Assign variable values inside method - c#

I'm trying to get make method in which I can assign values to multiple variables. I don't know how many variables I will have, but I know their type. The variables can all be of different types though.
I have googled quite a bit about this, and am fairly sure that this can't be done with managed code. (Correct me if I'm wrong though)
I don't know much (read: anything) about unsafe code. Can it be done that way? Maybe pass in an array of pointers to the variables I want to initialise and do it that way?
I am basically looking for a way to pass an arbitrary number of mixed type variables to a method and assign their values inside the method... Is it pie in the sky?
EDIT 1:
Here is some code which I hope illustrates what I would like to achieve:
private void SomeMethod()
{
string a = string.empty;
int b = 0;
double c = 0;
object[] testObject = new object[] { b, c };
SetVariables(ref testObject);
}
public static void SetVariables(ref object[] Variables)
{
for (int i = 0; i < Variables.Length; i++)
Variables[i] = // The value the variable needs to have
}
After SetVariables has executed, a, b and c would be say:
a = "Some text"
b = 123
c = 1564.653
I am looking for a way to access the variables passed in as the parameter to SetVariables and modify their value. I guess that would mean accessing their storage location in memory, hence my thinking that I might need pointers?
EDIT 2:
My question here should give a better indication of the context in which I am trying to do this.
I will only be dealing with basic types: string, int, double and bool for the variables I want to assign to.
The data I am assigning from is in text format and has a variable number of fields. Each field should map to one of the input variable in the order in which the variables are passed in. If the order does not match there will be a misasignment at best or a type error at worst, but it is up to the user to make sure that the variables match the data.

What you are trying to do doesn't work well in C#. It is really a language thing, not a "managed vs un-managed" thing.
It usually doesn't come up that much, because in your sample code, you do know that you have 2 variables. You had to type them to enter them into the array.
If SetVariables() is going to be called from a lot of places in the code with different numbers of parameters, you could make a bunch of overloads of the method (with 1 parameter, 2 parameters, 3 parameters, etc).
But really to be honest, typically when you run into this case it is because you are doing something in an un-wise way.
Thinking more about it, how would the line:
Variables[i] = // The value the variable needs to have
would be expected to work in this scenario. How does it know what to set an arbitrary variable to, since it can be of any type? Also, what stops it from messing up the variable assignments if I change the call from passing in variable b, c to reversing them c, b?
Logically, it starts to fall apart.
I guess what I'm trying to say is that C# doesn't support that very well, but it typically doesn't need to, because it rarely makes sense.
Trying to think of a working solution anyway; I would just have SetVariables just return the values, but not take in the parameters. It should be the other function's job to assign its variables. If you need to know the types, then just pass the types:
public object[] GetValues(params Type types)
{
var result = new object[types.length];
for (int i = 0; i < types.length; i++)
{
if(types[i] == typeof(string))
result[i] = "foo";
if(types[i] == typeof(int))
result[i] = -1;
}
return result;
}
public void DoStuff()
{
var data = GetValues(typeof(string), typeof(int), typeof(string));
string foo1 = (string)data[0];
int someNumber = (int)data[1];
string foo2 = (string)data[2];
}
Its ugly, but it works...

Here is an example adapted from this answer to a similar question, unfortunately your problem is a little difficult to solve and there really isn't a simple way to accomplish what you want.
private static void SomeMethod() {
string a = string.Empty;
int b = 0;
double c = 0;
SetVariables(x => a = (string)x
, x => b = (int)x
, x => c = (double)x);
Console.WriteLine("a: {0}\nb: {1}\nc: {2}", a, b, c);
}
public static void SetVariables(params Action<object>[] setters) {
var tokens = new object[] { "Hello", 10, 14.235 };
for (int i = 0; i < setters.Length; i++)
setters[i](tokens[i]); // Assumed this is read and initialized properly
}
I'll admit this has a bit of a smell to it, but since you really have to account for a variable input it should get you closer to what you want without adding an excessive amount of complexity.

I think you are pretty close to the answer yourself. Assuming that the value assigned to the variable is only based off what type it is then assuming you use the code you posted above you can compare the value type with a typeof() check during your for loop:
if(Variables[i].GetType() == typeof(int)){
//...do stuff
}
//etc...until you have an if for each data type you expect you might find
here is a link to the typeof documentation
I'm assuming you have looked at how to use reference types but just in case look here

Related

Storing an object by reference or workarounds

I am building internal logic for a game in C# and coming from C++ this is something that might be lost in translation for me.
I have an object, Ability that calculates the bonus it provides and returns that as an integer value. The calculation is meant to be dynamic and can change depending on a variety of variables.
public class Ability: Buffable
{
public string abbr { get; private set; }
public Ability(string name, string abbr, uint score) : base(name, score)
{
this.abbr = abbr;
}
// Ability Modifier
// returns the ability modifier for the class.
public int Ability_modifier()
{
const double ARBITARY_MINUS_TEN = -10;
const double HALVE = 2;
double value = (double)this.Evaluate();
double result = (value + ARBITARY_MINUS_TEN) / HALVE;
// Round down in case of odd negative modifier
if (result < 0 && ((value % 2) != 0))
{
result--;
}
return (int)result;
}
I then have another object, Skill which should be aware of that bonus and add it into it's calculation. I wanted to pass an Ability into the constructor of Skill by reference and then store that reference so that if the Ability changed the calculation would as well. The obvious problem with this being that apparently storing references is taboo in C#.
Is there either a work around way to do this or an alternate way to approach this problem that my pointer infested mind isn't considering? I would greatly prefer not to have to pass the ability to the function that evaluates Skill every time, since the one referenced never changes after construction.
The obvious problem with this being that apparently storing references is taboo in C#.
Absolutely not. References are stored all over the place. You're doing it here, for example:
this.abbr = abbr;
System.String is a class, and therefore a reference type. And so the value of abbr is a reference.
I strongly suspect you've misunderstood how reference types work in C#. If you remember a reference to an object, then changes to the object will be visible via the reference. However, changes to the original expression you copied won't be.
For example, using StringBuilder as a handy mutable reference type:
StringBuilder x = new StringBuilder("abc");
// Copy the reference...
StringBuilder y = x;
// This changes data within the object that x's value refers to
x.Append("def");
// This changes the value of x to refer to a different StringBuilder
x = new StringBuilder("ghi");
Console.WriteLine(y); // abcdef
See my articles on references and values, and parameter passing in C# for much more detail.
I am not quite seing enough of your code to give a concrete example, but the way to do this is to pass in a lambda delegate such as () => object.property instead of this: object.property.
In C#, there are reference types and value types. All non-value-type objects are passed by reference, so there should be no issue with references. Just pass it, and it will be passed by reference.

Using out keyword in c#

can anyone suggest me the exact use of out keyword as a paramter, and how its connected for returning multiple values from the function, as in this POST, i am confused with out variable with normal variable. can anyone help me for this.
This is frequently confusing, and I think the MSDN documentation actually is a bit "clear only if already known". That is, it is correct, but it really only makes sense if you already understand the concept.
Here's how I think of it.
A regular parameter makes a copy of the value of the argument. When you say:
static int M(int z) { z = z + 1; return z; }
...
int x = 123;
int y = M(x);
That is just like you said:
int x = 123;
int z = x; // make a copy of x
z = z + 1;
int y = z;
A ref or out parameter make an alias for an existing variable. When you say
static void N(ref int q) { q = q + 1; }
...
int x = 123;
N(x);
That is the same as saying:
int x = 123;
// MAGIC: q is now an another name for variable x
q = q + 1;
q and x are two different names that refer to the same variable. Incrementing q also increments x because they are the same. z and x in the previous example are two different names that refer to two different variables. Incrementing z does not change x.
Summing up: "out" and "ref" just mean "do not make a new variable; rather, temporarily make a second name for an existing variable".
Is that now clear?
UPDATE: I did not say what the difference between "out" and "ref" is. The difference is simple. On the "caller" side, a "ref" must be a definitely assigned variable before the method is called. An "out" need not be. On the "callee" side, a "ref" may be read before it is written to, but an "out" must be written to before it is read. Also, an "out" must be written to before control leaves the method normally.
MSDN documentation already does a great job explaining this:
The out keyword causes arguments to be passed by reference. This is
similar to the ref keyword, except that ref requires that the variable
be initialized before being passed. To use an out parameter, both the
method definition and the calling method must explicitly use the out
keyword. For example:
class OutExample
{
static void Method(out int i)
{
i = 44;
}
static void Main()
{
int value;
Method(out value);
// value is now 44
}
}
It's very frequently used in a pattern that "tries" to get a value, something like:
int result;
if(Int32.TryParse("123", out result))
{
Console.WriteLine(result + 1);
}
out keyword should be used when you want to:
a) Allow your function to modify specific variable from calling code stack AND
b) enforce setting this variable value inside your function
MSDN is always a good place to start
In most languages c# included you can pass values in 2 ways, by value, by reference.
by value gives the method a copy of your data, so changing the data wont have any effect on the original data
by reference essentially gives the method the memory address of your data, so if the method modifies the data, it changes the original.
Out is a special type of ref, in that you do not need to initialise the variable before you call the method, it can be called with null being passed in. and it MUST be set by the method.
Another way you can think of it (from the outside code's point of view) is:
val = read only
ref = read/write
out = write only.
http://msdn.microsoft.com/en-us/library/t3c3bfhx(v=vs.80).aspx
out keyword is good if you want to return multiple values of pre-defined types (for example an int, a List<string> and a DateTime), and you don't want to create a new class just for this purpose.
Ok,
let look at the usual pattern for this kind of function - the TrySomething.
Suppose you have a function that might succeed giving you an value or not but you don't won't to use an exception for this because you don't want the overhead or it's a common trait.
Then you normaly return true if the method suceeded and false if not. But where would you put your outputvalue to?
One possible answer is using an out parameter like this:
bool TrySomething(MyInputType input, out MyOutputType output)
{
output = default(MyOutputType);
/* ... Try getting the answer ... */
if (!successful)
return false;
output = successfulOutput;
return true;
}
Remark:
Or you might consider using a Tuple<bool,MyOutputType> and indeed F# interpretes the pattern above as resulting in such a tuple by itself.

"Use of unassigned variable" -- work arounds?

Now I've long known and been use to this behavior in C#, and in general, I like it. But sometimes the compiler just isn't smart enough.
I have a small piece of code where right now my workaround isn't a big problem, but it could be in similar cases.
bool gap=false;
DateTime start; // = new DateTime();
for (int i = 0; i < totaldays; i++)
{
if (gap)
{
if (list[i])
{
var whgap = new WorkHistoryGap();
whgap.From = start; //unassigned variable error
whgap.To = dtFrom.AddDays(i);
return whgap;
}
}
else
{
gap = true;
start = dtFrom.AddDays(i);
}
}
The problem I'm seeing is what if you had to do this with a non-nullable struct that didn't have a default constructor? Would there be anyway to workaround this if start wasn't a simple DateTime object?
sometimes the compiler just isn't smart enough
The problem you want the compiler to solve is equivalent to the Halting Problem. Since that problem is provably not solvable by computer programs, we make only a minimal attempt to solve it. We don't do anything particularly sophisticated. You're just going to have to live with it.
For more information on why program analysis is equivalent to the Halting Problem, see my article on the subject of deducing whether the end point of a method is reachable. This is essentially the same problem as determining if a variable is definitely assigned; the analysis is very similar.
http://blogs.msdn.com/b/ericlippert/archive/2011/02/24/never-say-never-part-two.aspx
what if you had to do this with a non-nullable struct that didn't have a default constructor?
There is no such animal. All structs, nullable or otherwise, have a default constructor.
Would there be anyway to workaround this if start wasn't a simple DateTime object?
The expression default(T) gives you the default value for any type T. You can always say
Foo f = default(Foo);
and have a legal assignment. If Foo is a value type then it calls the default constructor, which always exists. If it is a reference type then you get null.
The compiler has no way of knowing that you are guaranteed to set DateTime because of your gap variable.
Just use
DateTime start = DateTime.Now;
and be done with it.
Edit Better yet, on second glance through your code, use
DateTime start = dtFrom;
There is no such thing as a default constructor in a struct. Try it:
struct MyStruct {
public MyStruct() {
// doesn't work
}
}
You can have a static constructor, but you cannot define a default constructor for a struct. That's why there's the static method Create on so many structures, and why you can say new Point() instead of Point.Empty.
The "default constructor" of any struct always initializes all of its fields to their default values. The Empty static field of certian types is for convenience. It actually makes zero difference in performance because they're value types.
Looks to me like your bool gap and the DateTime start are really the same thing. Try refactoring like this:
DateTime? gapStart = null ;
for (int i = 0; i < totaldays; i++)
{
if ( gapStart.HasValue )
{
if (list[i])
{
var whgap = new WorkHistoryGap();
whgap.From = gapStart.Value ; //unassigned variable error
whgap.To = dtFrom.AddDays(i);
return whgap;
}
}
else
{
gapStart = dtFrom.AddDays(i);
}
}
[edited to note: please post code samples that will...oh...actually compile. It makes it easier.]
[further edited to note: you set gap to true and set your start value the first time through the loop. Further refactor to something like this:]
DateTime gapStart = dtFrom.AddDays( 0 );
for ( int i = 1 ; i < totaldays ; i++ )
{
if ( list[i] )
{
var whgap = new WorkHistoryGap();
whgap.From = gapStart.Value; //unassigned variable error
whgap.To = dtFrom.AddDays( i );
return whgap;
}
}
Why are you trying to work around the design of the language? Even if the compiler could work out your entire loop in advance, which seems needlessly complex on the part of the compiler, how does it know that exceptions cannot be thrown in portions of your code? You MUST assign a value to start because you use it later in the code, possibly before its (according to you) inevitable assignment.

Pointers to a typed variable in C#: Interface, Generic, object or Class? (Boxing/Unboxing)

First of all, I apologize if this has been asked a thousand times. I read my C# book, I googled it, but I can't seem to find the answer I am looking for, or I am missing the point big time.
I am very confused with the whole boxing/unboxing issue. Say I have fields of different classes, all returning typed variables (e.g. 'double') and I would like to have a variable point to any of these fields. In plain old C I would do something like:
double * newVar;
newVar = &oldVar;
newVar = &anotherVar;
...
I have a timer calls a function and passes the value of the referenced variable:
ChartPlotData(*newVar);
The reason why I am looking for a pointer is because newVar changes at runtime, linked to an Event:
public void checkbox_Clicked(object sender ...)
if (sender == checkbox1) value = &object1.field1;
if (sender == checkbox2) value = &object2.field1;
How can this be done in C#?
EDIT1: Explained purpose of referencing.
EDIT2: Made some incorrect statements, deleted them and shortened the question.
You could have a click event, as suggested in your edit, and then use a delegate to select the data to be passed to the control. I'm not sure if that'll meet your performance requirements though.
ChartPlotData(valueSelector());
// ...
Func<double> valueSelector;
protected void Checkbox_Click(object sender /* ... */)
{
if (sender == checkbox1) valueSelector = () => object1.field1;
if (sender == checkbox2) valueSelector = () => object2.field1;
// ...
}
(If you preferred, and if you're able to, you could overload your ChartPlotData method to accept a Func<double> rather than a plain double, and then invoke the selector delegate lazily inside the method rather than at the call site.)
Simple types and structs are of value type in C#. You can't do anything about it unless as you mentioned you use unsafe modifier. Having said that, your options are limited.
Use object instead of primitive types.
Use arrays of size 1.
Custom generic proxy class encapsulating either of above.
???
You can refer to an existing value type using the ref keyword.
public static void ModifyNumber(ref int i)
{
i += 1;
}
static void Main(string[] args)
{
int num = 4;
ModifyNumber(ref num);
ModifyNumber(ref num);
ModifyNumber(ref num);
ModifyNumber(ref num);
// num now equals 8
}
I am not sure why you need address of the variable. Double is value type and is stored in stack. To pass it by refference into the method just use C# ref keyword.
From cases you have mentioned I personally would prefer something like this:
class Program
{
public class Refferenced<T> where T : struct
{
public T Value { get; set; }
}
static void Main(string[] args)
{
Refferenced<double> x = new Refferenced<double>();
Refferenced<double> y = new Refferenced<double>();
y.Value = 2;
x = y;
x.Value = 5;
Console.WriteLine(x.Value);
Console.WriteLine(y.Value);
y.Value = 7;
Console.WriteLine(x.Value);
Console.WriteLine(y.Value);
Console.ReadKey();
}
It is similar to C# NullAble types.

How did the code achieve pass by reference?

Inside main i declared a local int[] array (int[] nums). I did not pass it by reference.
But when i print values of local array i get squared value of each element.
What is the reason for that?
delegate void tsquare(int[] a);
static void Main()
{
int[] nums = { 1, 2, 3 };
tsquare sqr = new tsquare(SomeClass.Square);
sqr(nums);
foreach (int intvals in nums)
{
Console.WriteLine(intvals);
}
}
class SomeClass
{
public static void Square(int[] array)
{
for (int i = 0; i < array.Length; i++)
{
array[i] = array[i] * array[i];
}
}
}
Update:
My appologies to all.What i tought is int[] {Array}is a value type,and the Delegate done
some trick on it.Now from your answer ,i understand Array is Reference type.
There are two concepts here.
Reference types vs. value types
Passing by value vs. passing by reference
Let's tackle the second one first.
Passing something by value means that you give the method its own copy of that value, and it's free to change that value however it wants to, without those changes leaking back into the code that called the method.
For instance, this:
Int32 x = 10;
SomeMethod(x); // pass by value
There's no way x is going to be anything other than 10 after the call returns in this case, since whatever SomeMethod did to its copy of the value, it only did to its own value.
However, passing by reference means that we don't really give the method its own value to play with, rather we give it the location in memory where our own value is located, and thus anything that method does to the value will be reflected back to our code, because in reality, there's only one value in play.
So this:
Int32 x = 10;
SomeMethod(ref x); // pass by reference
In this case, x might hold a different value after SomeMethod returns than it did before it was called.
So that's passing by value vs. passing by reference.
And now to muddle the waters. There's another concept, reference types vs. value types, which many confuses. Your question alludes to you being confused about the issue as well, my apologies if you're not.
A reference type is actually a two-part thing. It's a reference, and it's whatever the reference refers to. Think of a house you know the address of. You writing the address on a piece of paper does not actually put the entire house on that paper, rather you have a "reference" to that particular house on your piece of paper.
A reference type in .NET is the same thing. Somewhere in memory there is an object, which is a set of values, grouped together. The address of this object you store in a variable. This variable is declared to be a type which is a reference type, which allows this two-part deal.
The nice thing about reference types is that you might have many references to the same actual object, so even if you copy the reference around, you still only have one object in memory.
Edit: In respect to the question, an array is a reference type. This means that your variable only holds the address of the actual array, and that array object is located somewhere else in memory.
A value type, however, is one thing, the entire value is part of the "value type", and when you make copies of that, you make distinct copies
Here's an example of value types:
struct SomeType
{
public Int32 Value;
}
SomeType x = new SomeType;
x.Value = 10;
SomeType y = x; // value type, so y is now a copy of x
y.Value = 20; // x.Value is still 10
However, with a reference type, you're not making a copy of the object it refers to, only the reference to it. Think of it like copying the address of that house onto a second piece of paper. You still only have one house.
So, by simply changing the type of SomeType to be a reference type (changing struct to class):
class SomeType
{
public Int32 Value;
}
SomeType x = new SomeType;
x.Value = 10;
SomeType y = x; // reference type, so y now refers to the same object x refers to
y.Value = 20; // now x.Value is also 20, since x and y refer to the same object
And now for the final thing; passing a reference type by value.
Take this method:
public void Test(SomeType t)
{
t.Value = 25;
}
Given our class-version of SomeType above, what we have here is a method that takes a reference type parameter, but it takes it as being passed by value.
What that means is that Test cannot change t to refer to another object altogether, and make that change leak back into the calling code. Think of this as calling a friend, and giving him the address you have on your piece of paper. No matter what your friend is doing to that house, the address you have on your paper won't change.
But, that method is free to modify the contents of the object being referred to. In that house/friend scenario, your friend is free to go and visit that house, and rearrange the furniture. Since there is only one house in play, if you go to that house after he has rearranged it, you'll see his changes.
If you change the method to pass the reference type by reference, not only is that method free to rearrange the contents of the object being referred to, but the method is also free to replace the object with an altogether new object, and have that change reflect back into the calling code. Basically, your friend can tell you back "From now on, use this new address I'll read to you instead of the old one, and forget the old one altogether".
The array reference is passed by value automatically because it is a reference type.
Read:
Reference Types
Value Types
Most of the other answers are correct but I believe the terminology is confusing and warrants explanation. By default, you can say that all parameters in C# are passed by value, meaning the contents of the variable are copied to the method variable. This is intuitive with variables of value types, but the trick is in remembering that variables that are reference types (including arrays) are actually pointers. The memory location the pointer contains is copied to the method when it is passed in.
When you apply the ref modifier, the method gets the actual variable from the caller. For the most part the behavior is the same, but consider the following:
public void DoesNothing(int[] nums)
{
nums = new []{1, 2, 3, 4};
}
In DoesNothing, we instantiate a new int array and assign it to nums. When the method exits, the assignment is not seen by the caller, because the method was manipulating a copy of the reference (pointer) that was passed in.
public void DoesSomething(ref int[] nums)
{
nums = new []{1, 2, 3, 4};
}
With the ref keyword, the method can essentially reach out and affect the original variable itself from the caller.
To achieve what you seemed to originally want, you could create a new array and return it, or use Array.CopyTo() in the caller.
In C#, all parameters are passed by value by default. There are two kinds of types in C#, namely value and reference types.
A variable of reference type when passed as a parameter to a function will still be passed by value; that is if the function changes the object referred to by that variable, after the function completes the variable that was passed in will still refer to the same object (including null) as it did prior to calling the function in the same context.
However, if you use the ref modifier when declaring the function parameter than the function may change the object being referenced by the variable in the caller's context.
For Value types this is more straightforward but it is the same concept. Bear in mind, int[] is a reference type (as are all arrays).
Consider the differences in these functions when passing in some some array of ints:
public static void Square1(int[] array)
{
for (int i = 0; i < array.Length; i++)
{
array[i] = array[i] * array[i];
}
}
public static void Square2(int[] array)
{
array = {10, 20, 30};
for (int i = 0; i < array.Length; i++)
{
array[i] = array[i] * array[i];
}
}
public static void Square3(ref int[] array)
{
array = {10, 20, 30};
for (int i = 0; i < array.Length; i++)
{
array[i] = array[i] * array[i];
}
}
You're not passing it by reference. The array is being passed in by value, but arrays in .NET are reference types, so you're passing in a reference to the array, which is why you're seeing the values squared.
Read the following SO question - it explains the differences between pass-by-value and pass-by-reference. The accepted answer has a link in it to a good article about the topic that should help you understand the difference.
what is different between Passing by value and Passing by reference using C#
Arrays are objects and are passed by reference. Ints are structs and are passed by value (unless you use the ref keyword in your method signature as per the picky guy in the comments) (who was right) (but picky).

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