- •Contents at a Glance
- •Table of Contents
- •Acknowledgments
- •Introduction
- •Who This Book Is For
- •Finding Your Best Starting Point in This Book
- •System Requirements
- •Conventions and Features in This Book
- •Conventions
- •Other Features
- •Code Samples
- •Installing the Code Samples
- •Using the Code Samples
- •Support for This Book
- •Questions and Comments
- •Beginning Programming with the Visual Studio 2008 Environment
- •Writing Your First Program
- •Using Namespaces
- •Creating a Graphical Application
- •Chapter 1 Quick Reference
- •Understanding Statements
- •Identifying Keywords
- •Using Variables
- •Naming Variables
- •Declaring Variables
- •Working with Primitive Data Types
- •Displaying Primitive Data Type Values
- •Using Arithmetic Operators
- •Operators and Types
- •Examining Arithmetic Operators
- •Controlling Precedence
- •Using Associativity to Evaluate Expressions
- •Associativity and the Assignment Operator
- •Incrementing and Decrementing Variables
- •Declaring Implicitly Typed Local Variables
- •Chapter 2 Quick Reference
- •Declaring Methods
- •Specifying the Method Declaration Syntax
- •Writing return Statements
- •Calling Methods
- •Specifying the Method Call Syntax
- •Applying Scope
- •Overloading Methods
- •Writing Methods
- •Chapter 3 Quick Reference
- •Declaring Boolean Variables
- •Using Boolean Operators
- •Understanding Equality and Relational Operators
- •Understanding Conditional Logical Operators
- •Summarizing Operator Precedence and Associativity
- •Using if Statements to Make Decisions
- •Understanding if Statement Syntax
- •Using Blocks to Group Statements
- •Cascading if Statements
- •Using switch Statements
- •Understanding switch Statement Syntax
- •Following the switch Statement Rules
- •Chapter 4 Quick Reference
- •Using Compound Assignment Operators
- •Writing while Statements
- •Writing for Statements
- •Understanding for Statement Scope
- •Writing do Statements
- •Chapter 5 Quick Reference
- •Coping with Errors
- •Trying Code and Catching Exceptions
- •Handling an Exception
- •Using Multiple catch Handlers
- •Catching Multiple Exceptions
- •Using Checked and Unchecked Integer Arithmetic
- •Writing Checked Statements
- •Writing Checked Expressions
- •Throwing Exceptions
- •Chapter 6 Quick Reference
- •The Purpose of Encapsulation
- •Controlling Accessibility
- •Working with Constructors
- •Overloading Constructors
- •Understanding static Methods and Data
- •Creating a Shared Field
- •Creating a static Field by Using the const Keyword
- •Chapter 7 Quick Reference
- •Copying Value Type Variables and Classes
- •Understanding Null Values and Nullable Types
- •Using Nullable Types
- •Understanding the Properties of Nullable Types
- •Using ref and out Parameters
- •Creating ref Parameters
- •Creating out Parameters
- •How Computer Memory Is Organized
- •Using the Stack and the Heap
- •The System.Object Class
- •Boxing
- •Unboxing
- •Casting Data Safely
- •The is Operator
- •The as Operator
- •Chapter 8 Quick Reference
- •Declaring an Enumeration
- •Using an Enumeration
- •Choosing Enumeration Literal Values
- •Choosing an Enumeration’s Underlying Type
- •Working with Enumerations
- •Working with Structures
- •Declaring a Structure
- •Understanding Structure and Class Differences
- •Declaring Structure Variables
- •Understanding Structure Initialization
- •Copying Structure Variables
- •Chapter 9 Quick Reference
- •What Is an Array?
- •Declaring Array Variables
- •Creating an Array Instance
- •Initializing Array Variables
- •Creating an Implicitly Typed Array
- •Accessing an Individual Array Element
- •Iterating Through an Array
- •Copying Arrays
- •What Are Collection Classes?
- •The ArrayList Collection Class
- •The Queue Collection Class
- •The Stack Collection Class
- •The Hashtable Collection Class
- •The SortedList Collection Class
- •Using Collection Initializers
- •Comparing Arrays and Collections
- •Using Collection Classes to Play Cards
- •Chapter 10 Quick Reference
- •Using Array Arguments
- •Declaring a params Array
- •Using params object[ ]
- •Using a params Array
- •Chapter 11 Quick Reference
- •What Is Inheritance?
- •Using Inheritance
- •Base Classes and Derived Classes
- •Calling Base Class Constructors
- •Assigning Classes
- •Declaring new Methods
- •Declaring Virtual Methods
- •Declaring override Methods
- •Understanding protected Access
- •Understanding Extension Methods
- •Chapter 12 Quick Reference
- •Understanding Interfaces
- •Interface Syntax
- •Interface Restrictions
- •Implementing an Interface
- •Referencing a Class Through Its Interface
- •Working with Multiple Interfaces
- •Abstract Classes
- •Abstract Methods
- •Sealed Classes
- •Sealed Methods
- •Implementing an Extensible Framework
- •Summarizing Keyword Combinations
- •Chapter 13 Quick Reference
- •The Life and Times of an Object
- •Writing Destructors
- •Why Use the Garbage Collector?
- •How Does the Garbage Collector Work?
- •Recommendations
- •Resource Management
- •Disposal Methods
- •Exception-Safe Disposal
- •The using Statement
- •Calling the Dispose Method from a Destructor
- •Making Code Exception-Safe
- •Chapter 14 Quick Reference
- •Implementing Encapsulation by Using Methods
- •What Are Properties?
- •Using Properties
- •Read-Only Properties
- •Write-Only Properties
- •Property Accessibility
- •Understanding the Property Restrictions
- •Declaring Interface Properties
- •Using Properties in a Windows Application
- •Generating Automatic Properties
- •Initializing Objects by Using Properties
- •Chapter 15 Quick Reference
- •What Is an Indexer?
- •An Example That Doesn’t Use Indexers
- •The Same Example Using Indexers
- •Understanding Indexer Accessors
- •Comparing Indexers and Arrays
- •Indexers in Interfaces
- •Using Indexers in a Windows Application
- •Chapter 16 Quick Reference
- •Declaring and Using Delegates
- •The Automated Factory Scenario
- •Implementing the Factory Without Using Delegates
- •Implementing the Factory by Using a Delegate
- •Using Delegates
- •Lambda Expressions and Delegates
- •Creating a Method Adapter
- •Using a Lambda Expression as an Adapter
- •The Form of Lambda Expressions
- •Declaring an Event
- •Subscribing to an Event
- •Unsubscribing from an Event
- •Raising an Event
- •Understanding WPF User Interface Events
- •Using Events
- •Chapter 17 Quick Reference
- •The Problem with objects
- •The Generics Solution
- •Generics vs. Generalized Classes
- •Generics and Constraints
- •Creating a Generic Class
- •The Theory of Binary Trees
- •Building a Binary Tree Class by Using Generics
- •Creating a Generic Method
- •Chapter 18 Quick Reference
- •Enumerating the Elements in a Collection
- •Manually Implementing an Enumerator
- •Implementing the IEnumerable Interface
- •Implementing an Enumerator by Using an Iterator
- •A Simple Iterator
- •Chapter 19 Quick Reference
- •What Is Language Integrated Query (LINQ)?
- •Using LINQ in a C# Application
- •Selecting Data
- •Filtering Data
- •Ordering, Grouping, and Aggregating Data
- •Joining Data
- •Using Query Operators
- •Querying Data in Tree<TItem> Objects
- •LINQ and Deferred Evaluation
- •Chapter 20 Quick Reference
- •Understanding Operators
- •Operator Constraints
- •Overloaded Operators
- •Creating Symmetric Operators
- •Understanding Compound Assignment
- •Declaring Increment and Decrement Operators
- •Implementing an Operator
- •Understanding Conversion Operators
- •Providing Built-In Conversions
- •Creating Symmetric Operators, Revisited
- •Adding an Implicit Conversion Operator
- •Chapter 21 Quick Reference
- •Creating a WPF Application
- •Creating a Windows Presentation Foundation Application
- •Adding Controls to the Form
- •Using WPF Controls
- •Changing Properties Dynamically
- •Handling Events in a WPF Form
- •Processing Events in Windows Forms
- •Chapter 22 Quick Reference
- •Menu Guidelines and Style
- •Menus and Menu Events
- •Creating a Menu
- •Handling Menu Events
- •Shortcut Menus
- •Creating Shortcut Menus
- •Windows Common Dialog Boxes
- •Using the SaveFileDialog Class
- •Chapter 23 Quick Reference
- •Validating Data
- •Strategies for Validating User Input
- •An Example—Customer Information Maintenance
- •Performing Validation by Using Data Binding
- •Changing the Point at Which Validation Occurs
- •Chapter 24 Quick Reference
- •Querying a Database by Using ADO.NET
- •The Northwind Database
- •Creating the Database
- •Using ADO.NET to Query Order Information
- •Querying a Database by Using DLINQ
- •Creating and Running a DLINQ Query
- •Deferred and Immediate Fetching
- •Joining Tables and Creating Relationships
- •Deferred and Immediate Fetching Revisited
- •Using DLINQ to Query Order Information
- •Chapter 25 Quick Reference
- •Using Data Binding with DLINQ
- •Using DLINQ to Modify Data
- •Updating Existing Data
- •Adding and Deleting Data
- •Chapter 26 Quick Reference
- •Understanding the Internet as an Infrastructure
- •Understanding Web Server Requests and Responses
- •Managing State
- •Understanding ASP.NET
- •Creating Web Applications with ASP.NET
- •Building an ASP.NET Application
- •Understanding Server Controls
- •Creating and Using a Theme
- •Chapter 27 Quick Reference
- •Comparing Server and Client Validations
- •Validating Data at the Web Server
- •Validating Data in the Web Browser
- •Implementing Client Validation
- •Chapter 28 Quick Reference
- •Managing Security
- •Understanding Forms-Based Security
- •Implementing Forms-Based Security
- •Querying and Displaying Data
- •Understanding the Web Forms GridView Control
- •Displaying Customer and Order History Information
- •Paging Data
- •Editing Data
- •Updating Rows Through a GridView Control
- •Navigating Between Forms
- •Chapter 29 Quick Reference
- •What Is a Web Service?
- •The Role of SOAP
- •What Is the Web Services Description Language?
- •Nonfunctional Requirements of Web Services
- •The Role of Windows Communication Foundation
- •Building a Web Service
- •Creating the ProductsService Web Service
- •Web Services, Clients, and Proxies
- •Talking SOAP: The Easy Way
- •Consuming the ProductsService Web Service
- •Chapter 30 Quick Reference
Chapter 14
Using Garbage Collection and
Resource Management
After completing this chapter, you will be able to:
Manage system resources by using garbage collection.
Write code that runs when an object is finalized by using a destructor.
Release a resource at a known point in time in an exception-safe manner by writing a try/finally statement.
Release a resource at a known point in time in an exception-safe manner by writing a using statement.
You have seen in earlier chapters how to create variables and objects, and you should understand how memory is allocated when you create variables and objects. (In case you don’t remember, value types are created on the stack, and reference types are given memory from the heap.) Computers do not have infinite amounts of memory, so memory must be reclaimed when a variable or an object no longer needs it. Value types are destroyed and their memory reclaimed when they go out of scope. That’s the easy bit. How about reference types? You create an object by using the new keyword, but how and when is an object destroyed? That’s what this chapter is all about.
The Life and Times of an Object
First, let’s recap what happens when you create an object.
You create an object by using the new operator. The following example creates a new instance of the TextBox class. (This class is provided as part of the Microsoft .NET Framework.)
TextBox message = new TextBox(); // TextBox is a reference type
From your point of view, the new operation is atomic, but underneath, object creation is really a two-phase process:
1.The new operation allocates a chunk of raw memory from the heap. You have no control over this phase of an object’s creation.
2.The new operation converts the chunk of raw memory to an object; it has to initialize the object. You can control this phase by using a constructor.
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Note C++ programmers should note that in C#, you cannot overload new to control allocation.
After you have created an object, you can access its members by using the dot operator (.). For example, the TextBox class includes a member named Text that you can access like this:
message.Text = “People of Earth, your attention please”;
You can make other reference variables refer to the same object:
TextBox messageRef = message;
How many references can you create to an object? As many as you want! This has an im-
pact on the lifetime of an object. The runtime has to keep track of all these references. If the variable message disappears (by going out of scope), other variables (such as messageRef)
might still exist. The lifetime of an object cannot be tied to a particular reference variable. An object can be destroyed and its memory reclaimed only when all the references to it have disappeared.
Note C++ programmers should note that C# does not have a delete operator. The runtime controls when an object is destroyed.
Like object creation, object destruction is a two-phase process. The two phases of destruction exactly mirror the two phases of creation:
1.The runtime has to perform some tidying up. You can control this by writing a destructor.
2.The runtime has to return the memory previously belonging to the object back to the heap; the memory that the object lived in has to be deallocated. You have no control over this phase.
The process of destroying an object and returning memory back to the heap is known as garbage collection.
Writing Destructors
You can use a destructor to perform any tidying up required when an object is garbage collected. A destructor is a special method, a little like a constructor, except that the runtime calls it after the last reference to an object has disappeared. The syntax for writing a destructor is a tilde (~) followed by the name of the class. For example, here’s a simple class that
Chapter 14 Using Garbage Collection and Resource Management |
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counts the number of existing instances by incrementing a static variable in the constructor and decrementing the same static variable in the destructor:
class Tally
{
public Tally()
{
this.instanceCount++;
}
~Tally()
{
this.instanceCount--;
}
public static int InstanceCount()
{
return this.instanceCount;
}
...
private static int instanceCount = 0;
}
There are some very important restrictions that apply to destructors:
Destructors apply only to reference types. You cannot declare a destructor in a value type, such as a struct.
struct Tally
{
~Tally() { ... } // compile-time error
}
You cannot specify an access modifier (such as public) for a destructor. You never call the destructor in your own code—part of the the runtime called the garbage collector
does this for you.
public ~Tally() { ... } // compile-time error
You never declare a destructor with parameters, and the destructor cannot take any parameters. Again, this is because you never call the destructor yourself.
~Tally(int parameter) { ... } // compile-time error
The compiler automatically translates a destructor into an override of the Object.Finalize method. The compiler translates the following destructor:
class Tally
{
~Tally() { ... }
}
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into this: |
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class Tally |
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{ |
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protected override void Finalize() |
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{ |
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try { ... } |
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finally { base.Finalize(); } |
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} |
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} |
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The compiler-generated Finalize method contains the destructor body inside a try block, |
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followed by a finally block that calls the Finalize method in the base class. (The try and finally |
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keywords are described in Chapter 6, “Managing Errors and Exceptions.”) This ensures that a |
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destructor always calls its base class destructor. It’s important to realize that only the com- |
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piler can make this translation. You can’t override Finalize yourself, and you can’t call Finalize |
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yourself. |
Why Use the Garbage Collector?
You should now understand that you can never destroy an object yourself by using C# code. There just isn’t any syntax to do it, and there are good reasons why the designers of C# decided to forbid you from doing it. If it were your responsibility to destroy objects, sooner or later one of the following situations would arise:
You’d forget to destroy the object. This would mean that the object’s destructor (if it had one) would not be run, tidying up would not occur, and memory would not be deallocated back to the heap. You could quite easily run out of memory.
You’d try to destroy an active object. Remember, objects are accessed by reference. If a class held a reference to a destroyed object, it would be a dangling reference. The
dangling reference would end up referring either to unused memory or possibly to a completely different object in the same piece of memory. Either way, the outcome of using a dangling reference would be undefined at best or a security risk at worst. All bets would be off.
You’d try and destroy the same object more than once. This might or might not be disastrous, depending on the code in the destructor.
These problems are unacceptable in a language like C#, which places robustness and security high on its list of design goals. Instead, the garbage collector is responsible for destroying objects for you. The garbage collector makes the following guarantees:
Every object will be destroyed and its destructors run. When a program ends, all outstanding objects will be destroyed.
Every object will be destroyed exactly once.
