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Extending Enums, Overkill?

开发者 https://www.devze.com 2023-01-03 13:24 出处:网络
I have an object that needs to be serialized to an EDI format. For this example we\'ll say it\'s a car.A car might not be the best example b/c options change over time, but for the real object the Enu

I have an object that needs to be serialized to an EDI format. For this example we'll say it's a car. A car might not be the best example b/c options change over time, but for the real object the Enums will never change.

I have many Enums like the following with custom attributes applied.

public enum RoofStyle
{
    [DisplayText("Glass Top")]
    [StringValue("GTR")]
    Glass,
    [DisplayText("Convertible Soft Top")]
    [StringValue("CST")]
    ConvertibleSoft,
    [DisplayText("Hard Top")]
    [StringValue("HT ")]
    HardTop,
    [DisplayText("Targa Top")]
    [StringValue("TT ")]
    Targa,
}

The Attributes are accessed via Extension methods:

public static string GetStringValue(this Enum value)
{
    // Get the type
    Type type = value.GetType();

    // Get fieldinfo for this type
    FieldInfo fieldInfo = type.GetField(value.ToString());

    // Get the stringvalue attributes
    StringValueAttribute[] attribs = fieldInfo.GetCustomAttributes(
        typeof(StringValueAttribute), false) as StringValueAttribute[];

    // Return the first if there was a match.
    return attribs.Length > 0 ? attribs[0].StringValue : null;
}

public static string GetDisplayText(this Enum value)
{
    // Get the type
    Type type = value.GetType();

    // Get fieldinfo for this type
    FieldInfo fieldInfo = type.GetField(value.ToString());

    // Get the DisplayText attributes
    DisplayTextAttribute[] attribs = fieldInfo.GetCustomAttributes(
        typeof(DisplayTextAttribute), false) as DisplayTextAttribute[];

    // Return the first if there was a match.
    return attribs.Length > 0 ? attribs[0].DisplayText : value.ToString();
}

There is a custom EDI serializer that serializes based on the StringValue attributes like so:

    StringBuilder sb = new StringBuilder();
    sb.Append(car.RoofStyle.GetStringValue());
    sb.Append(car.TireSize.GetStringValue());
    sb.Append(car.Model.GetStringValue());
    ...

There is another method that can get Enum Value from StringValue for Deserialization:

   car.RoofStyle = Enums.GetCode<RoofStyle>(EDIString.Substring(4, 3))

Defined as:

public static class Enums
    {
        public static T GetCode<T>(string value)
        {
            foreach (object o in System.Enum.GetValues(typeof(T)))
            {
                if (((Enum)o).GetStringValue() == value.ToUpper())
      开发者_运维技巧              return (T)o;
            }
            throw new ArgumentException("No code exists for type " + typeof(T).ToString() + " corresponding to value of " + value);
        }
} 

And Finally, for the UI, the GetDisplayText() is used to show the user friendly text.

What do you think? Overkill? Is there a better way? or Goldie Locks (just right)?

Just want to get feedback before I intergrate it into my personal framework permanently. Thanks.


The part you're using to serialize is fine. The deserialization part is awkwardly written. The main problem is that you're using ToUpper() to compare strings, which is easily broken (think globalization). Such comparisons should be done with string.Compare instead, or the string.Equals overload that takes a StringComparison.

The other thing is that performing these lookups again and again during deserialization is going to pretty slow. If you're serializing a lot of data, this could actually be quite noticeable. In that case, you'd want to build a map from the StringValue to the enum itself - throw it into a static Dictionary<string, RoofStyle> and use it as a lookup for the round-trip. In other words:

public static class Enums
{
    private static Dictionary<string, RoofStyle> roofStyles =
        new Dictionary<string, RoofStyle>()
    {
        { "GTR", RoofStyle.Glass },
        { "CST", RoofStyle.ConvertibleSoft },
        { "HT ", RoofStyle.HardTop },
        { "TT ", RoofStyle.TargaTop }
    }

    public static RoofStyle GetRoofStyle(string code)
    {
        RoofStyle result;
        if (roofStyles.TryGetValue(code, out result))
            return result;
        throw new ArgumentException(...);
    }
}

It's not as "generic" but it's way more efficient. If you don't like the duplication of string values then extract the codes as constants in a separate class.

If you really need it to be totally generic and work for any enum, you can always lazy-load the dictionary of values (generate it using the extension methods you've written) the first time a conversion is done. It's very simple to do that:

static Dictionary<string, T> CreateEnumLookup<T>()
{
    return Enum.GetValues(typeof(T)).ToDictionary(o => ((Enum)o).GetStringValue(),
        o => (T)o);
}

P.S. Minor detail but you might want to consider using Attribute.GetCustomAttribute instead of MemberInfo.GetCustomAttributes if you only expect there to be one attribute. There's no reason for all the array fiddling when you only need one item.


Personally, I think you are abusing the language and trying to use enums in a way they were never intended. I would create a static class RoofStyle, and create a simple struct RoofType, and use an instance for each of your enum values.


Why don't you create a type with static members such as mikerobi said

Example...

public class RoofStyle
{
    private RoofStyle() { }
    public string Display { get; private set; }
    public string Value { get; private set; }

    public readonly static RoofStyle Glass = new RoofStyle
    {
        Display = "Glass Top",  Value = "GTR",
    };
    public readonly static RoofStyle ConvertibleSoft = new RoofStyle
    {
        Display = "Convertible Soft Top", Value = "CST",
    };
    public readonly static RoofStyle HardTop = new RoofStyle
    {
        Display = "Hard Top", Value = "HT ",
    };
    public readonly static RoofStyle Targa = new RoofStyle
    {
        Display = "Targa Top", Value = "TT ",
    };
}

BTW...

When compiled into IL an Enum is very similar to this class structure.

... Enum backing fields ...

.field public specialname rtspecialname int32 value__
.field public static literal valuetype A.ERoofStyle Glass = int32(0x00)
.field public static literal valuetype A.ERoofStyle ConvertibleSoft = int32(0x01)
.field public static literal valuetype A.ERoofStyle HardTop = int32(0x02)
.field public static literal valuetype A.ERoofStyle Targa = int32(0x03)

... Class backing fields ...

.field public static initonly class A.RoofStyle Glass
.field public static initonly class A.RoofStyle ConvertibleSoft
.field public static initonly class A.RoofStyle HardTop
.field public static initonly class A.RoofStyle Targa


Here is a base class I use for enumeration classes:

public abstract class Enumeration<T, TId> : IEquatable<T> where T : Enumeration<T, TId>
{
    public static bool operator ==(Enumeration<T, TId> x, T y)
    {
        return Object.ReferenceEquals(x, y) || (!Object.ReferenceEquals(x, null) && x.Equals(y));
    }

    public static bool operator !=(Enumeration<T, TId> first, T second)
    {
        return !(first == second);
    }

    public static T FromId(TId id)
    {
        return AllValues.Where(value => value.Id.Equals(id)).FirstOrDefault();
    }

    public static readonly ReadOnlyCollection<T> AllValues = FindValues();

    private static ReadOnlyCollection<T> FindValues()
    {
        var values =
            (from staticField in typeof(T).GetFields(BindingFlags.Static | BindingFlags.Public)
            where staticField.FieldType == typeof(T)
            select (T) staticField.GetValue(null))
            .ToList()
            .AsReadOnly();

        var duplicateIds =
            (from value in values
            group value by value.Id into valuesById
            where valuesById.Skip(1).Any()
            select valuesById.Key)
            .Take(1)
            .ToList();

        if(duplicateIds.Count > 0)
        {
            throw new DuplicateEnumerationIdException("Duplicate ID: " + duplicateIds.Single());
        }

        return values;
    }

    protected Enumeration(TId id, string name)
    {
        Contract.Requires(((object) id) != null);
        Contract.Requires(!String.IsNullOrEmpty(name));

        this.Id = id;
        this.Name = name;
    }

    protected Enumeration()
    {}

    public override bool Equals(object obj)
    {
        return Equals(obj as T);
    }

    public override int GetHashCode()
    {
        return this.Id.GetHashCode();
    }

    public override string ToString()
    {
        return this.Name;
    }

    #region IEquatable

    public virtual bool Equals(T other)
    {
        return other != null && this.IdComparer.Equals(this.Id, other.Id);
    }
    #endregion

    public virtual TId Id { get; private set; }

    public virtual string Name { get; private set; }

    protected virtual IEqualityComparer<TId> IdComparer
    {
        get { return EqualityComparer<TId>.Default; }
    }
}

An implementation would look like:

public sealed class RoofStyle : Enumeration<RoofStyle, int>
{
    public static readonly RoofStyle Glass = new RoofStyle(0, "Glass Top", "GTR");
    public static readonly RoofStyle ConvertibleSoft = new RoofStyle(1, "Convertible Soft Top", "CST");
    public static readonly RoofStyle HardTop = new RoofStyle(2, "Hard Top", "HT ");
    public static readonly RoofStyle Targa = new RoofStyle(3, "Targa Top", "TT ");

    public static RoofStyle FromStringValue(string stringValue)
    {
        return AllValues.FirstOrDefault(value => value.StringValue == stringValue);
    }

    private RoofStyle(int id, string name, string stringValue) : base(id, name)
    {
        StringValue = stringValue;
    }

    public string StringValue { get; private set; }
}

You would use it during serialization like this:

var builder = new StringBuilder();

builder.Append(car.RoofStyle.StringValue);
...

To deserialize:

car.RoofStyle = RoofStyle.FromStringValue(EDIString.Substring(4, 3));


I don't see a problem with it - actually, I do the same. By this, I achieve verbosity with the enum, and can define how the enum is to be translated when I use it to request data, eg. RequestTarget.Character will result in "char".


Can't say I've ever seen it done that way but the consumer code is relatively simple so I'd probably enjoy using it.

The only thing that sticks out for me is the potential for consumers having to deal with nulls - which might be able to be removed. If you have control over the attributes (which you do, from the sounds of it), then there should never be a case where GetDisplayText or GetStringValue return null so you can remove

return attribs.Length > 0 ? attribs[0].StringValue : null;

and replace it with

return attribs[0].StringValue;

in order to simplify the interface for consumer code.


IMHO, the design is solid, and will work. However, reflection tends to be a litle slow, so if those methods are used in tight loops, it might slow down the whole application.

You could try caching the the return values into a Dictionary<RoofStyle, string> so they are only reflected once, and then fetched from cache.

Something like this:

    private static Dictionary<Enum, string> stringValues 
      = new Dictionary<Enum,string>();

    public static string GetStringValue(this Enum value)
    {
        if (!stringValues.ContainsKey(value))
        {
            Type type = value.GetType();
            FieldInfo fieldInfo = type.GetField(value.ToString());
            StringValueAttribute[] attribs = fieldInfo.GetCustomAttributes(
                typeof(StringValueAttribute), false) as StringValueAttribute[];
            stringValues.Add(value, attribs.Length > 0 ? attribs[0].StringValue : null);
        }
        return stringValues[value];
    }


I know this question has already been answered, but while ago I posted the following code fragment on my personal blog, which demonstrates faking Java style enums using extension methods. You might find this method works for you, especially as it overcomes the overhead of accessing Attributes via reflection.

using System;
using System.Collections.Generic;

namespace ScratchPad
{
    internal class Program
    {
        private static void Main(string[] args)
        {
            var p = new Program();
            p.Run();
        }

    private void Run()
    {
        double earthWeight = 175;
        double mass = earthWeight / Planet.Earth.SurfaceGravity();

        foreach (Planet planet in Enum.GetValues(typeof(Planet))) {
            Console.WriteLine("Your weight on {0} is {1}", planet, planet.SurfaceWeight(mass));
        }
    }
}

public enum Planet
{
    Mercury,
    Venus,
    Earth,
    Mars,
    Jupiter,
    Saturn,
    Uranus,
    Neptune
}

public static class PlanetExtensions
{
    private static readonly Dictionary<Planet, PlanetData> planetMap = new Dictionary<Planet, PlanetData>
      {
          {Planet.Mercury, new PlanetData(3.303e+23, 2.4397e6)},
          {Planet.Venus, new PlanetData(4.869e+24, 6.0518e6)},
          {Planet.Earth, new PlanetData(5.976e+24, 6.37814e6)},
          {Planet.Mars, new PlanetData(6.421e+23, 3.3972e6)},
          {Planet.Jupiter, new PlanetData(1.9e+27,   7.1492e7)},
          {Planet.Saturn, new PlanetData(5.688e+26, 6.0268e7)},
          {Planet.Uranus, new PlanetData(8.686e+25, 2.5559e7)},
          {Planet.Neptune, new PlanetData(1.024e+26, 2.4746e7)}
      };

    private const double G = 6.67300E-11;

    public static double Mass(this Planet planet)
    {
        return GetPlanetData(planet).Mass;
    }

    public static double Radius(this Planet planet)
    {
        return GetPlanetData(planet).Radius;
    }

    public static double SurfaceGravity(this Planet planet)
    {
        PlanetData planetData = GetPlanetData(planet);

        return G * planetData.Mass / (planetData.Radius * planetData.Radius);
    }

    public static double SurfaceWeight(this Planet planet, double mass)
    {
        return mass * SurfaceGravity(planet);
    }

    private static PlanetData GetPlanetData(Planet planet)
    {
        if (!planetMap.ContainsKey(planet))
            throw new ArgumentOutOfRangeException("planet", "Unknown Planet");

        return planetMap[planet];
    }

    #region Nested type: PlanetData

    public class PlanetData
    {            
        public PlanetData(double mass, double radius)
        {
            Mass = mass;
            Radius = radius;
        }

        public double Mass { get; private set; }
        public double Radius { get; private set; }
    }

    #endregion
    }
}
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