Skip to main content

C# partial classes

A couple days ago I was talking with a former co-instructor at Northface University about the new (in the sense of "been in the language spec for years but since Visual Studio 2003 didn't support it everyone's waiting for Studio 2005 before using it") C# feature called partial classes or partial types.

If you're into dynamic languages, maybe you're like me and you think of mixins when you hear the phrase "partial classes." Wouldn't be the first time Microsoft gave old technology a new name and called it innovation, right?

Unfortunately for C# developers, partial classes have nothing to do with refactoring common behavior into a single reusable code fragment. All it is is a way to break a class up into multiple files for the benefit of code generation tools like Studio 2005's GUI designer. This is something that could easily be done with annotations/decorators/attributes (Java/Python/C# terms for pretty-close-to-the-same-thing). In fact, this is the approach the NetBeans Java IDE has been taking for years with their Swing designer (called "guarded [blocks|areas|code|chunks]"); it works fine.

My friend says that he could see this being useful to other, third party code generators, but I have a hard time seeing that carrying enough weight with Microsoft to actually spawn a new language feature, even if it were the only way to accomplish IDE support for code generation, which it isn't.

Some of the more rabid .NET fanboys have suggested that this will be cool because it lets you physically split a class among different developers. This is a lousy idea on several levels. First, if your classes are that large you probably need to rethink your design. Second, if you really do have an ironclad reason for this monster class, remember that one of the main goals of OO design is that someone who only wants to consume your class only needs to know the public API. People advocating splitting classes up into multiple human-edited files are forgetting that the other side of that coin is, the implementors of this class do need to know everything about it, or you'll be in a situation far worse than ordinary conflict merging.

Maybe I'm missing something. It really does baffle me that the C# team would go to the trouble (and it is trouble) to add a feature with only one real use case, and a flimsy one at that. Most of C# design I can see good reasons behind, if you take as a starting point "Like Java, only with the benefit of several years of hindsight. Oh yeah, and Sun doesn't own it." Some of the decisions are arguable but this one makes me scratch my head.

Comments

Anonymous said…
My guess is something along the lines of "pre-compiled headers". I.e., it's for speeding up loading, by caching the bits which are not being fiddled with.

Of course, the developers now have to chase the various parts across several files. They must be assuming the IDE takes care of that.

Not that I've ever used an MS compiler or IDE.

Popular posts from this blog

Python at Mozy.com

At my day job, I write code for a company called Berkeley Data Systems. (They found me through this blog, actually. It's been a good place to work.) Our first product is free online backup at mozy.com . Our second beta release was yesterday; the obvious problems have been fixed, so I feel reasonably good about blogging about it. Our back end, which is the most algorithmically complex part -- as opposed to fighting-Microsoft-APIs complex, as we have to in our desktop client -- is 90% in python with one C extension for speed. We (well, they, since I wasn't at the company at that point) initially chose Python for speed of development, and it's definitely fulfilled that expectation. (It's also lived up to its reputation for readability, in that the Python code has had 3 different developers -- in serial -- with very quick ramp-ups in each case. Python's succinctness and and one-obvious-way-to-do-it philosophy played a big part in this.) If you try it out, pleas...

A week of Windows Subsystem for Linux

I first experimented with WSL2 as a daily development environment two years ago. Things were still pretty rough around the edges, especially with JetBrains' IDEs, and I ended up buying a dedicated Linux workstation so I wouldn't have to deal with the pain.  Unfortunately, the Linux box developed a heat management problem, and simultaneously I found myself needing a beefier GPU than it had for working on multi-vector encoding , so I decided to give WSL2 another try. Here's some of the highlights and lowlights. TLDR, it's working well enough that I'm probably going to continue using it as my primary development machine going forward. The Good NVIDIA CUDA drivers just work. I was blown away that I ran conda install cuda -c nvidia and it worked the first try. No farting around with Linux kernel header versions or arcane errors from nvidia-smi. It just worked, including with PyTorch. JetBrains products work a lot better now in remote development mod...

A review of 6 Python IDEs

(March 2006: you may also be interested the updated review I did for PyCon -- http://spyced.blogspot.com/2006/02/pycon-python-ide-review.html .) For September's meeting, the Utah Python User Group hosted an IDE shootout. 5 presenters reviewed 6 IDEs: PyDev 0.9.8.1 Eric3 3.7.1 Boa Constructor 0.4.4 BlackAdder 1.1 Komodo 3.1 Wing IDE 2.0.3 (The windows version was tested for all but Eric3, which was tested on Linux. Eric3 is based on Qt, which basically means you can't run it on Windows unless you've shelled out $$$ for a commerical Qt license, since there is no GPL version of Qt for Windows. Yes, there's Qt Free , but that's not exactly production-ready software.) Perhaps the most notable IDEs not included are SPE and DrPython. Alas, nobody had time to review these, but if you're looking for a free IDE perhaps you should include these in your search, because PyDev was the only one of the 3 free ones that we'd consider using. And if you aren...