
or testing it, you find out that this particular class can be used instead as a
general base that other classes can be derived from. An interface is a special
class whose purpose is to serve as a template that actual classes can be based
on. An interface is primarily created like a class: it has a
name, a body and can have members.
To create an interface, instead of the class
keyword, you use the interface keyword. By convention, the name of an interface
starts with I. Here is an example:
interface ICourtDimensions
{
}
|
Practical Learning: Introducing Interfaces
|
|
- On the main menu, click Project -> Add New Item...
- In the Templates list, click Interface
- Set the Name to Quadrilateral and click Add
- Change the file
as follows:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Geometry2
{
interface IQuadrilateral
{
}
}
|
- Save the file
|
The Members of an Interface
|
|
As done for a class, the members of an interface are listed
in its body. In an interface, you cannot declare fields like those we have used
in other classes. Instead, if you want some type of member variable, you can
create a property. If you create a property in an interface, you cannot define
that property. One of the rules of an interface is that you cannot define any of
its members. This is also valid for its properties. Therefore, if you create a
property in an interface:
- You can indicate that it would be read-only by adding an empty getter
property to it.
Here is an example:
public interface ICourtDimensions
{
double Length { get; }
}
|
- You can indicate that it would be write-only by adding an empty setter
property to it. Here is an example:
public interface ICourtDimensions
{
double Length { set; }
}
|
- You can indicate that it would be used to write values to it and to read
values from it. To provide this information, add a getter and a setter
accessories to it. Here is an example:
public interface ICourtDimensions
{
double Length { get; set; }
}
|
In the same way, you can create as many properties as you
judge necessary in an interface. Besides the properties, an interface can
also have other types of members such as methods. Here is an example of an
interface that has one read-only property named NameOfSport, one read/write
property named NumberOfPlayers, and one method named SportCharacteristics:
public interface IBall
{
int NumberOfPlayers
{
get;
set;
}
string NameOfSport
{
get;
}
void SportCharacteristics();
}
|
Practical Learning: Creating Members of an Interface
|
|
- To create a property,
change the file as follows:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Geometry2
{
interface IQuadrilateral
{
double Area { get; }
}
}
|
- Save the file
|
An Interface as a Base Class
|
|
An interface is used to lay a foundation for other
classes. For this reason, it is the prime candidate for class derivation. To
derive from an interface, use the same technique we have applied in inheritance
so far. Here is an example of a class named SportBall that derives from an
interface named ISportType:
public class SportBall : ISportType
{
int players;
string sport;
}
Just as you can derive a class from an interface, you can
create an interface that itself is based on another interface. Here is an
example:
public interface ISportType : IBall
{
SportCategory Type
{
get;
}
}
The C# language doesn't allow multiple inheritance, which is
the ability to create a class based on more than one class. Multiple inheritance
is allowed only if the bases are interfaces. To create multiple inheritance,
separate the names of interface, with a comma. Here is an example:
public interface ISportType : IBall, ICourtDimensions
{
SportCategory Type
{
get;
}
}
You can also involve a class as parent in a multiple
inheritance scenario but there must be only one class. Here is an example in
which a class called Sports derives from one class and various interfaces:
public interface Sports: Player, IBall, ICourtDimensions
{
}
|
Practical Learning: Inheriting From an Interface
|
|
- On the main menu, click Project -> Add New Item...
- In the Templates list, click Interface
- Set the Name to RightAngle and click Add
- Change the file as follows:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Geometry2
{
interface IRightAngle : IQuadrilateral
{
double Base { get; set; }
double Height { get; set; }
double Perimeter { get; }
}
}
|
- Access the Square.cs file and change it as follows:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Geometry2
{
public class Square : ShapeDescription, IRightAngle
{
. . .
}
}
|
- Access the Rectangle.cs file and
change it as follows:
using System;
namespace Geometry2
{
public class Rectangle : ShapeDescription, IRightAngle
{
. . .
}
}
|
- Save all
|
Implementation of Derived Classes of an Interface
|
|
After creating an interface, you can derive other interfaces
or other classes from it. If you are deriving other interfaces from an
interface, you can just proceed as you see fit. For example, you can add or not
add one or more new properties, you can add or not add one or more methods,
etc. Here is an example:
| Source File: Preparation.cs |
public enum SportCategory
{
SinglePlayer,
Collective,
Unknown
}
public interface ICourtDimensions
{
double Length { get; set; }
double Width { get; set; }
}
public interface IBall
{
int NumberOfPlayers
{
get;
set;
}
string NameOfSport
{
get;
}
void SportCharacteristics();
}
public interface ISportType : IBall, ICourtDimensions
{
SportCategory Type
{
get;
}
}
|
If you derive a class, from an interface, you must implement
all properties that were created in the interface. This means that you must define
them so that, when a variable is declared of that class, the properties have
meaning. In the same way, if you create a class that is based on an interface,
you must implement all methods that were declared in the interface. If you
derive a class from an interface that itself was derived from another interface,
in your class, you must define all properties that were created in the whole
parental lineage and you must implement all methods that were created in the parent and
grant-parent interfaces. Here is an example:
| Source File: Sport.cs |
using System;
public class SportBall : ISportType
{
int players;
string sport;
SportCategory _type;
double Len;
double Wdt;
public SportBall(int nbr, SportCategory tp, string name)
{
players = nbr;
_type = tp;
sport = name;
}
public int NumberOfPlayers
{
get { return players;}
set { players = value;}
}
public string NameOfSport
{
get { return sport; }
}
public SportCategory Type
{
get { return _type; }
}
public double Length
{
get { return Len; }
set { Len = value; }
}
public double Width
{
get { return Wdt; }
set { Wdt = value; }
}
public void SportCharacteristics()
{
Console.WriteLine("Sport Characteristics");
Console.WriteLine("Name of Sport: {0}", NameOfSport);
Console.WriteLine("Type of Sport: {0}", Type);
Console.WriteLine("# of Players: {0}", NumberOfPlayers);
Console.WriteLine("Court Dimensions: {0}m x {1}m", Len, Wdt);
}
}
|
Once the class is ready, you can then use it as you see fit.
Here is an example:
| Source File: Exercise.cs |
using System;
class Exercise
{
public static int Main()
{
SportBall volley = new SportBall(6,
SportCategory.Collective,
"Volley Ball");
volley.Length = 18;
volley.Width = 9;
volley.SportCharacteristics();
Console.WriteLine();
SportBall tennis = new SportBall(1,
SportCategory.SinglePlayer,
"Table Tennis");
tennis.Length = 23.7;
tennis.Width = 8.25;
tennis.SportCharacteristics();
Console.WriteLine();
return 0;
}
}
|
This would produce:
Sport Characteristics
Name of Sport: Volley Ball
Type of Sport: Collective
# of Players: 6
Court Dimensions: 18m x 9m
Sport Characteristics
Name of Sport: Table Tennis
Type of Sport: SinglePlayer
# of Players: 1
Court Dimensions: 23.7m x 8.25m
|
Practical Learning: Implementing Derived Members of an Interface
|
|
- Access the Square.cs file and change it as follows:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Geometry2
{
public class Square : ShapeDescription, IRightAngle
{
private double _side;
public Square()
{
_side = 0.00;
}
public Square(double s)
{
_side = s;
}
public override string Name
{
get { return "Square"; }
}
public override string Description()
{
// Get the introduction from the parent
string Introduction = base.Description() + " " +
"A square is a quadrilateral that has four " +
"equal sides and four right angles";
return Introduction;
}
public double Base
{
get { return (_side < 0) ? 0.00 : _side; }
set { _side = value; }
}
public double Height
{
get { return (_side < 0) ? 0.00 : _side; }
set { _side = value; }
}
public double Area
{
get { return Base * Base; }
}
public double Perimeter
{
get { return Base * 4; }
}
}
}
|
- Access the Rectangle.cs file and
change it as follows:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Geometry2
{
public class Rectangle : ShapeDescription, IRightAngle
{
double _length;
double _height;
public Rectangle()
{
_length = 0.00;
_height = 0.00;
}
public Rectangle(double L, double H)
{
_length = L;
_height = H;
}
public override string Name
{
get { return "Rectangle"; }
}
public override string Description()
{
// Get the introduction from the parent
string Introduction = base.Description();
string Msg = Introduction + " " +
"\nA rectangle is a quadrilateral that has adjacent " +
"perpendicular sides. This implies that its four " +
"angles are right.";
return Msg;
}
public double Base
{
get { return _length; }
set { _length = value; }
}
public double Height
{
get { return _height; }
set { _height = value; }
}
public double Area
{
get{ return Base * Height; }
}
public double Perimeter
{
get { return 2 * (Base + Height); }
}
}
}
|
- Access the Program.cs file and change it as
follows:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Geometry2
{
public class Program
{
static Square CreateASquare()
{
double side;
Console.Write("Enter the side of the square: ");
side = double.Parse(Console.ReadLine());
Square Sqr = new Square(side);
return Sqr;
}
static void DisplaySquare(Square S)
{
Console.WriteLine("Square Characteristics");
Console.WriteLine("Name: {0}", S.Name);
Console.WriteLine("Description: {0}", S.Description());
Console.WriteLine("----------------------------");
Console.WriteLine("Side: {0}", S.Base);
Console.WriteLine("Perimeter: {0}", S.Perimeter);
Console.WriteLine("Area: {0}", S.Area);
}
static Rectangle CreateARectangle()
{
double Len, Hgt;
Console.WriteLine("Enter the dimensions of the rectangle");
Console.Write("Base: ");
Len = double.Parse(Console.ReadLine());
Console.Write("Height: ");
Hgt = double.Parse(Console.ReadLine());
Rectangle Recto = new Rectangle(Len, Hgt);
return Recto;
}
static void DisplayRectangle(Rectangle R)
{
Console.WriteLine("Rectangle Characteristics");
Console.WriteLine("Name: {0}", R.Name);
Console.WriteLine("Description: {0}", R.Description());
Console.WriteLine("----------------------------");
Console.WriteLine("Base: {0}", R.Base);
Console.WriteLine("Height: {0}", R.Height);
Console.WriteLine("Perimeter: {0}", R.Perimeter);
Console.WriteLine("Area: {0}", R.Area);
}
static int Main()
{
Square Sq = new Square();
Rectangle Rect = new Rectangle();
Sq = CreateASquare();
Rect = CreateARectangle();
Console.WriteLine("============================");
DisplaySquare(Sq);
Console.WriteLine("============================");
DisplayRectangle(Rect);
Console.WriteLine("============================");
Console.WriteLine();
return 0;
}
}
}
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- Execute the application and test it. Here is an example:
Enter the side of the square: 44.16
Enter the dimensions of the rectangle
Base: 58.62
Height: 36.06
============================
Square Characteristics
Name: Square
Description: A quadrilateral is a geometric figure that has
four sides and four angles. A square is a quadrilateral that
has four equal sides and four right angles
----------------------------
Side: 44.16
Perimeter: 176.64
Area: 1950.1056
============================
Rectangle Characteristics
Name: Rectangle
Description: A quadrilateral is a geometric figure that has
four sides and four angles.
A rectangle is a quadrilateral that has adjacent perpendicular
sides. This implies that its four angles are right.
----------------------------
Base: 58.62
Height: 36.06
Perimeter: 189.36
Area: 2113.8372
============================
Press any key to continue . . .
|
- Close the DOS window
|
Class Partial Implementation
|
|
In all of the classes we have defined so far, we were using
a single file to implement the class. In C#, you can create a class (the same
class) in different files. This means that you can start a class in one file and
continue it in another file or in other files. This is referred to as partial
implementation.
 |
If you have programmed in C++ or C++/CLI, don't
confuse its header and source files with C#'s partial implementation of
classes. In C++ or C++/CLI, you can include the structure of a class with
its member variables (called fields in C#) and the declaration of its
methods. In C++, a header file has the extension .h. Here is an example of
a C++/CLI header file:
| Header File: Cylinder.h |
#pragma once
using namespace System;
public ref class CCylinder
{
private:
double rad;
double hgt;
public:
CCylinder(void);
CCylinder(double radius, double height);
property double Radius
{
double get() { return rad; }
void set(double value) { rad = value; }
}
property double Height
{
double get() { return hgt; }
void set(double value) { hgt = value; }
}
double Volume();
};
|
In C++, after creating a header file, you can create
its associated source file. The source file has the extention .cpp. Here
is an example of the source file corresponding to the above header file:
| Source File: Cylinder.cpp |
#include "Cylinder.h"
CCylinder::CCylinder(void)
: rad(0.00), hgt(0.00)
{
}
CCylinder::CCylinder(double radius, double height)
: rad(radius), hgt(height)
{
}
double CCylinder::Volume()
{
return rad * rad * hgt * Math::PI;
}
|
The above class can be tested with the following:
| Source File: Exercise.cpp |
#include "Cylinder.h"
using namespace System;
CCylinder ^ Initialize()
{
CCylinder ^ c = gcnew CCylinder(36.12, 18.84);
return c;
}
const void Show(CCylinder ^ vol)
{
Console::WriteLine(L"Radius: {0}", vol->Radius);
Console::WriteLine(L"Height: {0}", vol->Height);
Console::WriteLine(L"Volume: {0}", vol->Volume());
}
int main()
{
CCylinder ^ cyl = Initialize();
Show(cyl);
return 0;
}
|
|
As we have seen so far, in C#, you cannot simply and only
declare a method in a file for a forward (later) implementation, as it's done in
C, C++, C++/CLI, and (Object) Pascal. In C#, to create a class in various
classes, start the class in one file but precede the class keyword with partial.
Here is an example of a file named first.cs that contains some (2) private
fields and some (2) properties:
| Source File: geometry1.cs |
using System;
partial class Cylinder
{
private double rad;
private double hgt;
public Cylinder(double radius, double height)
{
this.rad = radius;
this.hgt = height;
}
public double Radius
{
get { return rad; }
set { rad = value; }
}
public double Height
{
get { return hgt; }
set { hgt = value; }
}
}
|
After creating the class in one file, you can use as any of
the classes as we have done so far. Here is an example:
| Source File: Exercise.cs |
using System;
class Program
{
static Cylinder Initialize()
{
Cylinder c = new Cylinder(36.12, 18.84);
return c;
}
static void Show(Cylinder vol)
{
Console.WriteLine("Radius: {0}", vol.Radius);
Console.WriteLine("Height: {0}", vol.Height);
}
static int Main()
{
Cylinder cyl = Initialize();
Show(cyl);
Console.WriteLine();
return 0;
}
}
|
This would produce:
Radius: 36.12
Height: 18.84
Press any key to continue . . .
If you had created a partial class, or you got a partial
class from somebody (not as part of a DLL or nor from another type of library),
and you find out that the class is not complete, you can then complement it. One
of the rules you must observe is that the partial class must have been marked as
partial, as we did above. One of the advantages of partial implementation
is that you don't have to get back to the first or previous file to modify it in
order to complement the class. You can simply start another file and continue
the class in it. Two other rules you must observe are that you must use the same
name for the class and you must precede the class keyword with partial.
Here is an example:
| Source File: geometry2.cs |
using System;
partial class Cylinder
{
public Cylinder()
{
this.rad = 0.00;
this.hgt = 0.00;
}
public double Volume()
{
return rad * rad * hgt * Math.PI;
}
}
|
This class can then be tested as follows:
| Source File: Exercise.cs |
using System;
class Program
{
static Cylinder Initialize()
{
Cylinder c = new Cylinder();
c.Radius = 42.66;
c.Height = 26.48;
return c;
}
static void Show(Cylinder vol)
{
Console.WriteLine("Radius: {0}", vol.Radius);
Console.WriteLine("Height: {0}", vol.Height);
Console.WriteLine("Volume: {0}", vol.Volume());
}
static int Main()
{
Cylinder cyl = Initialize();
Show(cyl);
Console.WriteLine();
return 0;
}
}
|
This would produce:
Radius: 42.66
Height: 26.48
Volume: 151394.310951986
Press any key to continue . . .
Once a partial class has been created, you can create
another based on it. The child class doesn't have to be partial, although it can
be.
|
Practical Learning: Partially Implementing a Class
|
|
- Start Microsoft Visual C# and create a Console Application
named Geometry3
- To add a new source file, on the main menu, click Project -> Add New
Item...
- In the Templates list, click Code File
- Set the Name to circle1 and click Add
- Change the file as follows:
public partial class Circle
{
private double _radius;
public double Radius
{
get { return (this._radius <= 0) ? 0.00 : this._radius; }
set { this._radius = value; }
}
public double Diameter
{
get { return this.Radius * 2; }
}
public double Circumference
{
get { return Diameter * 3.14159; }
}
public double Area
{
get { return this.Radius * this.Radius * 3.14159; }
}
}
|
- To create a new source file, in the Solution Explorer, right-click
Geometry3 -> Add -> New Item...
- In the Templates list, make sure Code File is selected; otherwise, click
it.
Set the Name to circle2 and click Add
- Change the file as follows:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
public partial class Circle
{
public Circle()
{
this.Radius = 0.00;
}
public Circle(double radius)
{
this.Radius = radius;
}
public void Present()
{
Console.WriteLine("Radius: {0}", this.Radius);
Console.WriteLine("Diameter: {0}", this.Diameter);
Console.WriteLine("Circumference: {0}", this.Circumference);
Console.WriteLine("Area: {0}", this.Area);
}
}
|
- To test the class, access the Program.cs file and change it as follows:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Geometry3
{
class Program
{
static Circle Initialize()
{
Console.Write("Enter the radius: ");
double rad = double.Parse(Console.ReadLine());
Circle c = new Circle(rad);
return c;
}
static int Main()
{
Console.WriteLine(
"This application allows you to process a circle");
Circle circ = Initialize();
Console.WriteLine("\n==============================");
Console.WriteLine("Circle Characteristics");
Console.WriteLine("------------------------------");
circ.Present();
Console.WriteLine("==============================\n");
return 0;
}
}
}
|
- Execute the application to sew the result. Here is an example:
This application allows you to process a circle
Enter the radius: 10.08
==============================
Circle Characteristics
------------------------------
Radius: 10.08
Diameter: 20.16
Circumference: 63.3344544
Area: 319.205650176
==============================
Press any key to continue . . .
|
- Return to your programming environment
- To create a new source file, on the main menu, click Project -> Add New
Item...
- In the Templates list, make sure Code File is selected; otherwise, click
it.
Set the Name to cylinder1 and press Enter
- Change the file as follows:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
public partial class Cylinder : Circle
{
private double hgt;
public double Height
{
get { return (this.hgt <= 0) ? 0.00 : this.hgt; }
set { this.hgt = value; }
}
public double LateralArea
{
get { return this.Circumference * Height; }
}
public double TotalArea
{
get { return this.Area + this.LateralArea; }
}
public double Volume
{
get
{
return this.Radius * this.Radius * this.Height * Math.PI;
}
}
}
|
- To create a new source file, in the Solution Explorer, right- click
Geometry3 -> Add -> New Item...
- In the Templates list, make sure Code File is selected; otherwise, click
it.
Set the Name to cylindder2 and click Add
- Change the file as follows:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
public partial class Cylinder : Circle
{
// This is the default constructor of the cylinder
// This constructor assumes that we don't have any dimension
public Cylinder()
{
this.Radius = 0.00;
}
// This constructor assumes that there exists a radius
// The radius could have been specified on a parent circle
public Cylinder(double height)
{
this.Height = height;
}
// This constructor can be used to specify both
// the radius of the base and the height of the volume
// The radius can also have been defined by a parent circle
public Cylinder(double radius, double height)
{
this.Radius = radius;
this.Height = height;
}
new public void Present()
{
Console.WriteLine("Height: {0}", this.Height);
Console.WriteLine("Lateral Area: {0}", this.LateralArea);
Console.WriteLine("Total Area: {0}", this.TotalArea);
Console.WriteLine("Volume: {0}", this.Volume);
}
}
|
- To test the class, access the Program.cs file and change it as follows:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Geometry3
{
class Program
{
static Circle Initialize()
{
Console.Write("Enter the radius: ");
double rad = double.Parse(Console.ReadLine());
Circle c = new Circle(rad);
return c;
}
static double GetHeight()
{
Console.Write("Enter the height: ");
double hgt = double.Parse(Console.ReadLine());
return hgt;
}
static int Main()
{
Console.WriteLine(
"This application allows you to process a cylinder");
Circle circ = Initialize();
double height = GetHeight();
Cylinder cldr = new Cylinder(circ.Radius, height);
Console.WriteLine("\n================================");
Console.WriteLine("=//=Cylinder Characteristics=//=");
Console.WriteLine("================================");
Console.WriteLine(" =-= Base Characteristics =-=");
Console.WriteLine("--------------------------------");
circ.Present();
Console.WriteLine("------------------------------");
Console.WriteLine("=-= Volume Characteristics =-=");
cldr.Present();
Console.WriteLine("================================\n");
return 0;
}
}
}
|
- Execute the application to sew the result. Here is an example:
This application allows you to process a cylinder
Enter the radius: 85.15
Enter the height: 44.95
================================
=//=Cylinder Characteristics=//=
================================
=-= Base Characteristics =-=
--------------------------------
Radius: 85.15
Diameter: 170.3
Circumference: 535.012777
Area: 22778.168980775
------------------------------
=-= Volume Characteristics =-=
Height: 44.95
Lateral Area: 24048.82432615
Total Area: 46826.993306925
Volume: 1023879.5605199
================================
Press any key to continue . . .
|
- Return to your programming environment
|
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