Good day everyone,
I'm an independent game developer who has, in the past, primarily worked with XNA and, at the other extreme, commercial toolsets. The reach of XNA is pretty limited, however, and I'm building a cross-platform abstraction layer to target multiple platforms.
To cut a long story short, I've needed xml serialization that's accessible more broadly than [Serializable], and I've been pointed to data contracts. I've been doing a lot of research, but can't find any good information about some of the basics of the system, pertaining to inheritance and overrides.
The crux of my question is...
[DataContract]
public class Node
{
private string name;
public string Name { get { return name; } set { name = value; } }
public virtual float Rotation { get { return 0f; } set { } }
}
[DataContract]
public class FancyNode : Node
{
private float rotation;
public override float Rotation { get { return rotation; } set { rotation = value; } }
}
If I serialize a 'FancyNode', will 'Rotation' be properly serialized, and will 'Name' be serialised?
Follow-up Question: I meant to ask earlier, but couldn't recall at the time. How does the serializer handler overriden [IgnoreDataMember] properties? For example...
[DataContract]
public class Simple
{
[IgnoreDataMember]
public virtual string Value { get { return ""; } set { } }
}
[DataContract]
public class Complex : Simple
{
private string value;
public override string Value { get { return value; } set { this.value = value; } }
}
Would 'Value' in 'Complex' be serialized? Some answers are suggesting that if no [DataMember] tags are used, all properties will be serialized. If so, does the [IgnoreDataMember] attribute of the base class have any bearing?