I'm writing an application in C#, which supports plugins. Each plugin has to introduce itself, such that application can prepare appropriate environment for it. The current info object looks more less like this:
class FilterInfo
{
public InputInfo[] inputs;
public OutputInfo[] outputs;
bool IsConfigurable;
bool IsPlayable;
string TypeName;
}
This structure will surely expand in future (however, I guess, that not much, it'll maybe double its size). I'm currently thinking on how to implement such info class properly.
In C++ I would do it the following way (I'll strip the class to one field to make the examples more readable):
class FilterInfo
{
private:
std::vector<const InputInfo> inputs;
public:
std::vector<const InputInfo> & GetInputs()
{
return inputs;
}
const std::vector<const InputInfo> & GetInputs() const
{
return inputs;
}
}
Now, the plugin would instantiate a FilterInfo
class, fill-in its fields and then return const FilterInfo
on request, such that noone may change contents of the info (well, noone should).
In C#, I can only imagine the following "safe" solution:
public interface IInputInfo
{
bool SomeData
{
get;
}
}
public class InputInfo : IInputInfo
{
private bool someData;
public bool SomeData
{
get
{
return someData;
}
set
{
someData = value;
}
}
public bool IInputInfo.SomeData
{
get
{
return someData;
}
}
}
public interface IFilterInfo
{
ReadOnlyCollection<IInputInfo> Inputs
{
get;
}
}
public class FilterInfo : IFilterInfo
{
private InputInfo[] inputs;
public InputInfo[] Inputs
{
get
{
return inputs;
}
set
{
inputs = value;
}
}
public ReadOnlyCollection<IInputInfo> IFilterInfo.Inputs
{
return inputs;
}
}
The plugin will, of course, return IFilterInfo
instead of FilterInfo
, such that the data is readonly (OK, I know about reflection, the matter is to notify the user, that the data should not be changed). However, this solution looks very clumsy to me - especially when compared to compact version I cited earlier.
Another solution may to be create FilterInfo only with getters, but it would require passing the data into it in some way and probably would end up with a huge constructor with lots of parameters.
Edit: Another solution is to create a struct and return its copy during every request. However, arrays are copied by reference, so I would have to copy them manually each time.
Yet another one is to construct the FilterInfo from the scratch each time anyone requests it, eg.
public FilterInfo Info
{
get
{
return new FilterInfo()
{
IsConfigurable = true,
IsPlayable = false,
Inputs = new[]
{
new InputInfo()
{
// (...)
}
}
}
}
}
Is there an elegant way to solve this problem?