c# out causing a no overload for method error? - c#

I am new to c# and a little confused about how the out parameter modifier works.
I have this function
public static void GuidUnsmash(string smashed, out Guid first, out Guid second)
{
if (smashed.Length != 64)
{
throw new ArgumentOutOfRangeException();
}
string firstGuid = smashed.Substring(0, 32);
string secondGuid = smashed.Substring(32, 32);
first = new System.Guid(firstGuid);
second = new System.Guid(secondGuid);
}
which im trying to call using this
[HttpGet]
public async Task<ActionResult> Pending(string pendingticket)
{
// CAR-AAR built with PersonId and MonerisID in ticket, this was overkill, just needed the MonerisID
GuidHelpers.GuidUnsmash(pendingticket, out Guid personId, out Guid monerisId); //this is the line that has the error
var preload = await MonerisApplicationRepository.PrepareTransactionForMonerisPreload(monerisId);
var preloadResponse = await MonerisRepository.PostPreloadTransactionRequest(preload);
var persistPreload = await MonerisApplicationRepository.PersistMonerisPreloadTransactionResponse(monerisId, preloadResponse);
var transactionRequest = preloadResponse.ToMonerisPreAuthorization();
//var viewPendingRequest = new MonerisPendingPreloadTransaction(transactionRequest, preload);
// View redirects to Moneris with autosubmit to begin preauthorization process.
return View(transactionRequest);
}
However i am getting an error that says that there is no overload method for GuidUnsmash. Which is confusing me because they both have the same amount of parameters.

Normally, parameters used in function calls are "passed-by-value". The other option is for parameters to be passed-by-reference.
Keyword ref forces a parameter to be passed-by-reference. But that does not mean the function will actually do anything with the variable. It may or it may not.
Keyword out forces a parameter to be passed-by-reference and also that the value has to be assigned in the function. This can have ramifications for stuff like readonly variables which need a assignment. And so the caller is aware the value will not stay the same.
Keyword in is relatively new syntax, related to 'ref' and 'out'. It forces a parameter to be passed-by-reference but also prevents any reassignment of the value (like a inverted out). However I am somewhat unsure why you would use it.
In langauges that use naked pointers, usually naked pointer is used instead of ref. And there are no in or out keywords.
As for overloading:
The in, ref, and out keywords are not considered part of the
method signature for the purpose of overload resolution. Therefore,
methods cannot be overloaded if the only difference is that one method
takes a ref or in argument and the other takes an out argument.
Which means the error make no real sense.
So that leaves one hard-to-debug issue: the code is so broken somewhere before or between those two code piece, the compiler has issues even still telling you where the error is.

Related

What does _= mean in C#? [duplicate]

While going through new C# 7.0 features, I stuck up with discard feature. It says:
Discards are local variables which you can assign but cannot read
from. i.e. they are “write-only” local variables.
and, then, an example follows:
if (bool.TryParse("TRUE", out bool _))
What is real use case when this will be beneficial? I mean what if I would have defined it in normal way, say:
if (bool.TryParse("TRUE", out bool isOK))
The discards are basically a way to intentionally ignore local variables which are irrelevant for the purposes of the code being produced. It's like when you call a method that returns a value but, since you are interested only in the underlying operations it performs, you don't assign its output to a local variable defined in the caller method, for example:
public static void Main(string[] args)
{
// I want to modify the records but I'm not interested
// in knowing how many of them have been modified.
ModifyRecords();
}
public static Int32 ModifyRecords()
{
Int32 affectedRecords = 0;
for (Int32 i = 0; i < s_Records.Count; ++i)
{
Record r = s_Records[i];
if (String.IsNullOrWhiteSpace(r.Name))
{
r.Name = "Default Name";
++affectedRecords;
}
}
return affectedRecords;
}
Actually, I would call it a cosmetic feature... in the sense that it's a design time feature (the computations concerning the discarded variables are performed anyway) that helps keeping the code clear, readable and easy to maintain.
I find the example shown in the link you provided kinda misleading. If I try to parse a String as a Boolean, chances are I want to use the parsed value somewhere in my code. Otherwise I would just try to see if the String corresponds to the text representation of a Boolean (a regular expression, for example... even a simple if statement could do the job if casing is properly handled). I'm far from saying that this never happens or that it's a bad practice, I'm just saying it's not the most common coding pattern you may need to produce.
The example provided in this article, on the opposite, really shows the full potential of this feature:
public static void Main()
{
var (_, _, _, pop1, _, pop2) = QueryCityDataForYears("New York City", 1960, 2010);
Console.WriteLine($"Population change, 1960 to 2010: {pop2 - pop1:N0}");
}
private static (string, double, int, int, int, int) QueryCityDataForYears(string name, int year1, int year2)
{
int population1 = 0, population2 = 0;
double area = 0;
if (name == "New York City")
{
area = 468.48;
if (year1 == 1960) {
population1 = 7781984;
}
if (year2 == 2010) {
population2 = 8175133;
}
return (name, area, year1, population1, year2, population2);
}
return ("", 0, 0, 0, 0, 0);
}
From what I can see reading the above code, it seems that the discards have a higher sinergy with other paradigms introduced in the most recent versions of C# like tuples deconstruction.
For Matlab programmers, discards are far from being a new concept because the programming language implements them since very, very, very long time (probably since the beginning, but I can't say for sure). The official documentation describes them as follows (link here):
Request all three possible outputs from the fileparts function:
helpFile = which('help');
[helpPath,name,ext] = fileparts('C:\Path\data.txt');
The current workspace now contains three variables from fileparts: helpPath, name, and ext. In this case, the variables are small. However, some functions return results that use much more memory. If you do not need those variables, they waste space on your system.
Ignore the first output using a tilde (~):
[~,name,ext] = fileparts(helpFile);
The only difference is that, in Matlab, inner computations for discarded outputs are normally skipped because output arguments are flexible and you can know how many and which one of them have been requested by the caller.
I have seen discards used mainly against methods which return Task<T> but you don't want to await the output.
So in the example below, we don't want to await the output of SomeOtherMethod() so we could do something like this:
//myClass.cs
public async Task<bool> Example() => await SomeOtherMethod()
// example.cs
Example();
Except this will generate the following warning:
CS4014 Because this call is not awaited, execution of the
current method continues before the call is completed. Consider
applying the 'await' operator to the result of the call.
To mitigate this warning and essentially ensure the compiler that we know what we are doing, you can use a discard:
//myClass.cs
public async Task<bool> Example() => await SomeOtherMethod()
// example.cs
_ = Example();
No more warnings.
To add another use case to the above answers.
You can use a discard in conjunction with a null coalescing operator to do a nice one-line null check at the start of your functions:
_ = myParam ?? throw new MyException();
Many times I've done code along these lines:
TextBox.BackColor = int32.TryParse(TextBox.Text, out int32 _) ? Color.LightGreen : Color.Pink;
Note that this would be part of a larger collection of data, not a standalone thing. The idea is to provide immediate feedback on the validity of each field of the data they are entering.
I use light green and pink rather than the green and red one would expect--the latter colors are dark enough that the text becomes a bit hard to read and the meaning of the lighter versions is still totally obvious.
(In some cases I also have a Color.Yellow to flag something which is not valid but neither is it totally invalid. Say the parser will accept fractions and the field currently contains "2 1". That could be part of "2 1/2" so it's not garbage, but neither is it valid.)
Discard pattern can be used with a switch expression as well.
string result = shape switch
{
Rectangule r => $"Rectangule",
Circle c => $"Circle",
_ => "Unknown Shape"
};
For a list of patterns with discards refer to this article: Discards.
Consider this:
5 + 7;
This "statement" performs an evaluation but is not assigned to something. It will be immediately highlighted with the CS error code CS0201.
// Only assignment, call, increment, decrement, and new object expressions can be used as a statement
https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/compiler-messages/cs0201?f1url=%3FappId%3Droslyn%26k%3Dk(CS0201)
A discard variable used here will not change the fact that it is an unused expression, rather it will appear to the compiler, to you, and others reviewing your code that it was intentionally unused.
_ = 5 + 7; //acceptable
It can also be used in lambda expressions when having unused parameters:
builder.Services.AddSingleton<ICommandDispatcher>(_ => dispatcher);

C# Interface, Unity, and Optional Parameter

Hopefully someone can shed some light on this one. I have an interface with an optional parameter. We use Unity. If I try to change the optional parameter in the method implementation, it works directly, but the Unity object uses the interface's default - not the implemented method's default.
Setup:
public interface ITestOptional {
string HappyMethod(string input, bool amHappy = false);
}
public class TestingOptional : ITestOptional {
public string HappyMethod(string input, bool amHappy = true) {
if (amHappy) return input + " is Happy!";
return input + " is Not Happy!";
}
}
Add to Unity:
container.RegisterType<ITestOptional, TestingOptional>();
And Test:
//direct call
var testDirect = new TestingOptional();
string happyDirect = testDirect.HappyMethod("Cow", true); //expecting happy - get happy
string sadDirect = testDirect.HappyMethod("Cow", false); //expecting not happy - get not happy
string defaultDirect = testDirect.HappyMethod("Cow"); //expecting happy (default) get happy
//unity
var testUnity = ServiceLocator.Current.GetInstance<ITestOptional>();
string happyUnity = testUnity.HappyMethod("Cow", true); //expecting happy - get happy
string sadUnity = testUnity.HappyMethod("Cow", false); //expecting not happy - get not happy
string defaultUnity = testUnity.HappyMethod("Cow"); //expecting happy (default) but get NOT happy.
Any ideas why the Unity object uses false as the optional parameter when the implementation uses true?
ServiceLocator.Current.GetInstance<ITestOptional>(); returns compile type ITestOptional, so call to testUnity.HappyMethod("Cow"); will be converted by compiler to use default value as specified in interface.
Similarly new TestingOptional(); returns compile time TestingOptional and compiler will pick default from the class.
Possible solution (short of adjusting expectations/not using different defaults): you can resolve that type directly using Unity instead of resolving interfce (sometimes useful for tests):
var directViaContainer = container.Resolve<TestingOptional>();
Side note: re-defining default values in class implementing an interface is not a god practice - you'll get into this confusing code often.
This has nothing to do with Unity. This is how C# compiler works. Optional arguments are filled in by the compiler at compile time. In the first example you call the HappyMethod method on the concrete type and that optional attribute is marked with true, so the C# compiler will fill in true for you. In the second example however, the C# compiler has no idea of the existence of the implementation, so it will look at the definition of the interface. And guess what: that interface is marked with false.
You have to use the Resolve<T> method, from an IUnityContainer instance. For sample:
var testUnity = container.Resolve<ITestOptional>();
In your first example, your testDirect is an instance of type TestingOptional, for which you invoke its HappyMethod overload directly, using it's specified default parameter value of true.
In your second example, your testUnity is an instance of type ITestOptional and you invoke its HappyMethod that specifies a different default parameter value of false.
This is unrelated to how you created these instances. You would have observed the same if you had done:
ITestOptional x = new TestingOptional();
x.HappyMethod("Cow");

Inline use of function returning more than one value in C#

I am used to using functions that return a single value "in-line" like so:
Label1.Text = firstString + functionReturnSecondString(aGivenParameter);
Can this be done for a function that returns two values?
Hypothetical example:
label1.Text = multipleReturnFunction(parameter).firstValue
I have been looking into returning more than one value and it looks like the best options are using a tuple, struct, or an array list.
I made a working function that retuns a struct. However the way I got it to work I need to first call the function, then I can use the values. It doesn't seem possible to make it happen all on the same line without writing another function.
multipleReturnFunction(parameter);
Label1.Text = firstString + classOfStruct.secondString;
I haven't made a function that returns a tuple or array list yet, so I'm not sure. Is it possible to call those functions and reference the return values "inline"?
I appreciate your feedback.
I have a grotty hack for exactly this type of scenario - when you want to perform multiple operations on the return value without defining an extra variable to store it:
public static TResult Apply<TInput, TResult>(this TInput input, Func<TInput, TResult> transformation)
{
return transformation(input);
}
... and here's the reason it came about in the first place:
var collection = Enumerable.Range(1, 3);
// Average reimplemented with Aggregate.
double average = collection
.Aggregate(
new { Count = 0, Sum = 0 },
(acc, i) => new { Count = acc.Count + 1, Sum = acc.Sum + i })
.Apply(a => (double)a.Sum / (double)a.Count); // Note: we have access to both Sum and Count despite never having stored the result of the call to .Aggregate().
Console.WriteLine("Average: {0}", average);
Needless to say this is better suited for academic exercises than actual production code.
Alternatively, use the ref or they out keyword.
Example:
int a = 0, b = 0;
void DoSomething(ref int a, ref int b) {
a = 1;
b = 2;
}
Console.WriteLine(a); // Prints 1
Console.WriteLine(b); // Prints 2
It's not inline and I personally would consider a class or a struct before using the ref or the out keyword. Let's consider the theory: when you want to return multiple things, you have in fact an object that has multiple properties which you want to make available to the caller of your function.
Therefore it is much more correct to actually create an object (either by using a class or a struct) that represents what you want to make available and returning that.
The only time I use the ref or the out keyword is when using DLL imports because those functions often have pointers as their calling arguments and I personally don't see any benefit in using them in your typical normal application.
To do this inline, I think you would have to have another method that takes your struct and gives you the string you are looking for.
public string NewMethod(object yourStruct)
{
return string.Format("{0} {1}", yourStruct.value1, yourStruct.value2);
}
Then in the page, you do this:
Label1.Text = NewMethod(multipleReturnFunction(parameter));
C# doesn't have Inline functions, but it does support anonymous functions which can be closures.
With these techniques, you can say:
var firstString=default(String);
var secondString=default(String);
((Action<String>)(arg => {
firstString="abc"+arg;
secondString="xyz";
}))("wtf");
label1.Text=firstString+secondString;
Debug.Print("{0}", label1.Text);
((Action<String>)(arg => {
firstString="123"+arg;
secondString="456";
}))("???");
label1.Text=firstString+secondString;
Debug.Print("{0}", label1.Text);
or name the delegate and reuse it:
var firstString=default(String);
var secondString=default(String);
Action<String> m=
arg => {
firstString="abc"+arg;
secondString="xyz";
};
m("wtf");
label1.Text=firstString+secondString;
Debug.Print("{0}", label1.Text);
m("???");
label1.Text=firstString+secondString;
Debug.Print("{0}", label1.Text);
So, do you really need a method returns multiple values?
Each method can return only one value. Thats how methods defined in .NET
Methods are declared in a class or struct by specifying the access
level such as public or private, optional modifiers such as abstract
or sealed, the return value, the name of the method, and any method
parameters
If you need to return more than one value from method, then you have three options:
Return complex type which will hold all values. That cannot help you in this case, because you will need local variable to store value returned by method.
Use out parameters. Also not your case - you will need to declare parameters before method call.
Create another method, which does all work and returns single value.
Third option looks like
Label1.Text = AnotherMethod(parameters);
And implementation
public string AnotherMethod(parameters)
{
// use option 1 or 2 to get both values
// return combined string which uses both values and parameters
}
BTW One more option - do not return values at all - you can use method which sets several class fields.

Invoke delegates without params but using local params c#

I find myself doing the following a lot, and i don't know if there is any side effects or not but consider the following in a WinForms C# app.
(please excuse any errors as i am typing the code in, not copy pasting anything)
int a = 1;
int b = 2;
int c = 3;
this.Invoke((MethodInvoker)delegate()
{
int lol = a + b + c;
});
Is there anything wrong with that? Or should i be doing the long way >_<
int a = 1;
int b = 2;
int c = 3;
TrippleIntDelegate ffs = new TrippleIntDelegate(delegate(int a_, int b_, int c_)
{
int lol = a_ + b_ + c_;
});
this.Invoke(ffs);
The difference being the parameters are passed in instead of using the local variables, some pretty sweet .net magic. I think i looked at reflector on it once and it created an entirely new class to hold those variables.
So does it matter? Can i be lazy?
Edit: Note, do not care about the return value obviously. Otherwise i'd have to use my own typed delegate, albeit i could still use the local variables without passing it in!
The way you use it, it doesn't really make a difference. However, in the first case, your anonymous method is capturing the variables, which can have pretty big side effects if you don't know what your doing. For instance :
// No capture :
int a = 1;
Action<int> action = delegate(int a)
{
a = 42; // method parameter a
});
action(a);
Console.WriteLine(a); // 1
// Capture of local variable a :
int a = 1;
Action action = delegate()
{
a = 42; // captured local variable a
};
action();
Console.WriteLine(a); // 42
There's nothing wrong with passing in local variables as long as you understand that you're getting deferred execution. If you write this:
int a = 1;
int b = 2;
int c = 3;
Action action = () => Console.WriteLine(a + b + c);
c = 10;
action(); // Or Invoke(action), etc.
The output of this will be 13, not 6. I suppose this would be the counterpart to what Thomas said; if you read locals in a delegate, it will use whatever values the variables hold when the action is actually executed, not when it is declared. This can produce some interesting results if the variables hold reference types and you invoke the delegate asynchronously.
Other than that, there are lots of good reasons to pass local variables into a delegate; among other things, it can be used to simplify threading code. It's perfectly fine to do as long as you don't get sloppy with it.
Well, all of the other answers seem to ignore the multi-threading context and the issues that arise in that case. If you are indeed using this from WinForms, your first example could throw exceptions. Depending on the actual data you are trying to reference from your delegate, the thread that code is actually invoked on may or may not have the right to access the data you close around.
On the other hand, your second example actually passes the data via parameters. That allows the Invoke method to properly marshal data across thread boundaries and avoid those nasty threading issues. If you are calling Invoke from, say, a background worker, then then you should use something like your second example (although I would opt to use the Action<T, ...> and Func<T, ...> delegates whenever possible rather than creating new ones).
From a style perspective I'd choose the paramater passing variant. It's expresses the intent much easier to pass args instad of take ambients of any sort (and also makes it easier to test). I mean, you could do this:
public void Int32 Add()
{
return this.Number1 + this.Number2
}
but it's neither testable or clear. The sig taking params is much clearer to others what the method is doing... it's adding two numbers: not an arbatrary set of numbers or whatever.
I regularly do this with parms like collections which are used via ref anyway and don't need to be explicitlly 'returned':
public List<string> AddNames(List<String> names)
{
names.Add("kevin");
return names;
}
Even though the names collection is passed by ref and thus does not need to be explicitly returned, it is to me much clearer that the method takes the list and adds to it, then returns it back. In this case, there is no technical reason to write the sig this way, but, to me, good reasons as far as clarity and therefore maintainablity are concerned.

Scope of variables in a delegate

I found the following rather strange. Then again, I have mostly used closures in dynamic languages which shouldn't be suspectable to the same "bug". The following makes the compiler unhappy:
VoidFunction t = delegate { int i = 0; };
int i = 1;
It says:
A local variable named 'i' cannot be
declared in this scope because it
would give a different meaning to 'i',
which is already used in a 'child'
scope to denote something else
So this basically means that variables declared inside a delegate will have the scope of the function declared in. Not exactly what I would have expected. I havn't even tried to call the function. At least Common Lisp has a feature where you say that a variable should have a dynamic name, if you really want it to be local. This is particularly important when creating macros that do not leak, but something like that would be helpful here as well.
So I'm wondering what other people do to work around this issue?
To clarify I'm looking for a solution where the variables I declare in the delegete doesn't interfere with variables declared after the delegate. And I want to still be able to capture variables declared before the delegate.
It has to be that way to allow anonymous methods (and lambdas) to use local variables and parameters scoped in the containing method.
The workarounds are to either use different names for the variable, or create an ordinary method.
The "closure" created by an anonymous function is somewhat different from that created in other dynamic languages (I'll use Javascript as an example).
function thing() {
var o1 = {n:1}
var o2 = {dummy:"Hello"}
return function() { return o1.n++; }
}
var fn = thing();
alert(fn());
alert(fn());
This little chunk of javascript will display 1 then 2. The anonymous function can access the o1 variable because it exists on its scope chain. However the anonymous function has an entirely independant scope in which it could create another o1 variable and thereby hide any other further down the scope chain. Note also that all variables in the entire chain remain, hence o2 would continue to exist holding an object reference for as long as the fn varialbe holds the function reference.
Now compare with C# anonymous functions:-
class C1 { public int n {get; set;} }
class C2 { public string dummy { get; set; } }
Func<int> thing() {
var o1 = new C1() {n=1};
var o2 = new C2() {dummy="Hello"};
return delegate { return o1.n++; };
}
...
Func<int> fn = thing();
Console.WriteLine(fn());
Console.WriteLine(fn());
In this case the anonymous function is not creating a truely independant scope any more than variable declaration in any other in-function { } block of code would be (used in a foreach, if, etc.)
Hence the same rules apply, code outside the block cannot access variables declared inside the block but you cannot reuse an identifier either.
A closure is created when the anonymous function is passed outside of the function that it was created in. The variation from the Javascript example is that only those variables actually used by the anonymous function will remain, hence in this case the object held by o2 will be available for GC as soon as thing completes,
You'll also get CS0136 from code like this:
int i = 0;
if (i == 0) {
int i = 1;
}
The scope of the 2nd declaration of "i" is unambiguous, languages like C++ don't have any beef with it. But the C# language designers decided to forbid it. Given the above snippet, do you think still think that was a bad idea? Throw in a bunch of extra code and you could stare at this code for a while and not see the bug.
The workaround is trivial and painless, just come up with a different variable name.
It's because the delegate can reference variables outside the delegate:
int i = 1;
VoidFunction t = delegate { Console.WriteLine(i); };
If I remember correctly, the compiler creates a class member of the outside variables referenced in the anonymous method, in order to make this work.
Here is a workaround:
class Program
{
void Main()
{
VoidFunction t = RealFunction;
int i = 1;
}
delegate void VoidFunction();
void RealFunction() { int i = 0; }
}
Actually, the error doesn't seem to have anything to do with anonymous delegates or lamda expressions. If you try to compile the following program ...
using System;
class Program
{
static void Main()
{
// Action t = delegate
{
int i = 0;
};
int i = 1;
}
}
... you get exactly the same error, no matter whether you comment in the line or not. The error help shows a very similar case. I think it is reasonable to disallow both cases on the grounds that programmers could confuse the two variables.

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