Why must C# operator overloads be static? - c#

Why does C# require operator overloads to be static methods rather than member functions (like C++)? (Perhaps more specifically: what was the design motivation for this decision?)

This has been answered in excruciating detail by Eric Lippert in a blog post that has since been removed. Here is the archived version.
There is also another subtler point about value types and instance operators. Static operators make this kind of code possible:
class Blah {
int m_iVal;
public static Blah operator+ (Blah l, int intVal)
{
if(l == null)
l = new Blah();
l.m_iVal += intVal;
return l;
}
}
//main
Blah b = null;
b = b + 5;
So you can invoke the operator, even though the reference is null. This wouldn't be the case for instance operators.

Take a look at this post.
A couple of reasons, the primary seeming to be to preserve operator symmetry (such that the left hand side of a binary operation does not get special treatment, as being responsible for dispatching the operation).

Perhaps its best to think why should the methods not be static. There is no need for state and hence this.

Related

How can I preserve members of my old class when using implicit conversion casting to set a new value to my object?

I know that some people will suggest other ways of performing this same function and I am only interested in specifically accomplishing my goal. I already have working code that performs said task and just would like to understand more about writing my own powerful objects - thank you.
My goal:
int x = 100;
Base b = new Base(0, 3);
b = x; // Preserves my baseNum of 3 for conversions
Code:
public class Base
{
public int count = 0; // represents the count of current numerical value in base ten digit count : 3 -> could be read NEVER user changed
public int baseNum = 10; // conversion base subscript -> """""
public int represented; // represented base ten value of conversion (used for output NOT mathmatically friendly) -> should be read BUT never change by user
public int numerical = 0;
public int[] basearray; // should NOT be modified read only
public Base()
{
//count = 0; // setting numerical will run digit count
baseNum = 10;
numerical = 0;
}
public Base(int i)
{
baseNum = 10;
numerical = i;
}
public Base(int n, int b)
{
baseNum = b;
numerical = n;
}
public static implicit operator Base(int i)
{
// Help needed
}
public static implicit operator int(Base b)
{
int i = b.numerical;
return i;
}
}
I have excluded much of the irrelevant code. This object holds a numerical value but provides a digit by digit reference to a converted format (as we count in base ten this object converts into other base forms)
What I wish is to preserve the current baseNum member and only update the numerical value of my object when using assignment.
As implicit conversion is a static function as far as I know there is no way to access the instance that will be used when assignments are performed after int is casted into my object.
Is there any way to perform this assignment operation in the way I wish?
Again - I already have many methods that allow me to modify the numerical member of the instance.
I also know that I can simply define the baseNum again after assignment.
I only wish to find out if there is a way to possibly utilize my object in the way I am imagining.
You simply can't do that.
When you write b = x, things happen under the hood are:
take the value if x
invoke implicit operator Base(int i) on the value of x, a Base object is returned
assign the returned object to b
There is no conventional way you can access the original value of b in step 2, where the conversion happens.
Is there any way to perform this assignment operation in the way I wish?
No, there is not. Conversion operators, implicit or explicit, always return a new object. And in the case of your reference type, the value returned is a reference, and the assignment is to variable holding that reference, which does not in any way modify the object that variable previously referred to.
Furthermore, I would suggest you should not want to do this anyway. An assignment that only modifies the target partially would be very confusing to anyone reading the code. At first, maybe just confusing to people unfamiliar with the design, but eventually, once the code's been sitting there for awhile without any need to work on it, even people who were theoretically well-versed in the design will have trouble remembering that it does this.
Stick with what you already have, where modification of individual components of an object are expressed explicitly. This will keep the code expressive, simple, and easy to understand.

What's the correct way to implement operator ++ for value-types?

I'm working on a custom implementation of a Number struct, with very different ways of storing and manipulating numeric values.
The struct is fully immutable - all fields are implemented as readonly
I'm trying to implement the ++ and -- operators, and I've run into a little confusion:
How do you perform the assignment?
Or does the platform handle this automatically, and I just need to return n + 1?
public struct Number
{
// ...
// ... readonly fields and properties ...
// ... other implementations ...
// ...
// Empty placeholder + operator, since the actual method of addition is not important.
public static Number operator +(Number n, int value)
{
// Perform addition and return sum
// The Number struct is immutable, so this technically returns a new Number value.
}
// ERROR here: "ref and out are not valid in this context"
public static Number operator ++(ref Number n)
{
// ref seems to be required,
// otherwise this assignment doesn't affect the original variable?
n = n + 1;
return n;
}
}
EDIT: I think this is not a duplicate of other questions about increment and decrement operators, since this involves value-types which behave differently than classes in this context. I understand similar rules apply regarding ++ and --, but I believe the context of this question is different enough, and nuanced enough, to stand on its own.
The struct is fully immutable - all fields are implemented as readonly
Good!
I'm trying to implement the ++ and -- operators, and I've run into a little confusion: How do you perform the assignment?
You don't. Remember what the ++ operator does. Whether it is prefix or postfix it:
fetches the original value of the operand
computes the value of the successor
stores the successor
produces either the original value or the successor
The only part of that process that the C# compiler does not know how to do for your type is "compute the successor", so that's what your overridden ++ operator should do. Just return the successor; let the compiler deal with figuring out how to make the assignment.
Or does the platform handle this automatically, and I just need to return n + 1?
Yes, do that.
The processing of ++ and -- operators is described in C# language specification, section 7.7.5 Prefix increment and decrement operators:
The run-time processing of a prefix increment or decrement operation of the form ++x or --x consists of the following steps:
• If x is classified as a variable:
  o x is evaluated to produce the variable.
  o The selected operator is invoked with the value of x as its argument.
  o The value returned by the operator is stored in the location given by the evaluation of x.
  o The value returned by the operator becomes the result of the operation.
So a custom overloads of these operators only need to produce an incremented/decremented value. The rest is handled by the compiler.
A Number class is going to have a value of some kind as a property.
public static Number operator ++(Number n)
{
// ref seems to be required,
// otherwise this assignment doesn't affect the original variable?
n.value = n.value + 1;
return n;
}
This should do what you want.
I wrote this using your struc and added the value property.
private static void Main(string[] args)
{
var x = new Number();
x.value = 3;
x++;
Console.WriteLine(x.value);
Console.Read();
}
This properly generates a 4
The statement num++; by itself expands to num = PlusPlusOperator(num);. Since your data type is immutable, just return n+1; and the compiler will handle the rest.

Does the order of operands matter for an overloaded == operator in C#

I am using a 3rd party tool (Unity3d), where one of the fundamental base classes overloads the == operator (UnityEngine.Object).
The overloaded operator's signature is:
public static bool operator == (UnityEngine.Object x, UnityEngine.Object y)
Does the order in which the comparison is made have any effect on whether this overloaded operator is used ?
To illustrate, should both of these use the overloaded operator and return the same result ?
// initialize with some value
UnityEngine.Object a = ....
Debug.Log(a == null);
Debug.Log(null == a);
The reason i'm asking is because i'd like to (sometimes) avoid this overloaded behaviour (use the default == operator), and was wondering whether flipping the order would assist in that ?
(There could be another option - casting the operands to System.object, but I am not 100% sure that works).
Well, it's possible that the two calls wouldn't be the same, if the operator had been overloaded badly. Either there could be one overload, and it could be written in a way which compares the operands asymmetrically, or the two statements could call different overloads.
But assuming it's been overloaded properly, that should be absolutely fine. That's if you want to call the overloaded operator, of course. In situations where you don't, I'd make that clear using ReferenceEquals.
I would personally recommend the if (a == null) approach, as I find it easier to read (and I believe many others do too). The "yoda" style of if (null == a) is sometimes used by C programmers who fear typos, where if (a = null) would be an assignment and a valid statement... albeit with a warning in decent C compilers.
Here's an example of a badly implemented set of overloads, where the operand order matters, because null is convertible to both string and Test:
using System;
class Test
{
public static bool operator ==(Test t, string x)
{
Console.WriteLine("Test == string");
return false;
}
public static bool operator !=(Test t, string x)
{
Console.WriteLine("Test != string");
return false;
}
public static bool operator ==(string x, Test t)
{
Console.WriteLine("string == Test");
return false;
}
public static bool operator !=(string x, Test t)
{
Console.WriteLine("string != Test");
return false;
}
static void Main(string[] args)
{
Test t = null;
Console.WriteLine(t == null);
Console.WriteLine(null == t);
}
}
Now that the question has been updated, we can tell that's not the case... but the implementation could still be poor. For example, it could be written as:
public static bool operator == (UnityEngine.Object x, UnityEngine.Object y)
{
// Awful implementation - do not use!
return x.Equals(y);
}
In that case, it will fail with a NullReferenceException when x is null, but succeed if x is non-null but y is null (assuming Equals has been written properly).
Again though, I'd expect that the operator has been written properly, and that this isn't a problem.
UPDATE after updating the question:
If you want to avoid calling the overloaded function when comparing to null, use ReferenceEquals:
if(a.ReferenceEquals(null)) ...
OLDER ANSWER, RENDERED OBSOLETE AND ALSO WRONG BY #Jon Skeet...
According to this, overload resolution of binary operator with X and Y as arguments is done by first taking the union of all operators defined by X and by Y.
So a==b results in exactly the same overload resolution as b==a.
The link is from 2003, but I doubt Microsoft has changed something since, it would have broken a lot of older code.
Update: Although I witnessed this behaviour in prior versions of Unity, I couldn't reproduce it in a test I performed right after writing this answer. May be Unity changed the == operator behaviour, or behaviour of implicit conversion of UnityEngine.Object to bool; however, I would still advocate using the overridden == operator instead of trying to avoid it.
The way Unity in particular overrides == operator is very frustrating, but also fundamental for how you have to work with the engine. After the UnityObject gets destroyed, by calling Destroy (some time after the call) or DestroyImmediate (immediately after the call, as the name would suggest), the comparison of this object to null returns true, even though it's not a null reference.
It's completely unintuitive for C# programmers, and can create a lot of truly WTF moments before you figure this out. Take this, for example:
DestroyImmediately(someObject);
if (someObject)
{
Debug.Log("This gets printed");
}
if (someObject != null)
{
Debug.Log("This doesn't");
}
The reason I'm explaining that is because I perfectly understand your desire to avoid this strange overridden behaviour, especially if you had C# experience before working with Unity. However, as with a lot of other Unity-specific stuff, it might actually be better to just stick to the Unity convention instead of trying to implement everything in the C#-correct way.

What are your favorite little used C# trick? [duplicate]

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This came to my mind after I learned the following from this question:
where T : struct
We, C# developers, all know the basics of C#. I mean declarations, conditionals, loops, operators, etc.
Some of us even mastered the stuff like Generics, anonymous types, lambdas, LINQ, ...
But what are the most hidden features or tricks of C# that even C# fans, addicts, experts barely know?
Here are the revealed features so far:
Keywords
yield by Michael Stum
var by Michael Stum
using() statement by kokos
readonly by kokos
as by Mike Stone
as / is by Ed Swangren
as / is (improved) by Rocketpants
default by deathofrats
global:: by pzycoman
using() blocks by AlexCuse
volatile by Jakub Šturc
extern alias by Jakub Šturc
Attributes
DefaultValueAttribute by Michael Stum
ObsoleteAttribute by DannySmurf
DebuggerDisplayAttribute by Stu
DebuggerBrowsable and DebuggerStepThrough by bdukes
ThreadStaticAttribute by marxidad
FlagsAttribute by Martin Clarke
ConditionalAttribute by AndrewBurns
Syntax
?? (coalesce nulls) operator by kokos
Number flaggings by Nick Berardi
where T:new by Lars Mæhlum
Implicit generics by Keith
One-parameter lambdas by Keith
Auto properties by Keith
Namespace aliases by Keith
Verbatim string literals with # by Patrick
enum values by lfoust
#variablenames by marxidad
event operators by marxidad
Format string brackets by Portman
Property accessor accessibility modifiers by xanadont
Conditional (ternary) operator (?:) by JasonS
checked and unchecked operators by Binoj Antony
implicit and explicit operators by Flory
Language Features
Nullable types by Brad Barker
Anonymous types by Keith
__makeref __reftype __refvalue by Judah Himango
Object initializers by lomaxx
Format strings by David in Dakota
Extension Methods by marxidad
partial methods by Jon Erickson
Preprocessor directives by John Asbeck
DEBUG pre-processor directive by Robert Durgin
Operator overloading by SefBkn
Type inferrence by chakrit
Boolean operators taken to next level by Rob Gough
Pass value-type variable as interface without boxing by Roman Boiko
Programmatically determine declared variable type by Roman Boiko
Static Constructors by Chris
Easier-on-the-eyes / condensed ORM-mapping using LINQ by roosteronacid
__arglist by Zac Bowling
Visual Studio Features
Select block of text in editor by Himadri
Snippets by DannySmurf
Framework
TransactionScope by KiwiBastard
DependantTransaction by KiwiBastard
Nullable<T> by IainMH
Mutex by Diago
System.IO.Path by ageektrapped
WeakReference by Juan Manuel
Methods and Properties
String.IsNullOrEmpty() method by KiwiBastard
List.ForEach() method by KiwiBastard
BeginInvoke(), EndInvoke() methods by Will Dean
Nullable<T>.HasValue and Nullable<T>.Value properties by Rismo
GetValueOrDefault method by John Sheehan
Tips & Tricks
Nice method for event handlers by Andreas H.R. Nilsson
Uppercase comparisons by John
Access anonymous types without reflection by dp
A quick way to lazily instantiate collection properties by Will
JavaScript-like anonymous inline-functions by roosteronacid
Other
netmodules by kokos
LINQBridge by Duncan Smart
Parallel Extensions by Joel Coehoorn
This isn't C# per se, but I haven't seen anyone who really uses System.IO.Path.Combine() to the extent that they should. In fact, the whole Path class is really useful, but no one uses it!
I'm willing to bet that every production app has the following code, even though it shouldn't:
string path = dir + "\\" + fileName;
lambdas and type inference are underrated. Lambdas can have multiple statements and they double as a compatible delegate object automatically (just make sure the signature match) as in:
Console.CancelKeyPress +=
(sender, e) => {
Console.WriteLine("CTRL+C detected!\n");
e.Cancel = true;
};
Note that I don't have a new CancellationEventHandler nor do I have to specify types of sender and e, they're inferable from the event. Which is why this is less cumbersome to writing the whole delegate (blah blah) which also requires you to specify types of parameters.
Lambdas don't need to return anything and type inference is extremely powerful in context like this.
And BTW, you can always return Lambdas that make Lambdas in the functional programming sense. For example, here's a lambda that makes a lambda that handles a Button.Click event:
Func<int, int, EventHandler> makeHandler =
(dx, dy) => (sender, e) => {
var btn = (Button) sender;
btn.Top += dy;
btn.Left += dx;
};
btnUp.Click += makeHandler(0, -1);
btnDown.Click += makeHandler(0, 1);
btnLeft.Click += makeHandler(-1, 0);
btnRight.Click += makeHandler(1, 0);
Note the chaining: (dx, dy) => (sender, e) =>
Now that's why I'm happy to have taken the functional programming class :-)
Other than the pointers in C, I think it's the other fundamental thing you should learn :-)
From Rick Strahl:
You can chain the ?? operator so that you can do a bunch of null comparisons.
string result = value1 ?? value2 ?? value3 ?? String.Empty;
Aliased generics:
using ASimpleName = Dictionary<string, Dictionary<string, List<string>>>;
It allows you to use ASimpleName, instead of Dictionary<string, Dictionary<string, List<string>>>.
Use it when you would use the same generic big long complex thing in a lot of places.
From CLR via C#:
When normalizing strings, it is highly
recommended that you use
ToUpperInvariant instead of
ToLowerInvariant because Microsoft has
optimized the code for performing
uppercase comparisons.
I remember one time my coworker always changed strings to uppercase before comparing. I've always wondered why he does that because I feel it's more "natural" to convert to lowercase first. After reading the book now I know why.
My favorite trick is using the null coalesce operator and parentheses to automagically instantiate collections for me.
private IList<Foo> _foo;
public IList<Foo> ListOfFoo
{ get { return _foo ?? (_foo = new List<Foo>()); } }
Avoid checking for null event handlers
Adding an empty delegate to events at declaration, suppressing the need to always check the event for null before calling it is awesome. Example:
public delegate void MyClickHandler(object sender, string myValue);
public event MyClickHandler Click = delegate {}; // add empty delegate!
Let you do this
public void DoSomething()
{
Click(this, "foo");
}
Instead of this
public void DoSomething()
{
// Unnecessary!
MyClickHandler click = Click;
if (click != null) // Unnecessary!
{
click(this, "foo");
}
}
Please also see this related discussion and this blog post by Eric Lippert on this topic (and possible downsides).
Everything else, plus
1) implicit generics (why only on methods and not on classes?)
void GenericMethod<T>( T input ) { ... }
//Infer type, so
GenericMethod<int>(23); //You don't need the <>.
GenericMethod(23); //Is enough.
2) simple lambdas with one parameter:
x => x.ToString() //simplify so many calls
3) anonymous types and initialisers:
//Duck-typed: works with any .Add method.
var colours = new Dictionary<string, string> {
{ "red", "#ff0000" },
{ "green", "#00ff00" },
{ "blue", "#0000ff" }
};
int[] arrayOfInt = { 1, 2, 3, 4, 5 };
Another one:
4) Auto properties can have different scopes:
public int MyId { get; private set; }
Thanks #pzycoman for reminding me:
5) Namespace aliases (not that you're likely to need this particular distinction):
using web = System.Web.UI.WebControls;
using win = System.Windows.Forms;
web::Control aWebControl = new web::Control();
win::Control aFormControl = new win::Control();
I didn't know the "as" keyword for quite a while.
MyClass myObject = (MyClass) obj;
vs
MyClass myObject = obj as MyClass;
The second will return null if obj isn't a MyClass, rather than throw a class cast exception.
Two things I like are Automatic properties so you can collapse your code down even further:
private string _name;
public string Name
{
get
{
return _name;
}
set
{
_name = value;
}
}
becomes
public string Name { get; set;}
Also object initializers:
Employee emp = new Employee();
emp.Name = "John Smith";
emp.StartDate = DateTime.Now();
becomes
Employee emp = new Employee {Name="John Smith", StartDate=DateTime.Now()}
The 'default' keyword in generic types:
T t = default(T);
results in a 'null' if T is a reference type, and 0 if it is an int, false if it is a boolean,
etcetera.
Attributes in general, but most of all DebuggerDisplay. Saves you years.
The # tells the compiler to ignore any
escape characters in a string.
Just wanted to clarify this one... it doesn't tell it to ignore the escape characters, it actually tells the compiler to interpret the string as a literal.
If you have
string s = #"cat
dog
fish"
it will actually print out as (note that it even includes the whitespace used for indentation):
cat
dog
fish
I think one of the most under-appreciated and lesser-known features of C# (.NET 3.5) are Expression Trees, especially when combined with Generics and Lambdas. This is an approach to API creation that newer libraries like NInject and Moq are using.
For example, let's say that I want to register a method with an API and that API needs to get the method name
Given this class:
public class MyClass
{
public void SomeMethod() { /* Do Something */ }
}
Before, it was very common to see developers do this with strings and types (or something else largely string-based):
RegisterMethod(typeof(MyClass), "SomeMethod");
Well, that sucks because of the lack of strong-typing. What if I rename "SomeMethod"? Now, in 3.5 however, I can do this in a strongly-typed fashion:
RegisterMethod<MyClass>(cl => cl.SomeMethod());
In which the RegisterMethod class uses Expression<Action<T>> like this:
void RegisterMethod<T>(Expression<Action<T>> action) where T : class
{
var expression = (action.Body as MethodCallExpression);
if (expression != null)
{
// TODO: Register method
Console.WriteLine(expression.Method.Name);
}
}
This is one big reason that I'm in love with Lambdas and Expression Trees right now.
"yield" would come to my mind. Some of the attributes like [DefaultValue()] are also among my favorites.
The "var" keyword is a bit more known, but that you can use it in .NET 2.0 applications as well (as long as you use the .NET 3.5 compiler and set it to output 2.0 code) does not seem to be known very well.
Edit: kokos, thanks for pointing out the ?? operator, that's indeed really useful. Since it's a bit hard to google for it (as ?? is just ignored), here is the MSDN documentation page for that operator: ?? Operator (C# Reference)
I tend to find that most C# developers don't know about 'nullable' types. Basically, primitives that can have a null value.
double? num1 = null;
double num2 = num1 ?? -100;
Set a nullable double, num1, to null, then set a regular double, num2, to num1 or -100 if num1 was null.
http://msdn.microsoft.com/en-us/library/1t3y8s4s(VS.80).aspx
one more thing about Nullable type:
DateTime? tmp = new DateTime();
tmp = null;
return tmp.ToString();
it is return String.Empty. Check this link for more details
Here are some interesting hidden C# features, in the form of undocumented C# keywords:
__makeref
__reftype
__refvalue
__arglist
These are undocumented C# keywords (even Visual Studio recognizes them!) that were added to for a more efficient boxing/unboxing prior to generics. They work in coordination with the System.TypedReference struct.
There's also __arglist, which is used for variable length parameter lists.
One thing folks don't know much about is System.WeakReference -- a very useful class that keeps track of an object but still allows the garbage collector to collect it.
The most useful "hidden" feature would be the yield return keyword. It's not really hidden, but a lot of folks don't know about it. LINQ is built atop this; it allows for delay-executed queries by generating a state machine under the hood. Raymond Chen recently posted about the internal, gritty details.
Unions (the C++ shared memory kind) in pure, safe C#
Without resorting to unsafe mode and pointers, you can have class members share memory space in a class/struct. Given the following class:
[StructLayout(LayoutKind.Explicit)]
public class A
{
[FieldOffset(0)]
public byte One;
[FieldOffset(1)]
public byte Two;
[FieldOffset(2)]
public byte Three;
[FieldOffset(3)]
public byte Four;
[FieldOffset(0)]
public int Int32;
}
You can modify the values of the byte fields by manipulating the Int32 field and vice-versa. For example, this program:
static void Main(string[] args)
{
A a = new A { Int32 = int.MaxValue };
Console.WriteLine(a.Int32);
Console.WriteLine("{0:X} {1:X} {2:X} {3:X}", a.One, a.Two, a.Three, a.Four);
a.Four = 0;
a.Three = 0;
Console.WriteLine(a.Int32);
}
Outputs this:
2147483647
FF FF FF 7F
65535
just add
using System.Runtime.InteropServices;
Using # for variable names that are keywords.
var #object = new object();
var #string = "";
var #if = IpsoFacto();
If you want to exit your program without calling any finally blocks or finalizers use FailFast:
Environment.FailFast()
Returning anonymous types from a method and accessing members without reflection.
// Useful? probably not.
private void foo()
{
var user = AnonCast(GetUserTuple(), new { Name = default(string), Badges = default(int) });
Console.WriteLine("Name: {0} Badges: {1}", user.Name, user.Badges);
}
object GetUserTuple()
{
return new { Name = "dp", Badges = 5 };
}
// Using the magic of Type Inference...
static T AnonCast<T>(object obj, T t)
{
return (T) obj;
}
Here's a useful one for regular expressions and file paths:
"c:\\program files\\oldway"
#"c:\program file\newway"
The # tells the compiler to ignore any escape characters in a string.
Mixins. Basically, if you want to add a feature to several classes, but cannot use one base class for all of them, get each class to implement an interface (with no members). Then, write an extension method for the interface, i.e.
public static DeepCopy(this IPrototype p) { ... }
Of course, some clarity is sacrificed. But it works!
Not sure why anyone would ever want to use Nullable<bool> though. :-)
True, False, FileNotFound?
This one is not "hidden" so much as it is misnamed.
A lot of attention is paid to the algorithms "map", "reduce", and "filter". What most people don't realize is that .NET 3.5 added all three of these algorithms, but it gave them very SQL-ish names, based on the fact that they're part of LINQ.
"map" => Select Transforms data
from one form into another
"reduce" => Aggregate Aggregates
values into a single result
"filter" => Where Filters data
based on a criteria
The ability to use LINQ to do inline work on collections that used to take iteration and conditionals can be incredibly valuable. It's worth learning how all the LINQ extension methods can help make your code much more compact and maintainable.
Environment.NewLine
for system independent newlines.
If you're trying to use curly brackets inside a String.Format expression...
int foo = 3;
string bar = "blind mice";
String.Format("{{I am in brackets!}} {0} {1}", foo, bar);
//Outputs "{I am in brackets!} 3 blind mice"
?? - coalescing operator
using (statement / directive) - great keyword that can be used for more than just calling Dispose
readonly - should be used more
netmodules - too bad there's no support in Visual Studio
#Ed, I'm a bit reticent about posting this as it's little more than nitpicking. However, I would point out that in your code sample:
MyClass c;
if (obj is MyClass)
c = obj as MyClass
If you're going to use 'is', why follow it up with a safe cast using 'as'? If you've ascertained that obj is indeed MyClass, a bog-standard cast:
c = (MyClass)obj
...is never going to fail.
Similarly, you could just say:
MyClass c = obj as MyClass;
if(c != null)
{
...
}
I don't know enough about .NET's innards to be sure, but my instincts tell me that this would cut a maximum of two type casts operations down to a maximum of one. It's hardly likely to break the processing bank either way; personally, I think the latter form looks cleaner too.
Maybe not an advanced technique, but one I see all the time that drives me crazy:
if (x == 1)
{
x = 2;
}
else
{
x = 3;
}
can be condensed to:
x = (x==1) ? 2 : 3;

What's the point of "As" keyword in C#

From the docs:
The as operator is like a cast except that it yields null on conversion failure instead of raising an exception. More formally, an expression of the form:
expression as type
is equivalent to:
expression is type ? (type)expression : (type) null
except that expression is evaluated only once.
So why wouldn't you choose to either do it one way or the other. Why have two systems of casting?
They aren't two system of casting. The two have similar actions but very different meanings. An "as" means "I think this object might actually be of this other type; give me null if it isn't." A cast means one of two things:
I know for sure that this object actually is of this other type. Make it so, and if I'm wrong, crash the program.
I know for sure that this object is not of this other type, but that there is a well-known way of converting the value of the current type to the desired type. (For example, casting int to short.) Make it so, and if the conversion doesn't actually work, crash the program.
See my article on the subject for more details.
https://ericlippert.com/2009/10/08/whats-the-difference-between-as-and-cast-operators/
Efficiency and Performance
Part of performing a cast is some integrated type-checking; so prefixing the actual cast with an explicit type-check is redundant (the type-check occurs twice). Using the as keyword ensures only one type-check will be performed. You might think "but it has to do a null check instead of a second type-check", but null-checking is very efficient and performant compared to type-checking.
if (x is SomeType )
{
SomeType y = (SomeType )x;
// Do something
}
makes 2x checks, whereas
SomeType y = x as SomeType;
if (y != null)
{
// Do something
}
makes 1x -- the null check is very cheap compared to a type-check.
Because sometimes you want things to fail if you can't cast like you expect, and other times you don't care and just want to discard a given object if it can't cast.
It's basically a faster version of a regular cast wrapped in a try block; but As is far more readable and also saves typing.
It allows fast checks without try/cast overhead, which may be needed in some cases to handle message based inheritance trees.
I use it quite a lot (get in a message, react to specific subtypes). Try/cast wouuld be significantly slower (many try/catch frames on every message going through) - and we talk of handling 200.000 messages per second here.
Let me give you real world scenarios of where you would use both.
public class Foo
{
private int m_Member;
public override bool Equals(object obj)
{
// We use 'as' because we are not certain of the type.
var that = obj as Foo;
if (that != null)
{
return this.m_Member == that.m_Member;
}
return false;
}
}
And...
public class Program
{
public static void Main()
{
var form = new Form();
form.Load += Form_Load;
Application.Run(form);
}
private static void Form_Load(object sender, EventArgs args)
{
// We use an explicit cast here because we are certain of the type
// and we want an exception to be thrown if someone attempts to use
// this method in context where sender is not a Form.
var form = (Form)sender;
}
}
I generally choose one or the other based on the semantics of the code.
For example, if you have an object that you know that it must be an string then use (string) because this expresses that the person writing the code is sure that the object is a string and if it's not than we already have bigger problems than the runtime cast exception that will be thrown.
Use as if you are not sure that the object is of a specific type but want to have logic for when it is. You could use the is operator followed by a cast, but the as operator is more efficient.
Maybe examples will help:
// Regular casting
Class1 x = new Class1();
Class2 y = (Class2)x; // Throws exception if x doesn't implement or derive from Class2
// Casting with as
Class2 y = x as Class2; // Sets y to null if it can't be casted. Does not work with int to short, for example.
if (y != null)
{
// We can use y
}
// Casting but checking before.
// Only works when boxing/unboxing or casting to base classes/interfaces
if (x is Class2)
{
y = (Class2)x; // Won't fail since we already checked it
// Use y
}
// Casting with try/catch
// Works with int to short, for example. Same as "as"
try
{
y = (Class2)x;
// Use y
}
catch (InvalidCastException ex)
{
// Failed cast
}

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