What I have here are two methods (killZombie) that handle cases where you have one argument (string) or more than one argument (string[]). Because they do the same thing, I made another method named "killAZombie" that is used by the other two methods. The problem I'm having is that the method "killAZombie" is named... well kind of strangely. Is this a problem that other people encounter too? What is the best way to solve this and name my "KillAZombie" method something else that distinguishes itself more clearly from "killZombie"
public void killZombie(string zombieLocation){
killAZombie(zombieLocation);
}
public void killZombie(string[] zombieLocations){
foreach(string zombieLocation in zombieLocations){
killAZombie(zombieLocation);
}
}
public void killAZombie(string zombieLocation){
//Kills a zombie at specified location
}
Another way I can see this problem being solved is by instead of overloading "killZombie" have two different methods like this:
public void killZombie(string zombieLocation){
//Kills a zombie at specified location
}
public void killZombies(string[] zombieLocations){
foreach(string zombieLocation in zombieLocations){
killZombie(zombieLocation);
}
}
This way we only have two methods that are easier to understand, but then the method isn't overloaded. In my mind, it seems like a good thing to have overloaded methods (this just means there are fewer methods, less clutter) so I'm not sure about this solution either. I'd be interested in hearing what would be the best way to tackle this problem, thanks!
Addendum:
My method actually takes 4 arguments, so the params will be at the end. The params variable is the most important one, so putting it as the last argument to make the params work seems kind of clunky. Is my concern over putting the most important argument last, legitimate enough to split up the methods into KillZombie and KillZombies or is the params still the right way to do things?
Here are some ideas.
First, the C# convention for public methods is to capitalize them: "KillZombie", not "killZombie".
You can do this with just one method if you want. Here's a method that takes one or more locations. The caller can just provide a list: KillZombies(location1, location2, location3);
private void KillOneZombie(string location) { ... }
public void KillZombies(string location, params string[] additionalLocations)
{
KillOneZombie(location);
if (additionalLocations == null) return;
foreach(string additionalLocation in additionalLocations)
KillOneZombie(additionalLocation);
}
If you do want to have two methods, consider having one take an IEnumerable<string> instead of an array; that way the caller can pass in a list, a query, an array, whatever.
Your second naming pattern is more standard: KillZombie and KillZombies.
The params variable is the most important one, so putting it as the last argument to make the params work seems kind of clunky. Is my concern over putting the most important argument last, legitimate enough to split up the methods into KillZombie and KillZombies or is the params still the right way to do things?
I would think about how you expect the method to be used. Consider for example:
Console.WriteLine("User: {0} Score: {1}", user[i].Name, scores[i]);
Here we clearly expect that the "params" will be used to support a variable number of arguments in the caller. No one ever does this:
object[] results = new object[] { user[i].Name, scores[i] };
Console.WriteLine("User: {0} Score: {1}", results);
even though that is perfectly legal. If you expect that your method is going to be used like Console.WriteLine, where a varying number of parameters is going to be passed in but the number of parameters is known at compile time, then use params.
If you expect that it is going to be used with the second pattern -- someone has an array of locations -- then do not use params; make two methods, KillZombie and KillZombies, and have one of them take an IEnumerable of strings.
The latter of your two choices is probably preferable in this case (given that the naming of the function implies that it's operating upon a single "zombie".
However, you might also want to look into the params keyword, just so you know what your options are. For instance, if you'd named your function simply Kill (and if it made sense to do so in this context), you could have:
public void Kill(params string[] zombieNames)
{
foreach(string name in zombieNames)
{
}
}
And you could call it a number of ways:
Kill("Zoey");
Kill("Francis", "Zoey");
string[] survivors = { "Zoey", "Francis", "Bill", "Louis" };
Kill(names);
(Assuming, of course, that your survivors had all been turned into zombies!)
Also, stylistically C# code generally uses pascal casing for function names (KillAZombie rather than killAZombie).
Edit for Addendum
Yes, parameter ordering--while it has no technical relevance--is an important consideration in API design, so if you're going to be taking "less important" parameters, then you'll probably have to do without params.
With that said, I'll stand by my original recommendation: as the function is named (KillZombie versus Kill), I would stick with two versions just for the sake of making your name consistent with the parameters. I would also suggest allowing the user to specify IEnumerable<string> instead of an array. That will allow the developer to pass the names using anything that implements IEnumerable<string>, including a string array.
In this case I'd probably go with your second suggestion. KillZombie kills a single zombie; KillZombies kills multiple zombies.
Another option would be to use a single method with a params argument:
KillZombies("foo"); // kill a single zombie
KillZombies("foo", "bar"); // kill multiple zombies
// ...
public void KillZombies(params string[] zombieLocations)
{
foreach (string zombieLocation in zombieLocations)
{
// kills a zombie at specified location
}
}
(Note also that standard C# naming convention would be to use KillZombie/KillZombies with an uppercase "K".)
First of all, there are more than just those two alternatives.
In particular, you can use the first method without the extra method.
public void KillZombie(string zombieLocation){
// Implement zombie killing logic here.
}
public void KillZombie(string[] zombieLocations){
foreach(string zombieLocation in zombieLocations)
KillZombie(zombieLocation);
}
But in this case I would recommend having two different methods. Granted, they do similar things but one takes zombies and one takes a single zombie. The method name should reflect this.
Analogously, the .NET List class has similar methods Add and AddRange.
Your example is sadly wrong - you could also use a params array to allow calls like
KillZombies(location1, location2, location3). Params arrays allow an underterminedn umber of aprameters.
That said, it often is done for easier use. If you have 3 ovterloads beause they are all used, then there is nothing wrong with having them, or?
Look at the differentString.Format methods.
what about using this :
public void killZombies(string zombieLocation, params string[] zombieLocations){
killZombie(zombieLocation);
if(zombieLocations != null) {
foreach(string zombieLocation in zombieLocations){
killZombie(zombieLocation);
}
}
}
You can pass either one or several zombies.
[edit] as commented, this update disallow killing no zombie
Related
If we want to get a value from a method, we can use either return value, like this:
public int GetValue();
or:
public void GetValue(out int x);
I don't really understand the differences between them, and so, don't know which is better. Can you explain me this?
Thank you.
Return values are almost always the right choice when the method doesn't have anything else to return. (In fact, I can't think of any cases where I'd ever want a void method with an out parameter, if I had the choice. C# 7's Deconstruct methods for language-supported deconstruction acts as a very, very rare exception to this rule.)
Aside from anything else, it stops the caller from having to declare the variable separately:
int foo;
GetValue(out foo);
vs
int foo = GetValue();
Out values also prevent method chaining like this:
Console.WriteLine(GetValue().ToString("g"));
(Indeed, that's one of the problems with property setters as well, and it's why the builder pattern uses methods which return the builder, e.g. myStringBuilder.Append(xxx).Append(yyy).)
Additionally, out parameters are slightly harder to use with reflection and usually make testing harder too. (More effort is usually put into making it easy to mock return values than out parameters). Basically there's nothing I can think of that they make easier...
Return values FTW.
EDIT: In terms of what's going on...
Basically when you pass in an argument for an "out" parameter, you have to pass in a variable. (Array elements are classified as variables too.) The method you call doesn't have a "new" variable on its stack for the parameter - it uses your variable for storage. Any changes in the variable are immediately visible. Here's an example showing the difference:
using System;
class Test
{
static int value;
static void ShowValue(string description)
{
Console.WriteLine(description + value);
}
static void Main()
{
Console.WriteLine("Return value test...");
value = 5;
value = ReturnValue();
ShowValue("Value after ReturnValue(): ");
value = 5;
Console.WriteLine("Out parameter test...");
OutParameter(out value);
ShowValue("Value after OutParameter(): ");
}
static int ReturnValue()
{
ShowValue("ReturnValue (pre): ");
int tmp = 10;
ShowValue("ReturnValue (post): ");
return tmp;
}
static void OutParameter(out int tmp)
{
ShowValue("OutParameter (pre): ");
tmp = 10;
ShowValue("OutParameter (post): ");
}
}
Results:
Return value test...
ReturnValue (pre): 5
ReturnValue (post): 5
Value after ReturnValue(): 10
Out parameter test...
OutParameter (pre): 5
OutParameter (post): 10
Value after OutParameter(): 10
The difference is at the "post" step - i.e. after the local variable or parameter has been changed. In the ReturnValue test, this makes no difference to the static value variable. In the OutParameter test, the value variable is changed by the line tmp = 10;
What's better, depends on your particular situation. One of the reasons out exists is to facilitate returning multiple values from one method call:
public int ReturnMultiple(int input, out int output1, out int output2)
{
output1 = input + 1;
output2 = input + 2;
return input;
}
So one is not by definition better than the other. But usually you'd want to use a simple return, unless you have the above situation for example.
EDIT:
This is a sample demonstrating one of the reasons that the keyword exists. The above is in no way to be considered a best practise.
You should generally prefer a return value over an out param. Out params are a necessary evil if you find yourself writing code that needs to do 2 things. A good example of this is the Try pattern (such as Int32.TryParse).
Let's consider what the caller of your two methods would have to do. For the first example I can write this...
int foo = GetValue();
Notice that I can declare a variable and assign it via your method in one line. FOr the 2nd example it looks like this...
int foo;
GetValue(out foo);
I'm now forced to declare my variable up front and write my code over two lines.
update
A good place to look when asking these types of question is the .NET Framework Design Guidelines. If you have the book version then you can see the annotations by Anders Hejlsberg and others on this subject (page 184-185) but the online version is here...
http://msdn.microsoft.com/en-us/library/ms182131(VS.80).aspx
If you find yourself needing to return two things from an API then wrapping them up in a struct/class would be better than an out param.
There's one reason to use an out param which has not already been mentioned: the calling method is obliged to receive it. If your method produces a value which the caller should not discard, making it an out forces the caller to specifically accept it:
Method1(); // Return values can be discard quite easily, even accidentally
int resultCode;
Method2(out resultCode); // Out params are a little harder to ignore
Of course the caller can still ignore the value in an out param, but you've called their attention to it.
This is a rare need; more often, you should use an exception for a genuine problem or return an object with state information for an "FYI", but there could be circumstances where this is important.
It's preference mainly
I prefer returns and if you have multiple returns you can wrap them in a Result DTO
public class Result{
public Person Person {get;set;}
public int Sum {get;set;}
}
You should almost always use a return value. 'out' parameters create a bit of friction to a lot of APIs, compositionality, etc.
The most noteworthy exception that springs to mind is when you want to return multiple values (.Net Framework doesn't have tuples until 4.0), such as with the TryParse pattern.
You can only have one return value whereas you can have multiple out parameters.
You only need to consider out parameters in those cases.
However, if you need to return more than one parameter from your method, you probably want to look at what you're returning from an OO approach and consider if you're better off return an object or a struct with these parameters. Therefore you're back to a return value again.
I would prefer the following instead of either of those in this simple example.
public int Value
{
get;
private set;
}
But, they are all very much the same. Usually, one would only use 'out' if they need to pass multiple values back from the method. If you want to send a value in and out of the method, one would choose 'ref'. My method is best, if you are only returning a value, but if you want to pass a parameter and get a value back one would likely choose your first choice.
I think one of the few scenarios where it would be useful would be when working with unmanaged memory, and you want to make it obvious that the "returned" value should be disposed of manually, rather than expecting it to be disposed of on its own.
Additionally, return values are compatible with asynchronous design paradigms.
You cannot designate a function "async" if it uses ref or out parameters.
In summary, Return Values allow method chaining, cleaner syntax (by eliminating the necessity for the caller to declare additional variables), and allow for asynchronous designs without the need for substantial modification in the future.
As others have said: return value, not out param.
May I recommend to you the book "Framework Design Guidelines" (2nd ed)? Pages 184-185 cover the reasons for avoiding out params. The whole book will steer you in the right direction on all sorts of .NET coding issues.
Allied with Framework Design Guidelines is the use of the static analysis tool, FxCop. You'll find this on Microsoft's sites as a free download. Run this on your compiled code and see what it says. If it complains about hundreds and hundreds of things... don't panic! Look calmly and carefully at what it says about each and every case. Don't rush to fix things ASAP. Learn from what it is telling you. You will be put on the road to mastery.
Using the out keyword with a return type of bool, can sometimes reduce code bloat and increase readability. (Primarily when the extra info in the out param is often ignored.) For instance:
var result = DoThing();
if (result.Success)
{
result = DoOtherThing()
if (result.Success)
{
result = DoFinalThing()
if (result.Success)
{
success = true;
}
}
}
vs:
var result;
if (DoThing(out result))
{
if (DoOtherThing(out result))
{
if (DoFinalThing(out result))
{
success = true;
}
}
}
There is no real difference. Out parameters are in C# to allow method return more then one value, that's all.
However There are some slight differences , but non of them are really important:
Using out parameter will enforce you to use two lines like:
int n;
GetValue(n);
while using return value will let you do it in one line:
int n = GetValue();
Another difference (correct only for value types and only if C# doesn't inline the function) is that using return value will necessarily make a copy of the value when the function return, while using OUT parameter will not necessarily do so.
Please avoid using out parameters.
Although, they can make sense in certain situations (for example when implementing the Try-Parse Pattern), they are very hard to grasp.
Chances to introduce bugs or side effects by yourself (unless you are very experienced with the concept) and by other developers (who either use your API or may inherit your code) is very high.
According to Microsoft's quality rule CA1021:
Although return values are commonplace and heavily used, the correct application of out and ref parameters requires intermediate design and coding skills. Library architects who design for a general audience should not expect users to master working with out or ref parameters.
Therefore, if there is not a very good reason, please just don't use out or ref.
See also:
Is using "out" bad practice
https://learn.microsoft.com/en-us/dotnet/fundamentals/code-analysis/quality-rules/ca1021
Both of them have a different purpose and are not treated the same by the compiler. If your method needs to return a value, then you must use return. Out is used where your method needs to return multiple values.
If you use return, then the data is first written to the methods stack and then in the calling method's. While in case of out, it is directly written to the calling methods stack. Not sure if there are any more differences.
out is more useful when you are trying to return an object that you declare in the method.
Example
public BookList Find(string key)
{
BookList book; //BookList is a model class
_books.TryGetValue(key, out book) //_books is a concurrent dictionary
//TryGetValue gets an item with matching key and returns it into book.
return book;
}
return value is the normal value which is returned by your method.
Where as out parameter, well out and ref are 2 key words of C# they allow to pass variables as reference.
The big difference between ref and out is, ref should be initialised before and out don't
I suspect I'm not going to get a look-in on this question, but I am a very experienced programmer, and I hope some of the more open-minded readers will pay attention.
I believe that it suits object-oriented programming languages better for their value-returning procedures (VRPs) to be deterministic and pure.
'VRP' is the modern academic name for a function that is called as part of an expression, and has a return value that notionally replaces the call during evaluation of the expression. E.g. in a statement such as x = 1 + f(y) the function f is serving as a VRP.
'Deterministic' means that the result of the function depends only on the values of its parameters. If you call it again with the same parameter values, you are certain to get the same result.
'Pure' means no side-effects: calling the function does nothing except computing the result. This can be interpreted to mean no important side-effects, in practice, so if the VRP outputs a debugging message every time it is called, for example, that can probably be ignored.
Thus, if, in C#, your function is not deterministic and pure, I say you should make it a void function (in other words, not a VRP), and any value it needs to return should be returned in either an out or a ref parameter.
For example, if you have a function to delete some rows from a database table, and you want it to return the number of rows it deleted, you should declare it something like this:
public void DeleteBasketItems(BasketItemCategory category, out int count);
If you sometimes want to call this function but not get the count, you could always declare an overloading.
You might want to know why this style suits object-oriented programming better. Broadly, it fits into a style of programming that could be (a little imprecisely) termed 'procedural programming', and it is a procedural programming style that fits object-oriented programming better.
Why? The classical model of objects is that they have properties (aka attributes), and you interrogate and manipulate the object (mainly) through reading and updating those properties. A procedural programming style tends to make it easier to do this, because you can execute arbitrary code in between operations that get and set properties.
The downside of procedural programming is that, because you can execute arbitrary code all over the place, you can get some very obtuse and bug-vulnerable interactions via global variables and side-effects.
So, quite simply, it is good practice to signal to someone reading your code that a function could have side-effects by making it non-value returning.
Can someone please break down what a delegate is into a simple, short and terse explanation that encompasses both the purpose and general benefits? I've tried to wrap my head around this and it's just not sinking in.
I have a function:
public long GiveMeTwoTimesTwo()
{
return 2 * 2;
}
This function sucks. What if I want 3 * 3?
public long GiveMeThreeTimesThree()
{
return 3 * 3;
}
Too much typing. I'm lazy!
public long SquareOf(int n)
{
return n * n;
}
My SquareOf function doesn't care what n is. It will operate properly for any n passed in. It doesn't know exactly what number n is, but it does know that n is an integer. You can't pass "Haha not an integer" into SquareOf.
Here's another function:
public void DoSomethingRad()
{
int x = 4;
long y = SquareOf(x);
Console.WriteLine(y);
}
Contrary to its name, DoSomethingRad doesn't actually do anything rad. However, it does write the SquareOf(4) which is 16. Can we change it to be less boring?
public void DoSomethingRad(int numberToSquare)
{
long y = SquareOf(numberToSquare);
Console.WriteLine(y);
}
DoSomethingRad is clearly still pretty fail. But at least now we can pass in a number to square, so it won't write 16 every time. (It'll write 1, or 4, or 9, or 16, or... zzzz still kinda boring).
It'd be nice if there was a way to change what happens to the number passed in. Maybe we don't want to square it; maybe we want to cube it, or subtract it from 69 (number chosen at random from my head).
On further inspection, it seems as though the only part of SquareOf that DoSomethingRad cares about is that we can give it an integer (numberToSquare) and that it gives us a long (because we put its return value in y and y is a long).
public long CubeOf(int n)
{
return n * n * n;
}
public void DoSomethingLeet(int numberToSquare)
{
long y = CubeOf(numberToSquare);
Console.WriteLine(y);
}
See how similar DoSomethingLeet is to DoSomethingRad? If only there was a way to pass in behavior (DoX()) instead of just data (int n)...
So now if we want to write a square of a number, we can DoSomethingRad and if we want to write the cube of a number, we can DoSomethingLeet. So if we want to write the number subtracted from 69, do we have to make another method, DoSomethingCool? No, because that takes too damn much typing (and more importantly, it hinders our ability to alter interesting behavior by changing only one aspect of our program).
So we arrive at:
public long Radlicious(int doSomethingToMe, Func<int, long> doSomething)
{
long y = doSomething(doSomethingToMe);
Console.WriteLine(y);
}
We can call this method by writing this:
Radlicious(77, SquareOf);
Func<int, long> is a special kind of delegate. It stores behavior that accepts integers and spits out longs. We're not sure what the method it points to is going to do with any given integer we pass; all we know is that, whatever happens, we are going to get a long back.
We don't have to give any parameters to SquareOf because Func<int, long> describes behavior, not data. Calling Radlicious(77, SquareOf) just gives Radlicious the general behavior of SquareOf ("I take a number and return its square"), not what SquareOf will do to any specific integer.
Now if you have understood what I am saying, then you have already one-upped me, for I myself don't really get this stuff.
* END ANSWER, BEGIN WANDERING IDIOCY *
I mean, it seems like ints could be perceived as just really boring behavior:
static int Nine()
{
return 9;
}
That said, the line between what is data and behavior appears to blur, with what is normally perceived as data is simply boring-ass behavior.
Of course, one could imagine super "interesting" behavior, that takes all sorts of abstract parameters, but requires a ton of information to be able to call it. What if it required us to provide the source code that it would compile and run for us?
Well, then our abstraction seems to have gotten us all the way back to square one. We have behavior so abstract it requires the entire source code of our program to determine what it's going to do. This is fully indeterminate behavior: the function can do anything, but it has to be provided with everything to determine what it does. On the other hand, fully determinate behavior, such as Nine(), doesn't need any additional information, but can't do anything other than return 9.
So what? I don't know.
In the simplest possible terms, it's essentially a pointer to a method.
You can have a variable that holds a delegate type (just like you would have an int variable that can hold an int type). You can execute the method that the delegate points to by simply calling your variable like a function.
This allows you to have variable functions just like you might have variable data. Your object can accept delegates from other objects and call them, without having to define all the possible functions itself.
This comes in very handy when you want an object to do things based on user specified criteria. For example, filtering a list based on a user-defined true/false expression. You can let the user specify the delegate function to use as a filter to evaluate each list item against.
A delegate is a pointer to a method. You can then use your delegate as a parameter of other methods.
here is a link to a simple tutorial.
The question I had was 'So, why would I want to do that?' You won't really 'get it' until you solve a programming problem with them.
It's interesting that no-one has mentioned one of key benefits of delegation - it's preferable to sub-classing when you realise that inheritance is not a magic bullet and usually creates more problems than it solves. It is the basis of many design patterns, most notably the strategy pattern.
A delegate instance is a reference to a method. The reason they are useful is that you can create a delegate that is tied to a particular method on a particular instance of a type. The delegate instance allows you to invoke that method on that particular instance even if the object on which you will invoke the method has left your lexical scope.
The most common use for delegate instances like this is to support the concept of callbacks at the language level.
It simply references a method. They come in great use with working with cross threading.
Here is an example right out of my code.
//Start our advertisiment thread
rotator = new Thread(initRotate);
rotator.Priority = ThreadPriority.Lowest;
rotator.Start();
#region Ad Rotation
private delegate void ad();
private void initRotate()
{
ad ad = new ad(adHelper);
while (true)
{
this.Invoke(ad);
Thread.Sleep(30000);
}
}
private void adHelper()
{
List<string> tmp = Lobby.AdRotator.RotateAd();
picBanner.ImageLocation = #tmp[0].ToString();
picBanner.Tag = tmp[1].ToString();
}
#endregion
If you didnt use a delegate you wouldn't be able to crossthread and call the Lobby.AdRotator function.
Like others have said, a delegate is a reference to a function. One of the more beneficial uses(IMO) is events. When you register an event you register a function for the event to invoke, and delegates are perfect for this task.
In the most basic terms, a delegate is just a variable that contains (a reference to) a function. Delegates are useful because they allow you to pass a function around as a variable without any concern for "where" the function actually came from.
It's important to note, of course, that the function isn't being copied when it's being bundled up in a variable; it's just being bound by reference. For example:
class Foo
{
public string Bar
{
get;
set;
}
public void Baz()
{
Console.WriteLine(Bar);
}
}
Foo foo = new Foo();
Action someDelegate = foo.Baz;
// Produces "Hello, world".
foo.Bar = "Hello, world";
someDelegate();
In most simplest terms, the responsibility to execute a method is delegated to another object. Say the president of some nation dies and the president of USA is supposed to be present for the funeral with condolences message. If the president of USA is not able to go, he will delegate this responsibility to someone either the vice-president or the secretary of the state.
Same goes in code. A delegate is a type, it is an object which is capable of executing the method.
eg.
Class Person
{
public string GetPersonName(Person person)
{
return person.FirstName + person.LastName;
}
//Calling the method without the use of delegate
public void PrintName()
{
Console.WriteLine(GetPersonName(this));
}
//using delegate
//Declare delegate which matches the methods signature
public delegate string personNameDelegate(Person person);
public void PrintNameUsingDelegate()
{
//instantiate
personNameDelegate = new personNameDelegate(GetPersonName);
//invoke
personNameDelegate(this);
}
}
The GetPersonName method is called using the delegate object personNameDelegate.
Alternatively we can have the PrintNameUsingDelegate method to take a delegate as a parameter.
public void PrintNameUsingDelegate(personNameDelegate pnd, Person person)
{
pnd(person);
}
The advantage is if someone want to print the name as lastname_firstname, s/he just has to wrap that method in personNameDelegate and pass to this function. No further code change is required.
Delegates are specifically important in
Events
Asynchronous calls
LINQ (as lambda expressions)
If you were going to delegate a task to someone, the delegate would be the person who receives the work.
In programming, it's a reference to the block of code which actually knows how to do something. Often this is a pointer to the function or method which will handle some item.
In the absolute most simplest terms I can come up with is this: A delegate will force the burdens of work into the hands of a class that pretty much knows what to do. Think of it as a kid that doesn't want to grow up to be like his big brother completely but still needs his guidance and orders. Instead of inheriting all the methods from his brother (ie subclassing), he just makes his brother do the work or The little brother does something that requires actions to be taken by the big brother. When you fall into the lines of Protocols, the big brother defines what is absolutely required, or he might give you flexibility to choose what you want to make him do in certain events (ie informal and formal protocols as outlined in Objective-C).
The absolute benefit of this concept is that you do not need to create a subclass. If you want something to fall in line, follow orders when an event happens, the delegate allows a developed class to hold it's hand and give orders if necessary.
I just encountered something with C# today that I hadn't thought of before. I have two methods in my class, one an overload of the other. They are declared like so:
public void RequirePermissions(params string[] permissions)...
public void RequirePermissions(string message, params string[] permissions)...
In my code, I tried to call the first one like so:
RequirePermissions("Permission1", "Permission2");
...expecting it to call the first overload. Well it called the second overload. The only way I can get it to call the first method in this case is to manually pass a string[] object like so:
RequirePermissions(new string[] { "Permission1", "Permission2" });
Now, this behavior doesn't confuse me because I understand that the compiler can't tell which method I actually wanted to call based on my provided parameters. But was I not careful this could have gone unnoticed in my code. It seems as though Microsoft should have made the compiler throw an error when it encountered a situation like above. Does anyone have any thoughts on this? Is there another way to call the first overload other than the "solution" I posted?
Agreeing with Adam, I'd change it to something like:
public void RequirePermissions(params string[] permissions)
public void RequirePermissionsWithMessage(string message, params string[] permissions)
Personally, I'd do it this way:
public void RequirePermissions(params string[] permissions)...
public void RequireMessageAndPermissions(string message,
params string[] permissions)...
People fall too in love with overloading sometimes, and when you combine that with a love for the params keyword, you just increase the confusion level for whomever eventually has to take over your code.
It looks like there is no other way.
You can find explanation to this behaviour in C# spec http://www.jaggersoft.com/csharp_standard /17.5.1.4.htm and here http://www.jaggersoft.com/csharp_standard/14.4.2.1.htm (paragraph 2)
a parameter array is precisely equivalent to a value parameter (§17.5.1.1) of the same type.
and
The expanded form of a method is available only if the normal form of the method is not
applicable and only if a method with the same signature as the expanded form is not already
declared in the same type
Yes, I agree it should probably be a warning when using variable length argument arrays causes an ambiguous overload - it's very much an edge case, and people almost certainly don't mean to create such situations.
I also don't know of any way, other than that you posted, to avoid the call resolution that occurs - other than to avoid doing it in the first place, which I would highly recommend!
You could not use params and be explicit with your signatures.
public void RequirePermissions(string[] permissions)...
public void RequirePermissions(string message, string[] permissions)..
I was watching Anders' talk about C# 4.0 and sneak preview of C# 5.0, and it got me thinking about when optional parameters are available in C# what is going to be the recommended way to declare methods that do not need all parameters specified?
For example something like the FileStream class has about fifteen different constructors which can be divided into logical 'families' e.g. the ones below from a string, the ones from an IntPtr and the ones from a SafeFileHandle.
FileStream(string,FileMode);
FileStream(string,FileMode,FileAccess);
FileStream(string,FileMode,FileAccess,FileShare);
FileStream(string,FileMode,FileAccess,FileShare,int);
FileStream(string,FileMode,FileAccess,FileShare,int,bool);
It seems to me that this type of pattern could be simplified by having three constructors instead, and using optional parameters for the ones that can be defaulted, which would make the different families of constructors more distinct [note: I know this change will not be made in the BCL, I'm talking hypothetically for this type of situation].
What do you think? From C# 4.0 will it make more sense to make closely related groups of constructors and methods a single method with optional parameters, or is there a good reason to stick with the traditional many-overload mechanism?
I'd consider the following:
Do you need your code to be used from languages which don't support optional parameters? If so, consider including the overloads.
Do you have any members on your team who violently oppose optional parameters? (Sometimes it's easier to live with a decision you don't like than to argue the case.)
Are you confident that your defaults won't change between builds of your code, or if they might, will your callers be okay with that?
I haven't checked how the defaults are going to work, but I'd assume that the default values will be baked into the calling code, much the same as references to const fields. That's usually okay - changes to a default value are pretty significant anyway - but those are the things to consider.
When a method overload normally performs the same thing with a different number of arguments then defaults will be used.
When a method overload performs a function differently based on its parameters then overloading will continue to be used.
I used optional back in my VB6 days and have since missed it, it will reduce a lot of XML comment duplication in C#.
I've been using Delphi with optional parameters forever. I've switched to using overloads instead.
Because when you go to create more overloads, you'll invariably conflict with an optional parameter form, and then you'll have to convert them to non-optional anyway.
And I like the notion that there's generally one super method, and the rest are simpler wrappers around that one.
I will definitely be using the optional parameters feature of 4.0. It gets rid of the ridiculous ...
public void M1( string foo, string bar )
{
// do that thang
}
public void M1( string foo )
{
M1( foo, "bar default" ); // I have always hated this line of code specifically
}
... and puts the values right where the caller can see them ...
public void M1( string foo, string bar = "bar default" )
{
// do that thang
}
Much more simple and much less error prone. I've actually seen this as a bug in the overload case ...
public void M1( string foo )
{
M2( foo, "bar default" ); // oops! I meant M1!
}
I have not played with the 4.0 complier yet, but I would not be shocked to learn that the complier simply emits the overloads for you.
Optional parameters are essentially a piece of metadata which directs a compiler that's processing a method call to insert appropriate defaults at the call site. By contrast, overloads provide a means by which a compiler can select one of a number of methods, some of which might supply default values themselves. Note that if one tries to call a method that specifies optional parameters from code written in a language which doesn't support them, the compiler will require that the "optional" parameters be specified, but since calling a method without specifying an optional parameter is equivalent to calling it with a parameter equal to the default value, there's no obstacle to such languages calling such methods.
A significant consequence of binding of optional parameters at the call site is that they will be assigned values based upon the version of the target code which is available to the compiler. If an assembly Foo has a method Boo(int) with a default value of 5, and assembly Bar contains a call to Foo.Boo(), the compiler will process that as a Foo.Boo(5). If the default value is changed to 6 and assembly Foo is recompiled, Bar will continue to call Foo.Boo(5) unless or until it is recompiled with that new version of Foo. One should thus avoid using optional parameters for things that might change.
It can be argued whether optional arguments or overloads should be used or not, but most importantly, each have their own area where they are irreplaceable.
Optional arguments, when used in combination with named arguments, are extremely useful when combined with some long-argument-lists-with-all-optionals of COM calls.
Overloads are extremely useful when method is able to operate on many different argument types (just one of examples), and does castings internally, for instance; you just feed it with any data type that makes sense (that is accepted by some existing overload). Can't beat that with optional arguments.
In many cases optional parameters are used to switch execution. For example:
decimal GetPrice(string productName, decimal discountPercentage = 0)
{
decimal basePrice = CalculateBasePrice(productName);
if (discountPercentage > 0)
return basePrice * (1 - discountPercentage / 100);
else
return basePrice;
}
Discount parameter here is used to feed the if-then-else statement. There is the polymorphism that wasn't recognized, and then it was implemented as an if-then-else statement. In such cases, it is much better to split the two control flows into two independent methods:
decimal GetPrice(string productName)
{
decimal basePrice = CalculateBasePrice(productName);
return basePrice;
}
decimal GetPrice(string productName, decimal discountPercentage)
{
if (discountPercentage <= 0)
throw new ArgumentException();
decimal basePrice = GetPrice(productName);
decimal discountedPrice = basePrice * (1 - discountPercentage / 100);
return discountedPrice;
}
In this way, we have even protected the class from receiving a call with zero discount. That call would mean that the caller thinks that there is the discount, but in fact there is no discount at all. Such misunderstanding can easily cause a bug.
In cases like this, I prefer not to have optional parameters, but to force the caller explicitly select the execution scenario that suits its current situation.
The situation is very similar to having parameters that can be null. That is equally bad idea when implementation boils to statements like if (x == null).
You can find detailed analysis on these links: Avoiding Optional Parameters and Avoiding Null Parameters
One caveat of optional parameters is versioning, where a refactor has unintended consequences. An example:
Initial code
public string HandleError(string message, bool silent=true, bool isCritical=true)
{
...
}
Assume this is one of many callers of the above method:
HandleError("Disk is full", false);
Here the event is not silent and is treated as critical.
Now let's say after a refactor we find that all errors prompt the user anyway, so we no longer need the silent flag. So we remove it.
After refactor
The former call still compiles, and let's say it slips through the refactor unchanged:
public string HandleError(string message, /*bool silent=true,*/ bool isCritical=true)
{
...
}
...
// Some other distant code file:
HandleError("Disk is full", false);
Now false will have an unintended effect, the event will no longer be treated as critical.
This could result in a subtle defect, since there will be no compile or runtime error (unlike some other caveats of optionals, such as this or this).
Note that there are many forms of this same problem. One other form is outlined here.
Note also that strictly using named parameters when calling the method will avoid the issue, such as like this: HandleError("Disk is full", silent:false). However, it may not be practical to assume that all other developers (or users of a public API) will do so.
For these reasons I would avoid using optional parameters in a public API (or even a public method if it might be used widely) unless there are other compelling considerations.
One of my favourites aspects of optional parameters is that you see what happens to your parameters if you do not provide them, even without going to the method definition. Visual Studio will simply show you the default value for the parameter when you type the method name. With an overload method you are stuck with either reading the documentation (if even available) or with directly navigating to the method's definition (if available) and to the method that the overload wraps.
In particular: the documentation effort may increase rapidly with the amount of overloads, and you will probably end up copying already existing comments from the existing overloads. This is quite annoying, as it does not produce any value and breaks the DRY-principle). On the other hand, with an optional parameter there's exactly one place where all the parameters are documented and you see their meaning as well as their default values while typing.
Last but not least, if you are the consumer of an API you may not even have the option of inspecting the implementation details (if you don't have the source code) and therefore have no chance to see to which super method the overloaded ones are wrapping. Thus you're stuck with reading the doc and hoping that all default values are listed there, but this is not always the case.
Of course, this is not an answer that handles all aspects, but I think it adds one which has not be covered so far.
I'm looking forward to optional parameters because it keeps what the defaults are closer to the method. So instead of dozens of lines for the overloads that just call the "expanded" method, you just define the method once and you can see what the optional parameters default to in the method signature. I'd rather look at:
public Rectangle (Point start = Point.Zero, int width, int height)
{
Start = start;
Width = width;
Height = height;
}
Instead of this:
public Rectangle (Point start, int width, int height)
{
Start = start;
Width = width;
Height = height;
}
public Rectangle (int width, int height) :
this (Point.Zero, width, height)
{
}
Obviously this example is really simple but the case in the OP with 5 overloads, things can get crowded real quick.
While they are (supposedly?) two conceptually equivalent ways available for you to model your API from scratch, they unfortunately have some subtle difference when you need to consider runtime backward compatibility for your old clients in the wild. My colleague (thanks Brent!) pointed me to this wonderful post: Versioning issues with optional arguments. Some quote from it:
The reason that optional parameters were introduced to C# 4 in the
first place was to support COM interop. That’s it. And now, we’re
learning about the full implications of this fact. If you have a
method with optional parameters, you can never add an overload with
additional optional parameters out of fear of causing a compile-time
breaking change. And you can never remove an existing overload, as
this has always been a runtime breaking change. You pretty much need
to treat it like an interface. Your only recourse in this case is to
write a new method with a new name. So be aware of this if you plan to
use optional arguments in your APIs.
To add a no-brainer when to use an overload instead of optionals:
Whenever you have a number of parameters that only make sense together, do not introduce optionals on them.
Or more generally, whenever your method signatures enable usage patterns which don't make sense, restrict the number of permutations of possible calls. E.g., by using overloads instead of optionals (this rule also holds true when you have several parameters of the same datatype, by the way; here, devices like factory methods or custom data types can help).
Example:
enum Match {
Regex,
Wildcard,
ContainsString,
}
// Don't: This way, Enumerate() can be called in a way
// which does not make sense:
IEnumerable<string> Enumerate(string searchPattern = null,
Match match = Match.Regex,
SearchOption searchOption = SearchOption.TopDirectoryOnly);
// Better: Provide only overloads which cannot be mis-used:
IEnumerable<string> Enumerate(SearchOption searchOption = SearchOption.TopDirectoryOnly);
IEnumerable<string> Enumerate(string searchPattern, Match match,
SearchOption searchOption = SearchOption.TopDirectoryOnly);
Both Optional parameter , Method overload have there own advantage or disadvantage.it depends on your preference to choose between them.
Optional Parameter:
available only in .Net 4.0.
optional parameter reduce your code size.
You can't define out and ref parameter
overloaded methods:
You can Define Out and ref parameters.
Code size will increase but overloaded method's are easy to understand.
I've seen methods like this:
public void Foo(List<string> list)
{
list.Add("Bar");
}
Is this good practice to modify parameters in a method?
Wouldn't this be better?
public List<string> Foo(List<string> list)
{
// Edit
List<string> newlist = new List<string>(list);
newlist.Add("Bar");
return newlist;
}
It just feels like the first example has unexpected side effects.
In the example you've given, the first seems a lot nicer to me than the second. If I saw a method that accepted a list and also returned a list, my first assumption would be that it was returning a new list and not touching the one it was given. The second method, therefore, is the one with unexpected side effects.
As long as your methods are named appropriately there's little danger in modifying the parameter. Consider this:
public void Fill<T>(IList<T> list)
{
// add a bunch of items to list
}
With a name like "Fill" you can be pretty certain that the method will modify the list.
Frankly, in this case, both methods do more or less the same thing. Both will modify the List that was passed in.
If the objective is to have lists immutable by such a method, the second example should make a copy of the List that was sent in, and then perform the Add operation on the new List and then return that.
I'm not familiar with C# nor .NET, so my guess would be something along the line of:
public List<string> Foo(List<string> list)
{
List<string> newList = (List<string>)list.Clone();
newList.Add("Bar");
return newList;
}
This way, the method which calls the Foo method will get the newly created List returned, and the original List that was passed in would not be touched.
This really is up to the "contract" of your specifications or API, so in cases where Lists can just be modified, I don't see a problem with going with the first approach.
You're doing the exact same thing in both methods, just one of them is returning the same list.
It really depends on what you're doing, in my opinion. Just make sure your documentation is clear on what is going on. Write pre-conditions and post-conditions if you're into that sort of thing.
It's actually not that unexpected that a method that takes a list as parameter modifies the list. If you want a method that only reads from the list, you would use an interface that only allows reading:
public int GetLongest(IEnumerable<string> list) {
int len = 0;
foreach (string s in list) {
len = Math.Max(len, s.Length);
}
return len;
}
By using an interface like this you don't only prohibit the method from changing the list, it also gets more flexible as it can use any collection that implements the interface, like a string array for example.
Some other languages has a const keyword that can be applied to parameters to prohibit a method from changing them. As .NET has interfaces that you can use for this and strings that are immutable, there isn't really a need for const parameters.
The advent of extension methods has made it a bit easier to deal with methods that introduce side effects. For example, in your example it becomes much more intuitive to say
public static class Extensions
{
public static void AddBar(this List<string> list)
{
list.Add("Bar");
}
}
and call it with
mylist.AddBar();
which makes it clearer that something is happening to the list.
As mentioned in the comments, this is most useful on lists since modifications to a list can tend to be more confusing. On a simple object, I would tend to just to modify the object in place.