Different property values on two references to the same object (C#) - c#

I am trying to track down a very elusive bug in an application that manipulates a FlowDocument. I have shown below three consecutive lines of debugging code, together with their output:
Debug.Assert(ReferenceEquals(document1, document2));
Debug.WriteLine(document1.Blocks.Count); // 1
Debug.WriteLine(document2.Blocks.Count); // 3
Can anyone help me to understand how two references to the same object can have different values for a given property? Or am I missing something about the way ReferenceEquals works?
Thanks,
Tim
Edit:
If I change the assertion to an if block, the debugging code never runs ...
if (ReferenceEquals(document1, document2))
{
Debug.WriteLine(document1.Blocks.Count);
Debug.WriteLine(document2.Blocks.Count);
}
... which makes me feel utterly stupid, because the ReferenceEquals test is clearly working, but I don't understand why the assertion is not working.

Two things that might be happening from the top of my mind:
Accessing Blocks or Blocks.Count might mutate state (it shouldn't, but it is possible).
The object might be changed on another thread between the two calls. Do you use multi-threading in the application ?
Also, if the references are of different types (ie. document2 is of an inherited type), the property might be overloaded to return something different. You could check to see whether document1.GetType() == document2.GetType().
Edit in response to your update
Debug.Assert will only ever run, if the assembly is compiled in Debug mode. If you are running Release, it will not be run. This is because Debug.Assert is decorated with the [Conditional("DEBUG")] attribute.
It seems that the issue is the fact that you indeed have 2 different objects.

If a property has side effects it can yield different results each time you call it. E.g. DateTime.Now does not always equal DateTime.Now.
Without knowing anything more about the code, that would be my guess.
EDIT: Using Reflector on FlowDocument shows that Blocks return a new instance each time it is called. Additionally, the Count property BlockCollection is rather elaborate, so I would take a closer look at that. Unfortunately I don't know the involved types very well, so I can't immediately tell you what is wrong.

Possibilities (some of which you have already discounted in the comments):
Some external process, say something that is loading Blocks into FlowDocument, is altering the value between writes.
Heisenberg: reading the Blocks property affects it. This happens sometimes when reading rows from a data source. I'm not familiar with FlowDocument so I'm not sure how feasible this is.
If the instances were declared as different types, their references would still be equal, but the value of Blocks (or Blocks.Count) could be overridden, resulting in different return values since different code might be called - like Object.ToString() vs Int.ToString().
You're somehow calling this debug code in the middle of a loop. This could happen if you're running it in the command window or some attached debugger instead of within the application.
You have dead pixels on your screen that make the first "3" look like a "1".
You live next to a nuclear reactor.
Some things to try:
Run your .Assert code in a loop and see if the values stabilize.
Set a read/write breakpoint on the Blocks value. (I know you can do this in C, but haven't tried it in C#)
Update
Regarding your additional question about .Assert() not working as expected:
Just looked at this note on MSDN regarding Debug.Assert().
By default, the Debug.Assert method works only in debug builds. Use the Trace.Assert method if you want to do assertions in release builds. For more information, see Assertions in Managed Code.
Are you running a debug build or a release build?

Are you certain that the Blocks object reference points to the same object? Try a
Debug.Assert(ReferenceEquals(document1.Blocks, document2.Blocks));
and see if that succeeds.

Related

Tiny stub of bogus code purely for the purpose of setting a breakpoint (that doesn't create a compiler warning)

This is trivial question but find myself thinking it all the time - often when debugging, I want to break right after a certain line of code executes, and rather than putting the breakpoint on the next line of code (which may be a ways down due to large comment blocks, or putting it on the last line of code and then hitting F10 to go over it after it breaks, I have this urge to put a short stub line on which I will set my breakpoint.
In VBA I'd use DoEvents for this, the shortest thing in c# I've found that doesn't create an annoying compiler warning (the variable 'x' is declared but never used) is:
int x = 1; x++;
Is this about as good as you can get, or is there some other obvious approach to this I'm not aware of?
Note: I am aware of suppressing warnings via:
#pragma warning disable 0168 // get rid of 'variable is never used warning'
...but find it sporadically doesn't work.
For debugging purposes, what I always do is use System.Diagnostics.Debugger.Break(). In practice, it's just like inserting a break point on a statement but is much easier to determine its function after the fact, and is maintained through source control between users and systems. It doesn't clutter your Breakpoints window. It also, helpfully enough, will not trigger when running in Release mode, allowing you to place these in areas of critical importance, and leave them in without harming your customer releases.
As an alternate suggestion, following InBetween's comment:
If, instead, you are looking for a "harmless" statement that you can simply set a breakpoint on when you desire, Thread.Sleep(0) should be similar enough to your anecdotal VBA solution to suffice for your debugging purposes.
Thread.Sleep(0). This tells the system you want to forfeit the rest
of the thread’s timeslice and let another, waiting, thread run.
-- http://blogs.msmvps.com/peterritchie/2007/04/26/thread-sleep-is-a-sign-of-a-poorly-designed-program/
This would be a less ideal solution in my mind than my first suggestion, but it may be more what you're looking for.
So you need to
write code which does nothing, but can accept a breakpoint, and
tell other programmers that it does nothing (so they don't try and "fix" it).
Make a function which does nothing:
// Call it anywhere, so you can put a breakpoint on the code
public static void DoNothing()
{
// Any code which does nothing here
}
Then call it:
... some code ...
DoNothing();
... other code ...

NullReferenceException on value type

In my code I have a variable of type int. Directly after initalizing it, I receive a NullReferenceException. I am stumped why this is happening and actually how that is even possible.
Here is the code:
int lookupValue = 0;
if (0 == lookupValue)
And here is the debugger screen. The value of lookupValue is actually 0.
The debugger is showing the wrong line as the exception source. This does happen sometimes, you need to keep an eye on the surrounding code, and the stack trace.
Since you're working with a web application, it's also quite possible that the debugging information is out of sync with the code. Rebuilding the whole project might help, unless your dependencies are badly arranged.
Look at code ahead of the comparison, and below it as well (Is Session null? Is Session.UserId null? Is SqlCommands.LookupInsertCommand throwing NullReferenceException?). You can use quick watch to check pieces of code and find the one causing the NullReferenceException.
As a side-note, try not to carry practices from other languages to C#. Initialize local variables when you actually have a reasonable value to initialize them with - don't worry, the compiler will not allow you to compile code reading a variable that hasn't been assigned yet. When you just assign a default value, you're losing out on a few sanity checks of the code. Also, don't compare constant == variable. There's no reason to do that in C#, because you can't just accidentally type variable = constant - it will not compile (the only exception being the bool type, but you shouldn't compare that to a constant anyway - just do if (boolValue) or if (!boolValue)). It just makes the code harder to read and understand.
EDIT:
This case in particular is actually quite obvious if you know what you're looking for. You see, the if (0 == lookupValue) doesn't exist anywhere in the compiled binary - the compiler can safely ignore it, because lookupValue will always be 0. Usually, the debugging information will account for this, but missing by one line is quite common even when there's nothing as drastic as a whole missing line of code (in your case, likely more than one).
Since you are working with an ASP.NET application, part of the code isn't actually compiled by Visual Studio - it's compiled when you make a request. To generate proper debug information, you must also set the <compilation debug="true" /> in web.config (Compilation element).
There is no error in your code. anyway try this...
if (lookupValue.CompareTo(0) == 0)

Why does the debugger's breakpoint condition allow an assignment-statement as bool-condition?

This is very dangerous so I wonder why it's allowed. Since I often need to switch between VB.NET and C# I sometimes add breakpoint-conditions like following:
foo = "bah"
I want to stop if the string variable foo is "bah, so the correct way was to use foo == "bah" instead of foo = "bah".
But it "works". You don't get any warnings or errors at compile- or runtime. But actually this modifies the variable foo, it makes it always "bah" even if it had a different value. Since that happens silently (the breakpoint never gets hit) it is incredibly dangerous.
Why is it allowed? Where is my error in reasoning (apart from confusing the C# and VB.NET syntax)? In C# (as opposed to VB.NET) an assignment statement returns the value that was assigned, so not a bool, but a string in this case. But a breakpoint condition has to be a bool if you check the box "Is True".
Here is a little sample "program" and screenshots from my (german) IDE:
static void Main()
{
string foo = "foo";
// breakpoint with assignment(foo = "bah") instead of comparison(foo == "bah"):
Console.WriteLine(foo); // bah, variable is changed from the breakpoint window
}
The breakpoint-condition dialog:
The code as image including the breakpoint:
It is an automatic consequence of C# syntax, common in the curly-braces language group. An assignment is also an expression, its result is the value of the right-hand side operand. The debugger does not object either to expressions having side-effects, nor would it be simple at all to suppress them. It could be blamed for not checking that the expression has a bool result, the debugger however does not have a full-blown C# language parser. This might well be fixed in VS2015 thanks to the Roslyn project. [Note: see addendum at the bottom].
Also the core reason that the curly-brace languages need a separate operator for equality, == vs =. Which in itself must be responsible for a billion dollar worth of bugs, every C programmer makes that mistake at least once.
VB.NET is different, assignment is a statement and the = token is valid for both assignment and comparison. You can tell from the debugger, it picks the equality operator instead and doesn't modify the variable.
Do keep in mind that this is actually useful. It lets you temporarily work around a bug, forcing the variable value and allowing you to continue debugging and focus on another problem. Or create a test condition. That's pretty useful. In a previous life-time, I wrote a compiler and debugger and implemented "trace points". Discovered the same scenario by accident and left it in place. It ran in a host that relied heavily on state machines, overriding the state variable while debugging was incredibly useful. The accident, no, not so useful :)
A note about what other SO users are observing, it depends on the debugging engine that you use. The relevant option in VS2013 is Tools + Options, Debugging, General, "Use Managed Compatibility Mode" checkbox. Same option exists in VS2012, it had a slightly different name (don't remember). When ticked you get an older debugging engine, one that is still compatible with C++/CLI. Same one as used in VS2010.
So that's a workaround for VS2013, untick the option to get the debugger to check that the expression produces a bool result. You get some more goodies with that new debugging engine, like seeing method return values and Edit+Continue support for 64-bit processes.
I can disagree about buggy nature of this behavior. Few examples where for debugging purposes in my life if was useful:
1. Other thread modifies something in your code.
2. Other service updated value in db
So I suppose for cases of synchronization it can be useful feature, but I agree that it can cause problems
In Visual Studio 2019, variable assignment expressions in Breakpoint conditions no longer work.
The expression will be evaluated for value, but side effects such as variable assignment are discarded.
https://developercommunity.visualstudio.com/content/problem/715716/variables-cannot-be-assigned-in-breakpoint-conditi.html

Code is behaving differently in Release vs Debug Mode

We have some unit tests that fail when run in Release mode vs debug mode. If I attach a debugger in release mode the tests pass. There is way too much code to publish here so I am really just looking for best practices in debugging Release mode issues. I have checked for:
DEBUG and RELEASE preprocessor directives but I did not find any.
Conditional Methods
SOLUTION: In this case it is because I was comparing floating point variables for equality. I could not change the floats to decimal without a major refactoring so I added an extension method:
public static class FloatExtension
{
public static bool AlmostEquals(this float f1, float f2, float precision)
{
return (Math.Abs(f1 - f2) <= precision);
}
public static bool AlmostEquals(this float f1, float f2)
{
return AlmostEquals(f1, f2, .00001f);
}
public static bool AlmostEquals(this float? f1, float? f2)
{
if (f1.HasValue && f2.HasValue)
{
return AlmostEquals(f1.Value, f2.Value);
}
else if (f1 == null && f2 == null)
{
return true;
}
return false;
}
}
One thing that might cause the behaviour that you are seeing is an error that causes a race condition. Attaching a debugger can change the timing of the code such that the race condition is no longer triggered.
To fix it, use synchronization appropriately whenever you have multiple threads accessing data.
I am comparing some float values in the IsEqual method.
That sounds like a very bad idea. You should not compare floats for equality because floating point calcualtions are not 100% precise and you can get representation and rounding errors. Compare to see whether they are sufficiently close together. For calculations involving money, you probably want to use the decimal type instead.
Since it seems to be floating point related there are so many things that can go wrong. See:
C# - Inconsistent math operation result on 32-bit and 64-bit
and
Double precision problems on .NET
There are so many things that can be trashed with floating points. And comparing floats for equality is a general no-no. You chould check the difference smaller than a reasonably epsilon.
Questions you should ask yourself -
Is my code threaded? Timing differences will affect output
Is someone calling Debug.Assert() with an expression that side effects?
What objects implement IDisposable() and do some do so in such a way that changes state?
Are you P/Invoking into unmanaged code?
Number 3 is a very likely bad-boy in this case. Garbage collection may be very different in debug and release and you may find that when an object is garbage collected is affecting the outcome of a later unit test.
And FYI, if you're using NUnit and TestDriven.NET - the two run tests in different orders.
This is often the case as the debug build is not optimized by default, and even if you enable it, the behavior when debugging is very different. You can disable the "Optimize code" from the project settings for all assemblies on the Properties->Build tab.
There are certainly other changes that can cause differences, like you mention Conditional Methods are one. These I've found to rarely be the cause of issues, for me it's almost always the optimizer.
Classic gotcha's of the optimizer include methods that get 'inlined' so that they fail to appear on a call stack. This causes problems when using System.Diagnostics.StackFrame classes to determine the current execution point. Similarly this will affect the result of MethodBase.GetCurrentMethod or other functions/behavior that rely on the executing method.
Then there are of course many things I've seen the optimizer do that I simply cannot explain at all. One such example was documented and discussed in a post 'HashDerivedBytes - replacing Rfc2898DeriveBytes, but why?' but I've never solved the mystery. I only know that the optimizer just flat broke Rfc2898DeriveBytes when used to generate a series of derived bytes. Oddly enough this only broke when the bytes generated were not evenly divisible by the size of the hash algorithm used (20) and only produced incorrect results after the first 20 bytes.
The fact is that optimizations adversely affecting code is not a new thing for compilers. Most of the old-school C++ developers will tell you that straight away and then, as I did, go into some long drawn out story about how they worked around it ;)
As Mark suggests, this is usually a result of a timing-related issue, often a race condition or synchronization problem.
One common way to handle this sort of problem is to use "print" statements in the affected areas to show you what's going on. If the print statements (Console.WriteLine, Response.Write, logging, or whatever) make the problem go away, store the values in global variables and print the globals once the problem has shown up.
The most recent time this has happened to me was in code that was reading from a serial port. The debugging activity caused just enough of a change in timing to affect how bytes from the serial port were buffered, which changed how the buffer was getting parsed. Since the print statements changed the timing, I had to store the data up to output later.
Just to add my two cents to this, I recently found that I had a date comparison in an sql procedure that the testing called. The dates were all auto-generated prior in the test procedure and values were inserted into the DB, and so occasionally they were exactly the same (when using RunTests) causing a null to be returned on a table join. Not what I was expecting. Obviously, in debug mode, since I'm slowly progressing through it, there will be a difference in the auto-generated times which meant that I never bumped into the error. I resolved this by inserting
Threading.Thread.Sleep(520)
wherever there would definitely be a delay between actions. Problem fixed.

Why doesn't the C# compiler stop properties from referring to themselves?

If I do this I get a System.StackOverflowException:
private string abc = "";
public string Abc
{
get
{
return Abc; // Note the mistaken capitalization
}
}
I understand why -- the property is referencing itself, leading to an infinite loop. (See previous questions here and here).
What I'm wondering (and what I didn't see answered in those previous questions) is why doesn't the C# compiler catch this mistake? It checks for some other kinds of circular reference (classes inheriting from themselves, etc.), right? Is it just that this mistake wasn't common enough to be worth checking for? Or is there some situation I'm not thinking of, when you'd want a property to actually reference itself in this way?
You can see the "official" reason in the last comment here.
Posted by Microsoft on 14/11/2008 at
19:52
Thanks for the suggestion for
Visual Studio!
You are right that we could easily
detect property recursion, but we
can't guarantee that there is nothing
useful being accomplished by the
recursion. The body of the property
could set other fields on your object
which change the behavior of the next
recursion, could change its behavior
based on user input from the console,
or could even behave differently based
on random values. In these cases, a
self-recursive property could indeed
terminate the recursion, but we have
no way to determine if that's the case
at compile-time (without solving the
halting problem!).
For the reasons above (and the
breaking change it would take to
disallow this), we wouldn't be able to
prohibit self-recursive properties.
Alex Turner
Program Manager
Visual C# Compiler
Another point in addition to Alex's explanation is that we try to give warnings for code which does something that you probably didn't intend, such that you could accidentally ship with the bug.
In this particular case, how much time would the warning actually save you? A single test run. You'll find this bug the moment you test the code, because it always immediately crashes and dies horribly. The warning wouldn't actually buy you much of a benefit here. The likelihood that there is some subtle bug in a recursive property evaluation is low.
By contrast, we do give a warning if you do something like this:
int customerId;
...
this.customerId= this.customerId;
There's no horrible crash-and-die, and the code is valid code; it assigns a value to a field. But since this is nonsensical code, you probably didn't mean to do it. Since it's not going to die horribly, we give a warning that there's something here that you probably didn't intend and might not otherwise discover via a crash.
Property referring to itself does not always lead to infinite recursion and stack overflow. For example, this works fine:
int count = 0;
public string Abc
{
count++;
if (count < 1) return Abc;
return "Foo";
}
Above is a dummy example, but I'm sure one could come up with useful recursive code that is similar. Compiler cannot determine if infinite recursion will happen (halting problem).
Generating a warning in the simple case would be helpful.
They probably considered it would unnecessary complicate the compiler without any real gain.
You will discover this typo easily the first time you call this property.
First of all, you'll get a warning for unused variable abc.
Second, there is nothing bad in teh recursion, provided that it's not endless recursion. For example, the code might adjust some inner variables and than call the same getter recursively. There is however for the compiler no easy way at all to prove that some recursion is endless or not (the task is at least NP). The compiler could catch some easy cases, but then the consumers would be surprised that the more complicated cases get through the compiler's checks.
The other cases cases that it checks for (except recursive constructor) are invalid IL.
In addition, all of those cases, even recursive constructors) are guarenteed to fail.
However, it is possible, albeit unlikely, to intentionally create a useful recursive property (using if statements).

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