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I've been reading a book on C# and it explains that int, float, double etc. are "basic" types meaning that they store the information at the lowest level of the language, while a type such as 'object' puts information in the memory and then the program has to access this information there. I don't know exactly what this means as a beginner, though!
The book however does not explain what the difference is. Why would I use int or string or whatever instead of just object every time, as object is essentially any of these types?
How does it impact the performance of the program?
This is a very broad subject, and I'm afraid your question as currently stated is prone to being put on hold as such. This answer will barely scratch the surface. Try to educate yourself more, and then you'll be able to ask a more specific question.
Why would I use int or string or whatever instead of just object every time, as object is essentially any of these types?
Basically you use the appropriate types to store different types of information in order to execute useful operations on them.
Just as you don't "add" two objects, you can't get the substring of a number.
So:
int foo = 42;
int bar = 21;
int fooBar = foo + bar;
This won't work if you declared the variables as object. You can do an addition because the numeric types have mathematical operators defined on them, such as the + operator.
You can refer to an integer type as an object (or any type really, as in C# everything inherits from object):
object foo = 42;
However now you won't be able to add this foo to another number. It is said to be a boxed value type.
Where exactly these different types are stored is a different subject altoghether, about which a lot has been written already. See for example Why are Value Types created on the Stack and Reference Types created on the Heap?. Also relevant is the difference between value types and reference types, as pointed out in the comments.
C# is a strongly typed language, which means that the compiler checks that the types of the variables and methods that you use are always consistent. This is what prevents you from writing things like this:
void PrintOrder(Order order)
{
...
}
PrintOrder("Hello world");
because it would make no sense.
If you just use object everywhere, the compiler can't check anything. And anyway, it wouldn't let you access the members of the actual type, because it doesn't know that they exist. For instance, this works:
OrderPrinter printer = new OrderPrinter();
printer.PrintOrder(myOrder);
But this doesn't
object printer = new OrderPrinter();
printer.PrintOrder(myOrder);
because there is no PrintOrder method defined in the class Object.
This can seem constraining if you come from a loosely-typed language, but you'll come to appreciate it, because it lets you detect lots of potential errors at compile time, rather than at runtime.
What the book is referring to is basically the difference between value types (int, float, struct, etc) and reference types (string, object, etc).
Value types store the content in a memory allocated on the stack which is efficient where as reference types (almost anything that can have the null value) store the address where data is. Reference types are allocated on the heap which is less efficient than the stack because there is a cost to allocating and deallocating the memory used to store your data. (and it's only deallocated by the garbage collector)
So if you are using object every time it will be slower to allocate the memory and slower to reclaim it.
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Why don't structs support inheritance?
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I am reading CLR via C# by Jeffery Richter and it says a struct is a value type and cannot be inherited.
Are there any technical or philosophical reasons?
ADD 1 - 5:53 PM 11/11/2020
Every decision, no matter how reasonable or accidental it may look, has its impact, subtle or profound. We try to decouple things, sometimes by creating new coupling...
Edit: There are serious editorial concerns about this post, apparently. See comment section.
A little of both.
Philosophically, it works out - there are classes, which are the "real" building block for object oriented programming, and there are structs, which are lightweight data types for storage but allow object-like method calls for familiarity and convenience.
Technically, being a "value type" means that the entire struct - all of its contents - are (usually) stored wherever you have a variable or member of that type. As a local variable or function parameter, that means on the stack. For member variables, that means stored entirely as part of the object.
As a (primary) example of why inheritance is a problem, consider how storage is affected at a low level if you allowed structs to have subtypes with more members. Anything storing that struct type would take up a variable amount of memory based on which subtype it ended up containing, which would be an allocation nightmare. An object of a given class would no longer have a constant, known size at compile time and the same would be true for stack frames of any method call. This does not happen for objects, which have storage allocated on the heap and instead have constant-sized references to that storage on the stack or inside other objects.
This is just an intuitive, high-level explanation - See comments and other answers for both expanded and more precise information.
Edit: The link in the comments to Eric Lippert's article The Stack Is An Implementation Detail, is now located on his personal blog site.
Because it is the way structs are represented in .NET. They are value types and value types don't have a method table pointer allowing inheritance.
You may find the answers to SO Question Why are .NET value types sealed? relevant. In it, #logicnp refers to ECMA 335, which states:
8.9.10 Value type inheritance
[...]
Will be sealed to avoid dealing with the complications of value slicing.
The more restrictive rules specified here allow for more efficient implementation without severely compromising functionality.
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It seems like a good design decision that the System.Object class, and hence all classes, in .NET provide a ToString() method which, unsurprisingly, returns a string representation of the object. Additionally in C# this method is implemented for native types so that they integrate nicely with the type system.
This often comes in handy when user interaction is required. For example, objects can directly be held in GUI widgets like lists and are "automatically" displayed as text.
What is the rationale in the language design to not provide a similarly general object.FromString(string) method?
Other questions and their answers discuss possible objections, but I find them not convincing.
The parse could fail, while a conversion to string is always possible.
Well, that does not keep Parse() methods from existing, does it? If exception handling is considered an undesirable design, one could still define a TryParse() method whose standard implementation for System.Object simply returns false, but which is overridden for concrete types where it makes sense (e.g. the types where this method exists today anyway).
Alternatively, at a minimum it would be nice to have an IParseable interface which declares a ParseMe() or TryParse() method, along the lines of ICloneable.
Comment by Tim Schmelter's "Roll your own": That works of course. But I cannot write general code for native types or, say, IPAddress if I must parse the values; instead I have to resort to type introspection or write wrappers which implement a self-defined interface, which is either maintenance-unfriendly or tedious and error-prone.
Comment by Damien: An interface can only declare non-static functions for reasons discussed here by Eric Lippert. This is a very valid objection. A static TryParse() method cannot be specified in an interface. A virtual ParseMe(string) method though needs a dummy object, which is a kludge at best and impossible at worst (with RAII). I almost suspect that this is the main reason such an interface doesn't exist. Instead there is the elaborate type conversion framework, one of the alternatives mentioned as solutions to the "static interface" oxymoron.
But even given the objections listed, the absence of a general parsing facility in the type system or language appears to me as an awkward asymmetry, given that a general ToString() method exists and is extremely useful.
Was that ever discussed during language/CLR design?
It seems like a good design decision that the System.object class, and hence all classes, in .NET provide a ToString() method
Maybe to you. It's always seemed like a really bad idea to me.
which, unsurprisingly, returns a string representation of the object.
Does it though? For the vast majority of types, ToString returns the name of the type. How is that a string representation of the object?
No, ToString was a bad design in the first place. It has no clear contract. There's no clear guidance on what its semantics should be, aside from having no side effects and producing a string.
Since ToString has no clear contract, there is practically nothing you can safely use it for except for debugger output. I mean really, think about it: when was the last time you called ToString on object in production code? I never have.
The better design therefore would have been methods static string ToString<T>(T) and static string ToString(object) on the Debug class. Those could have then produced "null" if the object is null, or done some reflection on T to determine if there is a debugger visualizer for that object, and so on.
So now let's consider the merits of your actual proposal, which is a general requirement that all objects be deserializable from string. Note that first, obviously this is not the inverse operation of ToString. The vast majority of implementations of ToString do not produce anything that you could use even in theory to reconstitute the object.
So is your proposal that ToString and FromString be inverses? That then requires that every object not just be "represented" as a string, but that it actually be round trip serializable to string.
Let's think of an example. I have an object representing a database table. Does ToString on that table now serialize the entire contents of the table? Does FromString deserialize it? Suppose the object is actually a wrapper around a connection that fetches the table on demand; what do we serialize and deserialize then? If the connection needs my password, does it put my password into the string?
Suppose I have an object that refers to another object, such that I cannot deserialize the first object without also having the second in hand. Is serialization recursive across objects? What about objects where the graph of references contains loops; how do we deal with those?
Serialization is difficult, and that's why there are entire libraries devoted to it. Making it a requirement that all types be serializable and deserializable is onerous.
Even supposing that we wanted to do so, why string of all things? Strings are a terrible serialization data type. They can't easily hold binary data, they have to be entirely present in memory at once, they can't be more than a billion characters tops, they have no structure to them, and so on. What you really want for serialization is a structured binary storage system.
But even given the objections listed, the absence of a general parsing facility in the type system or language appears to me as an awkward asymmetry, given that a general ToString() method exists and is extremely useful.
Those are two completely different things that have nothing to do with each other. One is a super hard problem best solved by libraries devoted to it, and the other is a trivial little debugging aid with no specification constraining its output.
Was that ever discussed during language/CLR design?
Was ToString ever discussed? Obviously it was; it got implemented. Was a generalized serialization library ever discussed? Obviously it was; it got implemented. I'm not sure what you're getting at here.
Why is there no inverse to object.ToString()?
Because object should hold the bare minimum functionality required by every object. Comparing equality and converting to string (for a lot of reasons) are two of them. Converting isn't. The problem is: how should it convert? Using JSON? Binary? XML? Something else? There isn't one uniform way to convert from a string. Hence, this would unnecessarily bloat the object class.
Alternatively, at a minimum it would be nice to have an IParseable interface
There is: IXmlSerializable for example, or one of the many alternatives.
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Basically, I'm wanting to efficiently pair multiple bool and bytes ( to store values ) with a pre-made class (RenderTarget2D if you must know).
Obviously, I can wrap this all in a class, however there are situations when I will be having many of these, and would like to save on memory where possible (ie use a struct).
I know it's bad behaviour to use a struct with reference variables, and I'd prefer not to just use separate variables to hold the information ( would rather pair it all together ).
Essentially I am wanting a structure to hold a reference to a class, a bool, and a byte, and create a 2D array of this to make many (thus am looking for a mitigate memory usage)
Am I overlooking an obvious solution?
Understanding the question as:
You want something that holds a bool, a byte and an instance of the class RenderTarget2D.
If that is the case you can use Tuple<bool, byte, RenderTarget2d>.
Creating a custom class or struct is also a viable option. In fact there is a proposal for "C# 7" to include language native tuples (that will not be System.Tuple) and as currently written, they will be structs.
You may also want to consider that having a reference to the RenderTarget2d may prolong its lifespan.
Struct vs Class
The struct takes in memory (when compacted) the size of a bool plus the size of a byte plus the size of a reference (to RenderTarget2d). If you have an array of 600 by 600 (360000) of such structs it takes 360000 the size of the struct in memory.
If you use classes, the array will have 360000 references to the actual location of the data that in total takes at least as much as the array of structs.
So using the structs should take less memory...
But when you take a struct from your data structure, you are actually making a copy. So each time you access your array to get a item and read a property of that item, you are actually making a copy of the item and reading the property from that copy.
If you want to update it, you need to read it (that makes a copy as mentioned above) edit it, and then put it back... and that copies the data to the array.
So, if the memory is the main concern. Use struct. To quote Jon Skeet: "so long as you're aware of the consequences".
Using struct also means less RAM round trips. Not only because it avoids resolving the references, but also because the data is guaranteed to be close together. This allows for better performance because the CPU will load a chunk (or the totality) of the data structure in cache and since the code is not using references outside of that it will be able to keep it in cache instead of going to load another thing.
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I would like to know if there is a specific reason because of which C# doesn't have automatically generated Equals, GetHashCode, and operator ==, operator != geared towards value comparison in reference types.
*Explanation:
I do not see an easy way to quickly request "compare actual objects" operation for values/contents of reference types. Coming from C++ background I have impression that it is something that should be done automatically by compiler at simple request of user.
The lack of that feature most likely indicates that it might be against language's "design goal"/"vision"/"philosophy". So I would like to know for which reason this functionality was deemed to be unimportant.
--original text--
As far as I can tell, Equals pretty much amounts to few comparisons to null, attempted cast and field-by-field comparison.
GetHashCode pretty much amounts to combination of all hashes for members using some operations (multiply with overflow, xor, anything).
As far as I can tell, it should either automated: the methods should be generated by default OR there should be a simple way to request default implementation. However, there is no such thing. Why?
As I understand it, it is either massive technical oversight that persisted for years, or some kind of language philosophy I'm not aware of.
So, what is the reason?
In order for a compiler/framework to usefully auto-generate equivalence-related methods, it would need to be able to distinguish two kinds of equivalence and multiple kinds of reference. For example, suppose Foo has a single field of type int[], and two instances of Foo hold references to different arrays holding the sequence {1,2,3}. Whether or not a comparison between references to those instances should report them equal would depend upon the purpose for which Foo holds the array reference and the purpose for which the references to Foo objects are held by the code requesting the comparison.
If neither array's contents will ever be altered, the two Foo instances should report each other as being permanently equivalent (and also presently equivalent); if the arrays can be modified, but only at the request of code holding references to the Foo instances, then the instances should report themselves as being presently equivalent, but not permanently equivalent [if code which holds the only reference to a Foo instance and never shares it or calls any of its mutating methods, then it can know that the state of that instance will never change even if that instance doesn't know that]. If references to the arrays are in the hands of outside code that might modify them, then the instances are not equivalent even though the arrays presently hold the same value.
Since the type system has no way of knowing how what kind of comparison to do on int[] fields, there's no way it can generate a semantically-meaningful equality override.
For value types, Equals and GetHashCode are implemented for you automatically (though the implementation uses reflection, so it's faster to write your own).
And for reference types, it's not clear whether you want to compare the contents or compare the references. I've used both. If I'm writing an immutable type, I probably want its Equals to compare its contents. For anything else, I probably want the default Equals implementation that only returns true if I compare an instance to itself (reference equality); comparing contents would be the wrong thing in this case.
So, for value types (which are defined by their contents), .NET gives you what you want (but not as performant as what you could write yourself). For reference types, you have to opt into content equality, since often that wouldn't be what you want.
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I am trying to figure out the differences between C++ and C# data types. I know C# and java differ because data types are stored as objects in C# instead of having the core class library providing a wrapper class to represent the data types as a Java object. However I can't find much on the differences of C# and C++ data types...
The difference you describe is wrong. Java, C# and C++ all treat the primitives as basic objects. C and C++, being low-level languages, keep them that way - they are unique to the compiler as primitives.
In Java, there exist thin wrappers, such as java.lang.Integer which is a class containing a single int member variable.
C# can implicitly treat a primitive as an object, and will on the fly convert for example an int to a System.Int32 as required by various situations. The process is called Boxing and Unboxing, of which the first is implicit and the second is explicit. For further reference see the linked article.
To put it simply, C#'s primitive types like int bool, short etc... are organized as structures, in contrary with C++ primitive types which are not structures.
For example, in the C# on the int primitive type itself you can call some methods (for example you can call methods Parse or Equals). This is also true for the bool primitive type.
To go even further, Int32 and int are totally the same types in the C#, as well as bool and Boolean are. So the int, bool, short etc... are keywords in the C# which are actually masking the following structures Int32, Boolean, Int16. You can try it by calling:
int a=int.MaxValue;
Int32 b = a;
In the first line we are creating variable a which type is int. The value of the variable a is set to the int.MaxValue which is actually constant defined in the type int or to be more precisely Int32.
On the second line value of the variable b becomes the value of the variable a. This
confirms that a and b are the variables of the same type, otherwise, an error would occur.
At the other hand, in the C++, primitive types are not organized as structures, so you can't call any method on the primitive type or the primitive type instance. These are also called compiler primitives.