Why do we need IDisposable objects? [duplicate] - c#

This question already has answers here:
What is IDisposable for?
(6 answers)
Closed 7 years ago.
I come from a C++ background and have trouble understanding the point of IDisposable objects (and the point of many other things in .NET). Why is a Dispose function necessary in the first place? Whatever it does, why not do that in the destructor of the class? I understand it cleans up managed resources, but isn't that what a destructor is supposed to do? I understand that
Using ( var obj = new SomeIDisposableObject )
{
// ...
}
is the equivalent of
var obj = new SomeIDisposableObject;
// ...
obj.Dispose();
but how does that save any typing? And if C# has a garbage collector, which it does, then why are we ever worried about disposing resources?
Is IDisposable/Using/etc. a Skeet-approved concept? What does he think of it?

IDisposable is nothing special. It's just an interface that makes you have a Dispose() function. IDisposable won't clear anything or destroy objects. A call to Dispose() does nothing if that function does nothing.
The use of IDisposable is a pattern. It's so important that it gets its own language construct (the using block), but it's just a pattern.
The difference with a destructor, is that in .NET, the destructor is non-deterministic. You never know when the garbage collector will collect your object. You don't even know if it even will (unlike using delete in C++, which is deterministic).
So IDisposable is there for deterministically releasing unneeded references (and releasing unmanaged resources). The "disposed" object will remain in memory after you call Dispose until the garbage collector decides to collect it (at which point, the "destructor" will be called, unless you explicitly tell it not-to), if it ever decides to.
That's the main difference to using "destructors" (or finalizers, as they are called in C#).
As for the why do we need it:
Managed references to other objects prevent objects to be collected by the garbage collector. So you need to "release" those references (by, for example, setting the variables that reference those objects to null).
Objects in .NET can use unmanaged resources, if they use native libraries. For example, every control or bitmap in a Windows.Forms application uses a Win32 handler, which is unmanaged. If you don't release those resources, you may reach the handle limit in Windows if using any big application, easily. Also, if you need interoperability with any non-.NET API, you'll more likely have to allocate unmanaged memory (with the use of, for example, Marshal.AllocHGlobal), which will need to be released at some point: that point is generally the Dispose() function of the IDisposable, which must be called explicitly (or by using a using block).
As for the using block, it's more equivalent to:
var myObject = new MyDisposableClass();
try
{
...
}
finally {
myObject.Dispose();
}
So it does indeed save typing

Using a using block doesn't only call the .Dispose method; it calls the .Dispose method when you leave the block, however you leave it. So, if your code crashes, it will still call Dispose. The actual code would be closer to:
try
{
var obj = new SomeIDisposableObject;
// ...
}
catch (exception ex)
{
}
finally
{
obj.Dispose();
}
Additionally, destructors don't always fire when you expect them to. I've had a few bugs where the destructor is called after the program has apparently exited, and tried to access resources that no longer exist. Since you don't know when it will be called, it's difficult to fix this.

Related

When finalize is invoked on an object with other objects, is the order is not guaranteed?

Trying to understand how an object is reclaimed. Read here that the order of objects being reclaimed is not guaranteed.
For example, my class has the following code -
class MyClass: IDisposable
{
private List<string> _fileNames;
// some other code and methods here with constructor
~MyClass()
{
Dispose(false);
}
private void Dispose(bool dispose)
{
foreach (string file in _fileNames)
{
// log something with dispose
File.Delete(file);
}
}
}
Does it mean that when the GC tries to reclaim this object, there is no guarantee that the _fileNames is still populated with strings and not null? Or, can one still use the list of strings above to free up resources? In the link posted, it mentions -
'The finalizers of two objects are not guaranteed to run in any specific order, even if one object refers to the other. That is, if Object A has a reference to Object B and both have finalizers, Object B might have already been finalized when the finalizer of Object A starts.'
So does it mean that the list may no longer be useful in the Dispose (assuming dispose is false)?
If the method call comes from a finalizer, only the code that frees
unmanaged resources should execute. The implementer is responsible for
ensuring that the false path doesn't interact with managed objects
that may have been disposed. This is important because the order in
which the garbage collector disposes managed objects during
finalization is non-deterministic.
Implementing Dispose
But it's moot because you shouldn't implement finalizers. Pretty much ever.
Consider your example. If someone fails to call Dispose, your object will eventually become unreachable, and eventually GC will figure that out and try to run your finalizer. However it's not guaranteed to ever run, and it's not guaranteed to run in any particular timeframe. It could be hours.
So what is really gained by adding the finalizer? Not much.
Failing to call Dispose on an IDisposable is a bug. So the only time the finalizer will run is when there's a bug. So it might be a good idea to have a finalizer that just throws an exception, crashing your program, so you can find and fix the whatever didn't call Dispose(). But having a finalizer try to clean up after buggy code is usually a bad idea.

Disposing my System.IDisposable object in my finalizer

There are several discussions here on StackOverflow about what to do if my object manages other managed objects that implement System.IDisposable.
Note: Below I am not talking about unmanaged code. I fully understand the importance of cleaning up unmanaged code
Most of the discussions say that if your object owns another managed object that implements System.IDisposable, then you should also implement System.IDisposable, in which case you should call the Dispose() of the disposable objects your object holds. This would be logical, because you don't know whether the disposable object you own uses unmanaged code. You only know that the creator of the other object thought it would be wise if you'd call Dispose as soon as you don't need the object anymore.
A very good explanation of the Disposable pattern was given here on StackOverflow, edited by the community wiki:
Proper use of the IDisposable interface
Quite often, and also in the mentioned link I read:
"You don't know the order in which two objects are destroyed. It is entirely possible that in your Dispose() code, the managed object you're trying to get rid of is no longer there."
This baffles me, because I thought that as long as any object holds a reference to object X, then object X will not and cannot be finalized.
Or in other words: as long as my object holds a reference to object X I can be certain that object X is not finalized.
If this is true, then why could it be, that if I hold the reference to my object until my finalize, the object I refer to is already finalized?
The truth is somewhere between the two:
The object can't be garbage collected, so the possibility of the object no longer "being there" isn't true
An object can be finalized when there are no longer any references to it from other non-finalizable objects.
If object X refers to object Y, but both are finalizable, then it's entirely possible for object Y to be finalized before object X, or even for them to be finalized concurrently.
If your assumption were correct, then you could create two objects which refer to each other (and have finalizers), and they could never be garbage collected because they could never be finalized.
Quoting Eric Lippert's, When everything you know is wrong, part two
Myth: Keeping a reference to an object in a variable prevents the
finalizer from running while the variable is alive; a local variable
is always alive at least until control leaves the block in which the
local was declared.
{
Foo foo = new Foo();
Blah(foo); // Last read of foo
Bar();
// We require that foo not be finalized before Bar();
// Since foo is in scope until the end of the block,
// it will not be finalized until this point, right?
}
The C# specification states that the runtime is permitted broad latitude to
detect when storage containing a reference is never going to be accessed
again, and to stop treating that storage as a root of the garbage collector.
For example, suppose we have a local variable foo and a reference is written
into it at the top of the block. If the jitter knows that a particular read is
the last read of that variable, the variable can legally be removed from the
set of GC roots immediately; it doesn’t have to wait until control leaves the
scope of the variable. If that variable contained the last reference then the
GC can detect that the object is unreachable and put it on the finalizer queue
immediately. Use GC.KeepAlive to avoid this.
Why does the jitter have this latitude? Suppose the local variable is
enregistered into the register needed to pass the value to Blah(). If foo
is in a register that Bar() needs to use, there’s no point in saving the
value of the never-to-be-read-again foo on the stack before Bar() is
called. (If the actual details of the code generated by the jitter is of
interest to you, see Raymond Chen’s deeper analysis of this issue.)
Extra bonus fun: the runtime uses less aggressive code generation and
less aggressive garbage collection when running the program in the
debugger, because it is a bad debugging experience to have objects
that you are debugging suddenly disappear even though the variable
referring to the object is in scope. That means that if you have a bug
where an object is being finalized too early, you probably cannot
reproduce that bug in the debugger!
See the last point in this article for an even more horrid version of
this problem.
If done properly, you don't have to worry about disposing objects that are already disposed. Every implementation of Dispose should just not do anything if it had been disposed before.
So indeed, you cannot know whether any child objects have been disposed or finalized already (because the order of finalization is random, see other post), but you can safely call their Dispose method anyway.
In most cases when Finalize is called on an object which holds references to one or more IDisposable objects, one or more of the following will apply:
The other object has already been cleaned up, in which case calling Dispose is at best useless.
The other object has been scheduled to be finalized as soon as possible, but hasn't yet, in which case calling Dispose is probably unnecessary.
The other object's cleanup code cannot be used safely within the finalizer threading context, in which case calling Dispose could likely be disastrous.
The other object is still being used by code elsewhere, in which case calling Dispose could likely be disastrous.
There are a few situations where code knows enough about IDisposable objects that it's dealing with to know either that none of the above apply, or that it should trigger cleanup despite the above; those situations, however, may be better served by having the other objects supply a method other than Dispose which the object being finalized can call.
After all the answers, I created a small program that shows what Jodrell wrote (thank you Jodrell!)
An object can be garbage collected as soon as it will not be used, even if I have a reference to it
This will only be done if not debugging.
I wrote a simple class that allocates unmanaged memory and a MemoryStream. The latter one implements System.IDisposable.
According to everyone on StackOverflow I should implement System.IDisposable and free the unmanaged memory as well as Dispose the managed memoryStream if my Dispose is called, but if my finalizer is called I should only free the unmanaged memory.
I write some diagnostic console messages
class ClassA : System.IDisposable
{
IntPtr memPtr = Marshal.AllocHGlobal(1024);
Stream memStream = new MemoryStream(1024);
public ClassA()
{
Console.WriteLine("Construct Class A");
}
~ClassA()
{
Console.WriteLine("Finalize Class A");
this.Dispose(false);
}
public void Dispose()
{
Console.WriteLine("Dispose()");
this.Dispose(true);
GC.SuppressFinalize(this);
}
public void Dispose(bool disposing)
{
Console.WriteLine("Dispose({0})", disposing.ToString());
if (!this.IsDisposed)
{
if (disposing)
{
Console.WriteLine("Dispose managed objects");
memStream.Dispose();
}
Console.WriteLine("Dispose unmanaged objects");
Marshal.FreeHGlobal(memPtr);
}
}
public bool IsDisposed { get { return this.memPtr == null; } }
}
This program follows the Dispose Pattern as described numerous times, a.o. here in stackoverflow in Proper use of the IDisposable interface
by the way: for simplicity I've left out exception handling
A simple console program creates the object, doesn't use it, but keeps the reference to it and forces the garbage collector to collect:
private static void TestFinalize()
{
ClassA a = new ClassA() { X = 4 };
Console.WriteLine("Start Garbage Collector");
GC.Collect();
GC.WaitForPendingFinalizers();
Console.WriteLine("Done");
}
Note that variable a holds a reference to the object until the end of the procedure. I forget to Dispose, so my finalizer should take care of disposing
Call this method from your main. Run the (release) build from the debugger and run it via a command prompt.
If run from the debugger then the object stays alive until the end of the procedure, so until after the garbage collector has finished collecting
If run from a command prompt, then the object is finalized before the procedure ends, even though I still have a reference to the object.
So Jodrell is right:
unmanaged code needs Dispose() and Finalize, use Dispose(bool)
Managed disposable objects need Dispose(), preferably via Dispose(bool). In Dispose(bool) only call Dispose() of managed objects if disposing
don't trust the debugger: it makes that objects are finalized on different moments than without debugger

Is disposing a local brush variable necessary?

MSDN recommends disposing any variable of type System.Drawing.Brush before its last reference is released. Otherwise, the resources it is using will not be freed until the garbage collector calls the Brush object's Finalize method.
As we know, local variables are destroyed automatically when the control flow goes out of the scope of the method it belongs. So, is it necessary to dispose a brush object every time if it is local?
Yes it is necessary. The flaw in your logic is when you said:
As we know, local variables are destroyed automatically when the control flow goes out of the scope of the method it belongs.
That statement is false.
When variables go out of scope, that means that they are candidates to be destroyed by the garbage collector at some point in the future, but most likely not right away. As such, if it is important to release system resources right away, you need to manually do so rather than waiting for the garbage collector to get around to doing it at some point in the future.
That is why classes which use system resources implement the IDisposable interface. They expect you to call their Dispose method when you are done with them so that they can immediately release the system resource. It's safe to assume that you should always call the Dispose method on every object that implements the IDisposable interface. If it wasn't necessary, they wouldn't implement that interface.
In the case case of the Brush class, it creates a system object via the GDI API. In order to draw filled figures via the GDI API, you must call a method to create a brush object. The API returns a handle to the brush object which you can then use to refer to that brush in later API calls. When you are done with the brush, you are supposed to call a DeleteObject API call in order to delete the object. Since each process in Windows is limited to a maximum of 10,000 GDI objects, it's very important that you delete them when you are done with them, otherwise you will run out of GDI objects and cause an OutOfMemoryException. That is why the Brush class implements the IDisposable interface--so that it can delete the underlying GDI object.
It's recommended when possible, to use a using block on all disposable objects. When execution leaves the using block, it will automatically call the Dispose method on the object for you, even if execution leaves the block due to an exception.
using(Brush b = New Brush())
{
// use the brush
}
Or
Using b As New Brush()
' use the brush
End Using
As we know, local variables are destroyed automatically
No, that's a myth. The word "destroy" is entirely inappropriate, that suggests that the program actually makes an effort to do something special with the variable in order to invoke destruction. Like throwing a brick into a glass window. That's just not how it works, the variable simply disappears in thin air. It is forgotten, as though it never existed. No brick is thrown. Ultimately the storage for the variable is overwritten by something else, it is reused. Usually in a fraction of a microsecond.
Not having to destroy a variable is what makes managed code competitive with native code. A C++ compiler for example must do it explicitly, the RAII pattern is boilerplate. Older runtime implementations that use reference counting are another example, they must ensure to explicitly count-down the reference count. That's extra code that managed code doesn't need, the garbage collector knows when a local variable is in use. It is just a bit slow at getting that job done, the reason that IDisposable exists. An attempt to add reference counting to the CLR was an abysmal failure, it could not compete with the GC.
Using the using statement is required to throw the brick.
Even though the local variable is destroyed, that is just a reference to the Brush object which is locate don the managed heap. It's not until the garbage collector sweeps the managed heap that the actual object is destroyed and the resources freed.
As a general rule: Always call Dispose on any object implementing IDisposable when you're done with the object.
The best way is often to use the using construct which will dispose correctly even in the case of exceptions:
using(var brush = CreateBrush())
{
brush.PaintSomethingNice();
}
Yes, it is necessary. In general, if it implements IDisposable, you should dispose it when you're done with it. When it goes out of scope, that only means that it is eligible for garbage collection. GC might not dispose of it for a long time, so you should dispose of it immediately.

memory leaks in C++/CLI code.. what did I do wrong?

Writing memleak-free code in C++ isn't a problem for me, I just keep to the RAII idiom.
Writing memleak-free code in C# isn't very hard either, the garbage collector will handle it.
Unfortunately, writing C++/CLI code is a problem for me. I thought I had understood how it works, but I still have big problems and I hope you can give me some hints.
This is what I have:
A Windows service written in C# that uses C++ libraries (for example OpenCV) internally. The C++ classes are accessed with C++/CLI wrapper classes.
For example I have a MatW C++/CLI wrapper class for a cv::Mat image object, which takes as constructor argument a System::Drawing::Bitmap:
public ref class MatW
{
public:
MatW(System::Drawing::Bitmap ^bmpimg)
{
cv::Size imgsize(bmpimg->Width, bmpimg->Height);
nativeMat = new Mat(imgsize, CV_8UC3);
// code to copy data from Bitmap to Mat
// ...
}
~MatW()
{
delete nativeMat;
}
cv::Mat* ptr() { return nativeMat; }
private:
cv::Mat *nativeMat;
};
Another C++ class might be for example
class PeopleDetector
{
public:
void detect(const cv::Mat &img, std::vector<std::string> &people);
}
And its wrapper class:
public ref class PeopleDetectorW
{
public:
PeopleDetectorW() { nativePeopleDetector = new PeopleDetector(); }
~PeopleDetectorW() { delete nativePeopleDetector; }
System::Collections::Generic::List<System::String^>^ detect(MatW^ img)
{
std::vector<std::string> people;
nativePeopleDetector->detect(*img->ptr(), people);
System::Collections::Generic::List<System::String^>^ peopleList = gcnew System::Collections::Generic::List<System::String^>();
for (std::vector<std::string>::iterator it = people.begin(); it != people.end(); ++it)
{
System::String^ p = gcnew System::String(it->c_str());
peopleList->Add(p);
}
return peopleList;
}
And here is the call to the method in my Windows Service C# class:
Bitmap bmpimg = ...
using (MatW img = new MatW(bmpimg))
{
using (PeopleDetectorW peopleDetector = new PeopleDetector())
{
List<string> people = peopleDetector.detect(img);
}
}
Now, here's my questions:
is there anything wrong with my code?
do I have to use using in my C# code? It makes the code ugly, when there are multiple wrapper objects in use, because the using statements have to be nested
could I use Dispose() instead after having used the objects?
Could I just not bother and leave it to the garbage collector?
(no using, no Dispose())
is the above code the right way to return objects like List<string^>^ from C++/CLI to C#?
does using gcnew not mean that the garbage collector will take care of the objects and I don't have to care how and when to free them?
I know that's a lot of questions, but all I want is to get rid of my memory leak, so I listed everything that I think could possibly go wrong...
is there anything wrong with my code?
Not in what you've posted - you are applying using statements correctly. So your code sample is not the cause of your memory leaks.
do I have to use using in my C# code? It makes the code ugly, when there are multiple wrapper objects in use, because the using statements have to be nested
You don't have to, but you don't have to nest them syntactically. This is equivalent:
Bitmap bmpimg = ...
using (MatW img = new MatW(bmpimg))
using (PeopleDetectorW peopleDetector = new PeopleDetector())
{
List<string> people = peopleDetector.detect(img);
}
could I use Dispose() instead after having used the objects?
You could, but then you'll need a try/finally to ensure Dispose is always called, even when an exception is thrown. The using statement encapsulates that whole pattern.
Could I just not bother and leave it to the garbage collector? (no using, no Dispose())
C++ RAII is commonly applied to all kinds of temporary state clean-up, including things like decrementing a counter that was incremented in the constructor, etc. Whereas the GC runs in a background thread. It is not suitable for all the deterministic clean-up scenarios that RAII can take care of. The CLR equivalent of RAII is IDisposable, and the C# language interface to it is using. In C++, the language interface to it is (naturally) destructors (which become Dispose methods) and the delete operator (which becomes a call to Dispose). Ref class objects declared "on the stack" are really just equivalent to the C# using pattern.
is the above code the right way to return objects like List^ from C++/CLI to C#?
Pretty much!
does using gcnew not mean that the garbage collector will take care of the objects and I don't have to care how and when to free them?
You don't have to free the memory. But if the class implements IDisposable, then that is a totally separate issue from memory allocation. You have to call Dispose manually before you abandon the object.
Be wary of finalizers - these are a way of hooking into the GC to get your own clean-up code to run when the GC collects your objects. But they are not really fit for general use in application code. They run from a thread that you don't control, at a time you don't control, and in an order that you don't control. So if one object's finalizer tries to access another object with a finalizer, the second object may already have been finalized. There is no way to control the ordering of these events. Most of the original uses of finalizers are nowadays covered by SafeHandle.
You don't have a finalizer in the ref class.
In C++/CLI the destructors are called either when you create an instance of the class on the stack (C++ style) and then it goes out of scope, or you use the delete operator.
The finalizers are called by the GC when it's time to finalize the object.
In C# the GC handles the destruction of all the objects (there's no delete operator) so there's no distinction between the destructor and finalizer.
So the "destructors" with the ~ behave like c++ destructors, not at all like C# destructors.
The "destructors" in C++/CLI ref class are compiled into a .Net Dispose() method.
The equivilant to a C# destructor/finalizer is the finalizer method witch is defined with a ! (exclamation mark).
So, to avoid memory leaks, you need to define a finalizer:
!MatW()
{
delete nativeMat;
}
~MatW()
{
this->!MatW();
}
See the MSDN article Destructors and Finalizers in visual C++
Use the

Setting an object to null vs Dispose()

I am fascinated by the way the CLR and GC works (I'm working on expanding my knowledge on this by reading CLR via C#, Jon Skeet's books/posts, and more).
Anyway, what is the difference between saying:
MyClass myclass = new MyClass();
myclass = null;
Or, by making MyClass implement IDisposable and a destructor and calling Dispose()?
Also, if I have a code block with a using statement (eg below), if I step through the code and exit the using block, is the object disposed of then or when a garbage collection occurs? What would happen if I call Dispose() in the using block anyay?
using (MyDisposableObj mydispobj = new MyDisposableObj())
{
}
Stream classes (eg BinaryWriter) have a Finalize method? Why would I want to use that?
It's important to separate disposal from garbage collection. They are completely separate things, with one point in common which I'll come to in a minute.
Dispose, garbage collection and finalization
When you write a using statement, it's simply syntactic sugar for a try/finally block so that Dispose is called even if the code in the body of the using statement throws an exception. It doesn't mean that the object is garbage collected at the end of the block.
Disposal is about unmanaged resources (non-memory resources). These could be UI handles, network connections, file handles etc. These are limited resources, so you generally want to release them as soon as you can. You should implement IDisposable whenever your type "owns" an unmanaged resource, either directly (usually via an IntPtr) or indirectly (e.g. via a Stream, a SqlConnection etc).
Garbage collection itself is only about memory - with one little twist. The garbage collector is able to find objects which can no longer be referenced, and free them. It doesn't look for garbage all the time though - only when it detects that it needs to (e.g. if one "generation" of the heap runs out of memory).
The twist is finalization. The garbage collector keeps a list of objects which are no longer reachable, but which have a finalizer (written as ~Foo() in C#, somewhat confusingly - they're nothing like C++ destructors). It runs the finalizers on these objects, just in case they need to do extra cleanup before their memory is freed.
Finalizers are almost always used to clean up resources in the case where the user of the type has forgotten to dispose of it in an orderly manner. So if you open a FileStream but forget to call Dispose or Close, the finalizer will eventually release the underlying file handle for you. In a well-written program, finalizers should almost never fire in my opinion.
Setting a variable to null
One small point on setting a variable to null - this is almost never required for the sake of garbage collection. You might sometimes want to do it if it's a member variable, although in my experience it's rare for "part" of an object to no longer be needed. When it's a local variable, the JIT is usually smart enough (in release mode) to know when you're not going to use a reference again. For example:
StringBuilder sb = new StringBuilder();
sb.Append("Foo");
string x = sb.ToString();
// The string and StringBuilder are already eligible
// for garbage collection here!
int y = 10;
DoSomething(y);
// These aren't helping at all!
x = null;
sb = null;
// Assume that x and sb aren't used here
The one time where it may be worth setting a local variable to null is when you're in a loop, and some branches of the loop need to use the variable but you know you've reached a point at which you don't. For example:
SomeObject foo = new SomeObject();
for (int i=0; i < 100000; i++)
{
if (i == 5)
{
foo.DoSomething();
// We're not going to need it again, but the JIT
// wouldn't spot that
foo = null;
}
else
{
// Some other code
}
}
Implementing IDisposable/finalizers
So, should your own types implement finalizers? Almost certainly not. If you only indirectly hold unmanaged resources (e.g. you've got a FileStream as a member variable) then adding your own finalizer won't help: the stream will almost certainly be eligible for garbage collection when your object is, so you can just rely on FileStream having a finalizer (if necessary - it may refer to something else, etc). If you want to hold an unmanaged resource "nearly" directly, SafeHandle is your friend - it takes a bit of time to get going with, but it means you'll almost never need to write a finalizer again. You should usually only need a finalizer if you have a really direct handle on a resource (an IntPtr) and you should look to move to SafeHandle as soon as you can. (There are two links there - read both, ideally.)
Joe Duffy has a very long set of guidelines around finalizers and IDisposable (co-written with lots of smart folk) which are worth reading. It's worth being aware that if you seal your classes, it makes life a lot easier: the pattern of overriding Dispose to call a new virtual Dispose(bool) method etc is only relevant when your class is designed for inheritance.
This has been a bit of a ramble, but please ask for clarification where you'd like some :)
When you dispose an object, the resources are freed. When you assign null to a variable, you're just changing a reference.
myclass = null;
After you execute this, the object myclass was referring to still exists, and will continue to until the GC gets around to cleaning it up. If Dispose is explicitly called, or it's in a using block, any resources will be freed as soon as possible.
The two operations don't have much to do with each others.
When you set a reference to null, it simply does that. It doesn't in itself affect the class that was referenced at all.
Your variable simply no longer points to the object it used to, but the object itself is unchanged.
When you call Dispose(), it's a method call on the object itself. Whatever the Dispose method does, is now done on the object. But this doesn't affect your reference to the object.
The only area of overlap is that when there are no more references to an object, it will eventually get garbage collected. And if the class implements the IDisposable interface, then Dispose() will be called on the object before it gets garbage collected.
But that won't happen immediately after you set your reference to null, for two reasons.
First, other references may exist, so it won't get garbage collected at all yet, and second, even if that was the last reference, so it is now ready to be garbage collected, nothing will happen until the garbage collector decides to delete the object.
Calling Dispose() on an object doesn't "kill" the object in any way. It is commonly used to clean up so that the object can be safely deleted afterwards, but ultimately, there is nothing magical about Dispose, it's just a class method.

Categories

Resources