We have seen lots of discussion in SO regarding the class vs struct in c#. Mostly ended with conclusions saying its a heap/stack memory allocation. And recommending to use structs in small data structures.
Now I have a situation to decide the simple data store among these two choices. Currenlty in our application we have thousands of classes, just acts as simple data stores (only exposed public fields) and they passed among different modules and services.
As per my understanding, I felt it's better to move ahead with struct instead classes for the performance reasons. Because these are simple data structures only act as data stores.
Before proceeding with this, I need some expert advice from the people who have experienced this struggle.
is my understanding correct?
I have seen most ORMs have classes as data stores. So I doubt there should a reason to go ahead with classes instead structs. what would that be?
I would make the choice based on the following criteria
reference type vs value type semantics. If 2 objects are only equal if they are the same object, it indicates reference type semantics => class. If the value of its members defines equality (e.g. 2 DateTimes are equal if both represent the same point in time even if they are 2 distinct objects), value type semantics => struct
Memory footprint of the object. If the object is huge and frequently allocated, making it a struct would consume the stack much faster, hence I'd rather have it as a class. On the contrary, I'd rather avoid the GC penalty for small value types; hence make them a struct.
can you make the object immutable? I find structs great for 'value objects' - from the DDD book.
Would you face some boxing-unboxing penalty based on the usage of this object? If yes, go for class.
A pretty cool, not so well known advantage of Structs over Classes is that there is an automatic implementation of GetHashcode and Equals in structs.
That's pretty useful when keys are required for dictionaries
The struct implementation of GetHashcode and Equals is based on the binary content of the struct instances + reflection for the reference members (like String members and other instances of classes)
So the following code works for GethashCode/Equals :
public struct Person
{
public DateTime Birthday { get; set; }
public int Age{ get; set; }
public String Firstname { get; set; }
}
class Program
{
static void Main(string[] args)
{
Person p1 = new Person { Age = 44, Birthday = new DateTime(1971, 5, 24), Firstname = "Emmanuel" };
Person p2 = new Person { Age = 44, Birthday = new DateTime(1971, 5, 24), Firstname = "Emmanuel" };
Debug.Assert(p1.Equals(p2));
Debug.Assert(p1.GetHashCode() == p2.GetHashCode());
}
}
Both assertions succeed when Person is a struct
Both assertions fail if Person is a class instead of a struct
Reference :
https://msdn.microsoft.com/en-Us/library/2dts52z7%28v=vs.110%29.aspx
Regards, best coding
structs should be defined immutable where in classes should not. If you think your objects are going to be small and immutable you can go ahead with making them structs or else let them be classes.
I can never really seem to remember, exactly how structs are different, but they are. In subtle ways. In fact, sometimes they come and bite you.
So. Unless you know what you are doing, just stick to classes.
I know this sounds a little newbie. I know I should right now go and look up the differences and display them here - but that has already been done by others. All I'm saying is that adding a different type of objects creates a semantical burden, a bit of extra complexity that you are wise to consider carefully.
If I remember correctly, one of the biggest problem is the value semantics of structs: Passing them around will result in different objects (as they get passed by value). If you then change some field in one place, beware that in all other places the field did not get changed! That is why everyone is recommending immutability for structs!
EDIT: For the case you are describing, structs won't work!
A class object has the advantage that it's possible to pass around a reference to it, with the scope and lifetime of such a reference being unlimited if it reaches outside code. A struct has the advantage that while it's possible to pass around short-lived references to them, it's not possible to pass around perpetual promiscuous references. This helps avoid having to worry about whether such references exist.
Some people have suggested that data holders which are mutable should not be structs. I emphatically disagree. Entities which exists for the purpose of holding data should, in many cases, be structs, especially if they are mutable. Eric Lippert has posted many times that he considers mutable value types evil (search under tags "mutable" and "struct"). It is certainly true that .net allows certain things to be done with mutable structs which it shouldn't, and doesn't conveniently allow some things that it should, but POD ("Plain Old Data") structs which have no mutating methods, but instead expose their entire state via public fields, have a very useful consistency in their behavior which is not shared with any other data type. Using a POD struct may confuse someone who isn't familiar with how they work, but will make the program much more readable by anyone who does.
Consider, for example, the following code, assuming EmployeeInfoStruct contains nothing but value types and immutable class types like String:
[employeeInfoStruct is a struct containing the following field]
public Decimal YearlyBonus;
[someEmployeeContainer is an instance of a class which includes the following method]
EmployeeInfoStruct GetEmployeeInfo(String id); // Just the signature--code is immaterial
[some other method uses the following code]
EmployeeInfoStruct anEmployee = someEmployeeContainer.GetEmployeeInfo("123-45-6789");
anEmployee.YearlyBonus += 100;
Eric Lippert complains that the above code will alter the value in anEmployee, but that change won't have any effect on the container. I would suggest that's a good thing--anyone who knows how structs work could look at the above code and know writes to a struct variable will affect that variable, but won't affect anything else unless the program later uses some other method (perhaps SetEmployeeInfo) to store that variable someplace.
Now replace EmployeeInfoStruct with EmployeeInfoClass, which has a read/write property of type YearlyBonus. Using just the information above, what can one say about the the relationship between writes to someEmployeeContainer and anEmployee? Depending upon the implementations of anEmployee's class (which, unless EmployeeInfoClass is sealed, might or might not actually be EmployeeInfoClass) and someEmployeeContainer, the relationship between the objects could be anything. Writes to one might:
Have no effect on the other
Update the other in 'natural' fashion
Corrupt the other in some arbitrary way
With structs containing nothing but fields of either value types or immutable classes, the semantics are always going to be #1. One doesn't have to look at the code for the struct itself, nor the code of the container, to know that. By contrast, if the anEmployee.Salary or someEmployeeContainer.GetEmployee is virtual, it's impossible to really know what the semantics will be.
It's important to note that, if structs are large, passing them by value or returning them from functions can be expensive. It's generally better to pass large structs as ref parameters when possible. Although the built-in collections really don't do a good job of facilitating such usage, it can make using a hundreds-of-bytes struct cheaper than using a class.
The comment about structs being immutable is correct. And this is where it can bite you. You can define structs with field setters, but when you change a field value a new instance is created. So if you hold a reference to the old object it will still reference the old value. I don't like using mutable stucts for this reason as this can produce subtle and complex bugs (especially if you use complex compound statements).
On the other hand, there are lots of good reasons for using classes with immutable state also (think string).
I remember one advice given on MSDN that struct should not be larget than 16 or 21 bytes. Looking for the link, but can't find it yet.
The main implication was that once you have a string in your data type - make it a class without thinking. Otherwise the struct shouldn't hold much.
I think you have the right idea. Structs are made to mimic data-types. They are value driven not reference based. If you look at the MSDN documentation for most of the base data classes (int, double, decimal, ect.) they are all based on structs. That being said however, structs should not be overused for that very same reason. Room to store all everything in that struct is allocated as soon as it is instantiated, where as classes just allocate room for a reference to everything inside. If the data is in small enough chunks where this is not a problem than structs are the way to go. If this is an issue go with classes. If you don't know than it might just be best to stick with what you are familiar with.
If you have low latency requirements and A LOT of objects slow garbage collections can be a problem. In that case struct can be very helpful because the garbage collector does not need to scan through a hierarchy of value types if the value types does not contain any reference types.
You can find a benchmark here: http://00sharp.wordpress.com/2013/07/03/a-case-for-the-struct/
Related
I'm about to create 100,000 objects in code. They are small ones, only with 2 or 3 properties. I'll put them in a generic list and when they are, I'll loop them and check value a and maybe update value b.
Is it faster/better to create these objects as class or as struct?
EDIT
a. The properties are value types (except the string i think?)
b. They might (we're not sure yet) have a validate method
EDIT 2
I was wondering: are objects on the heap and the stack processed equally by the garbage collector, or does that work different?
Is it faster to create these objects as class or as struct?
You are the only person who can determine the answer to that question. Try it both ways, measure a meaningful, user-focused, relevant performance metric, and then you'll know whether the change has a meaningful effect on real users in relevant scenarios.
Structs consume less heap memory (because they are smaller and more easily compacted, not because they are "on the stack"). But they take longer to copy than a reference copy. I don't know what your performance metrics are for memory usage or speed; there's a tradeoff here and you're the person who knows what it is.
Is it better to create these objects as class or as struct?
Maybe class, maybe struct. As a rule of thumb:
If the object is :
1. Small
2. Logically an immutable value
3. There's a lot of them
Then I'd consider making it a struct. Otherwise I'd stick with a reference type.
If you need to mutate some field of a struct it is usually better to build a constructor that returns an entire new struct with the field set correctly. That's perhaps slightly slower (measure it!) but logically much easier to reason about.
Are objects on the heap and the stack processed equally by the garbage collector?
No, they are not the same because objects on the stack are the roots of the collection. The garbage collector does not need to ever ask "is this thing on the stack alive?" because the answer to that question is always "Yes, it's on the stack". (Now, you can't rely on that to keep an object alive because the stack is an implementation detail. The jitter is allowed to introduce optimizations that, say, enregister what would normally be a stack value, and then it's never on the stack so the GC doesn't know that it is still alive. An enregistered object can have its descendents collected aggressively, as soon as the register holding onto it is not going to be read again.)
But the garbage collector does have to treat objects on the stack as alive, the same way that it treats any object known to be alive as alive. The object on the stack can refer to heap-allocated objects that need to be kept alive, so the GC has to treat stack objects like living heap-allocated objects for the purposes of determining the live set. But obviously they are not treated as "live objects" for the purposes of compacting the heap, because they're not on the heap in the first place.
Is that clear?
Sometimes with struct you don't need to call the new() constructor, and directly assign the fields making it much faster that usual.
Example:
Value[] list = new Value[N];
for (int i = 0; i < N; i++)
{
list[i].id = i;
list[i].isValid = true;
}
is about 2 to 3 times faster than
Value[] list = new Value[N];
for (int i = 0; i < N; i++)
{
list[i] = new Value(i, true);
}
where Value is a struct with two fields (id and isValid).
struct Value
{
int id;
bool isValid;
public Value(int i, bool isValid)
{
this.i = i;
this.isValid = isValid;
}
}
On the other hand is the items needs to be moved or selected value types all that copying is going to slow you down. To get the exact answer I suspect you have to profile your code and test it out.
Arrays of structs are represented on the heap in a contiguous block of memory, whereas an array of objects is represented as a contiguous block of references with the actual objects themselves elsewhere on the heap, thus requiring memory for both the objects and for their array references.
In this case, as you are placing them in a List<> (and a List<> is backed onto an array) it would be more efficient, memory-wise to use structs.
(Beware though, that large arrays will find their way on the Large Object Heap where, if their lifetime is long, may have an adverse affect on your process's memory management. Remember, also, that memory is not the only consideration.)
Structs may seem similar to classes, but there are important differences that you should be aware of. First of all, classes are reference types and structs are value types. By using structs, you can create objects that behave like the built-in types and enjoy their benefits as well.
When you call the New operator on a class, it will be allocated on the heap. However, when you instantiate a struct, it gets created on the stack. This will yield performance gains. Also, you will not be dealing with references to an instance of a struct as you would with classes. You will be working directly with the struct instance. Because of this, when passing a struct to a method, it's passed by value instead of as a reference.
More here:
http://msdn.microsoft.com/en-us/library/aa288471(VS.71).aspx
If they have value semantics, then you should probably use a struct. If they have reference semantics, then you should probably use a class. There are exceptions, which mostly lean towards creating a class even when there are value semantics, but start from there.
As for your second edit, the GC only deals with the heap, but there is a lot more heap space than stack space, so putting things on the stack isn't always a win. Besides which, a list of struct-types and a list of class-types will be on the heap either way, so this is irrelevant in this case.
Edit:
I'm beginning to consider the term evil to be harmful. After all, making a class mutable is a bad idea if it's not actively needed, and I would not rule out ever using a mutable struct. It is a poor idea so often as to almost always be a bad idea though, but mostly it just doesn't coincide with value semantics so it just doesn't make sense to use a struct in the given case.
There can be reasonable exceptions with private nested structs, where all uses of that struct are hence restricted to a very limited scope. This doesn't apply here though.
Really, I think "it mutates so it's a bad stuct" is not much better than going on about the heap and the stack (which at least does have some performance impact, even if a frequently misrepresented one). "It mutates, so it quite likely doesn't make sense to consider it as having value semantics, so it's a bad struct" is only slightly different, but importantly so I think.
The best solution is to measure, measure again, then measure some more. There may be details of what you're doing that may make a simplified, easy answer like "use structs" or "use classes" difficult.
A struct is, at its heart, nothing more nor less than an aggregation of fields. In .NET it's possible for a structure to "pretend" to be an object, and for each structure type .NET implicitly defines a heap object type with the same fields and methods which--being a heap object--will behave like an object. A variable which holds a reference to such a heap object ("boxed" structure) will exhibit reference semantics, but one which holds a struct directly is simply an aggregation of variables.
I think much of the struct-versus-class confusion stems from the fact that structures have two very different usage cases, which should have very different design guidelines, but the MS guidelines don't distinguish between them. Sometimes there is a need for something which behaves like an object; in that case, the MS guidelines are pretty reasonable, though the "16 byte limit" should probably be more like 24-32. Sometimes, however, what's needed is an aggregation of variables. A struct used for that purpose should simply consist of a bunch of public fields, and possibly an Equals override, ToString override, and IEquatable(itsType).Equals implementation. Structures which are used as aggregations of fields are not objects, and shouldn't pretend to be. From the structure's point of view, the meaning of field should be nothing more or less than "the last thing written to this field". Any additional meaning should be determined by the client code.
For example, if a variable-aggregating struct has members Minimum and Maximum, the struct itself should make no promise that Minimum <= Maximum. Code which receives such a structure as a parameter should behave as though it were passed separate Minimum and Maximum values. A requirement that Minimum be no greater than Maximum should be regarded like a requirement that a Minimum parameter be no greater than a separately-passed Maximum one.
A useful pattern to consider sometimes is to have an ExposedHolder<T> class defined something like:
class ExposedHolder<T>
{
public T Value;
ExposedHolder() { }
ExposedHolder(T val) { Value = T; }
}
If one has a List<ExposedHolder<someStruct>>, where someStruct is a variable-aggregating struct, one may do things like myList[3].Value.someField += 7;, but giving myList[3].Value to other code will give it the contents of Value rather than giving it a means of altering it. By contrast, if one used a List<someStruct>, it would be necessary to use var temp=myList[3]; temp.someField += 7; myList[3] = temp;. If one used a mutable class type, exposing the contents of myList[3] to outside code would require copying all the fields to some other object. If one used an immutable class type, or an "object-style" struct, it would be necessary to construct a new instance which was like myList[3] except for someField which was different, and then store that new instance into the list.
One additional note: If you are storing a large number of similar things, it may be good to store them in possibly-nested arrays of structures, preferably trying to keep the size of each array between 1K and 64K or so. Arrays of structures are special, in that indexing one will yield a direct reference to a structure within, so one can say "a[12].x = 5;". Although one can define array-like objects, C# does not allow for them to share such syntax with arrays.
Use classes.
On a general note. Why not update value b as you create them?
From a c++ perspective I agree that it will be slower modifying a structs properties compared to a class. But I do think that they will be faster to read from due to the struct being allocated on the stack instead of the heap. Reading data from the heap requires more checks than from the stack.
Well, if you go with struct afterall, then get rid of string and use fixed size char or byte buffer.
That's re: performance.
I have read a lot about the danger of using structures as a data type, I wonder if there is any problem with this one,
List<Summarized> SummarizedList = new List<Summarized>();
Summarized SumInfo;
struct Summarized
{
public string sBrand;
public string sModel;
public string sCustomer;
public int sline;
public string sLeader;
public int sDesire;
public int sReal;
}
As you can see I use a generic list of items type SumInfo which is the struct data type. whenever I need to update an item of the list I just do the following:
SumInfo = (Summarized)SummarizedList[CurrentPos];
SumInfo.sDesire = DesireProd;
SumInfo.sReal = RealProduced;
SummarizedList[CurrentPos] = SumInfo;
where CurrentPos is the position of the item I want to update.
Everything works fine so far, so could be any problem with that in the future? Is this struct one of the mutable ones?
Thanks.
Everything works fine so far, so could be any problem with that in the future? Is this struct one of the mutable ones?
Yes, it's a mutable struct. Yes, it will work.
However, I would argue that this struct should be a class. For details as to why, refer to Choosing Between Classes and Structures. In this case, you're violating 3 of the cases which should always be true for structs:
It logically represents a single value, similar to primitive types (integer, double, and so on).
It has an instance size smaller than 16 bytes.
It is immutable.
This would strongly suggest a class is more appropriate for your type. It would also simplify your code.
BTW - Side note, the cast is not required in your code above. You should be able to just write:
SumInfo = SummarizedList[CurrentPos];
Issues:
It's a mutable struct, and they're almost always a bad idea (search for "mutable structs evil" and you'll get loads of hits)
It's got public fields - therefore no encapsulation; no separation between the API of the type an its implementation
It's got public members which don't follow the normal .NET naming conventions
It doesn't logically represent a single value, as per the .NET design guidelines
It's larger than the 16 bytes recommended by the same guidelines (although I wouldn't pay too much attention to that if everything else were okay)
Basically it's a dumb data bucket. There's a time and place for that, but it should almost always be a class in that case, and I'd personally usually try to make it an immutable type as well.
is there any reason you're using a struct? if you made it a class, the List would just contain references, and your code would look like:
SumInfo = SummarizedList[CurrentPos];
SumInfo.sDesire = DesireProd;
SumInfo.sReal = RealProduced;
// you're done! no need to insert it back in, you're referring to the same item
Personally, I would have nothing against using this struct. It may depend more on how you use it, whether you encapsulate the List methods etc.
The mutability of it depends on whether you are expecting to update any antries once you have added them to the list. If you are not expecting to, then your STRUCT is immutable, but your list isn't. However in this case you are updating the entries, so it is.
I would concur that a class is probably a better option for this.
Issue 1:
Yes the struct is mutable. And it suffers from all the problems associated with that.
SummarizedList[CurrentPos].sDesire=DesireProd;
shows why using a mutable struct like this is a bad idea, since it will not change the struct in the list.
Issue 2:
You have public mutable fields. This is considered bad style and you should use properties instead.
Issue 3:
You're using (System) Hungarian notation. When developing in C# follow the .net naming conventions.
For performance reasons I use structs in several use cases.
If I have an object or a nullable type (another struct but nullable) as a member in the struct, is there an adverse effect on performance. Do I lose the very benefit I am trying to gain?
Edit
I am aware of the size limitations and proper use of structs. Please no more lectures. In performance tests the structs perform faster.
I do not mean to sound abrasive or ungrateful, but how do I make my question any more simple?
Does having a object as a member of a struct impact performance or negate the benefit?
Well, C# is a strange beast when it comes to the performance part of struct vs classes.
Check this link: http://msdn.microsoft.com/en-us/library/y23b5415(VS.71).aspx
According to Microsoft you should use a struct only when the instance size is under 16 bytes. Andrew is right. If you do not pass around a struct, you might see a performance benefit. Value type semantics have a heavy performance (and at time memory, depending on what you are doing) penalty while passing them around.
As far as collections are concerned, if you are using a non-generic collection, the boxing and unboxing of a value-type (struct in this case) will have a higher performance overhead than a reference type (i.e. class). That said, it is also true that structs get allocated faster than classes.
Although struct and class have same syntax, the behavior is vastly different. This can force you to make many errors that might be difficult to trace. For example, like static constructors in a struct would not be called when you call it's public (hidden constructor) or as operator will fail with structs.
Nullable types are themselves are implemented with structs. But they do have a penalty. Even every operation of a Nullable type emit more IL.
Well, in my opinion, struct are well left to be used in types such as DateTime or Guids. If you need an immutable type, use struct otherwise, don't. The performance benefits are not that huge. Similarly even the overhead is not that huge. So at the end of day, it depends on your data you are storing in the struct and also how you are using it.
No, you won't lose the benefit necessarily. One area in which you see a performance benefit from using a struct is when you are creating many objects quickly in a loop and do not need to pass these objects to any other methods. In this case you should be fine but without seeing some code it is impossible to tell.
Personally, I'd be more worried about simply using structs inappropriately; what you have described sounds like an object (class) to me.
In particular, I'd worry about your struct being too big; when you pass a struct around (between variables, between methods, etc) it gets copied. If it is a big fat beast with lots of fields (some of which are themselves beasts) then this copy will take more space on the stack, and more CPU time. Contrast to passing a reference to an object, which takes a constant size / time (width per your x86/x64 architecture).
If we talk about basic nullable types, such as classic "values"; Nullable<T> of course has an overhead; the real questions are:
is it too much
is it more expensive than the check I'd still have to do for a "magic number" etc
In particular, all casts and operators on Nullable<T> get extra code - for example:
int? a = ..., b = ...;
int? c = a + b;
is really more similar to:
int? c = (a.HasValue && b.HasValue) ?
new Nullable<int>(a.GetValueOrDefault() + b.GetValueOrDefault())
: new Nullable<int>();
The only way to see if this is too much is going to be with your own local tests, with your own data. The fact that the data is on a struct in this case is largely moot; the numbers should broadly compare no matter where they are.
Nullable<T> is essentially a tuple of T and bool flag indicating whether it's null or not. Its performance effect is therefore exactly the same: in terms of size, you get that extra bool (plus whatever padding it deems required).
For references to reference types, there are no special implications. It's just whatever the size of an object reference is (which is usually sizeof(IntPtr), though I don't think there's a definite guarantee on that). Of course, GC would also have to trace through those references every now and then, but a reference inside a struct is not in any way special in that regard.
Neither nullable types nor immutable class types will pose a problem within a struct. When using mutable class types, however, one should generally try to stick to one of two approaches:
The state represented by mutable class field or property should be the *identity*, rather than the *mutable charactersitics*, of the mutable object referenced thereby. For example, suppose a struct has a field of type `Car`, which holds a reference to a red car, vehicle ID #24601. Suppose further that someone copies the struct and then paints the vehicle referred to blue. An object reference would be appropriate if, under such circumstances, one would want the structure to hold a reference to a blue car with ID #24601. It would be inappropriate if one would want the structure to still hold a refernce to a red car (which would have to have some other ID, since car ID #24601 is blue).
Code within the struct creates a mutable class instance, performs all mutations that will ever be performed to that instance (possibly copying data from a passed-in instance), and stores it in a private field after all mutations are complete. Once a reference to the instance is stored in a field, the struct must never again mutate that instance, nor expose it to any code which could mutate it.
Note that the two approaches offer very different semantics; one should never have a hard time deciding between them, since in any circumstance where one is appropriate the other would be completely inappropriate. In some circumstances there may be other approaches which would work somewhat better, but in general one should identify whether a struct's state includes the identity or mutable characteristics of any nested mutable classes, and use one of the patterns above as appropriate.
Its often hear that Haskell(which I don't know) has a very interesting type system.. I'm very familiar with Java and a little with C#, and sometimes it happens that I'm fighting the type system so some design accommodates or works better in a certain way.
That led me to wonder...
What are the problems that occur somehow because of deficiencies of Java/C# type system?
How do you deal with them?
Arrays are broken.
Object[] foo = new String[1];
foo[0] = new Integer(4);
Gives you java.lang.ArrayStoreException
You deal with them with caution.
Nullability is another big issue. NullPointerExceptions jump at your face everywhere. You really can't do anything about them except switch language, or use conventions of avoiding them as much as possible (initialize fields properly, etc).
More generally, the Java's/C#'s type systems are not very expressive. The most important thing Haskell can give you is that with its types you can enforce that functions don't have side effects. Having a compile time proof that parts of programs are just expressions that are evaluated makes programs much more reliable, composable, and easier to reason about. (Ignore the fact, that implementations of Haskell give you ways to bypass that).
Compare that to Java, where calling a method can do almost anything!
Also Haskell has pattern matching, which gives you different way of creating programs; you have data on which functions operate, often recursively. In pattern matching you destruct data to see of what kind it is, and behave according to it. e.g. You have a list, which is either empty, or head and tail. If you want to calculate the length, you define a function that says: if list is empty, length = 0, otherwise length = 1 + length(tail).
If you really like to learn more, there's two excellent online sources:
Learn you a Haskell and Real World Haskell
I dislike the fact that there is a differentiation between primitive (native) types (int, boolean, double) and their corresponding class-wrappers (Integer, Boolean, Double) in Java.
This is often quite annoying especially when writing generic code. Native types can't be genericized, you must instantiate a wrapper instead. Generics should make your code more abstract and easier reusable, but in Java they bring restrictions with obviously no reasons.
private static <T> T First(T arg[]) {
return arg[0];
}
public static void main(String[] args) {
int x[] = {1, 2, 3};
Integer y[] = {3, 4, 5};
First(x); // Wrong
First(y); // Fine
}
In .NET there are no such problems even though there are separate value and reference types, because they strictly realized "everything is an object".
this question about generics shows the deficiencies of the java type system's expressiveness
Higher-kinded generics in Java
I don't like the fact that classes are not first-class objects, and you can't do fancy things such as having a static method be part of an interface.
A fundamental weakness in the Java/.net type system is that it has no declarative means of specifying how an object's state relates to the contents of its reference-type fields, nor of specifying what a method is allowed to persist reference-type parameters. Although in some sense it's nice for the runtime to be able to use a field Foo of one type ICollection<integer> to mean many different things, it's not possible for the type system to provide real support for things like immutability, equivalency testing, cloning, or any other such features without knowing whether Foo represents:
A read-only reference to a collection which nothing will ever mutate; the class may freely share such reference with outside code, without affecting its semantics. The reference encapsulates only immutable state, and likely does not encapsulate identity.
A writable reference to a collection whose type is mutable, but which nothing will ever actually mutate; the class may only share such references with code that can be trusted not to mutate it. As above, the reference encapsulates only immutable state, and likely does not encapsulate identity.
The only reference anywhere in the universe to a collection which it mutates. The reference would encapsulate mutable state, but would not encapsulate identity (replacing the collection with another holding the same items would not change the state of the enclosing object).
A reference to a collection which it mutates, and whose contents it considers to be its own, but to which outside code holds references which it expects to be attached to `Foo`'s current state. The reference would encapsulate both identity and mutable state.
A reference to a mutable collection owned by some other object, which it expects to be attached to that other object's state (e.g. if the object holding `Foo` is supposed to display the contents of some other collection). That reference would encapsulate identity, but would not encapsulate mutable state.
Suppose one wants to copy the state of the object that contains Foo to a new, detached, object. If Foo represents #1 or #2, one may store in the new object either a copy of the reference in Foo, or a reference to a new object holding the same data; copying the reference would be faster, but both operations would be correct. If Foo represents #3, a correct detached copy must hold a reference to a new detached object whose state is copied from the original. If Foo represents #5, a correct detached copy must hold a copy of the original reference--it must NOT hold reference to a new detached object. And if Foo represents #4, the state of the object containing it cannot be copied in isolation; it might be possible to copy a bunch of interconnected objects to yield a new bunch whose state is equivalent to the original, but it would not be possible to copy the state of objects individually.
While it won't be possible for a type system to specify declaratively all of the possible relationships that can exist among objects and what should be done about them, it should be possible for a type system and framework to correctly generate code to produce semantically-correct equivalence tests, cloning methods, smoothly inter-operable mutable, immutable, and "readable" types, etc. in most cases, if it knew which fields encapsulate identity, mutable state, both, or neither. Additionally, it should be possible for a framework to minimize defensive copying and wrapping in circumstances where it could ensure that the passed references would not be given to anything that would mutate them.
(Re: C# specifically.)
I would love tagged unions.
Ditto on first-class objects for classes, methods, properties, etc.
Although I've never used them, Python has type classes that basically are the types that represent classes and how they behave.
Non-nullable reference types so null-checks are not needed. It was originally considered for C# but was discarded. (There is a stack overflow question on this.)
Covariance so I can cast a List<string> to a List<object>.
This is minor, but for the current versions of Java and C# declaring objects breaks the DRY principle:
Object foo = new Object;
Int x = new Int;
None of them have meta-programming facilities like say that old darn C++ dog has.
Using "using" duplication and lack of typedef is one example that violates DRY and can even cause user-induced 'aliasing' errors and more. Java 'templates' isn't even worth mentioning..
In a recent project I was working I created a structure in my class to solve a problem I was having, as a colleague was looking over my shoulder he looked derisively at the structure and said "move it into a class".
I didn't have any argument for not moving it into a class other than I only need it in this class but this kind of falls down because couldn't I make it a nested class?
When is it ok to use a structure?
You should check out the value type usage guidelines: http://msdn.microsoft.com/en-us/library/y23b5415(vs.71).aspx
The article lists several important points but the few that I feel are the most valuable are the following
Is the value immutable?
Do you want the type to have value semantics?
If the answer to both questions is yes then you almost certainly want to use a Structure. Otherwise I would advise going with a class.
There are issues with using structures with a large amount of members. But I find that if I consider the two points above, rarely do I have more than the recommended number of members / size in my value types.
MSDN has a good guidelines document to cover structure usage. To summarize:
Act like primitive types.
Have an instance size under 16 bytes.
Are immutable.
Value semantics are desirable.
Otherwise, use a class.
You should always use a Class as your first choice, changing to Structure only for very specific reasons (as others have already outlined).
Depending on how much you "only need it in this class", you might be able to avoid the nested type completely by using an anonymous type; this will only work within a single method:
Public Class Foo
Public Sub Bar
Dim baz = New With { .Str = "String", .I = 314 }
End Sub
End Class
you can't (readily--there are a few things you can do with generics) move the instance baz outside of the Sub in a typesafe manner. Of course an Object can hold anything, even an instance of an anonymous type.
I think structures are great if you need copy the object or do not want it to be modified by the passed function. Since passed functions can not modify the originally passed structure instead got a new copy of it, this can be a life saver. (unless they passed as ByRef obviously) and can save you trouble of deep copy craziness in .NET or implementing pain of an ICloneSomething implementation.
But the general idea is defining a custom data structure in a more semantic way.
About moving to a class, if you are moving into a class where it'll be part of a class, generally this is good practice since your structure is 99% of the time related with one of you classes not related with a namespace.
If you are converting it to a class then you need to consider "is it defining a data strcuture" and "is it expensive?" since it's gonna be copied all over the place, "do you want to get affected by modifications done by the passers?"
The usage guidelines referenced by Marc and Rex are excellent and nicely cover cases where you aren't sure which one you would want. I will list some use cases where use of a struct is a requirement.
When you need to set the layout of the fields in memory
Interop with unmanaged code.
When you want to make Unions.
You need a fixed size buffer inlined.
You want to be able to do the equivalent of a reinterpret_cast with relative safety (so long as the struct does not contain any fields which are themselves reference types.
These are normally edge cases and (with the exception of interop) not recommended practices unless their use is necessary for the success of the project/program.