In Windows Forms, .NET Framework 4.0, I am trying to Serialize an instance of a class I wrote.
The class is marked as Serializable, but the form that uses the class (obviously) is not.
I do not want to Serialize an instance of the form. I want to Serialize the data I have in my class.
Everything in my class is marked as Serializable, so why am I still getting the SerializationException?
(Click >> HERE << to open image full-size in a new window)
Update:
Here is my BrazierCuttoff
class and related parts:
[Serializable()]
public class BrazierCuttoff : IEquatable<BrazierCuttoff> {
private int qty;
private int[] joint, pass, shift;
private float mult;
private BrazierPay a, b, c, d, e;
public event EventHandler BrazierCuttoffChanged;
public const int MAXIMUMSMALLQUANTITY = 20;
EnumeratedLevel[,] eLvArray;
/// <summary>
/// Gets or Sets the Brazier Matrix values
/// </summary>
/// <param name="passRatioIndex">0=100%,1=95,2=90,3=85,4=80,5=75,6=70,7=65</param>
/// <param name="minJointIndex">0=900,1=1200,2=1400,3=1600,4=1800,5=2000,6=2100,=2200</param>
/// <returns>Brazier Matrix value</returns>
public EnumeratedLevel this[int passRatioIndex, int minJointIndex] {
get { return eLvArray[passRatioIndex, minJointIndex]; }
set { eLvArray[passRatioIndex, minJointIndex] = value; }
}
/// <summary>
/// Initializes a new Form Values object using default values
/// </summary>
public BrazierCuttoff() {
A = new BrazierPay(5.0f);
B = new BrazierPay(4.0f);
C = new BrazierPay(3.0f);
D = new BrazierPay(2.0f);
E = new BrazierPay(1.0f);
NA = new BrazierPay(0.0f);
ShiftMinimum = new int[] { 12, 12, 12 };
PassRatio = new int[] { 100, 95, 90, 85, 80, 75, 70, 65 };
JointMinimum = new int[] { 900, 1200, 1400, 1600, 1800, 2000, 2100, 2200 };
eLvArray = new EnumeratedLevel[8, 8];
EnumeratedLevel level = EnumeratedLevel.NA_Silver;
for (int y = 0; y < 8; y++) {
for (int x = 0; x < 8; x++) {
switch (y) {
case 0: level = (x < 2) ? EnumeratedLevel.B_Blue : EnumeratedLevel.A_Violet; break;
case 1: level = (x == 0) ? EnumeratedLevel.C_Green : (x < 3) ? EnumeratedLevel.B_Blue : EnumeratedLevel.A_Violet; break;
case 2: level = (x < 2) ? EnumeratedLevel.C_Green : (x < 5) ? EnumeratedLevel.B_Blue : EnumeratedLevel.A_Violet; break;
case 3: level = (x == 0) ? EnumeratedLevel.D_Yellow : (x < 4) ? EnumeratedLevel.C_Green : (x < 6) ? EnumeratedLevel.B_Blue : EnumeratedLevel.A_Violet; break;
case 4: level = (x < 2) ? EnumeratedLevel.D_Yellow : (x < 5) ? EnumeratedLevel.C_Green : EnumeratedLevel.B_Blue; break;
case 5: level = (x == 0) ? EnumeratedLevel.E_Orange : (x < 3) ? EnumeratedLevel.D_Yellow : (x < 6) ? EnumeratedLevel.C_Green : EnumeratedLevel.B_Blue; break;
case 6: level = (x < 2) ? EnumeratedLevel.E_Orange : (x < 5) ? EnumeratedLevel.D_Yellow : EnumeratedLevel.C_Green; break;
default: level = (x == 0) ? EnumeratedLevel.NA_Silver : (x < 5) ? EnumeratedLevel.E_Orange : EnumeratedLevel.D_Yellow; break;
}
eLvArray[x, y] = level;
}
}
}
private void broadcast() {
if (BrazierCuttoffChanged != null) {
BrazierCuttoffChanged(this, new EventArgs());
}
}
/// <summary>
/// Gets or Sets the A Pay Level data
/// </summary>
public BrazierPay A { get { return a; } set { if (a != value) { a = value; broadcast(); } } }
/// <summary>
/// Gets or Sets the B Pay Level data
/// </summary>
public BrazierPay B { get { return b; } set { if (b != value) { b = value; broadcast(); } } }
/// <summary>
/// Gets or Sets the C Pay Level data
/// </summary>
public BrazierPay C { get { return c; } set { if (c != value) { c = value; broadcast(); } } }
/// <summary>
/// Gets or Sets the D Pay Level data
/// </summary>
public BrazierPay D { get { return d; } set { if (d != value) { d = value; broadcast(); } } }
/// <summary>
/// Gets or Sets the E Pay Level data
/// </summary>
public BrazierPay E { get { return e; } set { if (e != value) { e = value; broadcast(); } } }
/// <summary>
/// Gets or Sets the N/A Pay Level data
/// </summary>
public BrazierPay NA { get; private set; }
public void Refresh() {
const float delta = 0.01f;
while (A.Dirty || B.Dirty || C.Dirty || D.Dirty || E.Dirty) {
if (A.Dirty) {
if (A.Value <= B.Value) B.Value = A.Value - delta;
A.Dirty = false;
} else if (B.Dirty) {
if (B.Value <= C.Value) C.Value = B.Value - delta;
if (A.Value <= B.Value) A.Value = B.Value + delta;
B.Dirty = false;
} else if (C.Dirty) {
if (C.Value <= D.Value) D.Value = C.Value - delta;
if (B.Value <= C.Value) B.Value = C.Value + delta;
C.Dirty = false;
} else if (D.Dirty) {
if (D.Value <= E.Value) E.Value = D.Value - delta;
if (C.Value <= D.Value) C.Value = D.Value + delta;
D.Dirty = false;
} else if (E.Dirty) {
if (D.Value <= E.Value) D.Value = E.Value + delta;
E.Dirty = false;
}
}
}
/// <summary>
/// Gets the minimum Average Joints requirement
/// </summary>
public int AverageJoints { get { return JointMinimum[0]; } }
/// <summary>
/// Gets the minimum Chamber Pass Ratio requirement
/// </summary>
public int FirstTimePassRate { get { return PassRatio[PassRatio.Length - 1]; } }
/// <summary>
/// Gets or sets the Minimum Average Joints requirements (Range: 0 @ 900 to 7 @ 2200)
/// </summary>
public int[] JointMinimum { get { return joint; } set { if (joint != value) { joint = value; broadcast(); } } }
/// <summary>
/// Gets or Sets the Chamber Pass Ratio levels (Range: 0 @ 100% to 7 @ 65%)
/// </summary>
public int[] PassRatio { get { return pass; } set { if (pass != value) { pass = value; broadcast(); } } }
/// <summary>
/// Gets or Sets the Integral Array of minimum shifts required to qualify for a bonus
/// </summary>
public int[] ShiftMinimum { get { return shift; } set { if (shift != value) { shift = value; broadcast(); } } }
/// <summary>
/// Gets or Sets the Small Workorder Multiplier (1 is default/disable)
/// </summary>
public float SmallWoMulti { get { return mult; } set { if (mult != value) { mult = value; broadcast(); } } }
/// <summary>
/// Gets or Sets the Small Workorder Quantity value (0 is disable)
/// </summary>
public int SmallWoQty { get { return qty; } set { if (qty != value) { qty = value; broadcast(); } } }
#region IEquatable<BrazierCuttoff> Members
public bool Equals(BrazierCuttoff other) {
if (other != null) {
if ((A == other.A) && (B == other.B) && (C == other.C) && (D == other.D) && (E == other.E) && (NA == other.NA)) {
if ((ShiftMinimum == other.ShiftMinimum) && (PassRatio == other.PassRatio) && (JointMinimum == other.JointMinimum)) {
return (eLvArray == other.eLvArray);
}
}
}
return false;
}
#endregion
}
This is the BrazierPay
object that is used in the class above:
[Serializable()]
public class BrazierPay {
float pay;
public BrazierPay(float payLevel) {
Dirty = false;
pay = payLevel;
}
public float Value {
get { return pay; }
set {
if (pay != value) {
Dirty = true;
pay = value;
}
}
}
public bool Dirty { get; set; }
public string DollarValue { get { return string.Format("{0:C}", pay); } }
public string Formatted { get { return string.Format("{0:F}", pay); } }
public override string ToString() { return Formatted; }
}
I even marked this enumerated type as Serializable (though, it should not need it):
[Serializable()]
public enum EnumeratedLevel {
NA_Silver = Clicker.NA_Silver, // Color.Silver
E_Orange = Clicker.E_Orange, // Color.Orange
D_Yellow = Clicker.D_Yellow, // Color.Yellow
C_Green = Clicker.C_Green, // Color.Lime
B_Blue = Clicker.B_Blue, // Color.DodgerBlue
A_Violet = Clicker.A_Violet, // Color.Violet
}
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