FxCop - CA1034 error - WHY? - c#

I am running static code analysis with FxCop 1.36 and I keep getting warning CA1034: NestedTypesShouldNotBeVisible.
I would understand if the parent class were declared as internal or private, but it is public. Why would it be bad for TimerReset to be declared public?
Am I missing something, or is this something that can be ignored?
Thanks for any input!
Here is an excerpt of the code causing this warning:
namespace Company.App.Thing
{
public partial class Page : XtraPage
{
public delegate void TimerResetDelegate(object sender, EventArgs e);
private TimerResetDelegate _timerReset;
public Page()
{
InitializeComponent();
}
public TimerResetDelegate TimerReset
{
set
{
if (null != (_timerReset = value))
{
checkBox.Click += new EventHandler(_timerReset);
textField.Click += new EventHandler(_timerReset);
textField.KeyDown += new KeyEventHandler(_timerReset);
TimeField.Click += new EventHandler(_timerReset);
TimeField.KeyDown += new KeyEventHandler(_timerReset);
}
}
}
}
}

Generally speaking, Nested Types are harder to 'discover'.
E.g. To use your nested type, I will have to write following
Page.TimerResetDelegate timer = new Page.TimerResetDelegate();
Even though above is valid C# code, it doesn't read like the usual type usage.
Nested Types are generally used when you want to define a type to be used internally and you would avoid code like above. This is the reason why FxCop is giving you warning. If you want, you can ignore it. Personally, I would keep my Nested types as private. If I expect caller to make use of the type, I will move them to a proper namespace.

Why would it be bad for TimerReset to be declared public?
Exactly as the description states:
Nested types are useful for encapsulating private implementation details of the containing type. Used for this purpose, nested types should not be externally visible.
Since you're exposing TimerResetDelegate publically with TimerReset, I guess it's not an implementation detail.
Do not use externally visible nested types for logical grouping or to avoid name collisions; instead, use namespaces.
Which makes it look like you're using a nested type for grouping. As FxCop states, use a namespace instead.
Nested types include the notion of member accessibility, which some programmers do not understand clearly.
Since TimerResetDelegate is a delegate, this doesn't really apply.
Move TimerResetDelegate to it's own TimeResetDelegate.cs file, and put it in your Company.App.Thing namespace. Then, it's no longer nested.
Of course, it'd be even better to just go with EventHandler instead of defining your own delegate type.

It is because your delegate is a type, but it is defined within the Page class. I would just define it in the Company.App.Thing namespace, but it is not a problem really. If you were writing an API it would just make it a bit messy, that's all.
Also, it is a bit odd to return the delegate like that, but I guess I don't really know what you are trying to accomplish.

IMHO, this is an FxCop rule that can be ignored.
There is nothing wrong from a CLR level with having a nested class. It is just a guideline rule added to FxCop because the authors felt it was less usable or a poorer design than making the class non-nested.

Apparently it doesn't like the idea of nested classes, when they might be used outside the context of your Page class.
I personally agree with that in principle, though I can imagine some exceptions where it might be desirable.

Related

C#: After copying a class the "this" keyword throws an error [duplicate]

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Closed 11 years ago.
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I was curious about how other people use the this keyword. I tend to use it in constructors, but I may also use it throughout the class in other methods. Some examples:
In a constructor:
public Light(Vector v)
{
this.dir = new Vector(v);
}
Elsewhere
public void SomeMethod()
{
Vector vec = new Vector();
double d = (vec * vec) - (this.radius * this.radius);
}
I don't mean this to sound snarky, but it doesn't matter.
Seriously.
Look at the things that are important: your project, your code, your job, your personal life. None of them are going to have their success rest on whether or not you use the "this" keyword to qualify access to fields. The this keyword will not help you ship on time. It's not going to reduce bugs, it's not going to have any appreciable effect on code quality or maintainability. It's not going to get you a raise, or allow you to spend less time at the office.
It's really just a style issue. If you like "this", then use it. If you don't, then don't. If you need it to get correct semantics then use it. The truth is, every programmer has his own unique programing style. That style reflects that particular programmer's notions of what the "most aesthetically pleasing code" should look like. By definition, any other programmer who reads your code is going to have a different programing style. That means there is always going to be something you did that the other guy doesn't like, or would have done differently. At some point some guy is going to read your code and grumble about something.
I wouldn't fret over it. I would just make sure the code is as aesthetically pleasing as possible according to your own tastes. If you ask 10 programmers how to format code, you are going to get about 15 different opinions. A better thing to focus on is how the code is factored. Are things abstracted right? Did I pick meaningful names for things? Is there a lot of code duplication? Are there ways I can simplify stuff? Getting those things right, I think, will have the greatest positive impact on your project, your code, your job, and your life. Coincidentally, it will probably also cause the other guy to grumble the least. If your code works, is easy to read, and is well factored, the other guy isn't going to be scrutinizing how you initialize fields. He's just going to use your code, marvel at it's greatness, and then move on to something else.
There are several usages of this keyword in C#.
To qualify members hidden by similar name
To have an object pass itself as a parameter to other methods
To have an object return itself from a method
To declare indexers
To declare extension methods
To pass parameters between constructors
To internally reassign value type (struct) value.
To invoke an extension method on the current instance
To cast itself to another type
To chain constructors defined in the same class
You can avoid the first usage by not having member and local variables with the same name in scope, for example by following common naming conventions and using properties (Pascal case) instead of fields (camel case) to avoid colliding with local variables (also camel case). In C# 3.0 fields can be converted to properties easily by using auto-implemented properties.
I only use it when absolutely necessary, ie, when another variable is shadowing another. Such as here:
class Vector3
{
float x;
float y;
float z;
public Vector3(float x, float y, float z)
{
this.x = x;
this.y = y;
this.z = z;
}
}
Or as Ryan Fox points out, when you need to pass this as a parameter. (Local variables have precedence over member variables)
Personally, I try to always use this when referring to member variables. It helps clarify the code and make it more readable. Even if there is no ambiguity, someone reading through my code for the first time doesn't know that, but if they see this used consistently, they will know if they are looking at a member variable or not.
I use it every time I refer to an instance variable, even if I don't need to. I think it makes the code more clear.
I can't believe all of the people that say using it always is a "best practice" and such.
Use "this" when there is ambiguity, as in Corey's example or when you need to pass the object as a parameter, as in Ryan's example. There is no reason to use it otherwise because being able to resolve a variable based on the scope chain should be clear enough that qualifying variables with it should be unnecessary.
EDIT: The C# documentation on "this" indicates one more use, besides the two I mentioned, for the "this" keyword - for declaring indexers
EDIT: #Juan: Huh, I don't see any inconsistency in my statements - there are 3 instances when I would use the "this" keyword (as documented in the C# documentation), and those are times when you actually need it. Sticking "this" in front of variables in a constructor when there is no shadowing going on is simply a waste of keystrokes and a waste of my time when reading it, it provides no benefit.
I use it whenever StyleCop tells me to. StyleCop must be obeyed. Oh yes.
Any time you need a reference to the current object.
One particularly handy scenario is when your object is calling a function and wants to pass itself into it.
Example:
void onChange()
{
screen.draw(this);
}
I tend to use it everywhere as well, just to make sure that it is clear that it is instance members that we are dealing with.
I use it anywhere there might be ambiguity (obviously). Not just compiler ambiguity (it would be required in that case), but also ambiguity for someone looking at the code.
Another somewhat rare use for the this keyword is when you need to invoke an explicit interface implementation from within the implementing class. Here's a contrived example:
class Example : ICloneable
{
private void CallClone()
{
object clone = ((ICloneable)this).Clone();
}
object ICloneable.Clone()
{
throw new NotImplementedException();
}
}
Here's when I use it:
Accessing Private Methods from within the class (to differentiate)
Passing the current object to another method (or as a sender object, in case of an event)
When creating extension methods :D
I don't use this for Private fields because I prefix private field variable names with an underscore (_).
[C++]
I agree with the "use it when you have to" brigade. Decorating code unnecessarily with this isn't a great idea because the compiler won't warn you when you forget to do it. This introduces potential confusion for people expecting this to always be there, i.e. they'll have to think about it.
So, when would you use it? I've just had a look around some random code and found these examples (I'm not passing judgement on whether these are good things to do or otherwise):
Passing "yourself" to a function.
Assigning "yourself" to a pointer or something like that.
Casting, i.e. up/down casting (safe or otherwise), casting away constness, etc.
Compiler enforced disambiguation.
You should always use it, I use it to diferantiate private fields and parameters (because our naming conventions state that we don't use prefixes for member and parameter names (and they are based on information found on the internet, so I consider that a best practice))
I use it when, in a function that accepts a reference to an object of the same type, I want to make it perfectly clear which object I'm referring to, where.
For example
class AABB
{
// ... members
bool intersects( AABB other )
{
return other.left() < this->right() &&
this->left() < other.right() &&
// +y increases going down
other.top() < this->bottom() &&
this->top() < other.bottom() ;
}
} ;
(vs)
class AABB
{
bool intersects( AABB other )
{
return other.left() < right() &&
left() < other.right() &&
// +y increases going down
other.top() < bottom() &&
top() < other.bottom() ;
}
} ;
At a glance which AABB does right() refer to? The this adds a bit of a clarifier.
In Jakub Šturc's answer his #5 about passing data between contructors probably could use a little explanation. This is in overloading constructors and is the one case where use of this is mandatory. In the following example we can call the parameterized constructor from the parameterless constructor with a default parameter.
class MyClass {
private int _x
public MyClass() : this(5) {}
public MyClass(int v) { _x = v;}
}
I've found this to be a particularly useful feature on occasion.
I got in the habit of using it liberally in Visual C++ since doing so would trigger IntelliSense ones I hit the '>' key, and I'm lazy. (and prone to typos)
But I've continued to use it, since I find it handy to see that I'm calling a member function rather than a global function.
I tend to underscore fields with _ so don't really ever need to use this. Also R# tends to refactor them away anyway...
I pretty much only use this when referencing a type property from inside the same type. As another user mentioned, I also underscore local fields so they are noticeable without needing this.
I use it only when required, except for symmetric operations which due to single argument polymorphism have to be put into methods of one side:
boolean sameValue (SomeNum other) {
return this.importantValue == other.importantValue;
}
[C++]
this is used in the assignment operator where most of the time you have to check and prevent strange (unintentional, dangerous, or just a waste of time for the program) things like:
A a;
a = a;
Your assignment operator will be written:
A& A::operator=(const A& a) {
if (this == &a) return *this;
// we know both sides of the = operator are different, do something...
return *this;
}
this on a C++ compiler
The C++ compiler will silently lookup for a symbol if it does not find it immediately. Sometimes, most of the time, it is good:
using the mother class' method if you did not overloaded it in the child class.
promoting a value of a type into another type
But sometimes, You just don't want the compiler to guess. You want the compiler to pick-up the right symbol and not another.
For me, those times are when, within a method, I want to access to a member method or member variable. I just don't want some random symbol picked up just because I wrote printf instead of print. this->printf would not have compiled.
The point is that, with C legacy libraries (§), legacy code written years ago (§§), or whatever could happen in a language where copy/pasting is an obsolete but still active feature, sometimes, telling the compiler to not play wits is a great idea.
These are the reasons I use this.
(§) it's still a kind of mystery to me, but I now wonder if the fact you include the <windows.h> header in your source, is the reason all the legacy C libraries symbols will pollute your global namespace
(§§) realizing that "you need to include a header, but that including this header will break your code because it uses some dumb macro with a generic name" is one of those russian roulette moments of a coder's life
'this.' helps find members on 'this' class with a lot of members (usually due to a deep inheritance chain).
Hitting CTRL+Space doesn't help with this, because it also includes types; where-as 'this.' includes members ONLY.
I usually delete it once I have what I was after: but this is just my style breaking through.
In terms of style, if you are a lone-ranger -- you decide; if you work for a company stick to the company policy (look at the stuff in source control and see what other people are doing). In terms of using it to qualify members, neither is right or wrong. The only wrong thing is inconsistency -- that is the golden rule of style. Leave the nit-picking others. Spend your time pondering real coding problems -- and obviously coding -- instead.
I use it every time I can. I believe it makes the code more readable, and more readable code equals less bugs and more maintainability.
When you are many developers working on the same code base, you need some code guidelines/rules. Where I work we've desided to use 'this' on fields, properties and events.
To me it makes good sense to do it like this, it makes the code easier to read when you differentiate between class-variables and method-variables.
It depends on the coding standard I'm working under. If we are using _ to denote an instance variable then "this" becomes redundant. If we are not using _ then I tend to use this to denote instance variable.
I use it to invoke Intellisense just like JohnMcG, but I'll go back and erase "this->" when I'm done. I follow the Microsoft convention of prefixing member variables with "m_", so leaving it as documentation would just be redundant.
1 - Common Java setter idiom:
public void setFoo(int foo) {
this.foo = foo;
}
2 - When calling a function with this object as a parameter
notifier.addListener(this);
There is one use that has not already been mentioned in C++, and that is not to refer to the own object or disambiguate a member from a received variable.
You can use this to convert a non-dependent name into an argument dependent name inside template classes that inherit from other templates.
template <typename T>
struct base {
void f() {}
};
template <typename T>
struct derived : public base<T>
{
void test() {
//f(); // [1] error
base<T>::f(); // quite verbose if there is more than one argument, but valid
this->f(); // f is now an argument dependent symbol
}
}
Templates are compiled with a two pass mechanism. During the first pass, only non-argument dependent names are resolved and checked, while dependent names are checked only for coherence, without actually substituting the template arguments.
At that step, without actually substituting the type, the compiler has almost no information of what base<T> could be (note that specialization of the base template can turn it into completely different types, even undefined types), so it just assumes that it is a type. At this stage the non-dependent call f that seems just natural to the programmer is a symbol that the compiler must find as a member of derived or in enclosing namespaces --which does not happen in the example-- and it will complain.
The solution is turning the non-dependent name f into a dependent name. This can be done in a couple of ways, by explicitly stating the type where it is implemented (base<T>::f --adding the base<T> makes the symbol dependent on T and the compiler will just assume that it will exist and postpones the actual check for the second pass, after argument substitution.
The second way, much sorter if you inherit from templates that have more than one argument, or long names, is just adding a this-> before the symbol. As the template class you are implementing does depend on an argument (it inherits from base<T>) this-> is argument dependent, and we get the same result: this->f is checked in the second round, after template parameter substitution.
You should not use "this" unless you absolutely must.
There IS a penalty associated with unnecessary verbosity. You should strive for code that is exactly as long as it needs to be, and no longer.

Is there a need for this. and me. on properties [duplicate]

As it currently stands, this question is not a good fit for our Q&A format. We expect answers to be supported by facts, references, or expertise, but this question will likely solicit debate, arguments, polling, or extended discussion. If you feel that this question can be improved and possibly reopened, visit the help center for guidance.
Closed 11 years ago.
Locked. This question and its answers are locked because the question is off-topic but has historical significance. It is not currently accepting new answers or interactions.
I was curious about how other people use the this keyword. I tend to use it in constructors, but I may also use it throughout the class in other methods. Some examples:
In a constructor:
public Light(Vector v)
{
this.dir = new Vector(v);
}
Elsewhere
public void SomeMethod()
{
Vector vec = new Vector();
double d = (vec * vec) - (this.radius * this.radius);
}
I don't mean this to sound snarky, but it doesn't matter.
Seriously.
Look at the things that are important: your project, your code, your job, your personal life. None of them are going to have their success rest on whether or not you use the "this" keyword to qualify access to fields. The this keyword will not help you ship on time. It's not going to reduce bugs, it's not going to have any appreciable effect on code quality or maintainability. It's not going to get you a raise, or allow you to spend less time at the office.
It's really just a style issue. If you like "this", then use it. If you don't, then don't. If you need it to get correct semantics then use it. The truth is, every programmer has his own unique programing style. That style reflects that particular programmer's notions of what the "most aesthetically pleasing code" should look like. By definition, any other programmer who reads your code is going to have a different programing style. That means there is always going to be something you did that the other guy doesn't like, or would have done differently. At some point some guy is going to read your code and grumble about something.
I wouldn't fret over it. I would just make sure the code is as aesthetically pleasing as possible according to your own tastes. If you ask 10 programmers how to format code, you are going to get about 15 different opinions. A better thing to focus on is how the code is factored. Are things abstracted right? Did I pick meaningful names for things? Is there a lot of code duplication? Are there ways I can simplify stuff? Getting those things right, I think, will have the greatest positive impact on your project, your code, your job, and your life. Coincidentally, it will probably also cause the other guy to grumble the least. If your code works, is easy to read, and is well factored, the other guy isn't going to be scrutinizing how you initialize fields. He's just going to use your code, marvel at it's greatness, and then move on to something else.
There are several usages of this keyword in C#.
To qualify members hidden by similar name
To have an object pass itself as a parameter to other methods
To have an object return itself from a method
To declare indexers
To declare extension methods
To pass parameters between constructors
To internally reassign value type (struct) value.
To invoke an extension method on the current instance
To cast itself to another type
To chain constructors defined in the same class
You can avoid the first usage by not having member and local variables with the same name in scope, for example by following common naming conventions and using properties (Pascal case) instead of fields (camel case) to avoid colliding with local variables (also camel case). In C# 3.0 fields can be converted to properties easily by using auto-implemented properties.
I only use it when absolutely necessary, ie, when another variable is shadowing another. Such as here:
class Vector3
{
float x;
float y;
float z;
public Vector3(float x, float y, float z)
{
this.x = x;
this.y = y;
this.z = z;
}
}
Or as Ryan Fox points out, when you need to pass this as a parameter. (Local variables have precedence over member variables)
Personally, I try to always use this when referring to member variables. It helps clarify the code and make it more readable. Even if there is no ambiguity, someone reading through my code for the first time doesn't know that, but if they see this used consistently, they will know if they are looking at a member variable or not.
I use it every time I refer to an instance variable, even if I don't need to. I think it makes the code more clear.
I can't believe all of the people that say using it always is a "best practice" and such.
Use "this" when there is ambiguity, as in Corey's example or when you need to pass the object as a parameter, as in Ryan's example. There is no reason to use it otherwise because being able to resolve a variable based on the scope chain should be clear enough that qualifying variables with it should be unnecessary.
EDIT: The C# documentation on "this" indicates one more use, besides the two I mentioned, for the "this" keyword - for declaring indexers
EDIT: #Juan: Huh, I don't see any inconsistency in my statements - there are 3 instances when I would use the "this" keyword (as documented in the C# documentation), and those are times when you actually need it. Sticking "this" in front of variables in a constructor when there is no shadowing going on is simply a waste of keystrokes and a waste of my time when reading it, it provides no benefit.
I use it whenever StyleCop tells me to. StyleCop must be obeyed. Oh yes.
Any time you need a reference to the current object.
One particularly handy scenario is when your object is calling a function and wants to pass itself into it.
Example:
void onChange()
{
screen.draw(this);
}
I tend to use it everywhere as well, just to make sure that it is clear that it is instance members that we are dealing with.
I use it anywhere there might be ambiguity (obviously). Not just compiler ambiguity (it would be required in that case), but also ambiguity for someone looking at the code.
Another somewhat rare use for the this keyword is when you need to invoke an explicit interface implementation from within the implementing class. Here's a contrived example:
class Example : ICloneable
{
private void CallClone()
{
object clone = ((ICloneable)this).Clone();
}
object ICloneable.Clone()
{
throw new NotImplementedException();
}
}
Here's when I use it:
Accessing Private Methods from within the class (to differentiate)
Passing the current object to another method (or as a sender object, in case of an event)
When creating extension methods :D
I don't use this for Private fields because I prefix private field variable names with an underscore (_).
[C++]
I agree with the "use it when you have to" brigade. Decorating code unnecessarily with this isn't a great idea because the compiler won't warn you when you forget to do it. This introduces potential confusion for people expecting this to always be there, i.e. they'll have to think about it.
So, when would you use it? I've just had a look around some random code and found these examples (I'm not passing judgement on whether these are good things to do or otherwise):
Passing "yourself" to a function.
Assigning "yourself" to a pointer or something like that.
Casting, i.e. up/down casting (safe or otherwise), casting away constness, etc.
Compiler enforced disambiguation.
You should always use it, I use it to diferantiate private fields and parameters (because our naming conventions state that we don't use prefixes for member and parameter names (and they are based on information found on the internet, so I consider that a best practice))
I use it when, in a function that accepts a reference to an object of the same type, I want to make it perfectly clear which object I'm referring to, where.
For example
class AABB
{
// ... members
bool intersects( AABB other )
{
return other.left() < this->right() &&
this->left() < other.right() &&
// +y increases going down
other.top() < this->bottom() &&
this->top() < other.bottom() ;
}
} ;
(vs)
class AABB
{
bool intersects( AABB other )
{
return other.left() < right() &&
left() < other.right() &&
// +y increases going down
other.top() < bottom() &&
top() < other.bottom() ;
}
} ;
At a glance which AABB does right() refer to? The this adds a bit of a clarifier.
In Jakub Šturc's answer his #5 about passing data between contructors probably could use a little explanation. This is in overloading constructors and is the one case where use of this is mandatory. In the following example we can call the parameterized constructor from the parameterless constructor with a default parameter.
class MyClass {
private int _x
public MyClass() : this(5) {}
public MyClass(int v) { _x = v;}
}
I've found this to be a particularly useful feature on occasion.
I got in the habit of using it liberally in Visual C++ since doing so would trigger IntelliSense ones I hit the '>' key, and I'm lazy. (and prone to typos)
But I've continued to use it, since I find it handy to see that I'm calling a member function rather than a global function.
I tend to underscore fields with _ so don't really ever need to use this. Also R# tends to refactor them away anyway...
I pretty much only use this when referencing a type property from inside the same type. As another user mentioned, I also underscore local fields so they are noticeable without needing this.
I use it only when required, except for symmetric operations which due to single argument polymorphism have to be put into methods of one side:
boolean sameValue (SomeNum other) {
return this.importantValue == other.importantValue;
}
[C++]
this is used in the assignment operator where most of the time you have to check and prevent strange (unintentional, dangerous, or just a waste of time for the program) things like:
A a;
a = a;
Your assignment operator will be written:
A& A::operator=(const A& a) {
if (this == &a) return *this;
// we know both sides of the = operator are different, do something...
return *this;
}
this on a C++ compiler
The C++ compiler will silently lookup for a symbol if it does not find it immediately. Sometimes, most of the time, it is good:
using the mother class' method if you did not overloaded it in the child class.
promoting a value of a type into another type
But sometimes, You just don't want the compiler to guess. You want the compiler to pick-up the right symbol and not another.
For me, those times are when, within a method, I want to access to a member method or member variable. I just don't want some random symbol picked up just because I wrote printf instead of print. this->printf would not have compiled.
The point is that, with C legacy libraries (§), legacy code written years ago (§§), or whatever could happen in a language where copy/pasting is an obsolete but still active feature, sometimes, telling the compiler to not play wits is a great idea.
These are the reasons I use this.
(§) it's still a kind of mystery to me, but I now wonder if the fact you include the <windows.h> header in your source, is the reason all the legacy C libraries symbols will pollute your global namespace
(§§) realizing that "you need to include a header, but that including this header will break your code because it uses some dumb macro with a generic name" is one of those russian roulette moments of a coder's life
'this.' helps find members on 'this' class with a lot of members (usually due to a deep inheritance chain).
Hitting CTRL+Space doesn't help with this, because it also includes types; where-as 'this.' includes members ONLY.
I usually delete it once I have what I was after: but this is just my style breaking through.
In terms of style, if you are a lone-ranger -- you decide; if you work for a company stick to the company policy (look at the stuff in source control and see what other people are doing). In terms of using it to qualify members, neither is right or wrong. The only wrong thing is inconsistency -- that is the golden rule of style. Leave the nit-picking others. Spend your time pondering real coding problems -- and obviously coding -- instead.
I use it every time I can. I believe it makes the code more readable, and more readable code equals less bugs and more maintainability.
When you are many developers working on the same code base, you need some code guidelines/rules. Where I work we've desided to use 'this' on fields, properties and events.
To me it makes good sense to do it like this, it makes the code easier to read when you differentiate between class-variables and method-variables.
It depends on the coding standard I'm working under. If we are using _ to denote an instance variable then "this" becomes redundant. If we are not using _ then I tend to use this to denote instance variable.
I use it to invoke Intellisense just like JohnMcG, but I'll go back and erase "this->" when I'm done. I follow the Microsoft convention of prefixing member variables with "m_", so leaving it as documentation would just be redundant.
1 - Common Java setter idiom:
public void setFoo(int foo) {
this.foo = foo;
}
2 - When calling a function with this object as a parameter
notifier.addListener(this);
There is one use that has not already been mentioned in C++, and that is not to refer to the own object or disambiguate a member from a received variable.
You can use this to convert a non-dependent name into an argument dependent name inside template classes that inherit from other templates.
template <typename T>
struct base {
void f() {}
};
template <typename T>
struct derived : public base<T>
{
void test() {
//f(); // [1] error
base<T>::f(); // quite verbose if there is more than one argument, but valid
this->f(); // f is now an argument dependent symbol
}
}
Templates are compiled with a two pass mechanism. During the first pass, only non-argument dependent names are resolved and checked, while dependent names are checked only for coherence, without actually substituting the template arguments.
At that step, without actually substituting the type, the compiler has almost no information of what base<T> could be (note that specialization of the base template can turn it into completely different types, even undefined types), so it just assumes that it is a type. At this stage the non-dependent call f that seems just natural to the programmer is a symbol that the compiler must find as a member of derived or in enclosing namespaces --which does not happen in the example-- and it will complain.
The solution is turning the non-dependent name f into a dependent name. This can be done in a couple of ways, by explicitly stating the type where it is implemented (base<T>::f --adding the base<T> makes the symbol dependent on T and the compiler will just assume that it will exist and postpones the actual check for the second pass, after argument substitution.
The second way, much sorter if you inherit from templates that have more than one argument, or long names, is just adding a this-> before the symbol. As the template class you are implementing does depend on an argument (it inherits from base<T>) this-> is argument dependent, and we get the same result: this->f is checked in the second round, after template parameter substitution.
You should not use "this" unless you absolutely must.
There IS a penalty associated with unnecessary verbosity. You should strive for code that is exactly as long as it needs to be, and no longer.

Why do implicit property names only work in anonymous objects?

What is the limitation of
public class A
{
public string Stuff {get;set;}
}
...
repository.GetAll().Select(x=> new A { x.Stuff });
That doesn't work. You have to add
{ Stuff = x.Stuff }
repository.GetAll().Select(x=> new { x.Stuff });
But this works. It creates an anon class with a very similar definition to class A.
Conceptually I don't see a big difference in what is going on here. Anyone shed some light?
The short answer - the C# compiler and language team didn't implement it this way - they either didn't think of it (unlikely) or decided that it was not a good idea....
repository.GetAll().Select(x=> new A { x.Stuff });
That doesn't work. You have to add
This is an object initializer. This works by calling the default constructor on an object, and then matching property names to a value, ie: Stuff = x.Foo, and is really just a shortcut for matching properties, so the syntax is really just "short hand" for:
A tmp = new A();
tmp.Stuff = x.Stuff;
Now, I suppose the compiler team could have assumed that an initialization statement with no left hand side on the equation should search for a matching property where the name matched and the type was implicitly convertible, but I suspect this would fall into the realm of "flirting with the bad idea list" if or when it would've been discussed by the language team. In general, C# is fairly explicit in its syntax, and this would be loosening that up a bit in a way that requires two separate matches (name + type) and would be non-obvious in many scenarios. Since you're working with a public API here (A), it'd also be very easy for a refactoring in either side (A or whatever type "x" is defined as being) to break this completely.
Finally, this also isn't really necessary - if you want an instance of A to be constructed this way, just add a constructor with an overload (which is safer in many ways in any case), and use:
repository.GetAll().Select(x=> new A(x.Stuff));
This makes the intention and meaning very explicit, and takes out the brittle maintainability.
repository.GetAll().Select(x=> new { x.Stuff });
This is doing something completely different - here, you're initializing an anonymous type, and letting the compiler completely determine the type names and types for you. I suspect this was determined to be "safe" since you're never really working with a public API - anonymous types aren't really supposed to "leak" out of the method where it's defined. The risk of having a refactoring change a property name and effectively change values, etc, gets dramatically reduced and isolated to a single method in this case, which in turn keeps this "automatic" naming feature lower risk overall. Also, there isn't an easy alternative here, as you can't define constructors on anonymous types, so there wouldn't be a simple way to have a concise syntax in this case. This adds benefit without introducing a lot of risk.
One possible reasoning: if implicit property assignment would be allowed for real types than change in item of repository (i.e. x.Stuff renamed to x.Other) would cause compile time error in very surprising place as new property no longer match A.Stuff.

Any reason to write the "private" keyword in C#?

As far as I know, private is the default everywhere in C# (meaning that if I don't write public, protected, internal, etc. it will be private by default). (Please correct me if I am wrong.)
So, what's the reason to write that keyword, or why does it even exist for members?
For example, when an event handler is auto-generated it looks like this:
private void RatTrap_MouseEnter(object sender, CheeseEventArgs e)
{
}
But why does it even write private if that's implied and default? Just so that novice developers (who don't know it's the C# default) know that it's private? Or is there a difference for the compiler?
Moreover, is there a case where writing "private" (alone) will change the accessibility of the member?
AFAIK, private is the default everywhere in C# (meaning that if I don't write public, protected, internal, etc. it will be private by default). (please correct me if wrong).
This is not true. Types defined within a namespace (classes, structs, interfaces, etc) will be internal by default. Also, members within different types have different default accessibilities (such as public for interface members). For details, see Accessibility Levels on MSDN.
Also,
So, what's the reason to write that keyword, or why does it even exist?
Specifying this explicitly helps denote your intention to make the type private, very explicitly. This helps with maintainability of your code over time. This can help with other developers (or yourself) knowing whether a member is private by default or on purpose, etc.
AFAIK, private is the default everywhere in C#
Not quite - the default is "the most restricted access available for this declaration". So for example, with a top-level type the default is internal; for a nested type the default is private.
So, what's the reason to write that keyword, or why does it even exist?
It makes it explicit, which is good for two reasons:
It makes it clearer for those who don't know the defaults, as per your question (I've never liked this argument, personally, but I figured it's worth mentioning)
It gives an impression that you've deliberately decided to make it private, rather than just gone with the defaults.
As for your last part:
Moreover is there a case where writing "private" (alone) will change the accessibility of the member?
Yes, for making half of a property more restrictive than the other:
// Public getter, public setter
public int Foo { get; set; }
// Public getter, private setter
public int Bar { get; private set; }
I used to go with defaults everywhere I could, but I've been convinced (partly by Eric Lippert) that making it clear that you've thought about it and decided to make something private is a good idea.
Personally I wish there were a way of doing that for sealed / unsealed, too, for type declarations - possibly not even have a default. I suspect that many developers (myself included if I'm not careful) leave classes unsealed just because it's less effort than making them sealed.
private adds visual clutter. To those who insist that it makes things explicit, I would ask: Do you do this with mathematics, too? For instance:
var answer = a + b / c;
Do you find that unclear without redundant parentheses around b / c?
The rule in C# is very simple: By default, everything is as close to private as it can be. So if you need something to be more visible than the default, add a modifier. Otherwise, don't add needless keywords to your code.
As far as I know, private is the default everywhere in C#
Explicitly declaring private, means you know it is private. Not just think it is, because as far as you know, it is the default. It also means that someone else who looks at the code knows what it is.
There is no "I think it is", "I'm pretty sure it is", etc. It just is. And everyone is on the same page.
I am not a C# developer. If I had to work with some code that wasn't explicitly declared private, I would probably assume it was internal.
I dislike when things are implicitly set. It's never as clear as when they are explicitly set.
Readability - Not everyone may know that private is the default behaviour.
Intent - Gives a clear indication that you have specifically declared the property private (for whatever reason).
Readability, demonstration of intent are two great reasons I can think of.
One good reason for explicitly specifying the visibility is so that you don't have to think about what is the default for the context you are in.
Another good reason is because FxCop tells you to do it.
A lot of people (people like me!) regularly program in a handful of different languages. Being explicit with things like these prevents me from needing to remember all the arcane details of all the languages I program in.
I'd say for consistency with the readability of the scope of the rest of the class.
I like to explicitly add the private keyword so that I know it's private. Plus, private isn't always the default access specifier everywhere. Also, you can use private set in properties to effectively make a read-only property that can only be set by the class it was declared in.

What is the current convention on using the 'this' keyword in C#? [duplicate]

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I was curious about how other people use the this keyword. I tend to use it in constructors, but I may also use it throughout the class in other methods. Some examples:
In a constructor:
public Light(Vector v)
{
this.dir = new Vector(v);
}
Elsewhere
public void SomeMethod()
{
Vector vec = new Vector();
double d = (vec * vec) - (this.radius * this.radius);
}
I don't mean this to sound snarky, but it doesn't matter.
Seriously.
Look at the things that are important: your project, your code, your job, your personal life. None of them are going to have their success rest on whether or not you use the "this" keyword to qualify access to fields. The this keyword will not help you ship on time. It's not going to reduce bugs, it's not going to have any appreciable effect on code quality or maintainability. It's not going to get you a raise, or allow you to spend less time at the office.
It's really just a style issue. If you like "this", then use it. If you don't, then don't. If you need it to get correct semantics then use it. The truth is, every programmer has his own unique programing style. That style reflects that particular programmer's notions of what the "most aesthetically pleasing code" should look like. By definition, any other programmer who reads your code is going to have a different programing style. That means there is always going to be something you did that the other guy doesn't like, or would have done differently. At some point some guy is going to read your code and grumble about something.
I wouldn't fret over it. I would just make sure the code is as aesthetically pleasing as possible according to your own tastes. If you ask 10 programmers how to format code, you are going to get about 15 different opinions. A better thing to focus on is how the code is factored. Are things abstracted right? Did I pick meaningful names for things? Is there a lot of code duplication? Are there ways I can simplify stuff? Getting those things right, I think, will have the greatest positive impact on your project, your code, your job, and your life. Coincidentally, it will probably also cause the other guy to grumble the least. If your code works, is easy to read, and is well factored, the other guy isn't going to be scrutinizing how you initialize fields. He's just going to use your code, marvel at it's greatness, and then move on to something else.
There are several usages of this keyword in C#.
To qualify members hidden by similar name
To have an object pass itself as a parameter to other methods
To have an object return itself from a method
To declare indexers
To declare extension methods
To pass parameters between constructors
To internally reassign value type (struct) value.
To invoke an extension method on the current instance
To cast itself to another type
To chain constructors defined in the same class
You can avoid the first usage by not having member and local variables with the same name in scope, for example by following common naming conventions and using properties (Pascal case) instead of fields (camel case) to avoid colliding with local variables (also camel case). In C# 3.0 fields can be converted to properties easily by using auto-implemented properties.
I only use it when absolutely necessary, ie, when another variable is shadowing another. Such as here:
class Vector3
{
float x;
float y;
float z;
public Vector3(float x, float y, float z)
{
this.x = x;
this.y = y;
this.z = z;
}
}
Or as Ryan Fox points out, when you need to pass this as a parameter. (Local variables have precedence over member variables)
Personally, I try to always use this when referring to member variables. It helps clarify the code and make it more readable. Even if there is no ambiguity, someone reading through my code for the first time doesn't know that, but if they see this used consistently, they will know if they are looking at a member variable or not.
I use it every time I refer to an instance variable, even if I don't need to. I think it makes the code more clear.
I can't believe all of the people that say using it always is a "best practice" and such.
Use "this" when there is ambiguity, as in Corey's example or when you need to pass the object as a parameter, as in Ryan's example. There is no reason to use it otherwise because being able to resolve a variable based on the scope chain should be clear enough that qualifying variables with it should be unnecessary.
EDIT: The C# documentation on "this" indicates one more use, besides the two I mentioned, for the "this" keyword - for declaring indexers
EDIT: #Juan: Huh, I don't see any inconsistency in my statements - there are 3 instances when I would use the "this" keyword (as documented in the C# documentation), and those are times when you actually need it. Sticking "this" in front of variables in a constructor when there is no shadowing going on is simply a waste of keystrokes and a waste of my time when reading it, it provides no benefit.
I use it whenever StyleCop tells me to. StyleCop must be obeyed. Oh yes.
Any time you need a reference to the current object.
One particularly handy scenario is when your object is calling a function and wants to pass itself into it.
Example:
void onChange()
{
screen.draw(this);
}
I tend to use it everywhere as well, just to make sure that it is clear that it is instance members that we are dealing with.
I use it anywhere there might be ambiguity (obviously). Not just compiler ambiguity (it would be required in that case), but also ambiguity for someone looking at the code.
Another somewhat rare use for the this keyword is when you need to invoke an explicit interface implementation from within the implementing class. Here's a contrived example:
class Example : ICloneable
{
private void CallClone()
{
object clone = ((ICloneable)this).Clone();
}
object ICloneable.Clone()
{
throw new NotImplementedException();
}
}
Here's when I use it:
Accessing Private Methods from within the class (to differentiate)
Passing the current object to another method (or as a sender object, in case of an event)
When creating extension methods :D
I don't use this for Private fields because I prefix private field variable names with an underscore (_).
[C++]
I agree with the "use it when you have to" brigade. Decorating code unnecessarily with this isn't a great idea because the compiler won't warn you when you forget to do it. This introduces potential confusion for people expecting this to always be there, i.e. they'll have to think about it.
So, when would you use it? I've just had a look around some random code and found these examples (I'm not passing judgement on whether these are good things to do or otherwise):
Passing "yourself" to a function.
Assigning "yourself" to a pointer or something like that.
Casting, i.e. up/down casting (safe or otherwise), casting away constness, etc.
Compiler enforced disambiguation.
You should always use it, I use it to diferantiate private fields and parameters (because our naming conventions state that we don't use prefixes for member and parameter names (and they are based on information found on the internet, so I consider that a best practice))
I use it when, in a function that accepts a reference to an object of the same type, I want to make it perfectly clear which object I'm referring to, where.
For example
class AABB
{
// ... members
bool intersects( AABB other )
{
return other.left() < this->right() &&
this->left() < other.right() &&
// +y increases going down
other.top() < this->bottom() &&
this->top() < other.bottom() ;
}
} ;
(vs)
class AABB
{
bool intersects( AABB other )
{
return other.left() < right() &&
left() < other.right() &&
// +y increases going down
other.top() < bottom() &&
top() < other.bottom() ;
}
} ;
At a glance which AABB does right() refer to? The this adds a bit of a clarifier.
In Jakub Šturc's answer his #5 about passing data between contructors probably could use a little explanation. This is in overloading constructors and is the one case where use of this is mandatory. In the following example we can call the parameterized constructor from the parameterless constructor with a default parameter.
class MyClass {
private int _x
public MyClass() : this(5) {}
public MyClass(int v) { _x = v;}
}
I've found this to be a particularly useful feature on occasion.
I got in the habit of using it liberally in Visual C++ since doing so would trigger IntelliSense ones I hit the '>' key, and I'm lazy. (and prone to typos)
But I've continued to use it, since I find it handy to see that I'm calling a member function rather than a global function.
I tend to underscore fields with _ so don't really ever need to use this. Also R# tends to refactor them away anyway...
I pretty much only use this when referencing a type property from inside the same type. As another user mentioned, I also underscore local fields so they are noticeable without needing this.
I use it only when required, except for symmetric operations which due to single argument polymorphism have to be put into methods of one side:
boolean sameValue (SomeNum other) {
return this.importantValue == other.importantValue;
}
[C++]
this is used in the assignment operator where most of the time you have to check and prevent strange (unintentional, dangerous, or just a waste of time for the program) things like:
A a;
a = a;
Your assignment operator will be written:
A& A::operator=(const A& a) {
if (this == &a) return *this;
// we know both sides of the = operator are different, do something...
return *this;
}
this on a C++ compiler
The C++ compiler will silently lookup for a symbol if it does not find it immediately. Sometimes, most of the time, it is good:
using the mother class' method if you did not overloaded it in the child class.
promoting a value of a type into another type
But sometimes, You just don't want the compiler to guess. You want the compiler to pick-up the right symbol and not another.
For me, those times are when, within a method, I want to access to a member method or member variable. I just don't want some random symbol picked up just because I wrote printf instead of print. this->printf would not have compiled.
The point is that, with C legacy libraries (§), legacy code written years ago (§§), or whatever could happen in a language where copy/pasting is an obsolete but still active feature, sometimes, telling the compiler to not play wits is a great idea.
These are the reasons I use this.
(§) it's still a kind of mystery to me, but I now wonder if the fact you include the <windows.h> header in your source, is the reason all the legacy C libraries symbols will pollute your global namespace
(§§) realizing that "you need to include a header, but that including this header will break your code because it uses some dumb macro with a generic name" is one of those russian roulette moments of a coder's life
'this.' helps find members on 'this' class with a lot of members (usually due to a deep inheritance chain).
Hitting CTRL+Space doesn't help with this, because it also includes types; where-as 'this.' includes members ONLY.
I usually delete it once I have what I was after: but this is just my style breaking through.
In terms of style, if you are a lone-ranger -- you decide; if you work for a company stick to the company policy (look at the stuff in source control and see what other people are doing). In terms of using it to qualify members, neither is right or wrong. The only wrong thing is inconsistency -- that is the golden rule of style. Leave the nit-picking others. Spend your time pondering real coding problems -- and obviously coding -- instead.
I use it every time I can. I believe it makes the code more readable, and more readable code equals less bugs and more maintainability.
When you are many developers working on the same code base, you need some code guidelines/rules. Where I work we've desided to use 'this' on fields, properties and events.
To me it makes good sense to do it like this, it makes the code easier to read when you differentiate between class-variables and method-variables.
It depends on the coding standard I'm working under. If we are using _ to denote an instance variable then "this" becomes redundant. If we are not using _ then I tend to use this to denote instance variable.
I use it to invoke Intellisense just like JohnMcG, but I'll go back and erase "this->" when I'm done. I follow the Microsoft convention of prefixing member variables with "m_", so leaving it as documentation would just be redundant.
1 - Common Java setter idiom:
public void setFoo(int foo) {
this.foo = foo;
}
2 - When calling a function with this object as a parameter
notifier.addListener(this);
There is one use that has not already been mentioned in C++, and that is not to refer to the own object or disambiguate a member from a received variable.
You can use this to convert a non-dependent name into an argument dependent name inside template classes that inherit from other templates.
template <typename T>
struct base {
void f() {}
};
template <typename T>
struct derived : public base<T>
{
void test() {
//f(); // [1] error
base<T>::f(); // quite verbose if there is more than one argument, but valid
this->f(); // f is now an argument dependent symbol
}
}
Templates are compiled with a two pass mechanism. During the first pass, only non-argument dependent names are resolved and checked, while dependent names are checked only for coherence, without actually substituting the template arguments.
At that step, without actually substituting the type, the compiler has almost no information of what base<T> could be (note that specialization of the base template can turn it into completely different types, even undefined types), so it just assumes that it is a type. At this stage the non-dependent call f that seems just natural to the programmer is a symbol that the compiler must find as a member of derived or in enclosing namespaces --which does not happen in the example-- and it will complain.
The solution is turning the non-dependent name f into a dependent name. This can be done in a couple of ways, by explicitly stating the type where it is implemented (base<T>::f --adding the base<T> makes the symbol dependent on T and the compiler will just assume that it will exist and postpones the actual check for the second pass, after argument substitution.
The second way, much sorter if you inherit from templates that have more than one argument, or long names, is just adding a this-> before the symbol. As the template class you are implementing does depend on an argument (it inherits from base<T>) this-> is argument dependent, and we get the same result: this->f is checked in the second round, after template parameter substitution.
You should not use "this" unless you absolutely must.
There IS a penalty associated with unnecessary verbosity. You should strive for code that is exactly as long as it needs to be, and no longer.

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