In this chapter, we cover advanced C# topics that build on concepts explored in previous chapters. You should read the first four sections sequentially; you can read the remaining sections in any order.
A delegate dynamically wires up a method caller to its target method. There are two aspects to a delegate: type and instance. A delegate type defines a protocol to which the caller and target will conform, comprising a list of parameter types and a return type. A delegate instance is an object that refers to one (or more) target methods conforming to that protocol.
A delegate instance literally acts as a delegate for the caller: the caller invokes the delegate, and then the delegate calls the target method. This indirection decouples the caller from the target method.
A delegate type declaration is preceded by the keyword delegate
, but otherwise it resembles an
(abstract) method declaration. For example:
delegate int Transformer (int x);
To create a delegate instance, you can assign a method to a delegate variable:
class Test { static void Main() {Transformer t = Square;
// Create delegate instance int result =t(3);
// Invoke delegate Console.WriteLine (result); // 9 } static int Square (int x) { return x * x; } }
Note
Technically, we are specifying a method
group when we refer to Square
without brackets or arguments. If the
method is overloaded, C# will pick the correct overload based on the
signature of the delegate to which it’s being assigned.
Invoking a delegate is just like invoking a method (since the delegate’s purpose is merely to provide a level of indirection):
t(3);
The statement:
Transformer t = Square;
is shorthand for:
Transformer t = new Transformer (Square);
and:
t(3)
is shorthand for:
t.Invoke (3);
Note
A delegate is similar to a callback, a general term that captures constructs such as C function pointers.
A delegate variable is assigned a method
dynamically. This is useful for writing plug-in
methods. In this example, we have a utility method named Transform
that applies a transform to each
element in an integer array. The Transform
method has a delegate parameter,
for specifying a plug-in transform.
public delegate int Transformer (int x);
class Util
{
public static void Transform (int[] values, Transformer t
)
{
for (int i = 0; i < values.Length; i++)
values[i] = t (values[i]);
}
}
class Test
{
static void Main()
{
int[] values = { 1, 2, 3 };
Util.Transform (values, Square); // Dynamically hook in Square
foreach (int i in values)
Console.Write (i + " "); // 1 4 9
}
static int Square (int x) { return x * x; }
}
All delegate instances have multicast
capability. This means that a delegate instance can reference not just
a single target method, but also a list of target methods. The
+
and +=
operators combine delegate instances. For
example:
SomeDelegate d = SomeMethod1; d += SomeMethod2;
The last line is functionally the same as:
d = d + SomeMethod2;
Invoking d
will now call both
SomeMethod1
and SomeMethod2
. Delegates are invoked in the
order they are added.
The −
and −=
operators remove the right delegate operand from the
left delegate operand. For example:
d -= SomeMethod1;
Invoking d
will now cause
only SomeMethod2
to be
invoked.
Calling +
or +=
on
a delegate variable with a null
value works, and it is equivalent to assigning the variable to a new
value:
SomeDelegate d = null; d += SomeMethod1; // Equivalent (when d is null) to d = SomeMethod1;
Similarly, calling −=
on a
delegate variable with a single target is equivalent to assigning
null
to that variable.
Note
Delegates are immutable, so when you call
+=
or −=
, you’re in fact creating a
new delegate instance and assigning it to the
existing variable.
If a multicast delegate has a nonvoid return type, the caller
receives the return value from the last method to be invoked. The
preceding methods are still called, but their return values are
discarded. In most scenarios in which multicast delegates are used,
they have void
return types, so
this subtlety does not arise.
Note
All delegate types implicitly derive from System.MulticastDelegate
, which inherits
from System.Delegate
. C# compiles
+
, −
, +=
,
and −=
operations made on a
delegate to the static Combine
and Remove
methods of the
System.Delegate
class.
Suppose you wrote a routine that took a long time to execute.
That routine could regularly report progress to its caller by
invoking a delegate. In this example, the HardWork
routine has a ProgressReporter
delegate parameter, which
it invokes to indicate progress:
public delegate void ProgressReporter (int percentComplete); public class Util { public static void HardWork (ProgressReporter p) { for (int i = 0; i < 10; i++) { p (i * 10); // Invoke delegate System.Threading.Thread.Sleep (100); // Simulate hard work } } }
To monitor progress, the Main
method creates a multicast delegate
instance p
, such that progress is
monitored by two independent methods:
class Test { static void Main() { ProgressReporter p = WriteProgressToConsole; p += WriteProgressToFile; Util.HardWork (p); } static void WriteProgressToConsole (int percentComplete) { Console.WriteLine (percentComplete); } static void WriteProgressToFile (int percentComplete) { System.IO.File.WriteAllText ("progress.txt", percentComplete.ToString()); } }
When a delegate object is assigned an
instance method, the delegate object must
maintain a reference not only to the method, but also to the
instance to which the method belongs. The
System.Delegate
class’s Target
property represents this instance (and
will be null for a delegate referencing a static method). For
example:
public delegate void ProgressReporter (int percentComplete); class Test { static void Main() { X x = new X(); ProgressReporter p = x.InstanceProgress; p(99); // 99 Console.WriteLine (p.Target == x); // True Console.WriteLine (p.Method); // Void InstanceProgress(Int32) } } class X { public void InstanceProgress (int percentComplete) { Console.WriteLine (percentComplete); } }
A delegate type may contain generic type parameters. For example:
public delegate T Transformer<T> (T arg);
With this definition, we can write a generalized Transform
utility method that works on any
type:
public class Util
{
public static void Transform<T> (T[] values, Transformer<T> t
)
{
for (int i = 0; i < values.Length; i++)
values[i] = t (values[i]);
}
}
class Test
{
static void Main()
{
int[] values = { 1, 2, 3 };
Util.Transform (values, Square); // Dynamically hook in Square
foreach (int i in values)
Console.Write (i + " "); // 1 4 9
}
static int Square (int x) { return x * x; }
}
With generic delegates, it becomes possible to write a small
set of delegate types that are so general they can work for methods of
any return type and any (reasonable) number of arguments. These
delegates are the Func
and Action
delegates,
defined in the System
namespace
(the in
and out
annotations indicate
variance, which we will cover shortly):
delegate TResult Func <out TResult> (); delegate TResult Func <in T, out TResult> (T arg); delegate TResult Func <in T1, in T2, out TResult> (T1 arg1, T2 arg2);... and so on, up to T16
delegate void Action (); delegate void Action <in T> (T arg); delegate void Action <in T1, in T2> (T1 arg1, T2 arg2);... and so on, up to T16
These delegates are extremely general. The Transformer
delegate in our previous example
can be replaced with a Func
delegate that takes a single argument of type T
and returns a same-typed value:
public static void Transform<T> (T[] values, Func<T,T> transformer
)
{
for (int i = 0; i < values.Length; i++)
values[i] = transformer (values[i]);
}
The only practical scenarios not covered by these delegates are
ref
/out
and pointer parameters.
A problem that can be solved with a delegate can also be solved
with an interface. For instance,
the following explains how to solve our filter problem using an
ITransformer
interface:
public interface ITransformer { int Transform (int x); } public class Util { public static void TransformAll (int[] values, ITransformer t) { for (int i = 0; i < values.Length; i++) values[i] = t.Transform (values[i]); } } class Squarer : ITransformer { public int Transform (int x) { return x * x; } } ... static void Main() { int[] values = { 1, 2, 3 }; Util.TransformAll (values, new Squarer()); foreach (int i in values) Console.WriteLine (i); }
A delegate design may be a better choice than an interface design if one or more of these conditions are true:
The interface defines only a single method.
Multicast capability is needed.
The subscriber needs to implement the interface multiple times.
In the ITransformer
example,
we don’t need to multicast. However, the interface defines only a
single method. Furthermore, our subscriber may need to implement
ITransformer
multiple times, to
support different transforms, such as square or cube. With interfaces,
we’re forced into writing a separate type per transform, since
Test
can implement ITransformer
only once. This is quite
cumbersome:
class Squarer : ITransformer { public int Transform (int x) { return x * x; } } class Cuber : ITransformer { public int Transform (int x) {return x * x * x; } } ... static void Main() { int[] values = { 1, 2, 3 }; Util.TransformAll (values, new Cuber()); foreach (int i in values) Console.WriteLine (i); }
Delegate types are all incompatible with each other, even if their signatures are the same:
delegate void D1(); delegate void D2(); ... D1 d1 = Method1; D2 d2 = d1; // Compile-time error
Delegate instances are considered equal if they have the same method targets:
delegate void D(); ... D d1 = Method1; D d2 = Method1; Console.WriteLine (d1 == d2); // True
Multicast delegates are considered equal if they reference the same methods in the same order.
When you call a method, you can supply arguments that have more specific types than the parameters of that method. This is ordinary polymorphic behavior. For exactly the same reason, a delegate can have more specific parameter types than its method target. This is called contravariance.
Here’s an example:
delegate void StringAction (string s); class Test { static void Main() { StringAction sa = new StringAction (ActOnObject); sa ("hello"); } static void ActOnObject (object o) { Console.WriteLine (o); // hello } }
A delegate merely calls a method on someone else’s behalf. In
this case, the StringAction
is invoked with an
argument of type string
. When the
argument is then relayed to the target method, the argument gets
implicitly upcast to an object
.
Note
The standard event pattern is designed to help you leverage
contravariance through its use of the common EventArgs
base class. For example, you
can have a single method invoked by two different delegates, one
passing a MouseEventArgs
and
the other passing a KeyEventArgs
.
If you call a method, you may get back a type that is more specific than what you asked for. This is ordinary polymorphic behavior. For exactly the same reason, the return type of a delegate can be less specific than the return type of its target method. This is called covariance. For example:
delegate object ObjectRetriever(); class Test { static void Main() { ObjectRetriever o = new ObjectRetriever (RetriveString); object result = o(); Console.WriteLine (result); // hello } static string RetriveString() { return "hello"; } }
The ObjectRetriever
expects
to get back an object
, but an
object
subclass will also do:
delegate return types are covariant.
In Chapter 3 we saw how generic interfaces support covariant and contravariant type parameters. The same capability exists for delegates, too.
If you’re defining a generic delegate type, it’s good practice to:
Mark a type parameter used only on the return value as covariant (
out
).Mark any type parameters used only on parameters as contravariant (
in
).
Doing so allows conversions to work naturally by respecting inheritance relationships between types.
The following delegate (defined in the System
namespace) supports
covariance:
delegate TResult Func<out TResult>();
allowing:
Func<string> x = ...; Func<object> y = x;
The following delegate (defined in the System
namespace) supports
contravariance:
delegate void Action<in T> (T arg);
Action<object> x = ...; Action<string> y = x;
When using delegates, two emergent roles commonly appear: broadcaster and subscriber.
The broadcaster is a type that contains a delegate field. The broadcaster decides when to broadcast, by invoking the delegate.
The subscribers are the method target
recipients. A subscriber decides when to start and stop listening, by
calling +=
and −=
on the broadcaster’s delegate. A subscriber
does not know about, or interfere with, other subscribers.
Events are a language feature that formalizes this
pattern. An event
is a construct that
exposes just the subset of delegate features required for the
broadcaster/subscriber model. The
main purpose of events is to prevent subscribers from
interfering with each other.
The easiest way to declare an event is to put the event
keyword in front of a delegate
member:
public class Broadcaster
{
public event
ProgressReporter Progress;
}
Code within the Broadcaster
type has full access to Progress
and
can treat it as a delegate. Code outside of Broadcaster
can only perform +=
and −=
operations on the Progress
event.
Consider the following example. The Stock
class fires its PriceChanged
event every time the Price
of the Stock
changes:
public delegate void PriceChangedHandler (decimal oldPrice,
decimal newPrice);
public class Stock
{
string symbol;
decimal price;
public Stock (string symbol) { this.symbol = symbol; }
public event PriceChangedHandler PriceChanged;
public decimal Price
{
get { return price; }
set
{
if (price == value) return; // Exit if nothing has changed
if (PriceChanged != null) // If invocation list not empty,
PriceChanged (price, value);
// fire event.
price = value;
}
}
}
If we remove the event
keyword
from our example so that PriceChanged
becomes an ordinary delegate field, our example would give the same
results. However, Stock
would be less
robust, in that subscribers could do the following things to interfere
with each other:
Replace other subscribers by reassigning
PriceChanged
(instead of using the+=
operator).Clear all subscribers (by setting
PriceChanged
tonull
).Broadcast to other subscribers by invoking the delegate.
The .NET Framework defines a standard pattern for writing events. Its
purpose is to provide consistency across both Framework and user code.
At the core of the standard event pattern is System.EventArgs
: a predefined Framework
class with no members (other than the static Empty
property). EventArgs
is a base class for conveying
information for an event. In our Stock
example, we would subclass EventArgs
to convey the
old and new prices when a PriceChanged
event is fired:
public class PriceChangedEventArgs : System.EventArgs { public readonly decimal LastPrice; public readonly decimal NewPrice; public PriceChangedEventArgs (decimal lastPrice, decimal newPrice) { LastPrice = lastPrice; NewPrice = newPrice; } }
For reusability, the EventArgs
subclass is named according to the
information it contains (rather than the event for which it will be
used). It typically exposes data as properties or as read-only
fields.
With an EventArgs
subclass in
place, the next step is to choose or define a delegate for the event.
There are three rules:
It must have a
void
return type.It must accept two arguments: the first of type
object
, and the second a subclass ofEventArgs
. The first argument indicates the event broadcaster, and the second argument contains the extra information to convey.Its name must end with EventHandler.
The Framework defines a generic delegate called System.EventHandler<>
that satisfies
these rules:
public delegate void EventHandler<TEventArgs> (object source, TEventArgs e) where TEventArgs : EventArgs;
Note
Before generics existed in the language (prior to C# 2.0), we would have had to instead write a custom delegate as follows:
public delegate void PriceChangedHandler (object sender, PriceChangedEventArgs e);
For historical reasons, most events within the Framework use delegates defined in this way.
The next step is to define an event of the chosen delegate type.
Here, we use the generic EventHandler
delegate:
public class Stock
{
...
public event EventHandler<PriceChangedEventArgs> PriceChanged;
}
Finally, the pattern requires that you write a protected virtual
method that fires the event. The name must match the name of the
event, prefixed with the word On, and then accept
a single EventArgs
argument:
public class Stock { ... public event EventHandler<PriceChangedEventArgs> PriceChanged; protected virtual void OnPriceChanged (PriceChangedEventArgs e) { if (PriceChanged != null) PriceChanged (this, e); } }
Note
In multithreaded scenarios (Chapter 21), you need to assign the delegate to a temporary variable before testing and invoking it in order to be thread-safe:
var temp = PriceChanged; if (temp != null) temp (this, e);
This provides a central point from which subclasses can invoke or override the event (assuming the class is not sealed). Here’s the complete example:
using System; public class PriceChangedEventArgs : EventArgs { public readonly decimal LastPrice; public readonly decimal NewPrice; public PriceChangedEventArgs (decimal lastPrice, decimal newPrice) { LastPrice = lastPrice; NewPrice = newPrice; } } public class Stock { string symbol; decimal price; public Stock (string symbol) {this.symbol = symbol;} public event EventHandler<PriceChangedEventArgs> PriceChanged; protected virtual void OnPriceChanged (PriceChangedEventArgs e) { if (PriceChanged != null) PriceChanged (this, e); } public decimal Price { get { return price; } set { if (price == value) return; OnPriceChanged (new PriceChangedEventArgs (price, value)); price = value; } } } class Test { static void Main() { Stock stock = new Stock ("THPW"); stock.Price = 27.10M; // Register with the PriceChanged event stock.PriceChanged += stock_PriceChanged; stock.Price = 31.59M; } static void stock_PriceChanged (object sender, PriceChangedEventArgs e) { if ((e.NewPrice - e.LastPrice) / e.LastPrice > 0.1M) Console.WriteLine ("Alert, 10% stock price increase!"); } }
The predefined nongeneric EventHandler
delegate can be used when an
event doesn’t carry extra information. In this example, we rewrite
Stock
such that the PriceChanged
event is fired after the price
changes, and no information about the event is necessary, other than
it happened. We also make use of the EventArgs.Empty
property, in order to avoid
unnecessarily instantiating an instance of EventArgs
.
public class Stock { string symbol; decimal price; public Stock (string symbol) { this.symbol = symbol; } public eventEventHandler
PriceChanged; protected virtual void OnPriceChanged (EventArgs e) { if (PriceChanged != null) PriceChanged (this, e); } public decimal Price { get { return price; } set { if (price == value) return; price = value; OnPriceChanged (EventArgs.Empty
); } } }
An event’s accessors are the
implementations of its +=
and
−=
functions. By default, accessors
are implemented implicitly by the compiler. Consider this event
declaration:
public event EventHandler PriceChanged;
The compiler converts this to the following:
A private delegate field
A public pair of event accessor functions, whose implementations forward the
+=
and−=
operations to the private delegate field
You can take over this process by defining explicit event accessors. Here’s a manual
implementation of the PriceChanged
event from our previous example:
private EventHandler _priceChanged; // Declare a private delegate public event EventHandler PriceChanged { add { _priceChanged += value; } remove { _priceChanged -= value; } }
This example is functionally identical to C#’s default accessor implementation (except that C# also ensures thread safety around updating the delegate—see Chapter 21). By defining event accessors ourselves, we instruct C# not to generate default field and accessor logic.
Note
Before C# 4.0, the compiler ensured thread safety by locking the containing type or instance around updating the delegate. This is a crude mechanism (as we’ll see in Thread Safety in Chapter 21), and it resulted in some people using explicit event accessors purely to work around this. The good news is that from C# 4.0, the compiler implements thread safety through a superior lock-free compare-and-swap algorithm.
With explicit event accessors, you can apply more complex strategies to the storage and access of the underlying delegate. There are three scenarios where this is useful:
When the event accessors are merely relays for another class that is broadcasting the event.
When the class exposes a large number of events, where most of the time very few subscribers exist, such as a Windows control. In such cases, it is better to store the subscriber’s delegate instances in a dictionary, since a dictionary will contain less storage overhead than dozens of null delegate field references.
When explicitly implementing an interface that declares an event.
Here is an example that illustrates the last point:
public interface IFoo { event EventHandler Ev; } class Foo : IFoo { private EventHandler ev; event EventHandler IFoo.Ev { add { ev += value; } remove { ev -= value; } } }
Note
The add
and remove
parts of an event are compiled to
add_
XXX
and
remove_
XXX
methods.
The +=
and −=
operations on an event are compiled to
calls to the add_
XXX
and
remove_
XXX
methods.
A lambda expression is an unnamed method written in place of a delegate instance. The compiler immediately converts the lambda expression to either:
A delegate instance.
An expression tree, of type
Expression<TDelegate>
, representing the code inside the lambda expression in a traversable object model. This allows the lambda expression to be interpreted later at runtime (see Building Query Expressions in Chapter 8).
Given the following delegate type:
delegate int Transformer (int i);
we could assign and invoke the lambda expression x => x * x
as follows:
Transformer sqr = x => x * x
;
Console.WriteLine (sqr(3)); // 9
Note
Internally, the compiler resolves lambda expressions of this type by writing a private method, and moving the expression’s code into that method.
A lambda expression has the following form:
(parameters
) =>expression-or-statement-block
For convenience, you can omit the parentheses if and only if there is exactly one parameter of an inferable type.
In our example, there is a single parameter, x
, and the expression is x * x
:
x => x * x;
Each parameter of the lambda expression corresponds to a delegate
parameter, and the type of the expression (which may be void
) corresponds to the return type of the
delegate.
In our example, x
corresponds
to parameter i
, and the expression
x * x
corresponds to the return type
int
, therefore being compatible with
the Transformer
delegate:
delegate int Transformer (int i);
A lambda expression’s code can be a statement block instead of an expression. We can rewrite our example as follows:
x => { return x * x; };
Lambda expressions are used most commonly with the Func
and Action
delegates, so you will most often see
our earlier expression written as follows:
Func<int,int> sqr = x => x * x;
Here’s an example of an expression that accepts two parameters:
Func<string,string,int> totalLength = (s1, s2) => s1.Length + s2.Length; int total = totalLength ("hello", "world"); // total is 10;
Lambda expressions were introduced in C# 3.0.
The compiler can usually infer the type of lambda parameters contextually. When this is not the case, you must specify the type of each parameter explicitly. Consider the following expression:
Func<int,int> sqr = x => x * x;
The compiler uses type inference to infer
that x
is an int
.
We could explicitly specify x
’s type as follows:
Func<int,int> sqr = (int
x) => x * x;
A lambda expression can reference the local variables and parameters of the method in which it’s defined (outer variables). For example:
static void Main()
{
int factor = 2;
Func<int, int> multiplier = n => n * factor
;
Console.WriteLine (multiplier (3)); // 6
}
Outer variables referenced by a lambda expression are called captured variables. A lambda expression that captures variables is called a closure.
Captured variables are evaluated when the delegate is actually invoked, not when the variables were captured:
int factor = 2;
Func<int, int> multiplier = n => n * factor;
factor = 10;
Console.WriteLine (multiplier (3)); // 30
Lambda expressions can themselves update captured variables:
int seed = 0; Func<int> natural = () => seed++; Console.WriteLine (natural()); // 0 Console.WriteLine (natural()); // 1 Console.WriteLine (seed); // 2
Captured variables have their lifetimes extended to that of the
delegate. In the following example, the local variable seed
would ordinarily disappear from scope
when Natural
finished executing.
But because seed
has been
captured, its lifetime is extended to that of the
capturing delegate, natural
:
static Func<int> Natural()
{
int seed = 0;
return () => seed++; // Returns a closure
}
static void Main()
{
Func<int> natural = Natural();
Console.WriteLine (natural()); // 0
Console.WriteLine (natural()); // 1
}
A local variable instantiated within a
lambda expression is unique per invocation of the delegate instance.
If we refactor our previous example to instantiate seed
within the lambda
expression, we get a different (in this case, undesirable)
result:
static Func<int> Natural() { return() => { int seed = 0; return seed++; }; } static void Main() { Func<int> natural = Natural(); Console.WriteLine (natural()); // 0 Console.WriteLine (natural()); // 0 }
Note
Capturing is internally implemented by “hoisting” the captured variables into fields of a private class. When the method is called, the class is instantiated and lifetime-bound to the delegate instance.
When you capture iteration variables in for
and foreach
statements, C# treats those
iteration variables as though they were declared
outside the loop. This means that the
same variable is captured in each iteration.
The following program writes 333
instead of writing 012
:
Action[] actions = new Action[3];
for (int i = 0; i < 3; i++)
actions [i] = () => Console.Write (i)
;
foreach (Action a in actions) a(); // 333
Each closure (shown in boldface) captures the same variable,
i
. When the delegates are later
invoked, each delegate sees i
’s
value at the time of invocation—which is 3. We
can illustrate this better by expanding the for
loop as follows:
Action[] actions = new Action[3]; int i = 0; actions[0] = () => Console.Write (i); i = 1; actions[1] = () => Console.Write (i); i = 2; actions[2] = () => Console.Write (i); i = 3; foreach (Action a in actions) a(); // 333
The solution, if we want to write 012
, is to assign the iteration variable
to a local variable that’s scoped inside the
loop:
Action[] actions = new Action[3]; for (int i = 0; i < 3; i++) { intloopScopedi = i
; actions [i] = () => Console.Write (loopScopedi
); } foreach (Action a in actions) a(); // 012
This then causes the closure to capture a different variable on each iteration.
Anonymous methods are a C# 2.0 feature that has been subsumed largely by C# 3.0 lambda expressions. An anonymous method is like a lambda expression, but it lacks the following features:
Implicitly typed parameters
Expression syntax (an anonymous method must always be a statement block)
The ability to compile to an expression tree, by assigning to
Expression<T>
To write an anonymous method, you include the delegate
keyword followed (optionally) by a
parameter declaration and then a method body. For example, given this
delegate:
delegate int Transformer (int i);
we could write and call an anonymous method as follows:
Transformer sqr = delegate (int x) {return x * x;}
;
Console.WriteLine (sqr(3)); // 9
The first line is semantically equivalent to the following lambda expression:
Transformer sqr = (int x) => {return x * x;}
;
Or simply:
Transformer sqr = x => x * x
;
A unique feature of anonymous methods is that you can omit the parameter declaration entirely—even if the delegate expects them. This can be useful in declaring events with a default empty handler:
public event EventHandler Clicked = delegate { };
This avoids the need for a null check before firing the event. The following is also legal:
Clicked += delegate { Console.WriteLine ("clicked"); }; // No parameters
Anonymous methods capture outer variables in the same way lambda expressions do.
A try
statement specifies a code block subject to error-handling or
cleanup code. The try
block must be followed by a catch
block, a finally
block, or both. The
catch
block executes when an error
occurs in the try
block. The finally
block executes after execution leaves
the try
block (or if present, the
catch
block), to perform cleanup
code, whether or not an error occurred.
A catch
block has access to an
Exception
object that contains
information about the error. You use a catch
block to either compensate for the error
or rethrow the exception. You rethrow an exception
if you merely want to log the problem, or if you want to rethrow a new,
higher-level exception type.
A finally
block adds
determinism to your program, by always executing no matter what. It’s
useful for cleanup tasks such as closing network connections.
A try
statement looks like
this:
try { ... // exception may get thrown within execution of this block } catch (ExceptionA ex) { ... // handle exception of type ExceptionA } catch (ExceptionB ex) { ... // handle exception of type ExceptionB } finally { ... // cleanup code }
Consider the following program:
class Test { static int Calc (int x) { return 10 / x; } static void Main() { int y = Calc (0); Console.WriteLine (y); } }
Because x
is zero, the runtime
throws a DivideByZeroException
, and
our program terminates. We can prevent this by catching the exception as
follows:
class Test { static int Calc (int x) { return 10 / x; } static void Main() { try { int y = Calc (0); Console.WriteLine (y); } catch (DivideByZeroException ex) { Console.WriteLine ("x cannot be zero"); } Console.WriteLine ("program completed"); } } OUTPUT: x cannot be zero program completed
Note
This is a simple example to illustrate exception handling. We
could deal with this particular scenario better in practice by
checking explicitly for the divisor being zero before calling Calc
.
Exceptions are relatively expensive to handle, taking hundreds of clock cycles.
When an exception is thrown, the CLR performs a test:
Is execution currently within a try
statement that can catch the
exception?
If so, execution is passed to the compatible
catch
block. If thecatch
block successfully finishes executing, execution moves to the next statement after thetry
statement (if present, executing thefinally
block first).If not, execution jumps back to the caller of the function, and the test is repeated (after executing any
finally
blocks that wrap the statement).
If no function takes responsibility for the exception, an error dialog is displayed to the user, and the program terminates.
A catch
clause specifies what type of exception to catch. This must
either be System.Exception
or a subclass of
System.Exception
.
Catching System.Exception
catches all possible errors. This is useful when:
Your program can potentially recover regardless of the specific exception type.
You plan to rethrow the exception (perhaps after logging it).
Your error handler is the last resort, prior to termination of the program.
More typically, though, you catch specific exception
types, in order to avoid having to deal with circumstances
for which your handler wasn’t designed (e.g., an OutOfMemoryException
).
You can handle multiple exception types with multiple catch
clauses (again, this example could be
written with explicit argument checking rather than exception
handling):
class Test { static void Main (string[] args) { try { byte b = byte.Parse (args[0]); Console.WriteLine (b); } catch (IndexOutOfRangeException ex) { Console.WriteLine ("Please provide at least one argument"); } catch (FormatException ex) { Console.WriteLine ("That's not a number!"); } catch (OverflowException ex) { Console.WriteLine ("You've given me more than a byte!"); } } }
Only one catch
clause
executes for a given exception. If you want to include a safety net to
catch more general exceptions (such as System.Exception
), you must put the more
specific handlers first.
An exception can be caught without specifying a variable if you don’t need to access its properties:
catch (StackOverflowException) // no variable { ... }
Furthermore, you can omit both the variable and the type (meaning that all exceptions will be caught):
catch { ... }
Note
In languages other than C#, it is possible (though not recommended) to throw an object that
does not derive from Exception
. The CLR automatically
wraps that object in a RuntimeWrappedException
class (which
does derive from Exception
).
A finally
block always executes—whether or not an exception is
thrown and whether or not the try
block runs to completion. finally
blocks are typically used for cleanup code.
A finally
block executes
either:
After a
catch
block finishesAfter control leaves the
try
block because of ajump
statement (e.g.,return
orgoto
)After the
try
block ends
A finally
block helps add
determinism to a program. In the following example, the file that we
open always gets closed, regardless of
whether:
The
try
block finishes normally.Execution returns early because the file is empty (
EndOfStream
).An
IOException
is thrown while reading the file.static void ReadFile() { StreamReader reader = null; // In System.IO namespace try { reader = File.OpenText ("file.txt"); if (reader.EndOfStream)
return
; Console.WriteLine (reader.ReadToEnd()); } finally { if (reader != null) reader.Dispose(); } }
In this example, we closed the file by calling Dispose
on the StreamReader
. Calling Dispose
on an object, within a finally
block, is a standard convention
throughout the .NET Framework and is supported explicitly in C#
through the using
statement.
Many classes encapsulate unmanaged resources, such as file
handles, graphics handles, or
database connections. These classes implement System.IDisposable
, which defines a single
parameterless method named Dispose
to clean up these resources. The
using
statement provides an
elegant syntax for calling Dispose
on an IDisposable
object within a finally
block.
The following:
using
(StreamReader reader = File.OpenText ("file.txt"))
{
...
}
is precisely equivalent to:
StreamReader reader = File.OpenText ("file.txt"); try { ... } finally { if (reader != null) ((IDisposable)reader).Dispose(); }
We cover the disposal pattern in more detail in Chapter 12.
Exceptions can be thrown either by the runtime or in user code. In this example,
Display
throws a System.ArgumentNullException
:
class Test
{
static void Display (string name)
{
if (name == null)
throw new ArgumentNullException ("name");
Console.WriteLine (name);
}
static void Main()
{
try { Display (null); }
catch (ArgumentNullException ex)
{
Console.WriteLine ("Caught the exception");
}
}
}
You can capture and rethrow an exception as follows:
try { ... }
catch (Exception ex)
{
// Log error
...
throw; // Rethrow same exception
}
Rethrowing in this manner lets you log an error without swallowing it. It also lets you back out of handling an exception should circumstances turn out to be outside what you expected:
using System.Net; // (See Chapter 14)
...
string s = null;
using (WebClient wc = new WebClient())
try { s = wc.DownloadString ("http://www.albahari.com/nutshell/"); }
catch (WebException ex)
{
if (ex.Status == WebExceptionStatus.NameResolutionFailure)
Console.WriteLine ("Bad domain name");
else
throw; // Can't handle other sorts of WebException, so rethrow
}
The other common scenario is to rethrow a more specific exception type. For example:
try { ... // Parse a DateTime from XML element data } catch (FormatException ex) { throw new XmlException ("Invalid DateTime", ex); }
Rethrowing an exception does not affect the StackTrace
property of the exception (see the next section). When
rethrowing a different exception, you can set the InnerException
property with the original exception if doing so could aid
debugging. Nearly all types of exceptions provide a constructor for
this purpose.
The most important properties of System.Exception
are the following:
Note
All exceptions in C# are runtime exceptions—there is no equivalent to Java’s compile-time checked exceptions.
The following exception types are used widely throughout the CLR and .NET Framework. You can throw these yourself or use them as base classes for deriving custom exception types:
System.ArgumentException
Thrown when a function is called with a bogus argument. This generally indicates a program bug.
System.ArgumentNullException
Subclass of
ArgumentException
that’s thrown when a function argument is (unexpectedly)null
.System.ArgumentOutOfRangeException
Subclass of
ArgumentException
that’s thrown when a (usually numeric) argument is too big or too small. For example, this is thrown when passing a negative number into a function that accepts only positive values.System.InvalidOperationException
Thrown when the state of an object is unsuitable for a method to successfully execute, regardless of any particular argument values. Examples include reading an unopened file or getting the next element from an enumerator where the underlying list has been modified partway through the iteration.
System.NotSupportedException
Thrown to indicate that a particular functionality is not supported. A good example is calling the
Add
method on a collection for whichIsReadOnly
returnstrue
.System.NotImplementedException
Thrown to indicate that a function has not yet been implemented.
System.ObjectDisposedException
Thrown when the object upon which the function is called has been disposed.
When writing a method, you have a choice, when something goes
wrong, to return some kind of failure code or throw an exception. In
general, you throw an exception when the error is outside the normal
workflow—or if you expect that the immediate caller won’t be able to
cope with it. Occasionally, though, it can be best to offer both
choices to the consumer. An example of this is the int
type, which defines two versions of
its Parse
method:
public int Parse (string input); public bool TryParse (string input, out int returnValue);
If parsing fails, Parse
throws an exception; TryParse
returns false
.
You can implement this pattern by having the
XXX
method call the Try
XXX
method
as follows:
publicreturn-type XXX
(input-type
input) {return-type
returnValue; if (!TryXXX
(input, out returnValue)) throw newYYY
Exception (...) return returnValue; }
It can be desirable for an operation to be
atomic, where it either successfully completes
or fails without affecting state. An object becomes unusable when it
enters an indeterminate state that is the result of a half-finished
operation. finally
blocks
facilitate writing atomic operations.
In the following example, we use an Accumulator
class that has an Add
method that adds an array of integers to its
field Total
. The Add
method will cause an OverflowException
if
Total
exceeds the maximum value
for an int
. The Add
method is atomic, either successfully
updating Total
or failing, which
leaves Total
with its former
value:
class Test { static void Main() { Accumulator a = new Accumulator(); try { a.Add (4, 5); // a.Total is now 9 a.Add (1, int.MaxValue); // Will cause OverflowException } catch (OverflowException) { Console.WriteLine (a.Total); // a.Total is still 9 } } }
In the implementation of Accumulator
, the Add
method affects the Total
field as it executes. However, if
anything goes wrong during the method (e.g., a
numeric overflow, a stack overflow, etc.), Total
is restored to its initial value at
the start of the method.
public class Accumulator { public int Total { get; private set; } public void Add (params int[] ints) { bool success = false; int totalSnapshot = Total; try { foreach (int i in ints) { checked { Total += i; } } success = true; } finally { if (! success) Total = totalSnapshot; } } }
As with int.TryParse
, a
function can communicate failure by sending an error
code back to the calling function via a return type or parameter.
Although this can work with simple and predictable failures, it
becomes clumsy when extended to all errors, polluting method
signatures and creating unnecessary complexity and clutter. It also
cannot generalize to functions that are not methods, such as
operators (e.g., the division operator) or properties. An
alternative is to place the error in a common place where all
functions in the call stack can see it (e.g., a static method that
stores the current error per thread). This, though, requires each
function to participate in an error-propagation pattern that is
cumbersome and, ironically, itself error-prone.
An enumerator is a read-only, forward-only cursor over a sequence of values. An enumerator is an object that implements either of the following interfaces:
System.Collections.IEnumerator
System.Collections.Generic.IEnumerator<T>
Note
Technically, any object that has a method named MoveNext
and a property called Current
is treated as an enumerator; this
relaxation exists to allow enumeration of value type elements in C#
1.0 without a boxing/unboxing overhead. This optimization is now
obsolete with generics, and is, in fact, unsupported with C# 4.0’s
dynamic
binding.
The foreach
statement iterates over an
enumerable object. An enumerable object is the
logical representation of a sequence. It is not itself a cursor, but
an object that produces cursors over itself. An enumerable object
either:
Implements
IEnumerable
orIEnumerable<T>
Has a method named
GetEnumerator
that returns an enumerator
Note
IEnumerator
and IEnumerable
are defined in System.Collections
. IEnumerator<T>
and IEnumerable<T>
are defined in
System.Collections.Generic
.
The enumeration pattern is as follows:
classEnumerator
// Typically implements IEnumerator or IEnumerator<T> { publicIteratorVariableType
Current { get {...} } public bool MoveNext() {...} } classEnumerable
// Typically implements IEnumerable or IEnumerable<T> { publicEnumerator
GetEnumerator() {...} }
Here is the high-level way of iterating through the characters
in the word beer using a foreach
statement:
foreach (char c in "beer") Console.WriteLine (c);
Here is the low-level way of iterating through the characters in
beer without using a foreach
statement:
using (var enumerator = "beer".GetEnumerator()
) while (enumerator.MoveNext()
) { var element = enumerator.Current
; Console.WriteLine (element); }
If the enumerator implements IDisposable
, the foreach
statement also acts as a using
statement, implicitly disposing the
enumerator object as in the earlier example.
Note
Chapter 7 explains the enumeration interfaces in further detail.
You can instantiate and populate an enumerable object in a single step. For example:
using System.Collections.Generic;
...
List<int> list = new List<int> {1, 2, 3}
;
The compiler translates this to the following:
using System.Collections.Generic; ... List<int> list = new List<int>(); list.Add (1); list.Add (2); list.Add (3);
This requires that the enumerable object implements the System.Collections.IEnumerable
interface,
and that it has an Add
method that
has the appropriate number of parameters for the call.
Whereas a foreach
statement is a
consumer of an enumerator, an iterator is a producer of an
enumerator. In this example, we use an iterator to return a sequence
of Fibonacci numbers (where each number is the sum of the previous
two):
using System;
using System.Collections.Generic;
class Test
{
static void Main()
{
foreach (int fib in Fibs(6))
Console.Write (fib + " ");
}
static IEnumerable<int> Fibs (int fibCount)
{
for (int i = 0, prevFib = 1, curFib = 1; i < fibCount; i++)
{
yield return prevFib;
int newFib = prevFib+curFib;
prevFib = curFib;
curFib = newFib;
}
}
}
OUTPUT: 1 1 2 3 5 8
Whereas a return
statement
expresses “Here’s the value you asked me to return from this method,”
a yield return
statement expresses
“Here’s the next element you asked me to yield from this enumerator.”
On each yield
statement, control is
returned to the caller, but the callee’s state is maintained so that
the method can continue executing as soon as the caller enumerates the
next element. The lifetime of this state is bound to the enumerator,
such that the state can be released when the caller has finished
enumerating.
Note
The compiler converts iterator methods into private classes
that implement IEnumerable<T>
and/or IEnumerator<T>
. The logic within the
iterator block is “inverted” and spliced into the MoveNext
method and
Current
property on the
compiler-written enumerator class. This means that when you call an
iterator method, all you’re doing is instantiating the
compiler-written class; none of your code actually runs! Your code
runs only when you start enumerating over the resultant sequence,
typically with a foreach
statement.
An iterator is a method, property, or indexer that contains
one or more yield
statements. An
iterator must return one of the following four interfaces (otherwise,
the compiler will generate an error):
// Enumerable interfaces System.Collections.IEnumerable System.Collections.Generic.IEnumerable<T> // Enumerator interfaces System.Collections.IEnumerator System.Collections.Generic.IEnumerator<T>
An iterator has different semantics, depending on whether it returns an enumerable interface or an enumerator interface. We describe this in Chapter 7.
Multiple yield statements are permitted. For example:
class Test { static void Main() { foreach (string s in Foo()) Console.WriteLine(s); // Prints "One","Two","Three" } static IEnumerable<string> Foo() {yield return
"One";yield return
"Two";yield return
"Three"; } }
The yield break
statement indicates that the iterator block should exit early,
without returning more elements. We can modify Foo
as follows to demonstrate:
static IEnumerable<string> Foo (bool breakEarly)
{
yield return "One";
yield return "Two";
if (breakEarly)
yield break;
yield return "Three";
}
Note
A return
statement is
illegal in an iterator block—you must use a yield break
instead.
A yield return
statement cannot appear in a try
block that has a catch
clause:
IEnumerable<string> Foo() { try { yield return "One"; } // Illegal catch { ... } }
Nor can yield return
appear
in a catch
or finally
block. These restrictions are due
to the fact that the compiler must translate iterators into ordinary
classes with MoveNext
, Current
, and Dispose
members, and translating exception
handling blocks would create excessive complexity.
You can, however, yield within a try
block that has (only) a finally
block:
IEnumerable<string> Foo() { try { yield return "One"; } // OK finally { ... } }
The code in the finally
block executes when the consuming enumerator reaches the end of the
sequence or is disposed. A foreach
statement implicitly disposes the
enumerator if you break early, making this a safe way to consume
enumerators. When working with enumerators explicitly, a trap is to
abandon enumeration early without disposing it, circumventing the
finally
block. You can avoid this
risk by wrapping explicit use of enumerators in a using
statement:
string firstElement = null; var sequence = Foo(); using (var enumerator = sequence.GetEnumerator()) if (enumerator.MoveNext()) firstElement = enumerator.Current;
Iterators are highly composable. We can extend our example, this time to output even Fibonacci numbers only:
using System;
using System.Collections.Generic;
class Test
{
static void Main()
{
foreach (int fib in EvenNumbersOnly (Fibs(6)))
Console.WriteLine (fib);
}
static IEnumerable<int> Fibs (int fibCount)
{
for (int i = 0, prevFib = 1, curFib = 1; i < fibCount; i++)
{
yield return prevFib;
int newFib = prevFib+curFib;
prevFib = curFib;
curFib = newFib;
}
}
static IEnumerable<int> EvenNumbersOnly (IEnumerable<int> sequence)
{
foreach (int x in sequence)
if ((x % 2) == 0)
yield return x;
}
}
Each element is not calculated until the last moment—when
requested by a MoveNext()
operation. Figure 4-1 shows the data requests and data
output over time.
The composability of the iterator pattern is extremely useful in LINQ; we will discuss the subject again in Chapter 8.
Reference types can represent a nonexistent value with a null reference. Value types, however, cannot ordinarily represent null values. For example:
string s = null; // OK, Reference Type int i = null; // Compile Error, Value Type cannot be null
To represent null in a value type, you must use a special
construct called a nullable type. A nullable type
is denoted with a value type followed by the ?
symbol:
int?
i = null; // OK, Nullable Type
Console.WriteLine (i == null); // True
T?
translates into System.Nullable<T>
. Nullable<T>
is a lightweight immutable
structure, having only two fields, to represent Value
and HasValue
. The essence of System.Nullable<T>
is very
simple:
public struct Nullable<T> where T : struct { public T Value {get;} public bool HasValue {get;} public T GetValueOrDefault(); public T GetValueOrDefault (T defaultValue); ... }
The code:
int? i = null; Console.WriteLine (i == null); // True
translates to:
Nullable<int> i = new Nullable<int>(); Console.WriteLine (! i.HasValue); // True
Attempting to retrieve Value
when HasValue
is false throws an
InvalidOperationException
. GetValueOrDefault()
returns Value
if HasValue
is true; otherwise, it returns
new T()
or a specified custom
default value.
The default value of T?
is
null
.
The conversion from T
to T?
is implicit, and from T?
to T
is explicit. For example:
int? x = 5; // implicit int y = (int)x; // explicit
The explicit cast is directly equivalent to calling the nullable
object’s Value
property. Hence, an
InvalidOperationException
is thrown
if HasValue
is false.
When T?
is boxed, the boxed value on the heap contains T
, not T?
. This optimization is possible because a
boxed value is a reference type that can already express null.
C# also permits the unboxing of nullable types with the as
operator. The result will be null
if the cast fails:
object o = "string"; int? x = o as int?; Console.WriteLine (x.HasValue); // False
The Nullable<T>
struct does not define operators such as <
, >
, or even ==
. Despite this, the following code
compiles and executes correctly:
int? x = 5; int? y = 10; bool b = x < y; // true
This works because the compiler steals or “lifts” the less-than operator from the underlying value type. Semantically, it translates the preceding comparison expression into this:
bool b = (x.HasValue && y.HasValue) ? (x.Value < y.Value) : false;
In other words, if both x
and
y
have values, it compares via
int
’s less-than operator;
otherwise, it returns false
.
Operator lifting means you can implicitly use T
’s operators on T?
. You can define operators for T?
in order to provide special-purpose null
behavior, but in the vast majority of cases, it’s best to rely on the
compiler automatically applying systematic nullable logic for you.
Here are some examples:
int? x = 5;
int? y = null;
// Equality operator examples
Console.WriteLine (x == y); // False
Console.WriteLine (x == null); // False
Console.WriteLine (x == 5); // True
Console.WriteLine (y == null); // True
Console.WriteLine (y == 5); // False
Console.WriteLine (y != 5); // True
// Relational operator examples
Console.WriteLine (x < 6); // True
Console.WriteLine (y < 6); // False
Console.WriteLine (y > 6); // False
// All other operator examples
Console.WriteLine (x + 5); // 10
Console.WriteLine (x + y); // null
(prints empty line)
The compiler performs null logic differently depending on the category of operator. The following sections explain these different rules.
Lifted equality operators handle nulls just like reference types do. This means two null values are equal:
Console.WriteLine (null
==null
); // True Console.WriteLine ((bool?)null
== (bool?)null
); // True
Further:
If exactly one operand is null, the operands are unequal.
If both operands are non-null, their
Value
s are compared.
The relational operators work on the principle that it is meaningless to compare
null operands. This means comparing a null value to either a null or
a non-null value returns false
.
bool b = x < y; // Translation: bool b = (x == null || y == null) ? false : (x.Value < y.Value); // b is false (assuming x is 5 and y is null)
These operators return null when any of the operands are null. This pattern should be familiar to SQL users.
int? c = x + y; // Translation: int? c = (x == null || y == null) ? null : (int?) (x.Value + y.Value); // c is null (assuming x is 5 and y is null)
An exception is when the &
and |
operators are applied to bool?
, which we will discuss
shortly.
When supplied operands of type bool?
, the &
and |
operators treat null
as an unknown
value. So, null | true
is true, because:
If the unknown value is false, the result would be true.
If the unknown value is true, the result would be true.
Similarly, null & false
is false. This behavior would be familiar to SQL users. The following
example enumerates other combinations:
bool? n = null; bool? f = false; bool? t = true; Console.WriteLine (n | n); //(null)
Console.WriteLine (n | f); //(null)
Console.WriteLine (n | t); // True Console.WriteLine (n & n); //(null)
Console.WriteLine (n & f); // False Console.WriteLine (n & t); //(null)
The ??
operator is the null coalescing operator, and it can be used with both
nullable types and reference types. It says, “If the operand is
non-null, give it to me; otherwise, give me a default value.” For
example:
int? x = null;
int y = x ?? 5; // y is 5
int? a = null, b = 1, c = 2;
Console.WriteLine (a ?? b ?? c); // 1 (first non-null value)
The ??
operator is equivalent
to calling GetValueOrDefault
with
an explicit default value, except that the expression for the default
value is never evaluated if the variable is not null.
One of the most common scenarios for nullable types is to represent unknown values. This frequently occurs in database programming, where a class is mapped to a table with nullable columns. If these columns are strings (e.g., an EmailAddress column on a Customer table), there is no problem, as string is a reference type in the CLR, which can be null. However, most other SQL column types map to CLR struct types, making nullable types very useful when mapping SQL to the CLR. For example:
// Maps to a Customer table in a database public class Customer { ... public decimal? AccountBalance; }
A nullable type can also be used to represent the backing field of what’s sometimes called an ambient property. An ambient property, if null, returns the value of its parent. For example:
public class Row { ... Grid parent; Color? color; public Color Color { get { return color ?? parent.Color; } set { color = value == parent.Color ? (Color?)null : value; } } }
Before nullable types were part of the C# language (i.e.,
before C# 2.0), there were many strategies to deal with nullable value
types, examples of which still appear in the .NET Framework for
historical reasons. One of these strategies is to designate a
particular non-null value as the “null value”; an example is in the
string and array classes. String.IndexOf
returns the magic value of
−1
when the character is not
found:
int i = "Pink".IndexOf ('b'); Console.WriteLine (i); // −1
However, Array.IndexOf
returns −1
only if the index is
0-bounded. The more general formula is that IndexOf
returns 1 less than the lower bound
of the array. In the next example, IndexOf
returns 0
when an element is not found:
// Create an array whose lower bound is 1 instead of 0: Array a = Array.CreateInstance (typeof (string), new int[] {2}, new int[] {1}); a.SetValue ("a", 1); a.SetValue ("b", 2); Console.WriteLine (Array.IndexOf (a, "c")); // 0
Nominating a “magic value” is problematic for several reasons:
It means that each value type has a different representation of null. In contrast, nullable types provide one common pattern that works for all value types.
There may be no reasonable designated value. In the previous example, −1 could not always be used. The same is true for our earlier examples representing an unknown account balance and an unknown temperature.
Forgetting to test for the magic value results in an incorrect value that may go unnoticed until later in execution—when it pulls an unintended magic trick. Forgetting to test
HasValue
on a null value, however, throws anInvalidOperationException
on the spot.The ability for a value to be null is not captured in the type. Types communicate the intention of a program, allow the compiler to check for correctness, and enable a consistent set of rules enforced by the compiler.
Operators can be overloaded to provide more natural syntax for custom types. Operator overloading is most appropriately used for implementing custom structs that represent fairly primitive data types. For example, a custom numeric type is an excellent candidate for operator overloading.
The following symbolic operators can be overloaded:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
The following operators are also overloadable:
Implicit and explicit conversions (with the
implicit
andexplicit
keywords)The literals
true
andfalse
The following operators are indirectly overloaded:
An operator is overloaded by declaring an operator function. An operator function has the following rules:
The name of the function is specified with the
operator
keyword followed by an operator symbol.The operator function must be marked
static
.The parameters of the operator function represent the operands.
The return type of an operator function represents the result of an expression.
At least one of the operands must be the type in which the operator function is declared.
In the following example, we define a struct called Note
representing a musical note, and then
overload the +
operator:
public struct Note
{
int value;
public Note (int semitonesFromA) { value = semitonesFromA; }
public static Note operator + (Note x, int semitones)
{
return new Note (x.value + semitones);
}
}
This overload allows us to add an int
to a Note
:
Note B = new Note (2); Note CSharp = B + 2;
Overloading an assignment operator automatically supports the
corresponding compound assignment operator. In our example, since we
overrode +
, we can use +=
too:
CSharp += 2;
Equality and comparison operators are sometimes overridden when writing structs, and in rare cases when writing classes. Special rules and obligations come with overloading the equality and comparison operators, which we explain in Chapter 6. A summary of these rules is as follows:
- Pairing
The C# compiler enforces operators that are logical pairs to both be defined. These operators are (
== !=
), (< >
), and (<= >=
).Equals
andGetHashCode
In most cases, if you overload (
==
) and (!=
), you will usually need to override theEquals
andGetHashCode
methods defined onobject
in order to get meaningful behavior. The C# compiler will give a warning if you do not do this. (See Equality Comparison in Chapter 6 for more details.)IComparable
andIComparable<T>
If you overload (
< >
) and (<= >=
), you should implementIComparable
andIComparable<T>
.
Implicit and explicit conversions are overloadable operators. These conversions are typically overloaded to make converting between strongly related types (such as numeric types) concise and natural.
To convert between weakly related types, the following strategies are more suitable:
Write a constructor that has a parameter of the type to convert from.
Write
To
XXX
and (static)From
XXX
methods to convert between types.
As explained in the discussion on types, the rationale behind implicit conversions is that they are guaranteed to succeed and do not lose information during the conversion. Conversely, an explicit conversion should be required either when runtime circumstances will determine whether the conversion will succeed or if information may be lost during the conversion.
In this example, we define conversions between our musical
Note
type and a double (which
represents the frequency in hertz of that note):
... // Convert to hertz public static implicit operator double (Note x) { return 440 * Math.Pow (2, (double) x.value / 12 ); } // Convert from hertz (accurate to the nearest semitone) public static explicit operator Note (double x) { return new Note ((int) (0.5 + 12 * (Math.Log (x/440) / Math.Log(2) ) )); } ... Note n = (Note)554.37; // explicit conversion double x = n; // implicit conversion
Note
Following our own guidelines, this example might be better implemented with a ToFrequency
method (and a static FromFrequency
method)
instead of implicit and explicit operators.
The true
and false
operators are overloaded in the extremely rare case of types that are
boolean “in spirit,” but do not have a conversion to bool
. An example is a type that implements
three-state logic: by overloading true
and false
, such a type can work seamlessly with
conditional statements and operators—namely, if
, do
,
while
, for
, &&
, ||
, and ?:
. The System.Data.SqlTypes.SqlBoolean
struct
provides this functionality. For example:
SqlBoolean a = SqlBoolean.Null; if (a) Console.WriteLine ("True"); else if (!a) Console.WriteLine ("False"); else Console.WriteLine ("Null"); OUTPUT: Null
The following code is a reimplementation of the parts of
SqlBoolean
necessary to demonstrate
the true
and false
operators:
public struct SqlBoolean { public static bool operatortrue
(SqlBoolean x) { return x.m_value == True.m_value; } public static bool operatorfalse
(SqlBoolean x) { return x.m_value == False.m_value; } public static SqlBoolean operator!
(SqlBoolean x) { if (x.m_value == Null.m_value) return Null; if (x.m_value == False.m_value) return True; return False; } public static readonly SqlBoolean Null = new SqlBoolean(0); public static readonly SqlBoolean False = new SqlBoolean(1); public static readonly SqlBoolean True = new SqlBoolean(2); private SqlBoolean (byte value) { m_value = value; } private byte m_value; }
Extension methods allow an existing type to be extended with new methods
without altering the definition of the original type. An extension
method is a static method of a static class, where the this
modifier is applied to the first
parameter. The type of the first parameter will be the type that is
extended. For example:
public static class StringHelper { public static bool IsCapitalized (this string s) { if (string.IsNullOrEmpty(s)) return false; return char.IsUpper (s[0]); } }
The IsCapitalized
extension
method can be called as though it were an instance method on a string,
as follows:
Console.WriteLine ("Perth".IsCapitalized());
An extension method call, when compiled, is translated back into an ordinary static method call:
Console.WriteLine (StringHelper.IsCapitalized ("Perth"));
The translation works as follows:
arg0.Method (arg1, arg2, ...); // Extension method call StaticClass.Method (arg0, arg1, arg2, ...); // Static method call
Interfaces can be extended too:
public static T First<T> (this IEnumerable<T>
sequence)
{
foreach (T element in sequence)
return element;
throw new InvalidOperationException ("No elements!");
}
...
Console.WriteLine ("Seattle".First()); // S
Extension methods were added in C# 3.0.
Extension methods, like instance methods, provide a tidy way to chain functions. Consider the following two functions:
public static class StringHelper { public static string Pluralize (this string s) {...} public static string Capitalize (this string s) {...} }
x
and y
are equivalent and both evaluate to
"Sausages"
, but x
uses extension methods, whereas y
uses static methods:
string x = "sausage".Pluralize().Capitalize(); string y = StringHelper.Capitalize (StringHelper.Pluralize ("sausage"));
An extension method cannot be accessed unless the
namespace is in scope. Consider the extension method IsCapitalized
in the following
example:
using System;
namespace Utils
{
public static class StringHelper
{
public static bool IsCapitalized
(this string s)
{
if (string.IsNullOrEmpty(s)) return false;
return char.IsUpper (s[0]);
}
}
}
To use IsCapitalized
, the
following application must import Utils
, in order to avoid a compile-time
error:
namespace MyApp
{
using Utils;
class Test
{
static void Main()
{
Console.WriteLine ("Perth".IsCapitalized());
}
}
}
Any compatible instance method will always take precedence
over an extension method. In the following example, Test
’s Foo
method will always take precedence—even when called with an
argument x
of type int
:
class Test { public void Foo (object
x) { } // This method always wins } static class Extensions { public static void Foo (this Test t,int
x) { } }
The only way to call the extension method in this case is via
normal static syntax; in other words, Extensions.Foo(...)
.
If two extension methods have the same signature, the extension method must be called as an ordinary static method to disambiguate the method to call. If one extension method has more specific arguments, however, the more specific method takes precedence.
To illustrate, consider the following two classes:
static class StringHelper { public static bool IsCapitalized (thisstring
s) {...} } static class ObjectHelper { public static bool IsCapitalized (thisobject
s) {...} }
The following code calls StringHelper
’s IsCapitalized
method:
bool test1 = "Perth".IsCapitalized();
To call ObjectHelper
’s
IsCapitalized
method, we must
specify it explicitly:
bool test2 = (ObjectHelper.IsCapitalized ("Perth"));
Concrete types are considered more specific than interfaces.
Extension methods can apply to interfaces:
using System; using System.Collections.Generic; static class Test { static void Main() { string[] strings = { "a", "b", null, "c"}; foreach (string s in strings.StripNulls()) Console.WriteLine (s); } static IEnumerable<T> StripNulls<T> (this IEnumerable<T> seq) { foreach (T t in seq) if (t != null) yield return t; } }
An anonymous type is a simple class created by the compiler on the fly to
store a set of values. To create an anonymous type, use the new
keyword followed by an object initializer,
specifying the properties and values the type will contain. For
example:
var dude = new { Name = "Bob", Age = 1 };
The compiler translates this to (approximately) the following:
internal class AnonymousGeneratedTypeName { private string name; // Actual field name is irrelevant private int age; // Actual field name is irrelevant public AnonymousGeneratedTypeName (string name, int age) { this.name = name; this.age = age; } public string Name { get { return name; } } public int Age { get { return age; } } // The Equals and GetHashCode methods are overridden (see Chapter 6). // The ToString method is also overridden. } ... var dude = new AnonymousGeneratedTypeName ("Bob", 1);
You must use the var
keyword to reference an anonymous type, because the name of the
type is compiler-generated.
The property name of an anonymous type can be inferred from an expression that is itself an identifier (or ends with one). For example:
intAge
= 23; var dude = new { Name = "Bob",Age,
Age.ToString().Length
};
is equivalent to:
var dude = new { Name = "Bob",Age =
Age, Length =
Age.ToString().Length };
Two anonymous type instances declared with the same assembly will have the same underlying type if their elements are named and typed identically:
var a1 = new { X = 2, Y = 4 }; var a2 = new { X = 2, Y = 4 }; Console.WriteLine (a1.GetType() == a2.GetType()); // True
Additionally, the Equals
method
is overridden to perform equality comparisons:
Console.WriteLine (a1 == a2); // False Console.WriteLine (a1.Equals (a2)); // True
Anonymous types are used primarily when writing LINQ queries (see Chapter 8), and were added in C# 3.0.
Dynamic binding defers binding—the process of resolving types, members, and operations—from compile time to runtime. Dynamic binding is useful when at compile time you know that a certain function, member, or operation exists, but the compiler does not. This commonly occurs when you are interoperating with dynamic languages (such as IronPython) and COM and in scenarios when you might otherwise use reflection.
A dynamic type is declared with the contextual keyword dynamic
:
dynamic d = GetSomeObject(); d.Quack();
A dynamic type tells the compiler to relax. We expect the runtime
type of d
to have a Quack
method. We just can’t prove it
statically. Since d
is dynamic, the
compiler defers binding Quack
to
d
until runtime. To understand what
this means requires distinguishing between static
binding and dynamic binding.
The canonical binding example is mapping a name to a
specific function when compiling an expression. To compile the
following expression, the compiler needs to find the implementation of
the method named Quack
:
d.Quack();
Let’s suppose the static type of d
is Duck
:
Duck d = ... d.Quack();
In the simplest case, the compiler does the binding by looking
for a parameterless method named Quack
on Duck
. Failing that, the compiler extends its
search to methods taking optional parameters, methods on base classes
of Duck
, and extension methods that
take Duck
as its first parameter.
If no match is found, you’ll get a compilation error. Regardless of
what method gets bound, the bottom line is that the binding is done by
the compiler, and the binding utterly depends on statically knowing
the types of the operands (in this case, d
). This makes it static binding.
Now let’s change the static type of d
to object
:
object d = ... d.Quack();
Calling Quack
gives us a
compilation error, because although the value stored in d
can contain a method called Quack
, the compiler cannot know it since the
only information it has is the type of the variable, which in this
case is object
. But let’s now
change the static type of d
to
dynamic
:
dynamic d = ... d.Quack();
A dynamic
type is like
object
—it’s equally nondescriptive about a type. The difference is
that it lets you use it in ways that aren’t known at compile time. A
dynamic object binds at runtime based on its runtime type, not its
compile-time type. When the compiler sees a dynamically bound
expression (which in general is an expression that contains any value
of type dynamic
), it merely
packages up the expression such that the binding can be done later at
runtime.
At runtime, if a dynamic object implements IDynamicMetaObjectProvider
, that interface
is used to perform the binding. If not, binding occurs in almost the
same way as it would have had the compiler known the dynamic object’s
runtime type. These two alternatives are called custom
binding and language binding.
Note
COM interop can be considered to use a third kind of binding (see Chapter 25).
Custom binding occurs when a dynamic object implements IDynamicMetaObjectProvider
(IDMOP). Although you can implement IDMOP on types that you write
in C#, and that is useful to do, the more common case is that you have
acquired an IDMOP object from a dynamic language that is implemented
in .NET on the DLR, such as IronPython or IronRuby. Objects from those
languages implicitly implement IDMOP as a means by which to directly
control the meanings of operations performed on them.
We will discuss custom binders in greater detail in Chapter 19, but we will write a simple one now to demonstrate the feature:
using System; using System.Dynamic; public class Test { static void Main() { dynamic d = new Duck(); d.Quack(); // Quack method was called d.Waddle(); // Waddle method was called } } public class Duck : DynamicObject { public override bool TryInvokeMember ( InvokeMemberBinder binder, object[] args, out object result) { Console.WriteLine (binder.Name + " method was called"); result = null; return true; } }
The Duck
class doesn’t
actually have a Quack
method.
Instead, it uses custom binding to intercept and interpret all method
calls.
Language binding occurs when a dynamic object does not implement
IDynamicMetaObjectProvider
. Language
binding is useful when working around imperfectly designed types or
inherent limitations in the .NET type system (we’ll explore more
scenarios in Chapter 19). A typical
problem when using numeric types is that they have no common
interface. We have seen that methods can be bound dynamically; the
same is true for operators:
static dynamic Mean (dynamic x, dynamic y) { return (x + y) / 2; } static void Main() { int x = 3, y = 4; Console.WriteLine (Mean (x, y)); }
The benefit is obvious—you don’t have to duplicate code for each numeric type. However, you lose static type safety, risking runtime exceptions rather than compile-time errors.
Note
Dynamic binding circumvents static type safety, but not runtime type safety. Unlike with reflection (Chapter 18), you can’t circumvent member accessibility rules with dynamic binding.
By design, language runtime binding behaves as similarly as
possible to static binding, had the runtime types of the dynamic
objects been known at compile time. In our previous example, the
behavior of our program would be identical if we hardcoded Mean
to work with the int
type. The most notable exception in
parity between static and dynamic binding is for extension methods,
which we discuss in Uncallable Functions.
Note
Dynamic binding also incurs a performance hit. Because of the DLR’s caching mechanisms, however, repeated calls to the same dynamic expression are optimized—allowing you to efficiently call dynamic expressions in a loop. This optimization brings the typical overhead for a simple dynamic expression on today’s hardware down to less than 100 ns.
If a member fails to bind, a RuntimeBinderException
is thrown. You can
think of this like a compile-time error at runtime:
dynamic d = 5; d.Hello(); // throws RuntimeBinderException
The exception is thrown because the int
type has no Hello
method.
There is a deep equivalence between the dynamic
and object
types. The runtime treats the
following expression as true
:
typeof (dynamic) == typeof (object)
This principle extends to constructed types and array types:
typeof (List<dynamic>) == typeof (List<object>) typeof (dynamic[]) == typeof (object[])
Like an object reference, a dynamic reference can point to an object of any type (except pointer types):
dynamic x = "hello"; Console.WriteLine (x.GetType().Name); // String x = 123; // No error (despite same variable) Console.WriteLine (x.GetType().Name); // Int32
Structurally, there is no difference between an object reference
and a dynamic reference. A dynamic reference simply enables dynamic
operations on the object it points to. You can convert from object
to dynamic
to perform any dynamic operation you
want on an object
:
object o = new System.Text.StringBuilder(); dynamic d = o; d.Append ("hello"); Console.WriteLine (o); // hello
Note
Reflecting on a type exposing (public) dynamic
members reveals that those members
are represented as annotated object
s. For example:
public class Test { public dynamic Foo; }
is equivalent to:
public class Test { [System.Runtime.CompilerServices.DynamicAttribute] public object Foo; }
This allows consumers of that type to know that Foo
should be treated as dynamic, while
allowing languages that don’t support dynamic binding to fall back
to object
.
The dynamic
type has implicit conversions to and from all other types:
int i = 7; dynamic d = i; long j = d; // No cast required (implicit conversion)
For the conversion to succeed, the runtime type of the dynamic
object must be implicitly convertible to the target static type. The
preceding example worked because an int
is implicitly convertible to a long
.
The following example throws a RuntimeBinderException
because an int
is not implicitly convertible to a
short
:
int i = 7; dynamic d = i; short j = d; // throws RuntimeBinderException
The var
and dynamic
types bear a superficial
resemblance, but the difference is deep:
var
says, “Let the compiler figure out the type.”dynamic
says, “Let the runtime figure out the type.”
dynamic x = "hello"; // Static type isdynamic
, runtime type is string var y = "hello"; // Static type isstring
, runtime type is string int i = x; // Runtime error int j = y; // Compile-time error
The static type of a variable declared with var
can be dynamic
:
dynamic x = "hello"; var y = x; // Static type of y is dynamic int z = y; // Runtime error
Fields, properties, methods, events, constructors, indexers, operators, and conversions can all be called dynamically.
Trying to consume the result of a dynamic expression with a
void
return type is prohibited—just
as with a statically typed expression. The difference is that the
error occurs at runtime:
dynamic list = new List<int>(); var result = list.Add (5); // RuntimeBinderException thrown
Expressions involving dynamic operands are typically themselves dynamic, since the effect of absent type information is cascading:
dynamic x = 2; var y = x * 3; // Static type of y is dynamic
There are a couple of obvious exceptions to this rule. First, casting a dynamic expression to a static type yields a static expression:
dynamic x = 2; var y = (int)x; // Static type of y is int
Second, constructor invocations always yield static
expressions—even when called with dynamic arguments. In this example,
x
is statically typed to a StringBuilder
:
dynamic capacity = 10; var x = new System.Text.StringBuilder (capacity);
In addition, there are a few edge cases where an expression containing a dynamic argument is static, including passing an index to an array and delegate creation expressions.
The canonical use case for dynamic
involves a dynamic receiver. This means that a
dynamic object is the receiver of a dynamic function call:
dynamic x = ...; x.Foo(); // x is the receiver
However, you can also call statically known functions with dynamic arguments. Such calls are subject to dynamic overload resolution, and can include:
Static methods
Instance constructors
Instance methods on receivers with a statically known type
In the following example, the particular Foo
that gets dynamically bound is dependent
on the runtime type of the dynamic argument:
class Program { static void Foo (int x) { Console.WriteLine ("1"); } static void Foo (string x) { Console.WriteLine ("2"); } static void Main() { dynamic x = 5; dynamic y = "watermelon"; Foo (x); // 1 Foo (y); // 2 } }
Because a dynamic receiver is not involved, the compiler can statically perform a basic check to see whether the dynamic call will succeed. It checks that a function with the right name and number of parameters exists. If no candidate is found, you get a compile-time error. For example:
class Program { static void Foo (int x) { Console.WriteLine ("1"); } static void Foo (string x) { Console.WriteLine ("2"); } static void Main() { dynamic x = 5; Foo (x, x); // Compiler error - wrong number of parameters Fook (x); // Compiler error - no such method name } }
It’s obvious that dynamic types are used in dynamic binding. It’s not so obvious that static types are also used—wherever possible—in dynamic binding. Consider the following:
class Program { static void Foo (object x, object y) { Console.WriteLine ("oo"); } static void Foo (object x, string y) { Console.WriteLine ("os"); } static void Foo (string x, object y) { Console.WriteLine ("so"); } static void Foo (string x, string y) { Console.WriteLine ("ss"); } static void Main() { object o = "hello"; dynamic d = "goodbye"; Foo (o, d); // os } }
The call to Foo(o,d)
is
dynamically bound because one of its arguments, d
, is dynamic
. But since o
is statically known, the binding—even
though it occurs dynamically—will make use of that. In
this case, overload resolution will pick the second implementation of
Foo
due to the static type of
o
and the runtime type of d
. In other words, the compiler is “as
static as it can possibly be.”
Some functions cannot be called dynamically. You cannot call:
Extension methods (via extension method syntax)
Any member of an interface
Base members hidden by a subclass
Understanding why this is so is useful in understanding dynamic binding.
Dynamic binding requires two pieces of information: the name of the function to call, and the object upon which to call the function. However, in each of the three uncallable scenarios, an additional type is involved, which is known only at compile time. As of C# 4.0, there’s no way to specify these additional types dynamically.
When calling extension methods, that additional type is
implicit. It’s the static class on which the extension method is
defined. The compiler searches for it given the using
directives in your source code. This
makes extension methods compile-time-only concepts, since using
directives melt away upon compilation
(after they’ve done their job in the binding process in mapping simple
names to namespace-qualified names).
When calling members via an interface, you specify that additional type via an implicit or explicit cast. There are two scenarios where you might want to do this: when calling explicitly implemented interface members, and when calling interface members implemented in a type internal to another assembly. We can illustrate the former with the following two types:
interface IFoo { void Test(); } class Foo : IFoo { void IFoo.Test() {} }
To call the Test
method, we
must cast to the IFoo
interface.
This is easy with static typing:
IFoo f = new Foo(); // Implicit cast to interface f.Test();
Now consider the situation with dynamic typing:
IFoo
f = new Foo();
dynamic d = f;
d.Test(); // Exception thrown
The implicit cast shown in bold tells the
compiler to bind subsequent member calls on
f
to IFoo
rather than Foo
—in other words, to view that object
through the lens of the IFoo
interface. However, that lens is lost at runtime, so the DLR cannot
complete the binding. The loss is illustrated as follows:
Console.WriteLine (f.GetType().Name); // Foo
A similar situation arises when calling a hidden base member:
you must specify an additional type via either a cast or the base
keyword—and that additional type is
lost at runtime.
You’re already familiar with the notion of attributing code
elements of a program with modifiers, such as virtual
or ref
. These constructs are built into the
language. Attributes are an extensible mechanism
for adding custom information to code elements (assemblies, types,
members, return values, and parameters). This extensibility is useful
for services that integrate deeply into the type system, without requiring special keywords or constructs
in the C# language.
A good scenario for attributes is serialization—the process of converting arbitrary objects to and from a particular format. In this scenario, an attribute on a field can specify the translation between C#’s representation of the field and the format’s representation of the field.
An attribute is defined by a class that inherits (directly
or indirectly) from the abstract class System.Attribute
. To attach an attribute to a
code element, specify the attribute’s type name in square brackets,
before the code element. For example, the following attaches the
ObsoleteAttribute
to the Foo
class:
[ObsoleteAttribute]
public class Foo {...}
This attribute is recognized by the compiler and will cause compiler warnings if a type or member marked obsolete is referenced. By convention, all attribute types end in the word Attribute. C# recognizes this and allows you to omit the suffix when attaching an attribute:
[Obsolete]
public class Foo {...}
ObsoleteAttribute
is a type
declared in the System
namespace as
follows (simplified for brevity):
public sealed class ObsoleteAttribute : Attribute {...}
The C# language and the .NET Framework include a number of predefined attributes. We describe how to write your own attributes in Chapter 17.
Attributes may have parameters. In the following example, we apply XmlElementAttribute
to a class. This
attribute tells XML serializer (in System.Xml.Serialization
) how an object is
represented in XML and accepts several attribute parameters. The following
attribute maps the CustomerEntity
class to an XML element named Customer
, belonging to the http://oreilly.com namespace:
[XmlElement ("Customer", Namespace="http://oreilly.com")]
public class CustomerEntity { ... }
Attribute parameters fall into one of two categories: positional or named. In the preceding example, the first argument is a positional parameter; the second is a named parameter. Positional parameters correspond to parameters of the attribute type’s public constructors. Named parameters correspond to public fields or public properties on the attribute type.
When specifying an attribute, you must include positional parameters that correspond to one of the attribute’s constructors. Named parameters are optional.
In Chapter 18, we describe the valid parameter types and rules for their evaluation.
Implicitly, the target of an attribute is the code element it immediately precedes, which is typically a type or type member. However, you can also attach attributes to an assembly. This requires that you explicitly specify the attribute’s target.
Here is an example of using the CLSCompliant
attribute to specify CLS
compliance for an entire assembly:
[assembly:
CLSCompliant(true)]
Multiple attributes can be specified for a single code element. Each attribute can be listed either within the same pair of square brackets (separated by a comma) or in separate pairs of square brackets (or a combination of the two). The following three examples are semantically identical:
[Serializable, Obsolete, CLSCompliant(false)] public class Bar {...} [Serializable] [Obsolete] [CLSCompliant(false)] public class Bar {...} [Serializable, Obsolete] [CLSCompliant(false)] public class Bar {...}
C# supports direct memory manipulation via pointers within blocks of code
marked unsafe and compiled with the /unsafe
compiler option. Pointer types are
primarily useful for interoperability with C APIs, but may also be used
for accessing memory outside the managed heap or for
performance-critical hotspots.
For every value type or pointer type V, there is a corresponding pointer type V*. A pointer instance holds the address of a value. This is considered to be of type V, but pointer types can be (unsafely) cast to any other pointer type. The main pointer operators are:
Operator | Meaning |
---|---|
| The address-of operator returns a pointer to the address of a value |
| The dereference operator returns the value at the address of a pointer |
| The
pointer-to-member operator is a syntactic
shortcut, in which |
By marking a type, type member, or statement block with the
unsafe
keyword, you’re permitted to
use pointer types and perform C++ style pointer operations on memory
within that scope. Here is an example of using pointers to quickly
process a bitmap:
unsafe void BlueFilter (int[,] bitmap) { int length = bitmap.Length; fixed (int* b = bitmap) { int* p = b; for (int i = 0; i < length; i++) *p++ &= 0xFF; } }
Unsafe code can run faster than a corresponding safe implementation. In this case, the code would have required a nested loop with array indexing and bounds checking. An unsafe C# method may also be faster than calling an external C function, since there is no overhead associated with leaving the managed execution environment.
The fixed
statement is required to pin a managed
object, such as the bitmap in the previous example. During the
execution of a program, many objects are allocated and deallocated
from the heap. In order to avoid unnecessary waste or fragmentation of
memory, the garbage collector moves objects around. Pointing to an
object is futile if its address could change while referencing it, so
the fixed
statement tells the
garbage collector to “pin” the object and not move it around. This may
have an impact on the efficiency of the runtime, so fixed blocks
should be used only briefly, and heap allocation should be avoided
within the fixed block.
Within a fixed
statement, you
can get a pointer to any value type, an array of value types, or a
string. In the case of arrays and strings, the pointer will actually
point to the first element, which is a value type.
Value types declared inline within reference types require the reference type to be pinned, as follows:
class Test { int x; static void Main() { Test test = new Test(); unsafe { fixed (int* p = &test.x) // Pins test { *p = 9; } System.Console.WriteLine (test.x); } } }
We describe the fixed
statement further in Mapping a Struct to Unmanaged Memory in Chapter 25.
In addition to the &
and *
operators, C# also provides
the C++ style ->
operator, which can be used on
structs:
struct Test { int x; unsafe static void Main() { Test test = new Test(); Test* p = &test; p->x = 9; System.Console.WriteLine (test.x); } }
Memory can be allocated in a block on the stack explicitly using
the stackalloc
keyword. Since it is allocated on
the stack, its lifetime is limited to the execution of the method,
just as with any other local variable. The block may use the
[]
operator to index into memory:
int* a = stackalloc int [10]; for (int i = 0; i < 10; ++i) Console.WriteLine (a[i]); // Print raw memory
Memory can be allocated in a block within a struct using the
fixed
keyword:
unsafe struct UnsafeUnicodeString
{
public short Length;
public fixed
byte Buffer[30];
}
unsafe class UnsafeClass
{
UnsafeUnicodeString uus;
public UnsafeClass (string s)
{
uus.Length = (short)s.Length;
fixed (byte* p = uus.Buffer)
for (int i = 0; i < s.Length; i++)
p[i] = (byte) s[i];
}
}
class Test
{
static void Main() { new UnsafeClass ("Christian Troy"); }
}
The fixed
keyword is also
used in this example to pin the object on the heap that contains the
buffer (which will be the instance of UnsafeClass
).
A void pointer (void*
) makes no assumptions about the type of the underlying
data and is useful for functions that deal with raw memory. An
implicit conversion exists from any pointer type to void*
. A void*
cannot be dereferenced, and arithmetic
operations cannot be performed on void pointers. For example:
class Test { unsafe static void Main() { short[ ] a = {1,1,2,3,5,8,13,21,34,55}; fixed (short* p = a) { //sizeof returns size of value-type in bytes Zap (p, a.Length * sizeof (short)); } foreach (short x in a) System.Console.WriteLine (x); // Prints all zeros } unsafe static void Zap (void* memory, int byteCount) { byte* b = (byte*) memory; for (int i = 0; i < byteCount; i++) *b++ = 0; } }
Preprocessor directives supply the compiler with additional information about regions of code. The most common preprocessor directives are the conditional directives, which provide a way to include or exclude regions of code from compilation. For example:
#define DEBUG class MyClass { int x; void Foo() { # if DEBUG Console.WriteLine ("Testing: x = {0}", x); # endif } ... }
In this class, the statement in Foo
is compiled as conditionally dependent
upon the presence of the DEBUG
symbol. If we remove the DEBUG
symbol, the statement is not compiled. Preprocessor symbols can be
defined within a source file (as we have done), and they can be passed
to the compiler with the /define:
symbol
command-line option.
With the #if
and #elif
directives, you can use the ||
, &&
, and !
operators to perform
or, and, and
not operations on multiple symbols. The following
directive instructs the compiler to include the code that follows if the
TESTMODE
symbol is defined and the
DEBUG
symbol is not defined:
#if TESTMODE && !DEBUG ...
Bear in mind, however, that you’re not building an ordinary C# expression, and the symbols upon which you operate have absolutely no connection to variables—static or otherwise.
The #error
and #warning
symbols prevent accidental misuse of
conditional directives by making the compiler generate a warning or
error given an undesirable set of compilation symbols. Table 4-1 lists the preprocessor
directives.
Table 4-1. Preprocessor directives
Preprocessor directive | Action |
---|---|
Defines
| |
Undefines
| |
| |
Executes code to
subsequent | |
| Combines |
Ends conditional directives | |
| |
| |
| |
Marks the beginning of an outline | |
Ends an outline region |
An attribute decorated with the Conditional
attribute will be compiled only
if a given preprocessor symbol is present. For example:
// file1.cs #define DEBUG using System; using System.Diagnostics; [Conditional("DEBUG")] public class TestAttribute : Attribute {} // file2.cs #define DEBUG [Test] class Foo { [Test] string s; }
The compiler will only incorporate the [Test]
attributes if the
DEBUG
symbol is in scope for file2.cs.
The compiler generates a warning when it spots something in your code that seems unintentional. Unlike errors, warnings don’t ordinarily prevent your application from compiling.
Compiler warnings can be extremely valuable in spotting bugs. Their usefulness, however, is undermined when you get false warnings. In a large application, maintaining a good signal-to-noise ratio is essential if the “real” warnings are to get noticed.
To this effect, the compiler allows you to selectively suppress
warnings with the #pragma warning
directive. In this example, we instruct the compiler not to warn us
about the field Message
not being
used:
public class Foo { static void Main() { } #pragma warning disable 414 static string Message = "Hello"; #pragma warning restore 414 }
Omitting the number in the #pragma
warning
directive disables or restores all warning
codes.
If you are thorough in applying this directive, you can compile
with the /warnaserror
switch—this tells the
compiler to treat any residual warnings as errors.
A documentation comment is a piece of embedded XML that documents a type or member. A documentation comment comes immediately before a type or member declaration, and starts with three slashes:
/// <summary>Cancels a running query.</summary>
public void Cancel() { ... }
Multiline comments can be done either like this:
/// <summary> /// Cancels a running query /// </summary> public void Cancel() { ... }
or like this (notice the extra star at the start):
/** <summary> Cancels a running query. </summary> */ public void Cancel() { ... }
If you compile with the /doc
directive, the compiler extracts and collates documentation comments
into a single XML file. This has two main uses:
If placed in the same folder as the compiled assembly, Visual Studio automatically reads the XML file and uses the information to provide IntelliSense member listings to consumers of the assembly of the same name.
Third-party tools (such as Sandcastle and NDoc) can transform XML file into an HTML help file.
Here are the standard XML tags that Visual Studio and documentation generators recognize:
<summary>
<summary>
...
</summary>Indicates the tool tip that IntelliSense should display for the type or member; typically a single phrase or sentence.
<remarks>
<remarks>
...
</remarks>Additional text that describes the type or member. Documentation generators pick this up and merge it into the bulk of a type or member’s description.
<param>
<param name="
name
">...
</param><returns>
<returns>
...
</returns><exception>
<exception [cref="
type
"]>...
</exception>Lists an exception that a method may throw (
cref
refers to the exception type).<permission>
<permission [cref="
type
"]>...
</permission>Indicates an
IPermission
type required by the documented type or member.<example>
<example>
...
</example>Denotes an example (used by documentation generators). This usually contains both description text and source code (source code is typically within a
<c>
or<code>
tag).<c>
<c>
...
</c>Indicates an inline code snippet. This tag is usually used inside an
<example>
block.<code>
<code>
...
</code>Indicates a multiline code sample. This tag is usually used inside an
<example>
block.<see>
<see cref="
member
">...
</see>Inserts an inline cross-reference to another type or member. HTML documentation generators typically convert this to a hyperlink. The compiler emits a warning if the type or member name is invalid. To refer to generic types, use curly braces; for example,
cref="Foo{T,U}"
.<seealso>
<seealso cref="
member
">...
</seealso>Cross-references another type or member. Documentation generators typically write this into a separate “See Also” section at the bottom of the page.
<paramref>
<paramref name="
name
"/>References a parameter from within a
<summary>
or<remarks>
tag.<list>
<list type=[ bullet | number | table ]> <listheader> <term>
...
</term> <description>...
</description> </listheader> <item> <term>...
</term> <description>...
</description> </item> </list>Instructs documentation generators to emit a bulleted, numbered, or table-style list.
<para>
<para>
...
</para>Instructs documentation generators to format the contents into a separate paragraph.
<include>
Merges an external XML file that contains documentation. The path attribute denotes an XPath query to a specific element in that file.
Little is special about the predefined XML tags recognized by the
C# compiler, and you are free to define your own. The only special
processing done by the compiler is on the <param>
tag (in which it verifies the
parameter name and that all the parameters on the method are
documented) and the cref
attribute (in which it verifies that the attribute
refers to a real type or member and expands it to a fully qualified
type or member ID). The cref
attribute can also be used in your own tags and is verified and
expanded just as it is in the predefined <exception>
, <permission>
, <see>
, and <seealso>
tags.
Type names and type or member cross-references are translated into IDs that uniquely define the type or member. These names are composed of a prefix that defines what the ID represents and a signature of the type or member. The member prefixes are:
XML type prefix | ID prefixes applied to... |
---|---|
| Namespace |
| Type (class, struct, enum, interface, delegate) |
| Field |
| Property (includes indexers) |
| Method (includes special methods) |
| Event |
| Error |
The rules describing how the signatures are generated are well documented, although fairly complex.
Here is an example of a type and the IDs that are generated:
// Namespaces do not have independent signatures namespace NS { /// T:NS.MyClass class MyClass { /// F:NS.MyClass.aField string aField; /// P:NS.MyClass.aProperty short aProperty {get {...} set {...}} /// T:NS.MyClass.NestedType class NestedType {...}; /// M:NS.MyClass.X() void X() {...} /// M:NS.MyClass.Y(System.Int32,System.Double@,System.Decimal@) void Y(int p1, ref double p2, out decimal p3) {...} /// M:NS.MyClass.Z(System.Char[ ],System.Single[0:,0:]) void Z(char[ ] 1, float[,] p2) {...} /// M:NS.MyClass.op_Addition(NS.MyClass,NS.MyClass) public static MyClass operator+(MyClass c1, MyClass c2) {...} /// M:NS.MyClass.op_Implicit(NS.MyClass)˜System.Int32 public static implicit operator int(MyClass c) {...} /// M:NS.MyClass.#ctor MyClass() {...} /// M:NS.MyClass.Finalize ˜MyClass() {...} /// M:NS.MyClass.#cctor static MyClass() {...} } }
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