Alias for long lookups - c#

I am working on a project that has nested Lists of classes. hence my code look like this when I want to get a variable.
MainClass.subclass1[element1].subClass2[element2].subClass3[element3].value;
I was wondering how I could get an alias for subClass3 so I can get all the variables in it without having to look in all the subclasses, like this.
subClass3Alias.value
in c++ this would be easy simply have a pointer pointing to it, but C# does not really have pointers.

No need for pointers – types in C# are usually reference types anyway, meaning that you can just copy them and they will refer to the original object (like pointers in C++):
var subclassAlias = MainClass.subclass1[element1].subClass2[element2].subClass3[element3];
Now you can use subclassAlias.value.
A slightly different thing occurs if your type happens to be a value type: in that case, the above will still work – but subclassAlias will be a value copy of the original value, meaning that changes to subclassAlias will not be reflected in the original object.
That said, this looks like suspicious code anyway – normally such deep levels of nesting are a sign of bad design and violate the Law of Demeter.
(Incidentally, in C++ you wouldn’t use pointers either.)

Related

How to properly work with non-primitive ClrInstanceField values using ClrMD?

I've got some really large memory dumps of a managed process that I'm trying to get a lot of statistics from--as well as be able to present an interactive view of--fairly deep object graphs on the heap. Think something comparable to !do <address> with prefer_dml 1 set in WinDbg with SOS, where you can continually click on the properties and see their values, only in a much friendlier UI for comparing many objects.
I've found Microsoft.Diagnostics.Runtime (ClrMD) to be particularly well suited for this task, but I'm having a hard time working with array fields and I'm a little confused about object fields, which I have working a little better.
Array:
If I target an array with an address directly off the heap and use ClrType.GetArrayLength and ClrType.GetArrayElementValue things work fine, but once I'm digging through the fields on another object, I'm not sure what value I'm getting from ClrInstanceField.GetValue when the ClrInstanceField.ElementType is ClrElementType.SZArray (I haven't encountered Array digging around in my object graph yet, but I should like to handle it as well).
Edit: I just decided to use the ClrType for System.UInt64 to dereference the array field (using parent address + offset of the array field to calculate the address where the array pointer is stored), then I can work with it the same as if I got it from EnumerateObjects. I am now having some difficulty with some arrays not supporting the ArrayComponentType property. I have yet to test with arrays of Structs so I am also wondering if that will be a C-style allocation of inline structs, as it is with int[] or if it will be an array of pointers to structs on the heap. Guid[] is one of the types I'm having an issue getting the ArrayComponentType from.
Object: Fixed (logic error)
With a ClrInstanceField that has a Type of ClrElementType.Object I get much better results, but still need a little more. Firstly, after calling GetFieldValue I get back a ulong address(?) which I can use ClrInstanceField.Type.Fields against just fine, so I can see the field names and values of the nested object. That said, I have to account for polymorphism, so I tried using ClrHeap.GetObjectType on the same address and it either returns NULL or something completely incorrect. It seems odd that the address would work in my first use case, but not the second.
String: Fixed (found workaround)
Because my real project already uses DbgEng w/ SOS, I have a different way to easily get the value of strings by address, but it seemed very odd that trying to use ClrInstanceField.GetFieldValue succeeded in returning a string, but with completely inaccurate results (a bunch of strange characters). Maybe I'm doing this wrong?
Edit: I have extracted an abstraction that now runs in LINQPad from my original code. It's a bit long to post here, but it's all here in a gist. It's still a little messy from all the copy/paste/refactor and I'll be cleaning it up further an likely posting the final source on either CodePlex or GitHub after I've got these issues fixed.
The code base is fairly large and specific to a project, but if it's absolutely necessary I may be able to extract out a sample set. That said, all access to the ClrMD objects is fairly simple. I get the initial addresses from SOS commands like !dumpheap -stat (which works fine for the root objects) and then I use ClrHeap.GetTypeByName or ClrHeap.GetObjectType. After that it relies exclusively on ClrType.Fields and ClrInstanceField members Type, ElementType, and GetFieldValue
As an added bonus, I did find a browser friendly version of the XML Docs provided with the NuGet package, though it's the same documentation IntelliSense provides.
It's going to be hard to answer very precisely without seeing what your code looks like, but basically, it goes like this:
The first thing you need to know in order to be able to call GetFieldAddress/GetFieldValue is if the object address you have is a regular pointer or an interior pointer. That is, if it directly points to an object on the heap, or to an interior structure within an actual object (think String vs. Struct field within an actual object).
If you're getting the wrong values out of GetFieldAddress/GetFieldValue, it usually means you're not specifying that you have an interior pointer (or you thought you had one when you didn't).
The second part is understanding what the values mean.
If field.IsPrimitive() is true: GetFieldValue() will get you the actual primitive value (i.e. an Int32, Byte, or whatever)
If field.IsValueClass() is true, then GetFieldAddress() will get you an interior pointer to the structure. Thus, any calls on GetFieldAddress/Value() that you use on that address you need to tell it that it is an interior pointer!
If field.ElementType is a ClrElementType.String, then I seem to remember you need to call GetFieldValue will get you the actual string contents (need to check, but this should be it).
Otherwise, you have an object reference, in which case GetFieldValue() will get you a regular pointer to the new reference object.
Does this make sense?

Why are System.Windows.Point & System.Windows.Vector mutable?

Given that mutable structs are generally regarded as evil (e.g., Why are mutable structs “evil”?), are there potential benefits that might have prompted the designers of the .NET framework to make System.Windows.Point & System.Windows.Vector mutable?
I'd like to understand this so I can decide whether it would make sense to make my own similar structs mutable (if ever). It's possible the decision to make Point and Vector mutable was just an error in judgment, but if there was a good reason (e.g., a performance benefit), I'd like to understand what it was.
I know that I've stumbled over the implementation of the Vector.Normalize() method a few times because it, surprise (!), does not return a fresh Vector. It just alters the current vector.
I always think it should work like this:
var vector = new Vector(7, 11);
var normalizedVector = vector.Normalize(); // Bzzz! Won't compile
But it actually works like this:
var vector = new Vector(7, 11);
vector.Normalize(); // This compiles, but now I've overwritten my original vector
...so, it seems like immutability is a good idea simply for avoiding confusion, but again, perhaps it's worth that potential confusion in some cases.
These types are in the System.Windows namespace and are generally used in WPF applications. The XAML markup of an application is a big part of the framework so for a lot of things, they need a way to be expressed using XAML. Unfortunately there's no way to invoke non-parameterless constructors using WPF XAML (but it is possible in loose XAML) so trying to call a constructor with the appropriate arguments to initialize it wouldn't be possible. You can only set the values of the object's properties so naturally, these properties needed to be mutable.
Is this a bad thing? For these types, I'd say no. They are just for holding data, nothing more. If you wanted to get the size a Window wanted to be, you'd access the DesiredSize to get the Size object representing the size it wanted. You're not meant to "change the desired size" by altering the Width or Height properties of the Size object you get, you change the size by providing a new Size object. Looking at it this way is a lot more natural I believe.
If these objects were more complex and did more complicated operations or had state, then yes, you wouldn't want to make these types neither mutable nor structs. However since they're just about as simple and basic as it can get (essentially a POD), structs would be appropriate here.
Such types are mutable because, contrary to what some people might claim, mutable value-type semantics are useful. There are a few places where .net tries to pretend that value types should have the same semantics as reference types. Since mutable value-type semantics are fundamentally different from mutable reference-type semantics, pretending they're the same will cause problems. That doesn't make them "evil", however--it merely shows a flaw in an object model which assumes that acting upon a copy of something will be semantically equivalent to acting upon the original. True if the thing in question is an object reference; generally true--but with exceptions--if it's an immutable structure; false if it's a mutable structure.
One of the beautiful things about structs with exposed fields is that their semantics are readily ascertained by even simple inspection. If one has a Point[100] PointArray, one has 100 distinct instances of Point. If one says PointArray[4].X = 9;, that will change one item of PointArray and no other.
Suppose instead of using struct Point, one had a mutable class PointClass:
class PointClass {public int X; public int Y;};
How many PointClass instances are stored in PointClass[100] PointClassArray? Is there any way to tell? Will the statement PointClass[4].X = 9 affect the value of PointClass[2].X? What about someOtherObject.somePoint.X?
While the .net collections are not well suited to storage of mutable structs, I would nonetheless regard:
Dictionary<string, Point>;
...
Point temp = myDict["George"];
temp.X = 9;
myDict["George"] = temp;
to have relatively clear semantics, at least in the absence of threading issues. While I consider it unfortunate that .net collections don't provide a means by which one could simply say myDict[lookupKey].X = 9; I would still regard the above code as pretty clear and self-explanatory without having to know anything about Point other than the fact that it has a public integer field called X. By contrast, if one had a Dictionary<PointClass>, it would be unclear what one should be expected to do to change the X value associated with "George". Perhaps the PointClass instance associated with George is not used anywhere else, in which case one may simply write the appropriate field. On the other hand, it's also possible that someone else has grabbed a copy of MyDict["George"] for the purpose of capturing the values therein, and isn't expecting that the PointClass object he's grabbed might change.
Some people might think "Point" should be an immutable struct, but the effect of a statement like somePoint.X = 5; can be fully determined knowing only that somePoint is a variable of type Point, which in turn is a struct with a public int field called X. If Point were an immutable struct, one would have to instead say something like somePoint = new Point(5, somePoint.Y);, which would, in addition to being slower, require examining the struct to determine that all of its fields are initialized in the constructor, with X being the first and Y the second. In what sense would that be an improvement over somePoint.X = 5;?
BTW, the biggest 'gotcha' with mutable structs stems from the fact that there's no way for the system to distinguish struct methods which alter 'this' from those which do not. A major shame. The preferred workarounds are either to use functions which return new structs derived from old ones, or else use static functions which accept "ref" struct parameters.
Possibilities:
It seemed like a good idea at the time to someone who didn't consider the use-cases where it would bite people. List<T>.Enumerator is a mutable struct that was used because it seemed like a good idea at the time to take advantage of the micro-opts that would often happen. It's almost the poster-child for mutable structs being "evil" as it's bitten more than a few people. Still, it seemed like a good idea to someone at the time...
They did think of the downsides, but had some use-case known to them where the performance differences went in struct's favour (they don't always) and was considered important.
They didn't consider structs evil. "Evil" is an opinion about down-sides beating up-sides, not a demonstrable fact, and not everyone has to agree with something even if Eric Lippert and Jon Skeet say it. Personally I think they're not evil, they're just misunderstood; but then again, evil is often easier to deal with than misunderstood for a programmer, so that's actually worse... ;) Maybe those involved disagree.

Should I use a Struct? [duplicate]

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Closed 12 years ago.
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When to use struct in C#?
Hi, I am creating an application that has a class in C# that is purely for holding variables, it does nothing else but set and get these variables. I was wondering, for efficiency and good coding practice, if I should convert this class to a struct so that it is being used properly. I've never used structs before but have been looking into them however I am having some trouble getting it working. Any advice would be appreciated!
Thanks,
Stuart
If the collection of values model a value type (that is, something that doesn't have an identity of its own and two instances with the same values are considered the same) use a struct.
Otherwise, use a class.
Using structures in place of classes depends on the scenario on which you are working. Although you can use structures in place of classes but structures lacks the ability to implement access identifiers (such as Private, Public, Protected). If you are using classes just for holding variables, you can use structures as well, but if your class contains some private, protected or public methods or variables/properties, you can not use structures.
Hope this helps!
The decision for struct or class should be based on "do I want reference type semantics or values type semantics?"
When you use a struct as parameter, the complete contents are copied. For a class just the reference is copied. So a "big struct" could have a performance penalty!
In most cases, a class is preferred. Structs are passed by value, have no inheritance, etc. You mention efficiency, is this class likely to be a performance bottleneck ?
If you make a struct though, make sure to make it immutable
I'm not sure that using a struct or not relates to good coding practise, but there are some performance benefits to using structs under certain circumstances. For example, MSDN suggests that a type which is under 16 bytes in size might be more efficiently handled by a struct than a class.
It's important to understand why a struct might be a better choice and how their memory is managed by the runtime. Libraries which must perform quickly with the minimum of overhead would consider using structs (such as a lot of the Math types in the XNA framework). There are also design issues like the fact that your struct always has a default constructor; if you want to make sure that your type can only be constructed with specific values then a struct isn't the best choice.
The long and short of it is, unless you have a very specific reason to be using structs over classes, just stick with classes.
If you want to press ahead with structs, what issues are you having with them?
It really depends on what you're trying to achieve. The fact that you currently have only getters and setters doesn't mean anything. For example, a type might be modelling the application settings read from a file. At some point you might wish to add a IsValid() or Normalize() methods. So in this case, you'd rather go with a class then a struct.
A struct should be used, when the type's identity is decided by the value of the fields. A good example from the .NET framework is Point, which has X and Y.
The second thing is that structs should be cheap to pass to and from functions:
public bool IsInRange(Point point)
{
// ...
}
Remember that point will be copied field by field here, so that should be fairly cheap.
You use structs when:
Logically represents a single value
Has an instance size less than 16
bytes
Will not be changed after creation
Will not be cast to a reference type
Refere to MCTS 70-536

C# to C++ 'Gotchas'

I have been developing a project that I absolutely must develop part-way in C++. I need develop a wrapper and expose some C++ functionality into my C# app. I have been a C# engineer since the near-beginning of .NET, and have had very little experience in C++. It still looks very foreign to me when attempting to understand the syntax.
Is there anything that is going to knock me off my feet that would prevent me from just picking up C++ and going for it?
C++ has so many gotchas that I can't enumerate them all. Do a search for "C# vs C++". A few basic things to know:
In C++:
struct and a class are basically the same thing (Default visibility for a struct is public, it's private for a class).
Both struct and class can be created either on the heap or the stack.
You have to manage the heap yourself. If you create something with "new", you have to delete it manually at some point.
If performance isn't an issue and you have very little data to move around, you can avoid the memory management issue by having everything on the stack and using references (& operator).
Learn to deal with .h and .cpp. Unresolved external can be you worse nightmare.
You shouldn't call a virtual method from a constructor. The compiler will never tell you so I do.
Switch case doesn't enforce "break" and go thru by default.
There is not such a thing as an interface. Instead, you have class with pure virtual methods.
C++ aficionados are dangerous people living in cave and surviving on the fresh blood of C#/java programmers. Talk with them about their favorite language carefully.
Garbage collection!
Remember that everytime you new an object, you must be responsible for calling delete.
There are a lot of differences, but the biggest one I can think of that programmers coming from Java/C# always get wrong, and which they never realize they've got wrong, is C++'s value semantics.
In C#, you're used to using new any time you wish to create an object. And whenever we talk about a class instance, we really mean "a reference to the class instance". Foo x = y doesn't copy the object y, it simply creates another reference to whatever object y references.
In C++, there's a clear distinction between local objects, allocated without new (Foo f or Foo f(x, y), and dynamically allocated ones (Foo* f = new Foo() or Foo* f = new Foo(x, y)). And in C# terms, everything is a value type. Foo x = y actually creates a copy of the Foo object itself.
If you want reference semantics, you can use pointers or references: Foo& x = y creates a reference to the object y. Foo* x = &y creates a pointer to the address at which y is located. And copying a pointer does just that: it creates another pointer, which points to whatever the original pointer pointed to. So this is similar to C#'s reference semantics.
Local objects have automatic storage duration -- that is, a local object is automatically destroyed when it goes out of scope. If it is a class member, then it is destroyed when the owning object is destroyed. If it is a local variable inside a function, it is destroyed when execution leaves the scope in which it was declared.
Dynamically allocated objects are not destroyed until you call delete.
So far, you're probably with me. Newcomers to C++ are taught this pretty soon.
The tricky part is in what this means, how it affects your programming style:
In C++, the default should be to create local objects. Don't allocate with new unless you absolutely have to.
If you do need dynamically allocated data, make it the responsibility of a class. A (very) simplified example:
class IntArrayWrapper {
explicit IntArrayWrapper(int size) : arr(new int[size]) {} // allocate memory in the constructor, and set arr to point to it
~IntArrayWrapper() {delete[] arr; } // deallocate memory in the destructor
int* arr; // hold the pointer to the dynamically allocated array
};
this class can now be created as a local variable, and it will internally do the necessary dynamic allocations. And when it goes out of scope, it'll automatically delete the allocated array again.
So say we needed an array of x integers, instead of doing this:
void foo(int x){
int* arr = new int[x];
... use the array ...
delete[] arr; // if the middle of the function throws an exception, delete will never be called, so technically, we should add a try/catch as well, and also call delete there. Messy and error-prone.
}
you can do this:
void foo(int x){
IntArrayWrapper arr(x);
... use the array ...
// no delete necessary
}
Of course, this use of local variables instead of pointers or references means that objects are copied around quite a bit:
Bar Foo(){
Bar bar;
... do something with bar ...
return bar;
}
in the above, what we return is a copy of the bar object. We could return a pointer or a reference, but as the instance created inside the function goes out of scope and is destroyed the moment the function returns, we couldn't point to that. We could use new to allocate an instance that outlives the function, and return a function to that -- and then we get all the memory management headaches of figuring out whose responsibility it is to delete the object, and when that should happen. That's not a good idea.
Instead, the Bar class should simply be designed so that copying it does what we need. Perhaps it should internally call new to allocate an object that can live as long as we need it to. We could then make copying or assignment "steal" that pointer. Or we could implement some kind of reference-counting scheme where copying the object simply increments a reference counter and copies the pointer -- which should then be deleted not when the individual object is destroyed, but when the last object is destroyed and the reference counter reaches 0.
But often, we can just perform a deep copy, and clone the object in its entirety. If the object includes dynamically allocated memory, we allocate more memory for the copy.
It may sound expensive, but the C++ compiler is good at eliminating unnecessary copies (and is in fact in most cases allowed to eliminate copy operations even if they have side effects).
If you want to avoid copying even more, and you're prepared to put up with a little more clunky usage, you can enable "move semantics" in your classes as well as (or instead of) "copy semantics". It's worth getting into this habit because (a) some objects can't easily be copied, but they can be moved (e.g. a Socket class), (b) it's a pattern established in the standard library and (c) it's getting language support in the next version.
With move semantics, you can use objects as a kind of "transferable" container. It's the contents that move. In the current approach, it's done by calling swap, which swaps the contents of two objects of the same type. When an object goes out of scope, it is destructed, but if you swap its contents into a reference parameter first, the contents escape being destroyed when the scope ends. Therefore, you don't necessarily need to go all the way and use reference counted smart pointers just to allow complex objects to be returned from functions. The clunkiness comes from the fact that you can't really return them - you have to swap them into a reference parameter (somewhat similar to a ref parameter in C#). But the language support in the next version of C++ will address that.
So the biggest C# to C++ gotcha I can think of: don't make pointers the default. Use value semantics, and instead tailor your classes to behave the way you want when they're copied, created and destroyed.
A few months ago, I attempted to write a series of blog posts for people in your situation:
Part 1
Part 2
Part 3
I'm not 100% happy with how they turned out, but you may still find them useful.
And when you feel that you're never going to get a grip on pointers, this post may help.
No run-time checks
One C++ pitfall is the behaviour when you try to do something that might be invalid, but which can only be checked at runtime - for example, dereferencing a pointer that could be null, or accessing an array with an index that might be out of range.
The C# philosophy emphasises correctness; all behaviour should be well-defined and, in cases like this, it performs a run-time check of the preconditions and throws well-defined exceptions if they fail.
The C++ philosophy emphasises efficiency, and the idea that you shouldn't pay for anything you might not need. In cases like this, nothing will be checked for you, so you must either check the preconditions yourself or design your logic so that they must be true. Otherwise, the code will have undefined behaviour, which means it might (more or less) do what you want, it might crash, or it might corrupt completely unrelated data and cause errors that are horrendously difficult to track down.
Just to throw in some others that haven't been mentioned yet by other answers:
const: C# has a limited idea of const. In C++ 'const-correctness' is important. Methods that don't modify their reference parameters should take const-references, eg.
void func(const MyClass& x)
{
// x cannot be modified, and you can't call non-const methods on x
}
Member functions that don't modify the object should be marked const, ie.
int MyClass::GetSomething() const // <-- here
{
// Doesn't modify the instance of the class
return some_member;
}
This might seem unnecessary, but is actually very useful (see the next point on temporaries), and sometimes required, since libraries like the STL are fully const-correct, and you can't cast const things to non-const things (don't use const_cast! Ever!). It's also useful for callers to know something won't be changed. It is best to think about it in this way: if you omit const, you are saying the object will be modified.
Temporary objects: As another answer mentioned, C++ is much more about value-semantics. Temporary objects can be created and destroyed in expressions, for example:
std::string str = std::string("hello") + " world" + "!";
Here, the first + creates a temporary string with "hello world". The second + combines the temporary with "!", giving a temporary containing "hello world!", which is then copied to str. After the statement is complete, the temporaries are immediately destroyed. To further complicate things, C++0x adds rvalue references to solve this, but that's way out of the scope of this answer!
You can also bind temporary objects to const references (another useful part of const). Consider the previous function again:
void func(const MyClass& x)
This can be called explicitly with a temporary MyClass:
func(MyClass()); // create temporary MyClass - NOT the same as 'new MyClass()'!
A MyClass instance is created, on the stack, func2 accesses it, and then the temporary MyClass is destroyed automatically after func returns. This is convenient and also usually very fast, since the heap is not involved. Note 'new' returns a pointer - not a reference - and requires a corresponding 'delete'. You can also directly assign temporaries to const references:
const int& blah = 5; // 5 is a temporary
const MyClass& myClass = MyClass(); // creating temporary MyClass instance
// The temporary MyClass is destroyed when the const reference goes out of scope
Const references and temporaries are frequent in good C++ style, and the way these work is very different to C#.
RAII, exception safety, and deterministic destructors. This is actually a useful feature of C++, possibly even an advantage over C#, and it's worth reading up on since it's also good C++ style. I won't cover it here.
Finally, I'll just throw in this is a pointer, not a reference :)
The traditional stumbling blocks for people coming to C++ from C# or Java are memory management and polymorphic behavior:
While objects always live on the heap and are garbage collected in C#/Java, you can have objects in static storage, stack or the heap ('free store' in standard speak) in C++. You have to cleanup the stuff you allocate from the heap (new/delete). An invaluable technique for dealing with that is RAII.
Inheritance/polymorphism work only through pointer or reference in C++.
There are many others, but these will probably get you first.
Virtual destructors.
Header files! You'll find yourself asking, "so why do I need to write method declarations twice every time?"
Pointers and Memory Allocation
...I'm a C# guy too and I'm still trying to wrap my head around proper memory practices in C/C++.
Here is a brief overview of Managed C++ here. An article about writing an Unmanaged wrapper using the Managed C++ here. There is another article here about mixing Unmanaged with Managed C++ code here.
Using Managed C++ would IMHO make it easier to use as a bridge to the C# world and vice versa.
Hope this helps,
Best regards,
Tom.
The biggest difference is C#'s reference semantics (for most types) vs. C++'s value semantics. This means that objects are copied far more often than they are in C#, so it's important to ensure that objects are copied correctly. This means implementing a copy constructor and operator= for any class that has a destructor.
Raw memory twiddling. Unions, memsets, and other direct memory writes. Anytime someone writes to memory as a sequence of bytes (as opposed to as objects), you lose much of the ability to reason about the code.
Linking
Linking with external libraries is not as forgiving as it is in .Net, $DEITY help you if you mix something compiled with different flavors of the same msvcrt (debug, multithread, unicode...)
Strings
And you'll have to deal with Unicode vs Ansi strings, these are not exactly the same.
Have fun :)
The following isn't meant to dissuade in any way :D
C++ is a minefield of Gotcha's, it's relatively tame if you don't use templates and the STL -- and just use object orientation, but even then is a monster. In that case object based programming (rather than object-oriented programming) makes it even tamer -- often this form of C++ is enforced in certain projects (i.e., don't use any features that have even a chance of being naively used).
However you should learn all those things, as its a very powerful language if you do manage to traverse the minefield.If you want to learn about gotcha's you better get the books from Herb Sutter, Scott Myers, and Bjarne Stroustrup. Also Systematically going over the C++ FAQ Lite will help you to realize that it indeed does require 10 or so books to turn into a good C++ programmer.

Immutability of structs [duplicate]

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Why are mutable structs evil?
I read it in lots of places including here that it's better to make structs as immutable.
What's the reason behind this? I see lots of Microsoft-created structs that are mutable, like the ones in xna. Probably there are many more in the BCL.
What are the pros and cons of not following this guideline?
Structs should represent values. Values do not change. The number 12 is eternal.
However, consider:
Foo foo = new Foo(); // a mutable struct
foo.Bar = 27;
Foo foo2 = foo;
foo2.Bar = 55;
Now foo.Bar and foo2.Bar is different, which is often unexpected. Especially in the scenarios like properties (fortunately the compiler detect this). But also collections etc; how do you ever mutate them sensibly?
Data loss is far too easy with mutable structs.
The big con is that things don't behave how you expect them to - particularly if the mutability comes from a mixture of the direct value and a reference type within it.
To be honest, I can't remember off the top of my head all the weird problems I've seen people come up with in newsgroups when they've used mutable structs - but those reasons certainly exist. Mutable structs cause problems. Stay away.
EDIT: I've just found an email I wrote a while ago on this topic. It elaborates just a little bit:
It's philosophically wrong: a struct should represent some sort of fundamental value. Those are basically immutable. You don't get to change the number 5. You can change a variable's value from 5 to 6, but you don't logically make a change to the value itself.
It's practically a problem: it creates lots of weird situations. It's particularly bad if it's mutable via an interface. Then you can start changing boxed values. Ick. I've seen a lot of newsgroup posts which are due to people trying to use mutable structs and running into issues. I saw a very strange LINQ example which was failing because List<T>.Enumerator is a struct, for example.
I use mutable structs often in my (performance critical) project - and I don't run into problems, because I understand the implications of copy semantics. As far as I can tell, the main reason people advocate immutable structs is so that people who don't understand the implications can't get themselves in trouble.
That's not such a terrible thing - but we're in danger now of it becoming "the gospel truth", when in fact there are times where it is legitimately the best option to make a struct mutable. Like with all things, there are exceptions to the rule.
There is nothing cheaper to manipulate than a mutable struct, which is why you often see it in high performance code like the graphics processing routines.
Unfortunately mutable structs don't play well with objects and properties, it is way too easy to modify a copy of a stuct instead of the struct itself. Thus they aren't appropriate for most of your code.
P.S. To avoid the cost of copying mutable structs, they are usually stored and passed in arrays.
The technical reason is that mutable structs appear to be able to do things that they don't actually do. Since the design-time semantics are the same as reference types, this becomes confusing for developers. This code:
public void DoSomething(MySomething something)
{
something.Property = 10;
}
Behaves quite differently depending on if MySomething is a struct or a class. To me, this is a compelling, but not the most compelling reason. If you look at DDD's Value Object, you can see the connection to how structs should be treated. A value object in DDD can be best represented as a value type in .Net (and therefore a struct). Because it has no identity, it can't change.
Think of this in terms of something like your address. You can "change" your address, but the address itself hasn't changed. In fact, you have a new address assigned to you. Conceptually, this works, because if you actually changed your address, your roommates would have to move too.
You have asked for the pros and cons of not following the guideline that structs should be immutable.
Cons: The cons are well covered in existing answers, and most problems described are due to the same cause - unexpected behaviour due to structs' value semantics.
Pros: The main pro of using mutable structs can be performance. Obviously, this advice comes with all the usual caveats about optimisations: make sure that part of your code needs to be optimised and make sure any changes do actually optimise your code's performance via profiling.
For an excellent article discussing when you might want to use mutable structs, see Rico Mariani's Performance Quiz on Value-Based Programming (or more specifically, the answers).
A struct should generally represent a single unity of some kind. As such it doesn't make much sense to change one of the properties of the value, it makes more sense to create a completely new value if you want a value that is different somehow.
The semantics gets simpler when using immutable structs, and you avoid pitfalls like this:
// a struct
struct Interval {
int From { get; set; }
int To { get; set; }
}
// create a list of structs
List<Interval> intervals = new List<Interval>();
// add a struct to the list
intervals.Add(new Interval());
// try to set the values of the struct
intervals[0].From = 10;
intervals[0].To = 20;
The result is that the struct in the list is not changed at all. The expression Interval[0] copies the value of the struct from the list, then you change the property of the temporary value, but the value is never put back in the list.
Edit: Changed the example to use a list instead of an array.
When you copy structs around you copy their contents, so if you modify a copied version the "original" will not be updated.
This is a source for errors, since even if you know that you fall into the trap of copying a struct (just by passing it to a method) and modifying the copy.
Just happened to me again last week, kept me an hour searching for a bug.
Keeping structs immutable prevents that ...
Other than that you need to make sure you have a really good reason to use structs in the first place - "optimization" or "I want something that allocates quickly on the stack" does not count as an answer. Marshaling or things where you depend on layout - ok, but you should not typically keep those structs around for very long, they are values not objects.
the reason you should make structs immutable is that they're ValueTypes, meaning that they are copied every time you pass them to a method.
So if, for example, you had a property that returned a struct, modifying the value of a field on that struct would be worthless, because the getter would return a copy of the struct, rather than a reference to the struct. I've seen this done in code, and it's often difficult to catch.
If you design your structs for immutability, you help the programmer avoid these mistakes.

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