Chapter 4. Advanced C#
In this chapter, we cover advanced C# topics that build on concepts explored in Chapters 2 and 3. You should read the first four sections sequentially; you can read the remaining sections in any order.
Delegates
A delegate is an object that knows how to call a method.
A delegate type defines the kind of method that delegate instances can call. Specifically, it defines the method’s return type and its parameter types. The following defines a delegate type called Transformer
:
delegate int Transformer (int x);
Transformer
is compatible with any method with an int
return type and a single int
parameter, such as this:
static int Square (int x) { return x * x; }
or more tersely:
static int Square (int x) => x * x;
Assigning a method to a delegate variable creates a delegate instance:
Transformer t = Square;
which can be invoked in the same way as a method:
int answer = t(3); // answer is 9
Here’s a complete example:
delegate int Transformer (int x); 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) => x * x; }
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.
The statement:
Transformer t = Square;
is shorthand for:
Transformer t = new Transformer (Square);
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.
The expression:
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.
Writing Plug-in Methods with Delegates
A delegate variable is assigned a method at runtime. 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); // Hook in the Square method foreach (int i in values) Console.Write (i + " "); // 1 4 9 } static int Square (int x) => x * x; }
Multicast Delegates
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.
Multicast delegate example
Suppose you wrote a method that took a long time to execute. That method could regularly report progress to its caller by invoking a delegate. In this example, the HardWork
method 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()); }
Instance Versus Static Method Targets
When an instance method is assigned to a delegate object, the latter 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); }
Generic Delegate Types
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); // Hook in Square foreach (int i in values) Console.Write (i + " "); // 1 4 9 } static int Square (int x) => x * x; }
The Func and Action Delegates
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.
Delegates Versus Interfaces
A problem that can be solved with a delegate can also be solved with an interface. For instance, we can rewrite our original example with an interface called ITransformer
instead of a delegate:
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) => 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) => x * x; } class Cuber : ITransformer { public int Transform (int x) => 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 Compatibility
Type compatibility
Delegate types are all incompatible with one another, even if their signatures are the same:
delegate void D1(); delegate void D2(); ... D1 d1 = Method1; D2 d2 = d1; // Compile-time error
Note
The following, however, is permitted:
D2 d2 = new D2 (d1);
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.
Parameter compatibility
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 }
(As with type parameter variance, delegates are variant only for reference conversions.)
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
.
Return type compatibility
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, a delegate’s target method may return a more specific type than described by the delegate. This is called covariance. For example:
delegate object ObjectRetriever(); class Test { static void Main() { ObjectRetriever o = new ObjectRetriever (RetrieveString); object result = o(); Console.WriteLine (result); // hello } static string RetrieveString() => "hello"; }
ObjectRetriever
expects to get back an object
, but an object
subclass will also do: delegate return types are covariant.
Generic delegate type parameter variance
In Chapter 3, we saw how generic interfaces support covariant and contravariant type parameters. The same capability exists for delegates too (from C# 4.0 onward).
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) has a covariant TResult
:
delegate TResult Func<out TResult>();
allowing:
Func<string> x = ...; Func<object> y = x;
The following delegate (defined in the System
namespace) has a contravariant T
:
delegate void Action<in T> (T arg);
Action<object> x = ...; Action<string> y = x;
Events
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 one another.
The easiest way to declare an event is to put the event
keyword in front of a delegate member:
// Delegate definition public delegate void PriceChangedHandler (decimal oldPrice, decimal newPrice); public class Broadcaster { // Event declaration public event PriceChangedHandler PriceChanged; }
Code within the Broadcaster
type has full access to PriceChanged
and can treat it as a delegate. Code outside of Broadcaster
can only perform +=
and -=
operations on the PriceChanged
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 decimal oldPrice = price; price = value; if (PriceChanged != null) // If invocation list not PriceChanged (oldPrice, price); // empty, fire event. } } }
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.
Note
WinRT events have slightly different semantics in that attaching to an event returns a token which is required to detach from the event. The compiler transparently bridges this gap (by maintaining an internal dictionary of tokens) so that you can consume WinRT events as though they were ordinary CLR events.
Standard Event Pattern
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 14), you need to assign the delegate to a temporary variable before testing and invoking it to avoid a thread-safety error:
var temp = PriceChanged; if (temp != null) temp (this, e);
We can achieve the same functionality without the temp
variable from C# 6 with the null-conditional operator:
PriceChanged?.Invoke (this, e);
Being both thread-safe and succinct, this is now the best general way to invoke events.
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) { PriceChanged?.Invoke (this, e); } public decimal Price { get { return price; } set { if (price == value) return; decimal oldPrice = price; price = value; OnPriceChanged (new PriceChangedEventArgs (oldPrice, price)); } } } 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 event EventHandler PriceChanged; protected virtual void OnPriceChanged (EventArgs e) { PriceChanged?.Invoke (this, e); } public decimal Price { get { return price; } set { if (price == value) return; price = value; OnPriceChanged (EventArgs.Empty); } } }
Event Accessors
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 (
add_PriceChanged
andremove_PriceChanged
), 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 via a lock-free compare-and-swap algorithm—see http://albahari.com/threading). By defining event accessors ourselves, we instruct C# not to generate default field and accessor logic.
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.
Lambda Expressions
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.
Explicitly Specifying Lambda Parameter Types
The compiler can usually infer the type of lambda parameters. When this is not the case, you must specify the type of each parameter explicitly. Consider the following two methods:
void Foo<T> (T x) {} void Bar<T> (Action<T> a) {}
The following code will fail to compile because the compiler cannot infer the type of x
:
Bar (x => Foo (x)); // What type is x?
We can fix this by explicitly specify x
’s type as follows:
Bar ((int x) => Foo (x));
This particular example is simple enough that it can be fixed in two other ways:
Bar<int> (x => Foo (x)); // Specify type parameter for Bar Bar<int> (Foo); // As above, but with method group
Capturing Outer Variables
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.
Capturing iteration variables
When you capture the iteration variable of a for
loop, C# treats that variable as though it was 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
. (This actually makes sense when you consider that i
is a variable whose value persists between loop iterations; you can even explicitly change i
within the loop body if you want.) The consequence is that 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++) { int loopScopedi = i; actions [i] = () => Console.Write (loopScopedi); } foreach (Action a in actions) a(); // 012
Because loopScopedi
is freshly created on every iteration, each closure captures a different variable.
Note
Prior to C# 5.0, foreach
loops worked in the same way:
Action[] actions = new Action[3]; int i = 0;
foreach (char c in "abc") actions [i++] = () => Console.Write (c);
foreach (Action a in actions) a(); // ccc in C# 4.0
This caused considerable confusion: unlike with a for
loop, the iteration variable in a foreach
loop is immutable, and so one would expect it to be treated as local to the loop body. The good news is that it’s been fixed since C# 5.0, and the example above now writes “abc.”
Warning
Technically, this is a breaking change because recompiling a C# 4.0 program in C# 5.0 could create a different result. In general, the C# team tries to avoid breaking changes; however in this case, a “break” would almost certainly indicate an undetected bug in the C# 4.0 program rather than intentional reliance on the old behavior.
Anonymous Methods
Anonymous methods are a C# 2.0 feature that has been mostly subsumed 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;
Anonymous methods capture outer variables in the same way lambda expressions do.
Note
A unique feature of anonymous methods is that you can omit the parameter declaration entirely—even if the delegate expects it. 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:
// Notice that we omit the parameters: Clicked += delegate { Console.WriteLine ("clicked"); };
try Statements and Exceptions
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: the CLR endeavors to always execute it. 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) => 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) => 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
.
Checking for preventable errors is preferable to relying on try
/catch
blocks because exceptions are relatively expensive to handle, taking hundreds of clock cycles or more.
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 box is displayed to the user, and the program terminates.
The catch Clause
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 (OverflowException) // no variable { ... }
Furthermore, you can omit both the variable and the type (meaning that all exceptions will be caught):
catch { ... }
Exception filters (C# 6)
From C# 6.0, you can specify an exception filter in a catch clause by adding a when
clause:
catch (WebException ex) when (ex.Status == WebExceptionStatus.Timeout) { ... }
If a WebException
is thrown in this example, the Boolean expression following the when
keyword is then evaluated. If the result is false, the catch block in question is ignored, and any subsequent catch clauses are considered. With exception filters, it can be meaningful to catch the same exception type again:
catch (WebException ex) when (ex.Status == WebExceptionStatus.Timeout) { ... } catch (WebException ex) when (ex.Status == WebExceptionStatus.SendFailure) { ... }
The Boolean expression in the when
clause can be side-effecting, such as a method that logs the exception for diagnostic purposes.
The finally Block
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
The only things that can defeat a finally
block are an infinite loop or the process ending abruptly.
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 normallyExecution 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.
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.
Throwing Exceptions
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 (nameof (name)); Console.WriteLine (name); } static void Main() { try { Display (null); } catch (ArgumentNullException ex) { Console.WriteLine ("Caught the exception"); } } }
Rethrowing an exception
You can capture and rethrow an exception as follows:
try { ... } catch (Exception ex) { // Log error ... throw; // Rethrow same exception }
Note
If we replaced throw
with throw ex
, the example would still work, but the StackTrace
property of the newly propagated exception would no longer reflect the original error.
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 16) ... string s = null; using (WebClient wc = new WebClient()) try { s = wc.DownloadString ("http://www.albahari.com/nutshell/"); } catch (WebException ex) { if (ex.Status == WebExceptionStatus.Timeout) Console.WriteLine ("Timeout"); else throw; // Can't handle other sorts of WebException, so rethrow }
From C# 6.0, this can be written more tersely with an exception filter:
catch (WebException ex) when (ex.Status == WebExceptionStatus.Timeout) { Console.WriteLine ("Timeout"); }
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); }
Notice that when we constructed XmlException
, we passed in the original exception, ex
, as the second argument. This argument populates the InnerException
property of the new exception and aids debugging. Nearly all types of exception offer a similar constructor.
Rethrowing a less specific exception is something you might do when crossing a trust boundary so as not to leak technical information to potential hackers.
Key Properties of System.Exception
The most important properties of System.Exception
are the following:
-
StackTrace
-
A string representing all the methods that are called from the origin of the exception to the
catch
block. -
Message
- A string with a description of the error.
-
InnerException
-
The inner exception (if any) that caused the outer exception. This, itself, may have another
InnerException
.
Note
All exceptions in C# are runtime exceptions—there is no equivalent to Java’s compile-time checked exceptions.
Common Exception Types
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.
Another commonly encountered exception type is NullReferenceException
. The CLR throws this exception when you attempt to access a member of an object whose value is null
(indicating a bug in your code). You can throw a NullReferenceException
directly (for testing purposes) as follows:
throw null;
The TryXXX Method Pattern
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 TryXXX
method as follows:
public return-type XXX (input-type input) { return-type returnValue; if (!TryXXX (input, out returnValue)) throw new YYYException (...) return returnValue; }
Alternatives to Exceptions
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.
Enumeration and Iterators
Enumeration
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 was introduced in C# 1.0 to avoid the boxing/unboxing overhead when enumerating value type elements but was made redundant when generics were introduced in C# 2.
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:
class Enumerator // Typically implements IEnumerator or IEnumerator<T> { public IteratorVariableType Current { get {...} } public bool MoveNext() {...} } class Enumerable // Typically implements IEnumerable or IEnumerable<T> { public Enumerator 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.
Chapter 7 explains the enumeration interfaces in further detail.
Collection Initializers
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. You can similarly initialize dictionaries (see “Dictionaries” in Chapter 4) as follows:
var dict = new Dictionary<int, string>() { { 5, "five" }, { 10, "ten" } };
Or, as of C# 6:
var dict = new Dictionary<int, string>() { [3] = "three", [10] = "ten" };
The latter is valid not only with dictionaries, but with any type for which an indexer exists.
Iterators
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.
Iterator Semantics
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"; } }
yield break
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.
Iterators and try/catch/finally blocks
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;
Composing Sequences
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 discuss the subject again in Chapter 8.
Nullable Types
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
Nullable<T> struct
T?
translates into System.Nullable<T>
, which 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
.
Implicit and explicit nullable conversions
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.
Boxing and unboxing nullable values
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
Operator Lifting
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 borrows, 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.
Equality operators (== and !=)
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.
Relational operators (<, <=, >=, >)
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.HasValue && y.HasValue) ? (x.Value < y.Value) : false; // b is false (assuming x is 5 and y is null)
All other operators (+, −, *, /, %, &, |, ^, <<, >>, +, ++, --, !, ~)
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.HasValue && y.HasValue) ? (int?) (x.Value + y.Value) : null; // 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.
bool? with & and | Operators
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)
Nullable Types & Null Operators
Nullable types work particularly well with the ??
operator (see “Null-Coalescing Operator”) in Chapter 2. 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)
Using ??
on a nullable value type 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.
Nullable types also work well with the null-conditional operator (see “Null-conditional operator (C# 6)” in Chapter 2). In the following example, length evaluates to null
:
System.Text.StringBuilder sb = null; int? length = sb?.ToString().Length;
We can combine this with the null-coalescing operator to evaluate to zero instead of null:
int length = sb?.ToString().Length ?? 0; // Evaluates to 0 if sb is null
Scenarios for Nullable Types
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; } } }
Alternatives to Nullable Types
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 example representing an unknown account balance.
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.
Operator Overloading
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:
+ (unary) |
- (unary) |
! |
~ |
++ |
-- |
+ |
- |
* |
/ |
% |
& |
| |
^ |
<< |
>> |
== |
!= |
> |
< |
>= |
<= |
The following operators are also overloadable:
Implicit and explicit conversions (with the
implicit
andexplicit
keywords)The
true
andfalse
operators (not literals).
The following operators are indirectly overloaded:
The compound assignment operators (e.g.,
+=
,/=
) are implicitly overridden by overriding the noncompound operators (e.g.,+
,/
).The conditional operators
&&
and||
are implicitly overridden by overriding the bitwise operators&
and|
.
Operator Functions
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
andpublic
.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 operator automatically overloads the corresponding compound assignment operator. In our example, since we overrode +
, we can use +=
too:
CSharp += 2;
Just as with methods and properties, C# 6 allows operator functions comprising a single expression to be written more tersely with expression-bodied syntax:
public static Note operator + (Note x, int semitones) => new Note (x.value + semitones);
Overloading Equality and Comparison Operators
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>
.
Custom Implicit and Explicit Conversions
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
ToXXX
and (static)FromXXX
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 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) => 440 * Math.Pow (2, (double) x.value / 12 ); // Convert from hertz (accurate to the nearest semitone) public static explicit operator Note (double x) => 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.
Warning
Custom conversions are ignored by the as
and is
operators:
Console.WriteLine (554.37 is Note); // False Note n = 554.37 as Note; // Error
Overloading true and false
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 operator true (SqlBoolean x) => x.m_value == True.m_value; public static bool operator false (SqlBoolean x) => 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
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 Method Chaining
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"));
Ambiguity and Resolution
Namespaces
An extension method cannot be accessed unless its class is in scope, typically by its namespace being imported. 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()); } }
Extension methods versus instance methods
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(...)
.
Extension methods versus extension methods
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 (this string s) {...} } static class ObjectHelper { public static bool IsCapitalized (this object s) {...} }
The following code calls StringHelper
’s IsCapitalized
method:
bool test1 = "Perth".IsCapitalized();
Classes and structs are considered more specific than interfaces.
Anonymous Types
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 = 23 };
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", 23);
You must use the var
keyword to reference an anonymous type because it doesn’t have a name.
The property name of an anonymous type can be inferred from an expression that is itself an identifier (or ends with one). For example:
int Age = 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 within 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
You can create arrays of anonymous types as follows:
var dudes = new[] { new { Name = "Bob", Age = 30 }, new { Name = "Tom", Age = 40 } };
Anonymous types are used primarily when writing LINQ queries (see Chapter 8), and were added in C# 3.0.
Dynamic Binding
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.
Static Binding Versus 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 dynamic binding (see Chapter 25).
Custom Binding
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 20, 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
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 20). 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) => (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 19), 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.
Runtime Representation of Dynamic
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
.
Dynamic Conversions
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
var Versus dynamic
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.”
To illustrate:
dynamic x = "hello"; // Static type is dynamic, runtime type is string var y = "hello"; // Static type is string, runtime type is string int i = x; // Runtime error (cannot convert string to int) int j = y; // Compile-time error (cannot convert string to int)
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 (cannot convert string to int)
Dynamic Expressions
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.
Dynamic Calls Without Dynamic Receivers
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 } }
Static Types in Dynamic Expressions
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.”
Uncallable Functions
Some functions cannot be called dynamically. You cannot call:
Extension methods (via extension method syntax)
Members of an interface, if you need to cast to that interface to do so
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# 6, 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.
Attributes
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, parameters, and generic type 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.
Attribute Classes
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 19.
Named and Positional Attribute Parameters
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 19, we describe the valid parameter types and rules for their evaluation.
Attribute Targets
Implicitly, the target of an attribute is the code element it immediately precedes, which is typically a type or type member. You can also attach attributes, however, 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)]
Specifying Multiple Attributes
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 {...}
Caller Info Attributes (C# 5)
From C# 5, you can tag optional parameters with one of three caller info attributes, which instruct the compiler to feed information obtained from the caller’s source code into the parameter’s default value:
[CallerMemberName]
applies the caller’s member name[CallerFilePath]
applies the path to caller’s source code file[CallerLineNumber]
applies the line number in caller’s source code file
The Foo
method in the following program demonstrates all three:
using System; using System.Runtime.CompilerServices; class Program { static void Main() => Foo(); static void Foo ( [CallerMemberName] string memberName = null, [CallerFilePath] string filePath = null, [CallerLineNumber] int lineNumber = 0) { Console.WriteLine (memberName); Console.WriteLine (filePath); Console.WriteLine (lineNumber); } }
Assuming our program resides in c:\source\test\Program.cs
, the output would be:
Main c:\source\test\Program.cs 6
As with standard optional parameters, the substitution is done at the calling site. Hence, our Main
method is syntactic sugar for this:
static void Main() => Foo ("Main", @"c:\source\test\Program.cs", 6);
Caller info attributes are useful for logging—and for implementing patterns such as firing a single change notification event whenever any property on an object changes. In fact, there’s a standard interface in the .NET Framework for this called INotifyPropertyChanged
(in System.ComponentModel)
:
public interface INotifyPropertyChanged { event PropertyChangedEventHandler PropertyChanged; } public delegate void PropertyChangedEventHandler (object sender, PropertyChangedEventArgs e); public class PropertyChangedEventArgs : EventArgs { public PropertyChangedEventArgs (string propertyName); public virtual string PropertyName { get; } }
Notice that PropertyChangedEventArgs
requires the name of the property that changed. By applying the [CallerMemberName]
attribute, however, we can implement this interface and invoke the event without ever specifying property names:
public class Foo : INotifyPropertyChanged { public event PropertyChangedEventHandler PropertyChanged = delegate { }; void RaisePropertyChanged ([CallerMemberName] string propertyName = null) { PropertyChanged (this, new PropertyChangedEventArgs (propertyName)); } string customerName; public string CustomerName { get { return customerName; } set { if (value == customerName) return; customerName = value; RaisePropertyChanged(); // The compiler converts the above line to: // RaisePropertyChanged ("CustomerName"); } } }
Unsafe Code and Pointers
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.
Pointer Basics
For every value type or reference type V, there is a corresponding pointer type V*. A pointer instance holds the address of a variable. 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 variable |
* |
The dereference operator returns the variable at the address of a pointer |
-> |
The pointer-to-member operator is a syntactic shortcut, in which x->y is equivalent to (*x).y |
Unsafe Code
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
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.
Arrays
The stackalloc keyword
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 (whose life hasn’t been extended by virtue of being captured by a lambda expression, iterator block, or asynchronous function). 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
Fixed-size buffers
The fixed
keyword has another use, which is to create fixed-size buffers within structs:
unsafe struct UnsafeUnicodeString { public short Length; public fixed byte Buffer[30]; // Allocate block of 30 bytes } 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
). Hence, fixed
means two different things: fixed in size and fixed in place. The two are often used together, in that a fixed-size buffer must be fixed in place to be used.
void*
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
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:
command-line option.symbol
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.
Preprocessor directive | Action |
---|---|
#define |
Defines
|
#undef |
Undefines
|
#if |
to test |
operator s are == , != , && , and || followed by #else , #elif , and #endif |
|
#else |
Executes code to subsequent #endif |
#elif |
Combines #else branch and #if test |
#endif |
Ends conditional directives |
#warning text |
text of the warning to appear in compiler output |
#error text |
text of the error to appear in compiler output |
#pragma warning [disable | restore] |
Disables/restores compiler warning(s) |
#line [ number ["file"] | hidden] |
number specifies the line in source code; file is the filename to appear in computer output; hidden instructs debuggers to skip over code from this point until the next #line directive |
#region name |
Marks the beginning of an outline |
#endregion |
Ends an outline region |
Conditional Attributes
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.
Pragma Warning
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.
XML Documentation
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 (in Visual Studio, go to the Build tab of Project Properties), 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 (and LINQPad) automatically read the XML file and use 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 the XML file into an HTML help file.
Standard XML Documentation Tags
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>
- Explains a parameter on a method.
-
<returns>
<returns>...</returns>
- Explains the return value for a method.
-
<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>
<include file='filename' path='tagpath[@name="id"]'>...</include>
- Merges an external XML file that contains documentation. The path attribute denotes an XPath query to a specific element in that file.
User-Defined Tags
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 or Member Cross-References
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... |
---|---|
N |
Namespace |
T |
Type (class, struct, enum, interface, delegate) |
F |
Field |
P |
Property (includes indexers) |
M |
Method (includes special methods) |
E |
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[ ] a1, 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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