C# declaration of variable - c#

I started my journey with C# but I realised that I have some problems with some basic information about memory when it comes to declaration of variables. See if I am correct.
int x; // I declared variable of type int, which name is x. Compiler will provide memory for it but we dont have known value of it.
x=10; // Now memory location is still the same but value now kept there is 10;
public struct Point {
public int x, y;
}
Now I define a struct named Point. Beacuse struct is a value type, it again has reserved memory for it on the computer. Howewer x and y have no value.
Now Point p1 = new Point(); // what is happening here? Struct is not a reference type. So is this just initialization of Point variable with the default constructor without assigning values to x and y?
Second short question. When I write a code like:
int x = 10;
Can I say that I created instance of class integer which value is 10 and name x;
I would be grateful for help.

// what is happening here? Struct is not a reference type. So is this just initialization of Point variable with the default constructor without assigning values to x and y?
No; there are 4 possible scenarios here:
a class: the memory space is wiped to all 0s, then any custom constructor is invoked, which may also involve field initializers
a struct called without a custom constructor: the memory space is wiped to all 0s
a struct called with a custom constructor: the custom constructor is required to assign all the fields
a struct variable used without ever calling a constructor: this is actually a thing, but the calling code must write to all the fields before they can do anything else with it; since most structs do not expose their fields, this rarely works
Second short question. When i write a code like:
int x = 10;
Can i say that i created instance of class integer which value is 10 and name x; I would be grateful for help.
Not really, because in C# terms, int is not a class (it might be in IL terms). Simply: you have declared a local variable of type int with name x and assigned it the value 10, if this is in a method. If this is a class field, then: you have declared a private instance field of type int named x with a field-initializer giving it the value of 10.
Incidentally, you should avoid public fields in general, and mutable fields on structs. You might prefer:
public struct Point {
private readonly int x, y;
public int X { get { return x; } }
public int Y { get { return y; } }
public Point(int x, int y) { this.x = x; this.y = y'; }
}
This will avoid a huge range of problems.

In C# the default struct constructor sets the struct memory to 0, effectively setting all variables to their default values.
In case of ints, it will be 0. For reference types, it will result in null.
(in other words, for any type T it will be default(T)).
Note that when you write a custom constructor in a struct, you must initialize all member fields.

When you write
int x;
this is similar to
Point p1 = new Point(); (considering Point structure is already defined)
in both the cases all integer variables will have default value of 0 and not null, which is is basically what is used in C# to denote 'nothing' and can be assigned only to reference types.
As well, in c# everything is a class, so when you write
int x = 10;
you are creating an instance of class Int32, though the run time will handle this as value type instead of ref type, as special case.
Same is true for other basic types like, Long, DateTime and few others

Related

Why is an unboxed struct rvalue in c# [duplicate]

This question already has answers here:
Why can I not modify the result of an unboxing conversion?
(3 answers)
Closed 7 years ago.
Let's look at the following code.
struct SPoint
{
public int x;
public int y;
public SPoint(int x, int y)
{
this.x = x;
this.y = y;
}
}
class Test
{
public static void Main()
{
SPoint s = new SPoint(3, 4);
object o = s;
((SPoint) o).x = 5;
}
}
Why isn't the last assignment possible? What is the reason for such behaviour?
Since s is a struct (a.k.a: a value type), (SPoint)o is a copy of the data:
From the C# language spec (§1.3, "Types and Variables"):
When a value of a value type is converted to type object, an object instance, also called a “box,” is allocated to hold the value, and the value is copied into that box. Conversely, when an object reference is cast to a value type, a check is made that the referenced object is a box of the correct value type, and, if the check succeeds, the value in the box is copied out.
The language protects you from changing the data of the cloned value type without putting it in a variable first, since you might think that you are changing the original s.x value while you are changing it's temporary (not - variabled) clone, unlike unsafe languages like C++/CLI where this kind of assignments might be allowed.
If you want, you are able to explicitly create a new variable and do your manipulations in it:
SPoint cloneOfS = ((SPoint)o);
cloneOfS.x = 5;
See MSDN:
The result of an unboxing conversion is a temporary variable. The compiler prevents you from modifying such variables because any modification would go away when the temporary variable goes away. To fix this, declare a new value-type variable to store the intermediate expression, and assign the result of the unboxing conversion to that variable.

Why does assignment to parameter not change object?

classes deal with the reference types and traditional data types deal with the value type just for example :
int i=5;
int j=i;
i=3 ; //then this will output i=3 and j=5 because they are in the different memory blocks .
Similarly if we talk about the object of a class say point class
class point
{
public int x,y;
void somefucnt(point p,int x)
{
Console.writeline("value of x is "+p.x);
x=22;
Console.writeline("value of x is "+p.x);
}
}
class someotherclass
{
static void Main(string [] args )
{
p1.x=10;
p1.somefunct(p1,p1.x);
}
}
Both console.write statements are printing 10 , despite ive changed x to some other value ? why is it so ?since p is just the reference to x so it should be updated by changing values of x . this thing is really confusing me alot .
The observed behavior has nothing to do with Value types vs Reference types - it has to do with the Evaluation of Strategy (or "calling conventions") when invoking a method.
Without ref/out, C# is always Call by Value1, which means re-assignments to parameters do not affect the caller bindings. As such, the re-assignment to the x parameter is independent of the argument value (or source of such value) - it doesn't matter if it's a Value type or a Reference type.
See Reference type still needs pass by ref? (on why caller does not see parameter re-assignment):
Everything is passed by value in C#. However, when you pass a reference type, the reference itself is being passed by value, i.e., a copy of the original reference is passed. So, you can change the state of object that the reference copy points to, but if you assign a new value to the reference [parameter] you are only changing what the [local variable] copy points to, not the original reference [in the argument expression].
And Passing reference type in C# (on why ref is not needed to mutate Reference types)
I.e. the address of the object is passed by value, but the address to the object and the object is the same. So when you call your method, the VM copies the reference; you're just changing a copy.
1 For references types, the phrasing "Call By Value [of the Reference]" or "Call by [Reference] Value" may help clear up the issue. Eric Lippert has written a popular article The Truth about Value Types which encourages treating reference values as a distinct concept from References (or instances of Reference types).
void somefucnt(point p,int x){
Console.writeline("value of x is "+p.x);
x=22;
Console.writeline("value of x is "+p.x);
}
Here, the x=22 won´t change p.x but the parameter x of (point p,int x)
Normally, your assumtion about values/references is ok (if I understood it correctly).
Tip: Google for c# this instead of passing a object to it´s own method
You change the value of the parameter (x), not the value of p.x, value types are passed by value unless you use the ref keyword.
Like in your first example, there is no relationship between i and j as well as the parameter x, and p1.x.Each variable has it's own space in the memory.So changing one of them doesn't affect to the other.
You have two different variables named x in the somefucnt function. One is the member variable x which you are trying to change, the other is the function input parameter in void somefucnt(point p, int x). When you say x = 22, the input parameter x is changed instead of the member variable x.
If you change the line x = 22 to this.x = 22 then it should work as you expect.
Side note:
A good practice to avoid confusion is to always have class members private and name them as _x. Otherwise, have public auto properties in CamelCase, like this:
public int X { get; set; }
These methods avoid ambiguity between class variables and function input variables.

Why instance variable's value are changed as per function values

I have a class. I have two instance member variables x and y, and the class also has a function which again takes two variables named x and y.
public class MyClass
{
public int x;
public int y;
public int Add(int x , int y)
{
return (x + y);
}
}
Now I am creating an instance of the class and assigning the values to the instance variables and If I call the function using the same instance the value of the instance variables is getting changed to the values which I am passing as parameter to the function as shown below
MyClass abs = new MyClass();
abs.x = 10;
abs.y = 11;
Console.WriteLine(abs.Add(12, 13).ToString());
While debugging I found that the value of instance variables is changed to 12 and 13 respectively. Why is it so? What exactly is happening.
I'm sure the instance fields are not changed. Most likely you misinterpreted your debugger output. If you simply watch x or y while you are in the Add method the debugger (watch window) will show the values of the method parameters. You need to watch this.x or this.y.
That's also one of the reasons why I always start my instance fields with a underscore.
Well it should not change and the best way to confirm would be add this too
Console.WriteLine(abs.Add(12, 13).ToString()); // output 25
Console.WriteLine(abs.x + abs.y); // output 21
to check the value of the field you need to use this.x
For more details Variable names should not match field names
Debugger shows the x value for the scope in which the break point is located. Pointing the member declaration with mouse does not necessarily required to show that variable's value. Check this.x in watch view.

in C#, why not use 'new' keyword when declaring an int?

When declaring an int..
int A = 10;
why not do the following instead?
int A = new Int()
A=10;
are both the same?
Because int is syntax sugar for Int32 which is a value type. Incidentally, so is the constant value 10 (an instance of the value type Int32). That's why you don't need to use new to create a new instance, but rather making a copy of 10 and calling it A. And similar syntax works with reference types as well, but with the difference that a copy isn't made; a reference is created.
Essentially, you can think of 10 as a previously declared instance of Int32. Then int A = 10 is just setting variable A to a copy of value 10 (if we were talking about reference types then A would be set to a reference to the instance instead of a copy).
To better illustrate here's another example:
struct SomeValueType {
public SomeValueType(){
}
}
public static readonly SomeValueType DEFAULT = new SomeValueType();
Then you can just do this:
SomeValueType myValueType = DEFAULT; // no neeed to use new!
Now imagine that SomeValueType is Int32 and DEFAULT is 10. There it is!
You may have seen Java, where int and Integer are two different things, and the latter requires you to write new Integer(10).
In C# int is a special alias for Int32, and for all intents and purposes they are the same. Indeed, to create a new instance of any type you'd have to write new Int32() or something.
However, because integers are primitive types in C# (and most programming languages), there is a special syntax for integer literals. Just writing 10 makes it an Int32 (or int).
In your example you are actually assigning a value to the a variable twice:
int a = new Int32(); // First assignment, a equals 0
a = 10; // Second assignment, a equals 10
You might imagine that since the second assignment overwrites the first, the first assignment is not required.
In C# there are two kinds of types, "reference types" and "value types". (Pointers are a third kind of type but let's not get into that.)
When you use the default constructor of a value type, all you are saying is "give me the default value of this value type". So new int() is neither more nor less than just saying 0.
So your program is the same as:
int i = 0;
i = 10;
if you write youe code like
int A = new Int();
the variable 'A' is assigned by the default value of int, so you can use variable 'A' without assigning a value to it(in c# we cant use a variable without assigning a value to it)
when using the keyword new it will automatically call the default constructor, it will assign default values to the variables.
int A = new Int();
It declares and initializes A to 0.
Basically, the new operator here is used to invoke the default constructor for value types. For the type int, the default value is 0.
It has the same effect as the following:
int A = 0;

Practical differences between classes and structs in .net (not conceptual)?

Whenever I tried to search about differences between classes and structs in C# or .net, I ended up with the conceptual overview of the two things like value type or the reference type, where the variables are allocated etc. But I need some practical differences. I have found some like different behavior of assignment operator, having constructors etc. Can anybody provide some more practical differences which will be directly useful while coding? Like the things works with one but not with other or same operation showing different behavior. And some common mistakes regarding these two.
Also please suggest where to consider using a struct instead of a class. And where the structs should not be used.
Edit:
Do I have to call the constructor explicitly or just declaring a struct type variable will suffice?(Should I make it a new question?)
OK, here are a few specific, practical differences:
A variable can be null if it’s a class, but is never null if it’s a struct.
default(T) is null for a class, but for a struct actually constructs a value (consisting of lots of binary zeros).
A struct can be made nullable by using Nullable<T> or T?. A class cannot be used for the T in Nullable<T> or T?.
A struct always has a public default constructor (a constructor with zero parameters). The programmer cannot override this constructor with a custom implementation — it is basically “set in stone”. A class allows the programmer to have no default constructor (or a private one).
The fields in a class can have default values declared on them. In a struct they can’t.
A class can inherit from another class, but a struct cannot be declared to derive from anything (it implicitly derives from System.ValueType).
It makes sense to use a class in object.ReferenceEquals(), but using a struct variable will always yield false.
It makes sense to use a class in a lock() statement, but using a struct variable will cause very subtle failure. The code will not be locked.
On a 32-bit system, you can theoretically allocate an array of up to 536,870,912 references to a class, but for a struct you need to take the size of the struct into account because you are allocating actual instances.
Structs in a container can only be modified if the container is a built-in array:
struct Point { public int x, y; void Move(int dx, int dy) { x += dx; y += dy; } }
...
Point[] points = getPointsArray();
points[0].Move(10, 0) = 10;
// points[0].x is now 10 higher.
List<Point> points = getPointsList();
points[0].Move(10, 0);
// No error, but points[0].x hasn't changed.
For this reason, I strongly favour immutable structs:
Point Move(int dx, int dy) { return new Point(x + dx, y + dy); }
...
points[0] = points[0].Move(10, 0); // Always works.
General observation: classes are usually better. Structs excel when you want to hold small, conceptually atomic data structures such as Point, Complex (number), Rational, etc.
structs, as they are value types, are copied on assignment; if you create your own struct, you should make it immutable, see Why are mutable structs evil?
Sometimes you don't want what you're passing to be mutable, and since a mutable struct may just be pure evil, I'd steer clear of ever creating one :) Here's an example a situation:
class Version:
class AccountInfo {
public string OwnerName { get; set; }
public string AccountNumber { get; set; }
}
struct Version:
struct AccountInfo {
public string OwnerName;
public string AccountNumber;
}
Now picture you called a method like this:
public bool TransferMoney(AccountInfo from, AccountInfo to, decimal amount)
{
if(!IsAuthorized(from)) return false;
//Transfer money
}
A struct is a Value type, meaning a copy gets passed into the method. The class version means a reference gets passed into the method, you wouldn't want for example the account number to be changeable after the authorization passed, you want nothing to be changed in an operation like this...you want an immutable value type. There's another question here asking why mutable structs are evil...any operation where you wouldn't want anything affected by the reference object changing, would be a practical place where a struct may fit better.
The example above may be somewhat silly, but the point is any sensitive operation where the passed in data shouldn't change in another thread or by any means really would be a place you look at passing by value.
Where they are allocated (heap vs. stack) is not something you really care about while you use them (not that you should disregard this - you should by all means study the differences and understand them).
But the most important practical difference you will come across the first time you decide to replace your class with a struct, is that structs are passed by value, while class instances are passed by reference.
This means that when you pass a struct to a method, a copy of its properties is created (a shallow copy) and your method actually gets a different copy than the one you had outside the method. When you pass an instance of a class, only a reference to the same place in memory is passed to the method, and your method is then dealing with exactly the same data.
For example, if you have a struct named MyStruct, and a class named MyClass, and you pass them to this method:
void DoSomething(MyStruct str, MyClass cls)
{
// this will change the copy of str, but changes
// will not be made to the outside struct
str.Something = str.Something + 1;
// this will change the actual class outside
// the method, because cls points to the
// same instance in memory
cls.Something = cls.Something + 1;
}
when the method ends, your class' property will be incremented, but your struct's property will remain unchanged, because str variable inside the DoSomething method does not point to the same place in memory.
The singularly important practical difference is that structs are value types, whereas classes are reference types. That has a few implications.
First of all, structs are copied on assignment. These two code blocks will have a different result (please note, normally you should neither use public fields nor mutable structs, I'm doing this for demonstration purposes only):
struct X
{
public int ID;
public string Name;
}
X x1 = new X { ID = 1, Name = "Foo" };
X x2 = x1;
x2.Name = "Bar";
Console.WriteLine(x1.Name); // Will print "Foo"
class Y
{
public int ID;
public string Name;
}
Y y1 = new Y { ID = 2, Name = "Bar" };
Y y2 = y1;
y2.Name = "Baz";
Console.WriteLine(y1.Name); // Will print "Baz"
X and Y are exactly the same, except that X is a struct. The results of this are different because every time we assign an X, a copy is made, and if we change the copy then we aren't changing the original. On the other hand, when we assign the contents of y1 to y2, all we've done is copied a reference; both y1 and y2 refer to physically the same object in memory.
The second consequence of structs being value types is generic constraints. If you want to pass in value types, the name of the constraint is literally "struct" or "class":
public class MyGeneric<T>
where T : struct
{ ... }
The above will let you create a MyGeneric<int> or MyGeneric<X>, but not a MyGeneric<Y>. On the other hand, if we change it to where T : struct, we're no longer allowed to create either of the first two, but MyGeneric<Y> is okay.
Last but not least, you need to use structs when writing interop, because with structs you're able to guarantee a specific arrangement in memory.
The link Tejs provided (http://www.jaggersoft.com/pubs/StructsVsClasses.htm) is a good explanation (although it is a bit out of date, particularly on the explanation of events).
The most import practical difference is that a struct is a value type, meaning it is passed by value rather than by reference. What this really means is that when a struct is passed as an argument, it is actually passed by copy. As a result, operations on one instance of a struct do not affect other instances.
Consider the following code:
struct NumberStruct
{
public int Value;
}
class NumberClass
{
public int Value = 0;
}
class Test
{
static void Main()
{
NumberStruct ns1 = new NumberStruct();
NumberStruct ns2 = ns1;
ns2.Value = 42;
NumberClass nc1 = new NumberClass();
NumberClass nc2 = nc1;
nc2.Value = 42;
Console.WriteLine("Struct: {0}, {1}", ns1.Value, ns2.Value);
Console.WriteLine("Class: {0}, {1}", nc1.Value, nc2.Value);
}
}
Because both ns1 and ns2 are of the NumberStruct value type, they each have their own storage location, so the assignment of ns2.Number does not affect the value of ns1.Number. However, because nc1 and nc2 are both reference types, the assignment of nc2.Number does affect the value of nc1.Number because they both contain the same reference.
[Disclaimer: The above code and text taken from Sams Teach Yourself Visual C# 2010 in 24 Hours]
Also, as others have already pointed out, structs should always be immutable. (Yes, in this example the struct is mutable but it was to illustrate the point.) Part of that means that structs should not contain public fields.
Since structs are value types, you cannot inherit from a struct. You also cannot derive a struct from a base class. (A struct can implement interfaces, however.)
A struct is also not allowed to have an explicitly declared public default (parameterless) contstructor. Any additional constructors you declare must completely initialize all of the struct fields. Structs also cannot have an explicitly declared destructor.
Since structs are value types, they shouldn't implement IDisposable and shouldn't contain unmanaged code.
Here's an interesting link: http://www.jaggersoft.com/pubs/StructsVsClasses.htm
For the most part though, there isn't much of a compelling reason to use structs when classes offer far more to the developer.

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