Here is what I have:
public void FindByID(string id)
{
using (Parser parser = new Parser()) {
if ( parser.LoadUserById(id)) {
ID = parser.FindID();
Name = parser.FindName();
// ...
}
else {
MessageBox.Show("User not found.");
}
} // end using block. parser is disposed so its memory is free to use again.
}
And here is the actual Parser class itself:
public class Parser : IDisposable
{
XDocument doc;
bool userExists = true;
private const string xmlInformationAddress =
"http://www.dreamincode.net/forums/xml.php?showuser={0}";
public bool LoadUserById(string userID)
{
try
{
doc = XDocument.Load(String.Format(xmlInformationAddress, userID));
if (doc.Root.Elements().Any())
{
userExists = true;
return true;
}
else
{
userExists = false;
return false;
}
}
catch (Exception e)
{
doc = new XDocument();
userExists = false;
return false;
}
}
}
It says I'm not implementing the Dispose() method, but I'm not sure what is supposed to go inside of that method.
Well, why do you want to implement IDisposable? If you've got nothing to dispose of (which looks like it's the case here) then clients shouldn't have to call Dispose.
You seem to be under the impression that calling Dispose will free the memory taken by the object. That's the garbage collector's job - Dipose is entirely separate. It's designed to release unmanaged resources such as file handles (including those indirectly held, such as references to Streams).
In this case:
Don't implement IDisposable
Get rid of the using statement in your calling code
Trust the GC :)
Your class doesn't seem like it needs to implement IDisposable. That being said, if you want to understand how and why you would implement it, you could read my series on IDisposable. It goes into how and why (and when) you should implement IDisposable in detail.
In this case, you have no reason to use IDisposable, since your object doesn't hold any native resources. If it used native resources, or encapsulated another class that implemented IDisposable, then, and only then, you should implement IDisposable.
That being said, IDisposable has nothing to do with freeing memory - that's the job of the GC. It's about freeing resources, which can include memory (allocated natively), but more often involves native handles and other resources.
I agree with Jon Skeet. But if you did have something to "dispose" of -
var x = new Parser();
using (x) {
// Do stuff
}
Related
[There is a similar question Shared ownership of IDisposable objects in C# but the accepted answer suffers from similar design problems which my solution has]
I have been trying to think around this problem having seen many designs taking a blind leap of faith in garbage collector when working in c#. Reason being many times its easy to ignore that one need to handle the IDisposable rather carefully making them close equivalent of resource allocation in c++. I understand that pedantically speaking Dispose is not the equivalent of c++ destructor but if you are holding on to native resources which needs to be cleaned in a deterministic manner it becomes very similar.
But if the object is shared by multiple resources (for eg. an HttpClient object which is meant to be created and used concurrently for performance), who owns the responsibility of calling Dispose since there is no single owner? To solve this problem I came up with a SharedOwner library which has a similar interface as shared_ptr.
Code snippet:
SharedOwner:
public static SharedHandle<T> MakeSharedHandle(Func<T> createSharedOwner)
{
var obj = new SharedHandle<T>(createSharedOwner());
return obj;
}
public SharedHandle(T obj)
{
AddReference();
m_object = obj;
}
public Handle<T> GetHandle()
{
AddReference();
return new Handle<T>(this);
}
internal void Decrement()
{
if (Interlocked.Decrement(ref m_refCounter) == 0)
{
m_object.Dispose();
m_object = default(T);
}
}
internal T GetInternalHandler() { return m_object; }
private void AddReference()
{
Interlocked.Increment(ref m_refCounter);
}
~SharedHandle()
{
m_object.Dispose();
}
Handle
is a transparent wrapper that manages the ref counting calls keeping that abstracted from consumers.
public sealed class Handle<T> : IDisposable where T : IDisposable
{
private SharedHandle<T> m_handle;
bool disposed = false;
internal Handle(SharedHandle<T> handle) { m_handle = handle; }
public void Dispose()
{
if (!disposed)
{
m_handle.Decrement();
GC.SuppressFinalize(this);
disposed = true;
}
}
~Handle()
{
if (!disposed)
{
m_handle.Decrement();
}
}
The typical usage pattern that I imagined would be:
using (var sharedClient = this.m_sharedClient.GetHandle()) // m_sharedClient is the SharedHandle passed
{
var httpClient = (HttpClient)sharedClient;
// use httpClient
}
Now I see two issues with this approach which deviate it from the original motivation of simulating shared_ptr behavior:
The first reference is held by SharedHandle itself. So even when all Handles are out of scope one reference would still be held by SharedHandle thereby making the if block in Decrement unreachable.
The final Dispose happens when the SharedHandle dies which in lot of sense is no better than not calling Dispose on the underlying object itself. Hence making the solution much less valuable.
I am thinking of moving the reference counting to Handle and using SharedHandle as the control block in shared_ptr but then that means that one may end up with a valid SharedHandle object holding on to a Disposed internal object.
Another alternative that I can think of is making SharedHandle derive from IDisposable and just call Decrement in Dispose. But then this brings other set of design issues. Is there anything that can be done to solve this problem in a more elegant way?
If a C# derived IDisposable class constructor generates an error, how to dispose of the already fully constructed IDisposable base class?
Since all fields in the class hierarchy are initialized before any constructor executes, is it safe for the derived constructor to call base.Dispose()? It violates the rule of not calling virtual methods until object is fully constructed, but I can't think of another way to do it, and my searching hasn't turned up anything about this scenario.
My view is that constructors should be light, not relying on external resources/etc that might throw an exception. The constructor should do enough to verify Dispose() can be safely called. Consider using containment instead of inheritance, or having a factory method do the work that might throw.
All derived class constructors must call Dispose on the object being constructed if they exit via an exception. Further, it's very difficult to write leak-proof classes if field initializers construct IDisposable instances or can fail. Too bad, since requiring objects to be declared in one place, initialized in a second, and cleaned up in a third is not exactly a recipe for coherent code.
I would suggest that the best pattern is probably something like:
class foo : baseFoo , IDisposable
{
foo () : baseFoo
{
bool ok = false;
try
{
do_stuff();
ok = true; // Only after last thing that can cause failure
}
finally
{
if (!ok)
Dispose();
}
}
}
Note that C++/CLI automatically implements that pattern, and can also automatically handle cleanup of IDisposable fields. Too bad the language seems like a pain in other ways.
PS--With relatively few exceptions, mostly revolving around predictable-cost shared immutable objects (e.g. brushes, fonts, small bitmaps, etc.), code which relies upon Finalize to clean up objects is broken. If an IDisposable is created, it must be disposed unless the code which created it has particular knowledge about the consequences of deferring disposal to a finalizer.
For Managed resources, this should not be a problem, they will get Garbage Collected. For Unmanaged resources, make sure you have a Finalizer defined for your object, that will ensure the Unmanaged resources are cleaned up.
Also, throwing exceptions from a constructor is considered very bad manners, It's better to provide a Factory Method to do the construction and error handling or to equip your object with an Initialize method that will throw the actual exception. That way the construction always succeeds and you're not left with these type of issues.
Correct, Dispose isn't called by the Garbage Collector, but a Finalizer is, which in turn needs to call Dispose. It's a more expensive technique, except when used correctly. I didn't say so in my answer, did I ;).
You can call into the GC to force a collection run and you can wait for all pending finalizers. It's still better to not put the exception generating code in the construstor or by placing a try/catch around the code in the constructor to ensure Dispose is called on these files in case of an error. You can always rethrow the exception later.
This solution builds on the proposal by #supercat. Initialization of any member that might throw must be performed in the constructor's try/catch block. With that condition met an exception thrown from any constructor will correctly dispose a fully or partially constructed base or derived class.
In this test code uncomment each of the four exceptions in turn and the program will output which of the Disposable resources were not disposed properly due to the constructor throwing an exception. Then uncomment the two Dispose calls and observe that everything gets cleaned up as it should.
class DisposableResource : IDisposable
{
public DisposableResource(string id) { Id = id; }
~DisposableResource() { Console.WriteLine(Id + " wasn't disposed.\n"); }
public string Id { get; private set; }
public void Dispose() { GC.SuppressFinalize(this); }
}
class Base : IDisposable
{
public Base()
{
try
{
throw new Exception(); // Exception 1.
_baseCtorInit = new DisposableResource("_baseCtorInit");
// throw new Exception(); // Exception 2.
}
catch(Exception)
{
// Dispose(); // Uncomment to perform cleanup.
throw;
}
}
public virtual void Dispose()
{
if (_baseFieldInit != null)
{
_baseFieldInit.Dispose();
_baseFieldInit = null;
}
if (_baseCtorInit != null)
{
_baseCtorInit.Dispose();
_baseCtorInit = null;
}
}
private DisposableResource _baseFieldInit = new DisposableResource("_baseFieldInit");
private DisposableResource _baseCtorInit;
}
class Derived : Base
{
public Derived()
{
try
{
// throw new Exception(); // Exception 3.
_derivedCtorInit = new DisposableResource("_derivedCtorInit");
// throw new Exception();
}
catch (Exception)
{
// Dispose(); // Uncomment to perform cleanup.
throw;
}
}
public override void Dispose()
{
if (_derivedFieldInit != null)
{
_derivedFieldInit.Dispose();
_derivedFieldInit = null;
}
if (_derivedCtorInit != null)
{
_derivedCtorInit.Dispose();
_derivedCtorInit = null;
}
base.Dispose();
}
private DisposableResource _derivedFieldInit = new DisposableResource("_derivedFieldInit");
private DisposableResource _derivedCtorInit;
}
class Program
{
static void Main(string[] args)
{
try
{
Derived d = new Derived();
}
catch (Exception)
{
Console.WriteLine("Caught Exception.\n");
}
GC.Collect();
GC.WaitForPendingFinalizers();
GC.Collect();
Console.WriteLine("\n\nPress any key to continue...\n");
Console.ReadKey(false);
}
}
If I am using the using keyword, do I still have to implement IDisposable?
You can't have one without the other.
When you write :
using(MyClass myObj = new MyClass())
{
myObj.SomeMthod(...);
}
Compiler will generate something like this :
MyClass myObj = null;
try
{
myObj = new MyClass();
myObj.SomeMthod(...);
}
finally
{
if(myObj != null)
{
((IDisposable)myObj).Dispose();
}
}
So as you can see while having using keyword it is assumed/required that IDisposable is implemented.
If you use the using statement the enclosed type must already implement IDisposable otherwise the compiler will issue an error. So consider IDisposable implementation to be a prerequisite of using.
If you want to use the using statement on your custom class, then you must implement IDisposable for it. However this is kind of backward to do because there's no sense to do so for the sake of it. Only if you have something to dispose of like an unmanaged resource should you implement it.
// To implement it in C#:
class MyClass : IDisposable {
// other members in you class
public void Dispose() {
// in its simplest form, but see MSDN documentation linked above
}
}
This enables you to:
using (MyClass mc = new MyClass()) {
// do some stuff with the instance...
mc.DoThis(); //all fake method calls for example
mc.DoThat();
} // Here the .Dispose method will be automatically called.
Effectively that's the same as writing:
MyClass mc = new MyClass();
try {
// do some stuff with the instance...
mc.DoThis(); //all fake method calls for example
mc.DoThat();
}
finally { // always runs
mc.Dispose(); // Manual call.
}
You are confusing things. You can only use the "using" keyword on something that implements IDisposable.
Edit: If you use the using keyword, you don't have to explicity invoke Dispose, it will be called automatically at the end of the using block. Others have already posted examples of how the using statement is translated into a try - finally statement, with Dispose invoked within the finally block.
Yes, the using keyword is syntactic sugar for this type of pattern...(from msdn)
Font font1 = new Font("Arial", 10.0f);
try
{
byte charset = font1.GdiCharSet;
}
finally
{
if (font1 != null)
((IDisposable)font1).Dispose();
}
Edit: a useful example.
When you find you are doing things in a finally section consistantly, for example resetting a Cursor back to its default after having set it to a wait cursor, this is a candidate for this pattern...
public class Busy : IDisposable
{
private Cursor _oldCursor;
private Busy()
{
_oldCursor = Cursor.Current;
}
public static Busy WaitCursor
{
get
{
Cursor.Current = Cursors.WaitCursor;
return new Busy();
}
}
#region IDisposable Members
public void Dispose()
{
Cursor.Current = _oldCursor;
}
#endregion
}
Called like...
using(Busy.WaitCursor)
{
// some operation that needs a wait cursor.
}
Using will only dispose of disposable objects. So wraping a using block around an object that does not implement IDisposable is rather useless will in fact cause a compiler error.
http://msdn.microsoft.com/en-us/library/yh598w02.aspx
As a rule, when you use an IDisposable
object, you should declare and
instantiate it in a using statement.
The using statement calls the Dispose
method on the object in the correct
way, and it also causes the object
itself to go out of scope as soon as
Dispose is called. Within the using
block, the object is read-only and
cannot be modified or reassigned.
The using statement ensures that
Dispose is called even if an exception
occurs while you are calling methods
on the object. You can achieve the
same result by putting the object
inside a try block and then calling
Dispose in a finally block; in fact,
this is how the using statement is
translated by the compiler.
You must implement IDisposable to use using. If you try to use using() on a type that does not implement IDisposable you get the following compile time error:
error CS1674: 'SomeType': type used in a using statement must be implicitly convertible to 'System.IDisposable'
The using keyword already implements, so if you use the using keyword, you do not have to invoke IDisposable
I asked a question earlier today, but I think I need to approach it in a different way (on top of that there was a "hang up" in regards to DataSet).
Here's a class that encapsulates the creation of a Font (in other words, it is reading data from an xml file and is creating a font, at runtime, based on what it reads from that file):
public class FontCreator
{
private Font m_TheFont = null;
public FontCreator( ... some parameters ... )
{
m_TheFont = GetTheFont();
}
public Font TheFont
{
return m_TheFont;
}
private Font GetTheFont()
{
// code, and more code, that eventually leads to:
Font f = new Font(fntFamily, fntSize, fntStyle);
return f;
}
}
The consumer of the FontCreator class looks something like:
public class TheConsumer()
{
private FontCreator m_FontCreator = null;
public TheConsumer()
{
m_FontCreator = new m_FontCreator( ... some parameters ... );
Initialize();
}
private void Initialize()
{
InitializeThis();
InitializeThat();
}
private void InitializeThis()
{
.... some code ...
SomeObject.ApplyFont(m_FontCreator.TheFont);
}
private void InitializeThat()
{
... some code ...
SomeObject.ApplyFont(m_FontCreator.TheFont);
}
}
What code do you add, and where, to ensure that "TheFont"'s Dispose method is explicitly called?
If you don't wish to maintain a reference to TheFont after it is initially used, then call it's Dispose method in your constructor, right after Initialize. If you wish to keep TheConsumer alive for a while and maintain a reference to TheFont, it gets more interesting. Two Options:
You can have TheFont's dispose method called from the Destructor of the TheConsumer object. This is not the common practice and has problems. Mainly, this is not called until garbage collection happens. Better is:
You can make the TheConsumer object itself implement IDisposable, and call TheFont.Dispose from TheConsumer.Dispose. Since TheConsumer implements IDisposable, the code that uses it should call its Dispose method.
Edit in response to harsh comment!
Yes, I should have made clear to only use 1 in addition to 2, if at all. I know all developers everywhere are supposed to notice when IDisposable is implemented, but they often don't. If the referenced managed resource might really remain around a long time and cause problems if not properly disposed, I sometimes have a safety Dispose() method call in the destructor of the object holding the reference. Is that so wrong? :)
public TheConsumer()
{
using (m_FontCreator = new m_FontCreator( ... some parameters ... ))
{
Initialize();
}
}
I am confused, if you want to quickly use the font creater object then implement IDisposable on the FontCreater and use
using(m_FontCreator = new FontCreater(....))
{
InitializeThis();
InitializeThat();
}
If you need to keep the instance of the FontCreater through the lifetime of TheConsumer, then implement IDisposable on both FontCreater and TheConsumer classes.
public class TheConsumer : IDisposable
{
void Dispose()
{
if(m_FontCreator != null)
m_FontCreator.Dispose();
}
}
then use TheConsumer class like so
using(TheConsumer consumer = new TheConsumer(....))
{
....
}
Answer 1: Avoid it. Don't keep objectsthat contain unmanaged resources around any longer than necessary.
Answer 2: If you do need the embedded fields as shown in your code, than both the FontCreator and the Consumer class need to implement IDisposable. But not a destructor (Finalizer).
The main argument for this is that FontCreator is the 'owner' of the Font and should therefore take responsibility. And the Consumer is responsible for the Creator in the same way.
As others have noted, it appears you can at least avoid the m_FontCreator field in the Consumer class. But it depends on the rest of the code, is m_FontCreator used elsewhere?
I've got a bunch of properties which I am going to use read/write locks on. I can implement them either with a try finally or a using clause.
In the try finally I would acquire the lock before the try, and release in the finally. In the using clause, I would create a class which acquires the lock in its constructor, and releases in its Dispose method.
I'm using read/write locks in a lot of places, so I've been looking for ways that might be more concise than try finally. I'm interested in hearing some ideas on why one way may not be recommended, or why one might be better than another.
Method 1 (try finally):
static ReaderWriterLock rwlMyLock_m = new ReaderWriterLock();
private DateTime dtMyDateTime_m
public DateTime MyDateTime
{
get
{
rwlMyLock_m .AcquireReaderLock(0);
try
{
return dtMyDateTime_m
}
finally
{
rwlMyLock_m .ReleaseReaderLock();
}
}
set
{
rwlMyLock_m .AcquireWriterLock(0);
try
{
dtMyDateTime_m = value;
}
finally
{
rwlMyLock_m .ReleaseWriterLock();
}
}
}
Method 2:
static ReaderWriterLock rwlMyLock_m = new ReaderWriterLock();
private DateTime dtMyDateTime_m
public DateTime MyDateTime
{
get
{
using (new ReadLock(rwlMyLock_m))
{
return dtMyDateTime_m;
}
}
set
{
using (new WriteLock(rwlMyLock_m))
{
dtMyDateTime_m = value;
}
}
}
public class ReadLock : IDisposable
{
private ReaderWriterLock rwl;
public ReadLock(ReaderWriterLock rwl)
{
this.rwl = rwl;
rwl.AcquireReaderLock(0);
}
public void Dispose()
{
rwl.ReleaseReaderLock();
}
}
public class WriteLock : IDisposable
{
private ReaderWriterLock rwl;
public WriteLock(ReaderWriterLock rwl)
{
this.rwl = rwl;
rwl.AcquireWriterLock(0);
}
public void Dispose()
{
rwl.ReleaseWriterLock();
}
}
From MSDN, using Statement (C# Reference)
The using statement ensures that Dispose is called even if an exception occurs while you are calling methods on the object. You can achieve the same result by putting the object inside a try block and then calling Dispose in a finally block; in fact, this is how the using statement is translated by the compiler. The code example earlier expands to the following code at compile time (note the extra curly braces to create the limited scope for the object):
{
Font font1 = new Font("Arial", 10.0f);
try
{
byte charset = font1.GdiCharSet;
}
finally
{
if (font1 != null)
((IDisposable)font1).Dispose();
}
}
So basically, it is the same code but with a nice automatic null-checks and an extra scope for your variable. The documentation also states that it "ensures the correct use of IDisposable object" so you might as well gets even better framework support for any obscure cases in the future.
So go with option 2.
Having the variable inside a scope that ends immediately after it's no longer needed is also a plus.
I definitely prefer the second method. It is more concise at the point of usage, and less error prone.
In the first case someone editing the code has to be careful not to insert anything between the Acquire(Read|Write)Lock call and the try.
(Using a read/write lock on individual properties like this is usually overkill though. They are best applied at a much higher level. A simple lock will often suffice here since the possibility of contention is presumably very small given the time the lock is held for, and acquiring a read/write lock is a more expensive operation than a simple lock).
Consider the possibility that both solutions are bad because they mask exceptions.
A try without a catch should obviously be a bad idea; see MSDN for why the using statement is likewise dangerous.
Note also Microsoft now recommends ReaderWriterLockSlim instead of ReaderWriterLock.
Finally, note that the Microsoft examples use two try-catch blocks to avoid these issues, e.g.
try
{
try
{
//Reader-writer lock stuff
}
finally
{
//Release lock
}
}
catch(Exception ex)
{
//Do something with exception
}
A simple, consistent, clean solution is a good goal, but assuming you can't just use lock(this){return mydateetc;}, you might reconsider the approach; with more info I'm sure Stack Overflow can help ;-)
I personally use the C# "using" statement as often as possible, but there are a few specific things that I do along with it to avoid the potential issues mentioned. To illustrate:
void doSomething()
{
using (CustomResource aResource = new CustomResource())
{
using (CustomThingy aThingy = new CustomThingy(aResource))
{
doSomething(aThingy);
}
}
}
void doSomething(CustomThingy theThingy)
{
try
{
// play with theThingy, which might result in exceptions
}
catch (SomeException aException)
{
// resolve aException somehow
}
}
Note that I separate the "using" statement into one method and the use of the object(s) into another method with a "try"/"catch" block. I may nest several "using" statements like this for related objects (I sometimes go three or four deep in my production code).
In my Dispose() methods for these custom IDisposable classes, I catch exceptions (but NOT errors) and log them (using Log4net). I have never encountered a situation where any of those exceptions could possibly affect my processing. The potential errors, as usual, are allowed to propagate up the call stack and typically terminate processing with an appropriate message (the error and stack trace) logged.
If I somehow encountered a situation where a significant exception could occur during Dispose(), I would redesign for that situation. Frankly, I doubt that will ever happen.
Meanwhile, the scope and cleanup advantages of "using" make it one of my most favorite C# features. By the way, I work in Java, C#, and Python as my primary languages, with lots of others thrown in here and there, and "using" is one of my most favorite language features all around because it is a practical, everyday workhorse.
I like the 3rd option
private object _myDateTimeLock = new object();
private DateTime _myDateTime;
public DateTime MyDateTime{
get{
lock(_myDateTimeLock){return _myDateTime;}
}
set{
lock(_myDateTimeLock){_myDateTime = value;}
}
}
Of your two options, the second option is the cleanest and easier to understand what's going on.
"Bunch of properties" and locking at the property getter and setter level looks wrong. Your locking is much too fine-grained. In most typical object usage, you'd want to make sure that you acquired a lock to access more than one property at the same time. Your specific case might be different but I kinda doubt it.
Anyway, acquiring the lock when you access the object instead of the property will significantly cut down on the amount of locking code you'll have to write.
DRY says: second solution. The first solution duplicates the logic of using a lock, whereas the second does not.
Try/Catch blocks are generally for exception handling, while using blocks are used to ensure that the object is disposed.
For the read/write lock a try/catch might be the most useful, but you could also use both, like so:
using (obj)
{
try { }
catch { }
}
so that you can implicitly call your IDisposable interface as well as make exception handling concise.
The following creates extension methods for the ReaderWriterLockSlim class that allow you to do the following:
var rwlock = new ReaderWriterLockSlim();
using (var l = rwlock.ReadLock())
{
// read data
}
using (var l = rwlock.WriteLock())
{
// write data
}
Here's the code:
static class ReaderWriterLockExtensions() {
/// <summary>
/// Allows you to enter and exit a read lock with a using statement
/// </summary>
/// <param name="readerWriterLockSlim">The lock</param>
/// <returns>A new object that will ExitReadLock on dispose</returns>
public static OnDispose ReadLock(this ReaderWriterLockSlim readerWriterLockSlim)
{
// Enter the read lock
readerWriterLockSlim.EnterReadLock();
// Setup the ExitReadLock to be called at the end of the using block
return new OnDispose(() => readerWriterLockSlim.ExitReadLock());
}
/// <summary>
/// Allows you to enter and exit a write lock with a using statement
/// </summary>
/// <param name="readerWriterLockSlim">The lock</param>
/// <returns>A new object that will ExitWriteLock on dispose</returns>
public static OnDispose WriteLock(this ReaderWriterLockSlim rwlock)
{
// Enter the write lock
rwlock.EnterWriteLock();
// Setup the ExitWriteLock to be called at the end of the using block
return new OnDispose(() => rwlock.ExitWriteLock());
}
}
/// <summary>
/// Calls the finished action on dispose. For use with a using statement.
/// </summary>
public class OnDispose : IDisposable
{
Action _finished;
public OnDispose(Action finished)
{
_finished = finished;
}
public void Dispose()
{
_finished();
}
}
I think method 2 would be better.
Simpler and more readable code in your properties.
Less error-prone since the locking code doesn't have to be re-written several times.
While I agree with many of the above comments, including the granularity of the lock and questionable exception handling, the question is one of approach. Let me give you one big reason why I prefer using over the try {} finally model... abstraction.
I have a model very similar to yours with one exception. I defined a base interface ILock and in it I provided one method called Acquire(). The Acquire() method returned the IDisposable object and as a result means that as long as the object I am dealing with is of type ILock that it can be used to do a locking scope. Why is this important?
We deal with many different locking mechanisms and behaviors. Your lock object may have a specific timeout that employs. Your lock implementation may be a monitor lock, reader lock, writer lock or spin lock. However, from the perspective of the caller all of that is irrelevant, what they care about is that the contract to lock the resource is honored and that the lock does it in a manner consistent with it's implementation.
interface ILock {
IDisposable Acquire();
}
class MonitorLock : ILock {
IDisposable Acquire() { ... acquire the lock for real ... }
}
I like your model, but I'd consider hiding the lock mechanics from the caller. FWIW, I've measured the overhead of the using technique versus the try-finally and the overhead of allocating the disposable object will have between a 2-3% performance overhead.
I'm surprised no one has suggested encapsulating the try-finally in anonymous functions. Just like the technique of instantiating and disposing of classes with the using statement, this keeps the locking in one place. I prefer this myself only because I'd rather read the word "finally" than the word "Dispose" when I'm thinking about releasing a lock.
class StackOTest
{
private delegate DateTime ReadLockMethod();
private delegate void WriteLockMethod();
static ReaderWriterLock rwlMyLock_m = new ReaderWriterLock();
private DateTime dtMyDateTime_m;
public DateTime MyDateTime
{
get
{
return ReadLockedMethod(
rwlMyLock_m,
delegate () { return dtMyDateTime_m; }
);
}
set
{
WriteLockedMethod(
rwlMyLock_m,
delegate () { dtMyDateTime_m = value; }
);
}
}
private static DateTime ReadLockedMethod(
ReaderWriterLock rwl,
ReadLockMethod method
)
{
rwl.AcquireReaderLock(0);
try
{
return method();
}
finally
{
rwl.ReleaseReaderLock();
}
}
private static void WriteLockedMethod(
ReaderWriterLock rwl,
WriteLockMethod method
)
{
rwl.AcquireWriterLock(0);
try
{
method();
}
finally
{
rwl.ReleaseWriterLock();
}
}
}
SoftwareJedi, I don't have an account, so I can't edit my answers.
In any case, the previous version wasn't really good for general purpose use since the read lock always required a return value. This fixes that:
class StackOTest
{
static ReaderWriterLock rwlMyLock_m = new ReaderWriterLock();
private DateTime dtMyDateTime_m;
public DateTime MyDateTime
{
get
{
DateTime retval = default(DateTime);
ReadLockedMethod(
delegate () { retval = dtMyDateTime_m; }
);
return retval;
}
set
{
WriteLockedMethod(
delegate () { dtMyDateTime_m = value; }
);
}
}
private void ReadLockedMethod(Action method)
{
rwlMyLock_m.AcquireReaderLock(0);
try
{
method();
}
finally
{
rwlMyLock_m.ReleaseReaderLock();
}
}
private void WriteLockedMethod(Action method)
{
rwlMyLock_m.AcquireWriterLock(0);
try
{
method();
}
finally
{
rwlMyLock_m.ReleaseWriterLock();
}
}
}
Actually in your first example, to make the solutions comparable, you would also implement IDisposable there as well. Then you'd call Dispose() from the finally block instead of releasing the lock directly.
Then you'd be "apples to apples" implementation (and MSIL)-wise (MSIL will be the same for both solutions). It's still probably a good idea to use using because of the added scoping and because the Framework will ensure proper usage of IDisposable (the latter being less beneficial if you're implementing IDisposable yourself).
Silly me. There's a way to make that even simpler by making the locked methods part of each instance (instead of static like in my previous post). Now I really prefer this because there's no need to pass `rwlMyLock_m' off to some other class or method.
class StackOTest
{
private delegate DateTime ReadLockMethod();
private delegate void WriteLockMethod();
static ReaderWriterLock rwlMyLock_m = new ReaderWriterLock();
private DateTime dtMyDateTime_m;
public DateTime MyDateTime
{
get
{
return ReadLockedMethod(
delegate () { return dtMyDateTime_m; }
);
}
set
{
WriteLockedMethod(
delegate () { dtMyDateTime_m = value; }
);
}
}
private DateTime ReadLockedMethod(ReadLockMethod method)
{
rwlMyLock_m.AcquireReaderLock(0);
try
{
return method();
}
finally
{
rwlMyLock_m.ReleaseReaderLock();
}
}
private void WriteLockedMethod(WriteLockMethod method)
{
rwlMyLock_m.AcquireWriterLock(0);
try
{
method();
}
finally
{
rwlMyLock_m.ReleaseWriterLock();
}
}
}