Static Methods, Factories & Constructors
Well, I've tried as long as possible to avoid the the "nuts and bolts" of
object oriented programming. It's sort of like going in to the dentist for
a root canal. You know it needs to be done, but it is going to be painful and
you want to put it off. The good news is that once you have the root canal
the pain goes away! So just dive in. In this chapter you will learn about static
methods, factory methods and constructors. You will be introduced to the creational
patterns "Class Factory" and "Singleton".
What Is a Static Field or Method?
Let's change the question. When is a field or method not part of an object?
Answer: when it is part of the class! Remember, an object is an instance
of a class and each object exists in a separate space in memory. It is possible
to access class fields and class methods without creating an instance of
a class using the "static" key word. Declaring a field or method
with the static key word, tells the compiler that the field or method is
associated with the class itself, not with instances of the class. In a sense,
static or "class" fields and methods are global variables and methods
that you can touch using the class name. If you think of a class as a blueprint
used to create objects, then you can think of static fields and methods are
being part of the blueprint itself. There is only one copy of the static
fields and methods in memory, shared by all instances of the class.
Static fields are useful when you want to store state related to all instances
of a class. A counter is a good example of a static field. The classic use
of a static counter is to generate a unique ID or serial number for each instance
of a class.
Static methods are useful when you have behavior that is global to the class
and not specific to an instance of a class. In contrast, instance methods are
useful when the method needs to know about the state of an object. Since data
and behavior are intertwined in an object, instance methods have access to
the instance fields and can exhibit behavior that is specific to the state
of an object.
A Static Counter
Here is the classic example of a static counter that is zero based. It contains
a static field "uniqueID" and a thread safe static method "GetUniqueID" that
increments the unique ID:
/// <summary>
/// Summary description for TestStatic.
/// </summary>
class TestStatic
{
// static stuff
private static int uniqueID= 0;
private static int GetUniqueID()
{
lock(typeof(TestStatic))
{
return uniqueID++; // returns zero
at start
}
}
// member stuff
private int identity;
public TestStatic()
{
this.identity= TestStatic.GetUniqueID();
}
public int Identity
{
get
{
return identity;
}
}
}
public class Test
{
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main(string[] args)
{
//
// TODO: Add code to start application here
//
TestStatic ts1= new TestStatic();
TestStatic ts2= new TestStatic();
Console.WriteLine(ts1.Identity.ToString());
Console.WriteLine(ts2.Identity.ToString());
Console.ReadLine();
}
}
If you compile and run this code the output is: 0 and 1. The static field "uniqueID" is
global to the application and stores the value of the next unique ID. Each
call to the constructor returns the unique ID and then increments the counter
using the "postfix" operator ++. Notice how you use the class name
to touch a static field or method:
ClassName.fieldName;
ClassName.MethodName();
Note: In Java you can touch a static field or method using the class name
or a reference variable to an instance of a class. Not so in C#.
Managing Concurrency Conflicts
The curious coder will note the call to "lock" which causes callers
of the static method "GetUniqueID" to queue up to this method. (Lock
is basically a shortcut to "Monitor.Enter" and "Monitor.Exit".)
Locking inside the method insures that the method is thread safe. The problem
is that the increment operator (++) is not an atomic operation, but performs
a read and then a write. If you don't force callers to queue up to the increment
operation it is possible for two callers to "almost simultaneously" enter
the method. Both callers could read the uniqueID value before either caller
can write the incremented value. In this case, both callers will receive the
same ID. Not very unique! Be careful. If your locking code is poorly written,
it is possible for two callers to queue up in a "catch-22" conflict
where neither call can proceed, an example of "deadlock." The topic
of locking, deadlock, and concurrency is an advanced topic not covered by this
tutorial.
Let's Get Constructed
When you create an instance of an object using the key word "new",
you call a class constructor. In fact, if you don't explicitly declare a class
constructors, the compiler creates a hidden no argument constructor for you.
Here is an example of explicitly declaring a no-arg do nothing constructor:
class Toaster
{
public Toaster() {} // this is a do nothing constructor
}
The compiler will create this constructor, if and only if, you do not declare
any constructors for the class. The syntax for a public constructor is:
public NameOfClass(parameterList)
{
... stuff here
}
Let's Get Initialized
Constructors are often used to initialize the state of an object. Alternatively,
you can initialize the instance fields when they are declared. Finally, you
can break out the initialization code into a separate "Init" method.
The following code demonstrates all three idioms for initializing an object:
/// <summary>
/// Summary description for Idioms
./// </summary>
class Idioms
{
private Hashtable idiom1= new Hashtable();
private Hashtable idiom2;
private Hashtable idiom3;
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main(string[] args)
{
//
// TODO: Add code to start application here
//
Idioms c= new Idioms();}
public Idioms()
{
Init();
idiom2= new Hashtable();
}
private void Init()
{
idiom3= new Hashtable();
}
}
Assigning an instance variable a value when you declare the variable is an
example of defensive programming. It minimizes the chance of forgetting to
initialize a variable in the constructor or Init method.
Creating Multiple Constructors
A common programming task is to create multiple constructors that differ only
in their parameter list. The C# language supports this concept by allowing
you to "overload" a method name. As long as the parameter list
is sufficiently unique, you can create multiple methods or constructors with
the same name.
Note: Be careful not to confuse overloading with overriding. Overriding a
virtual method is quite different than overloading a method or constructor.
Overriding is a subject of a future tutorial. I promise.
It's time to resurrect the Toaster class. Here is a new version of the Toaster
class with two new instance fields that contain information about the color
of the toaster and the model name of the toaster:
class Toaster
{
public const string DEFAULT_NAME= "Generic";
public enum ColorType {Black, Red, Yellow, White};
private static ColorType DEFAULT_COLOR= ColorType.Black;
private ColorType color= DEFAULT_COLOR;
private string modelName= DEFAULT_NAME;
}
Note the use of an enum "ColorType" to limit the domain of valid
toaster colors. Here again is the default no-args constructor:
public Toaster(){} // black toaster with default name
The no-arg constructor simply leaves the default field values unaltered. You
can now create a constructor that takes two parameters, the color type and
the model name. Note that the constructor does validity checking to insure
that the state of the object remains valid.
public Toaster(ColorType color, string modelName)
{
this.color= color;
if (modelName != null)
{
this.modelName= modelName;
}
}
You can now create a constructor that only takes one parameter, the model
name:
public Toaster(string modelName)
{
if (modelName != null)
{
this.modelName= modelName
}
}
Now this looks like redundant code, just begging to be refactored. Happily,
C# allows you to chain constructor calls, eliminating the redundant null checking
code. You can chain the two constructors like this:
public Toaster(string modelName) : this(DEFAULT_COLOR, modelName) {}
The syntax is:
public ClassName(someParameters) : this(someParameters) {}
Pretty cool! By using C#'s built in support for constructor overloading and
constructor chaining you can write a series of constructors. Here is the final
version of the Toaster class using multiple overloaded constructors:
class Toaster
{
public const string DEFAULT_NAME= "Generic";
public enum ColorType {Black, Red, Yellow, White};
private static ColorType DEFAULT_COLOR= ColorType.Black;
private ColorType color= DEFAULT_COLOR;
private string modelName= DEFAULT_NAME;
public Toaster(){} // black toaster with default name
public Toaster(ColorType color, string modelName)
{
this.color= color;
if (modelName != null)
{
this.modelName= modelName;
}
}
public Toaster(ColorType color) : this(color,DEFAULT_NAME){}
public Toaster(string modelName) : this(DEFAULT_COLOR,modelName)
{}
public string Color
{
get
{
return Enum.Format(typeof(ColorType),
color,"G");
}
}
public string ModelName
{
get
{
return modelName; // danger, return
ModelName --> stack overflow!
}
}
}
What Is a Destructor?
C++ programmers are familiar with the concept of a destructor. I only briefly
mention this topic here in self defense. In C++, a destructor is a method
that is called when an object goes out of scope, is deleted, or the application
closes. In C++, a destructor is often used to release valuable system resources.
This works in C++ since memory reuse in C++ is deterministic. When an object
in C++ goes out of scope, the destructor is called and resources can be
released immediately.
Things are quite different in C#. First, memory reuse in C# is based on garbage
collection. In a nutshell, when application memory becomes limited, the garbage
collector executes and attempts to reclaim memory by reclaiming objects that
are not "reachable". As a result, in C#, you cannot depend on a destructor
to reclaim system resources in a timely manner.
Second, although C# supports the syntax of destructors, destructors in C#
simply map to finalize. According to the IDE documentation:
~ MyClass()
{
// Cleanup statements.
}
... is converted by the compiler to:
protected override void Finalize()
{
try
{
// Cleanup statements.
}
finally
{
base.Finalize();
}
}
If your object uses valuable external resources, you may want your class to
inherit from the IDisposable interface and implement the Dispose method, calling
GC.SuppressFinalize. Alternatively, you want to rely on C#'s support for try,
catch, finally to release external resources. For instance, you might want
to open a connection in try and close any open connections in finally.
The concept of garbage collection and reclaiming external resources is definitely
beyond the scope of this tutorial.
Using Static Factory Methods Instead of Multiple Constructors
You might wonder why I have chosen to combine the topics of static methods
and constructors into a single chapter. The answer is "static factory
methods." Instead of writing multiple public constructors, you can write
multiple static factory methods and private constructors that return objects.
First, here is an example of a static factory method. The method simply constructs
an object with default values and then returns a reference to the object.
public static Toaster GetInstance()
{
return new Toaster(ColorType.Black, DEFAULT_NAME);
}
In a sense, this static method is analogous to the no-arg constructor.
public Toaster() {}
Here is the version of the Toaster class that uses static methods and a single
private constructor to return toaster objects:
/// <summary>
/// Summary description for Toaster
/// </summary>
class Toaster
{
// static factory methods
public static Toaster GetInstance()
{
return new Toaster(ColorType.Black, DEFAULT_NAME);
}
public static Toaster GetInstance(string modelName)
{
return new Toaster(ColorType.Black, modelName);
}
public static Toaster GetInstance(ColorType color)
{
return new Toaster(color, DEFAULT_NAME);
}
public static Toaster GetInstance(ColorType color, string modelName)
{
return new Toaster(color, modelName);
}
public const string DEFAULT_NAME= "Generic";
public enum ColorType {Black, Red, Yellow, White}; // black is
the enum default value!
private static ColorType DEFAULT_COLOR= ColorType.Black;
private ColorType color= DEFAULT_COLOR;
private string modelName= DEFAULT_NAME;
// the single private constructor
private Toaster(ColorType color, string modelName)
{
this.color= color; // ColorType cannot be null --> compile
time error or defaults to ColorType.Black!
if (modelName != null)
{
this.modelName= modelName;
}
}
// the getters
public string Color
{
get
{
return Enum.Format(typeof(ColorType),
color,"G");
}
}
public string ModelName
{
get
{
return modelName; // danger, return
ModelName --> stack overflow!
}
}
}
Declaring the only constructor private, prevents any outside caller from directly
instantiating the class. The only path to a Toaster object is through a static
factory method. So, you can use multiple overloaded public constructors or
multiple static factory methods and private constructors to create toaster
objects. If you are interested in learning more about using static factory
methods instead of multiple constructers check out Effective Java Programming
Language Guide by Joshua Bloch, Addison-Wessley, 2001, 252 pp.
Note: The behavior of enum is quite complicated. You cannot set an enum to
null and if you fail to explicitly initialize an enum variable, it defaults
to the first member of the enumeration. For example:
public static ColorType c; // c --> ColorType.Black
Creational Patterns -- Class Factory and Singleton
I am going to finish off this chapter by introducing two common design patterns:
the "Class Factory" and "Singleton" patterns. The class
factory is useful when you want to return concrete objects that share a base
class, at runtime. The singleton pattern is useful when you only want to
allow the creation of one instance of an object in a application. These patterns
are both considered "Creational" patterns since they abstract the
creation of objects.
Using a Static Method to Return Concrete Classes -- The Class Factory.
The concept of using static methods to return objects is a useful one. In the
previous code, you learned how to replace multiple constructors with multiple
static factory methods. Another useful design pattern is the "Class
Factory." A class factory can be used to return concrete implementations
of a common base type.
In Chapter 2, you learned about polymorphism using the Drawable abstract class.
Concrete implementations of the Drawable class such as square or circle provide
a concrete implementation of the abstract "DrawYourself" method.
Let's resurrect our Drawable class.
abstract class Drawable
{
public abstract String DrawYourself();
}
class Circle : Drawable
{
public override String DrawYourself()
{
return "Circle";
}
}
class Square : Drawable
{
public override String DrawYourself()
{
return "Square";
}
}
In this example of the class factory pattern, you pass a parameter to a static
factory method that then returns the appropriate concrete implementation of
the Drawable abstract class. To insure that the method is passed valid parameters
at compile time, you can define a type safe enum "DrawableType":
public enum DrawableType {CIRCLE,SQUARE};
Here is our class factory:
/// <summary>
/// Summary description for class Factory.
/// </summary>
class Factory
{
public enum DrawableType {CIRCLE,SQUARE};
public static Drawable GetInstance(DrawableEnum e)
{
if (e == DrawableType.CIRCLE)
{
return new Circle();
}
else if (e == DrawableType.SQUARE)
{
return new Square();
}
else
{
throw new IndexOutOfRangeException();
// should never get here
}
}
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main(string[] args)
{
//
// TODO: Add code to start application here
//
Drawable d1= Factory.GetInstance(Factory.DrawableType.CIRCLE);
Console.WriteLine(d1.DrawYourself());
Drawable d2= Factory.GetInstance(Factory.DrawableType.SQUARE);
Console.WriteLine(d2.DrawYourself());Console.ReadLine();
}
}
Note that d1 and d1 are reference variables of the Type Drawable, yet the
code outputs: Circle, Square. Polymorphism at work! The class factory design
pattern allows your application to create concrete implementations of a base
class or interface dynamically at runtime in response to user or system input.
The Singleton Pattern
The "Singleton" pattern is a special version of the class factory
that only returns a single instance of a class. The singleton pattern is useful
when there should only be one instance of an object. As an example, there may
be many soldiers that derive from person, but there should only be one reigning
King of England that derives from person! Here is a sample that uses a static
factory method to insure that only one instance is created. The factory method "GetInstance" returns
a reference to the single instance of the class. Note that you must declare
any constructors private, so that the constructors are not visible outside
of the class. This insures that. there will be one and only one instance of
MyClass.
/// <summary>
/// Summary description for MyClass.
/// </summary>
class MyClass
{
private static MyClass theOnlyOne= new MyClass(); // create one
and only one instance of the class
public static MyClass GetInstance()
{
return theOnlyOne;
}
public readonly string description= "The One and Only.";
private MyClass(){}
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main(string[] args)
{
//
// TODO: Add code to start application here
//
MyClass mc= MyClass.GetInstance();
Console.WriteLine(mc.description);
Console.ReadLine();
}
}
One of the advantages of the factory method is that you can modify the singleton
behavior of the class without affecting the caller of the class. If you decide
that your application should now support Kings present and past, then you can
modify MyClass to return a new instance for each call to GetInstance. Here
is the modified multi-instance version of MyClass:
/// <summary>
/// Summary description for MyClass
/// </summary>
class MyClass
{
public static MyClass GetInstance()
{
return new MyClass();
}
public readonly string description= "OneOfMany";
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main(string[] args)
{
//
// TODO: Add code to start application here
//
MyClass mc= MyClass.GetInstance();
Console.WriteLine(mc.description);
Console.ReadLine();
}
}
That's enough pain! I suggest the you jog around the block, clear your head
and re-read this chapter later. In the next chapter, you will learn the top
ten "gumption traps" for C++ and Java programmers.