- •Contents at a Glance
- •Table of Contents
- •Acknowledgments
- •Introduction
- •Who This Book Is For
- •Finding Your Best Starting Point in This Book
- •Conventions and Features in This Book
- •Conventions
- •Other Features
- •System Requirements
- •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
- •Working with Enumerations
- •Declaring an Enumeration
- •Using an Enumeration
- •Choosing Enumeration Literal Values
- •Choosing an Enumeration’s Underlying Type
- •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
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Part II Understanding the C# Language |
Note You can use the ref and out modifiers on reference type parameters as well as on value type parameters. The effect is exactly the same. The parameter becomes an alias for the argument. If you reassigned the parameter to a newly constructed object, you would also actually be reassigning the argument to the newly constructed object.
How Computer Memory Is Organized
Computers use memory to hold programs being executed and the data that these programs use. To understand the differences between value and reference types, it is helpful to understand how data is organized in memory.
Operating systems and runtimes frequently divide the memory used for holding data in two
separate chunks, each of which is managed in a distinct manner. These two chunks of memory are traditionally called the stack and the heap. The stack and the heap serve very different
purposes:
QWhen you call a method, the memory required for its parameters and its local variables is always acquired from the stack. When the method finishes (because it either returns or throws an exception), the memory acquired for the parameters and local variables is automatically released back to the stack and is available for reuse when another method is called.
QWhen you create an object (an instance of a class) by using the new keyword, the memory required to build the object is always acquired from the heap. You have seen that the same object can be referenced from several places by using reference variables. When the last reference to an object disappears, the memory used by the object becomes available for reuse (although it might not be reclaimed immediately). Chapter 14 includes a more detailed discussion of how heap memory is reclaimed.
Note All value types are created on the stack. All reference types (objects) are created on the heap (although the reference itself is on the stack). Nullable types are actually reference types, and they are created on the heap.
The names stack and heap come from the way in which the runtime manages the memory:
QStack memory is organized like a stack of boxes piled on top of one another. When a method is called, each parameter is put in a box that is placed on top of the stack. Each local variable is likewise assigned a box, and these are placed on top of the boxes already on the stack. When a method finishes, all its boxes are removed from the stack.
Chapter 8 Understanding Values and References |
157 |
QHeap memory is like a large pile of boxes strewn around a room rather than stacked neatly on top of each other. Each box has a label indicating whether it is in use. When a new object is created, the runtime searches for an empty box and allocates it to the object. The reference to the object is stored in a local variable on the stack. The runtime keeps track of the number of references to each box (remember that two variables can refer to the same object). When the last reference disappears, the runtime marks the box as not in use, and at some point in the future it will empty the box and make it available for reuse.
Using the Stack and the Heap
Now let’s examine what happens when the following Method is called:
void Method(int param)
{
Circle c;
c = new Circle(param);
...
}
Suppose the value passed into param is the value 42. When the method is called, a block of memory (just enough for an int) is allocated from the stack and initialized with the value 42. As execution moves inside the method, another block of memory big enough to hold a refer-
ence (a memory address) is also allocated from the stack but left uninitialized (this is for the Circle variable, c). Next, another piece of memory big enough for a Circle object is allocated from the heap. This is what the new keyword does. The Circle constructor runs to convert this raw heap memory to a Circle object. A reference to this Circle object is stored in the variable
c. The following graphic illustrates the situation:
At this point, you should note two things:
QAlthough the object is stored on the heap, the reference to the object (the variable c) is stored on the stack.
QHeap memory is not infinite. If heap memory is exhausted, the new operator will throw an OutOfMemoryException and the object will not be created.