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
{
static void Main()
{
People.Person man = new People.Person("Hermine Sandt", "Male");
HighSchool.Teacher staff = new HighSchool.Teacher("Vice Principal");
Console.WriteLine();
}
}
|
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
{
static void Main()
{
Person man = new Person("Hermine Sandt", "Male");
Teacher staff = new Teacher("Vice Principal");
Console.WriteLine();
}
}
|
Practical Learning: Using Inheritance With Namespaces |
|
- Start Microsoft Visual C# Express Edition and create a Console Application
named Geometry1
- 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 Geometry1
{
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 Geometry1
{
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 set list of members 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;
namespace People
{
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
{
static void Main()
{
People.Person man = new People.Person("Hermine Sandt", "Male");
Console.WriteLine("Staff Member");
man.Show();
Console.WriteLine();
}
}
|
This would produce:
Staff Member
Full Name: Hermine Sandt
Gender: Male
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 of method that
already existed 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 fact, in C#, unlike C++, if you omit the virtual keyword,
the compiler would display a warning.
When you derive a class from an abstract, 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;
namespace Geometry1
{
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;
namespace Geometry1
{
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;
namespace Geometry1
{
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;
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;
namespace Geometry1
{
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;
namespace Geometry1
{
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;
namespace Geometry1
{
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;
namespace Geometry1
{
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;
namespace Geometry1
{
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 angl
es
========================================
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 impli
es 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.
|
|