- •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
262Part II Understanding the C# Language
3.It deallocates the remaining unreachable objects (those that don’t require finalization) by moving the reachable objects down the heap, thus defragmenting the heap and freeing memory at the top of the heap. When the garbage collector moves a reachable object, it also updates any references to the object.
4.At this point, it allows other threads to resume.
5.It finalizes the unreachable objects that require finalization (now in the freachable queue) by its own thread.
Recommendations
Writing classes that contain destructors adds complexity to your code and to the garbage collection process and makes your program run more slowly. If your program does not contain any destructors, the garbage collector does not need to place unreachable objects in the freachable queue and finalize them. Clearly, not doing something is faster than doing it. Therefore, try to avoid using destructors except when you really need them. For example, consider a using statement instead. (See the section “The using Statement” later in this chapter.)
You need to be very careful when you write a destructor. In particular, you need to be aware that, if your destructor calls other objects, those other objects might have already had their
destructor called by the garbage collector. Remember that the order of finalization is not guaranteed. Therefore, ensure that destructors do not depend on one another or overlap with one another. (Don’t have two destructors that try to release the same resource, for example.)
Resource Management
Sometimes it’s inadvisable to release a resource in a destructor; some resources are just too valuable to lie around waiting for an arbitrary length of time until the garbage collector actually releases them. Scarce resources need to be released, and they need to be released as
soon as possible. In these situations, your only option is to release the resource yourself. You can achieve this by creating a disposal method. A disposal method is a method that explicitly
disposes of a resource. If a class has a disposal method, you can call it and control when the resource is released.
Note The term disposal method refers to the purpose of the method rather than its name. A disposal method can be named using any valid C# identifier.
Chapter 14 Using Garbage Collection and Resource Management |
263 |
Disposal Methods
An example of a class that implements a disposal method is the TextReader class from the System.IO namespace. This class provides a mechanism to read characters from a sequential stream of input. The TextReader class contains a virtual method named Close, which closes the stream. The StreamReader class (which reads characters from a stream, such as an open file) and the StringReader class (which reads characters from a string) both derive from TextReader, and both override the Close method. Here’s an example that reads lines of text from a file by using the StreamReader class and then displays them on the screen:
TextReader reader = new StreamReader(filename); string line;
while ((line = reader.ReadLine()) != null)
{
Console.WriteLine(line);
}
reader.Close();
The ReadLine method reads the next line of text from the stream into a string. The ReadLine method returns null if there is nothing left in the stream. It’s important to call Close when you have finished with reader to release the file handle and associated resources. However, there is a problem with this example: it’s not exception-safe. If the call to ReadLine or WriteLine throws an exception, the call to Close will not happen; it will be bypassed. If this happens of-
ten enough, you will run out of file handles and be unable to open any more files.
Exception-Safe Disposal
One way to ensure that a disposal method (such as Close) is always called, regardless of whether there is an exception, is to call the disposal method inside a finally block. Here’s the preceding example coded using this technique:
TextReader reader = new StreamReader(filename); try
{
string line;
while ((line = reader.ReadLine()) != null)
{
Console.WriteLine(line);
}
}
finally
{
reader.Close();
}
264 |
Part II Understanding the C# Language |
|
Using a finally block like this works, but it has several drawbacks that make it a less than ideal |
|
solution: |
|
It quickly gets unwieldy if you have to dispose of more than one resource. (You end up |
|
with nested try and finally blocks.) |
|
In some cases, you might have to modify the code. (For example, you might need to |
|
reorder the declaration of the resource reference, remember to initialize the reference |
|
to null, and remember to check that the reference isn’t null in the finally block.) |
|
It fails to create an abstraction of the solution. This means that the solution is hard to |
|
understand and you must repeat the code everywhere you need this functionality. |
|
The reference to the resource remains in scope after the finally block. This means that |
|
you can accidentally try to use the resource after it has been released. |
|
The using statement is designed to solve all these problems. |
The using Statement
The using statement provides a clean mechanism for controlling the lifetimes of resources. You can create an object, and this object will be destroyed when the using statement block
finishes.
Important Do not confuse the using statement shown in this section with the using directive that brings a namespace into scope. It is unfortunate that the same keyword has two different meanings.
The syntax for a using statement is as follows:
using ( type variable = initialization )
{
StatementBlock
}
Here is the best way to ensure that your code always calls Close on a TextReader:
using (TextReader reader = new StreamReader(filename))
{
string line;
while ((line = reader.ReadLine()) != null)
{
Console.WriteLine(line);
}
}
Chapter 14 Using Garbage Collection and Resource Management |
265 |
This using statement is precisely equivalent to the following transformation:
{
TextReader reader = new StreamReader(filename); try
{
string line;
while ((line = reader.ReadLine()) != null)
{
Console.WriteLine(line);
}
}
finally
{
if (reader != null)
{
((IDisposable)reader).Dispose();
}
}
}
Note The using statement introduces its own block for scoping purposes. This arrangement means that the variable you declare in a using statement automatically goes out of scope at the end of the
embedded statement and you cannot accidentally attempt to access a disposed resource.
The variable you declare in a using statement must be of a type that implements the IDisposable interface. The IDisposable interface lives in the System namespace and contains just one method, named Dispose:
namespace System
{
interface IDisposable
{
void Dispose();
}
}
It just so happens that the StreamReader class implements the IDisposable interface, and its Dispose method calls Close to close the stream. You can employ a using statement as a clean,
exception-safe, and robust way to ensure that a resource is always released. This approach solves all of the problems that existed in the manual try/finally solution. You now have a
solution that:
Scales well if you need to dispose of multiple resources.
Doesn’t distort the logic of the program code.
Abstracts away the problem and avoids repetition.
Is robust. You can’t use the variable declared inside the using statement (in this case, reader) after the using statement has ended because it’s not in scope anymore—you’ll
get a compile-time error.
