Chapter 7. Structs

A struct is a simple user-defined type, a lightweight alternative to a class. Structs are similar to classes in that they may contain constructors, properties, methods, fields, operators, nested types, and indexers (see Chapter 9).

There are also significant differences between classes and structs. For instance, structs don’t support inheritance or destructors. More important, although a class is a reference type, a struct is a value type. (See Chapter 3 for more information about classes and types.) Thus, structs are useful for representing objects that don’t require reference semantics.

The consensus view is that you ought to use structs only for types that are small, simple, and similar in their behavior and characteristics to built-in types.

Tip

C++ programmers take note: the meaning of C#’s struct construct is very different from C++’s. In C++ a struct is exactly like a class, except that the visibility (public versus private) is different by default. In C#, structs are value types, while classes are reference types, and C# structs have other limitations as described in this chapter.

Structs are somewhat more efficient in their use of memory in arrays (see Chapter 9). However, they can be less efficient when used in some collections. Collections that take objects expect references, and structs must be boxed. There is overhead in boxing and unboxing, and classes might be more efficient in some large collections.

In this chapter, you will learn how to define and work with structs, and how to use constructors to initialize their values.

Defining Structs

The syntax for declaring a struct is almost identical to that for a class:

[attributes] [access-modifiers] struct 
               identifier [:interface-list]
{ struct-members }

Example 7-1 illustrates the definition of a struct. Location represents a point on a two-dimensional surface. Notice that the struct Location is declared exactly as a class would be, except for the use of the keyword struct. Also notice that the Location constructor takes two integers and assigns their value to the instance members, xVal and yVal. The x and y coordinates of Location are declared as properties.

Example 7-1. Creating a struct

#region Using directives

using System;
using System.Collections.Generic;
using System.Text;

#endregion

namespace CreatingAStruct
{
   public structLocation
   {
      private int xVal;
      private int yVal;

      public Location( int xCoordinate, int yCoordinate )
      {
         xVal = xCoordinate;
         yVal = yCoordinate;
      }

      public int x
      {
         get
         {
            return xVal;
         }
         set
         {
            xVal = value;
         }
      }

      public int y
      {
         get
         {
            return yVal;
         }
         set
         {
            yVal = value;
         }
      }

      public override string ToString( )
      {
         return ( String.Format( "{0}, {1}", xVal, yVal ) );
      }

   }

   public class Tester
   {
      public void myFunc( Location loc )
      {
         loc.x = 50;
         loc.y = 100;
         Console.WriteLine( "In MyFunc loc: {0}", loc );
      }
      static void Main( )
      {
         Location loc1 = new Location( 200, 300 );
         Console.WriteLine( "Loc1 location: {0}", loc1 );
         Tester t = new Tester( );
         t.myFunc( loc1 );
         Console.WriteLine( "Loc1 location: {0}", loc1 );
      }
   }
}

Output:
Loc1 location: 200, 300
In MyFunc loc: 50, 100
Loc1 location: 200, 300

Unlike classes, structs don’t support inheritance. They implicitly derive from object (as do all types in C#, including the built-in types) but can’t inherit from any other class or struct. Structs are also implicitly sealed (that is, no class or struct can derive from a struct). Like classes, however, structs can implement multiple interfaces. Additional differences include the following.

No destructor or custom default constructor

Structs can’t have destructors, nor can they have a custom parameterless (default) constructor. If you don’t have a constructor, the CLR will initialize your structure and zero out all the fields. If you do provide a nondefault constructor, the CLR initialization will not occur, and so you must initialize all the fields explicitly.

No initialization

You can’t initialize an instance field in a struct. Thus, it is illegal to write:

private int xVal = 50;
private int yVal = 100;

though that would have been fine had this been a class.

Structs are designed to be simple and lightweight. While private member data promotes data-hiding and encapsulation, some programmers feel it is overkill for structs. They make the member data public, thus simplifying the implementation of the struct. Other programmers feel that properties provide a clean and simple interface, and that good programming practice demands data-hiding even with simple lightweight objects. With the new refactoring ability in Visual Studio, it’s easy to turn your previously public variables into private variables with associated public properties. Just right-click on the variable, and choose Refactor Encapsulate Field. Visual Studio will change your public variable to private and create a property with get and set accessors.

Creating Structs

Create an instance of a struct by using the new keyword in an assignment statement, just as you would for a class. In Example 7-1, the Tester class creates an instance of Location as follows:

Location loc1 = new Location(200,300);

Here the new instance is named loc1 and is passed two values, 200 and 300.

Structs as Value Types

The definition of the Tester class in Example 7-1 includes a Location object[1] struct (loc1) created with the values 200 and 300. This line of code calls the Location constructor:

Location loc1 = new Location(200,300);

Then WriteLine( ) is called:

Console.WriteLine("Loc1 location: {0}", loc1);

WriteLine() is expecting an object, but, of course, Location is a struct (a value type). The compiler automatically boxes the struct (as it would any value type), and it is the boxed object that is passed to WriteLine( ). ToString() is called on the boxed object, and because the struct (implicitly) inherits from object, it is able to respond polymorphically, overriding the method just as any other object might:

Loc1 location: 200, 300

Tip

You can avoid this boxing by changing the preceding snippet to:

Console.WriteLine("Loc1 location: {0}",
    loc1.ToString());

Note

You avoid the box operation by calling ToString directly on a variable of a value type where the value type provides an override of ToString.

Structs are value objects, however, and when passed to a function, they are passed by value—as seen in the next line of code, in which the loc1 object is passed to the myFunc() method:

t.myFunc(loc1);

In myFunc(), new values are assigned to x and y, and these new values are printed out:

Loc1 location: 50, 100

When you return to the calling function (Main()) and call WriteLine( ) again, the values are unchanged:

Loc1 location: 200, 300

The struct was passed as a value object, and a copy was made in myFunc( ). Try changing the declaration to class:

public class Location

and run the test again. Here is the output:

Loc1 location: 200, 300
In MyFunc loc: 50, 100
Loc1 location: 50, 100

This time the Location object has reference semantics. Thus, when the values are changed in myFunc( ), they are changed on the actual object back in Main().[2]

Creating Structs Without new

Because loc1 is a struct (not a class), it is created on the stack. Thus, in Example 7-1, when the new operator is called:

Location loc1 = new Location(200,300);

the resulting Location object is created on the stack.

The new operator calls the Location constructor. However, unlike with a class, it is possible to create a struct without using new at all. This is consistent with how built-in type variables (such as int) are defined, and is illustrated in Example 7-2.

Warning

A caveat: I am demonstrating how to create a struct without using new because it differentiates C# from C++ and also differentiates how C# treats classes versus structs. That said, however, creating structs without the keyword new brings little advantage and can create programs that are harder to understand, more error-prone, and more difficult to maintain. Proceed at your own risk.

Example 7-2. Creating a struct without using new

#region Using directives

using System;
using System.Collections.Generic;
using System.Text;

#endregion

namespace StructWithoutNew
{
   public structLocation
   {
      public int xVal;
      public int yVal;

      public Location( int xCoordinate, int yCoordinate )
      {
         xVal = xCoordinate;
         yVal = yCoordinate;
      }
      public int x
      {
         get
         {
            return xVal;
         }
         set
         {
            xVal = value;
         }
      }

      public int y
      {
         get
         {
            return yVal;
         }
         set
         {
            yVal = value;
         }
      }

      public override string ToString( )
      {
         return ( String.Format( "{0}, {1}", xVal, yVal ) );
      }
   }

   public class Tester
   {
      static void Main( )
      {

         Location loc1;         // no call to the constructor

         loc1.xVal = 75;        // initialize the members
         loc1.yVal = 225;
         Console.WriteLine( loc1 );
      }
   }
}

In Example 7-2, you initialize the local variables directly, before calling a method of loc1 and before passing the object to WriteLine():

loc1.xVal = 75;
loc1.yVal = 225;

If you were to comment out one of the assignments and recompile:

static void Main()
{
    Location loc1;
    loc1.xVal = 75;
 //   loc1.yVal = 225;
    Console.WriteLine(loc1);
}

you would get a compiler error:

Use of unassigned local variable 'loc1'

Once you assign all the values, you can access the values through the properties x and y:

static void Main()
{
    Location loc1;
    loc1.xVal = 75;              // assign member variable
    loc1.yVal = 225;             // assign member variable
    loc1.x = 300;                // use property
    loc1.y = 400;                // use property
    Console.WriteLine(loc1);
}

Be careful when using properties. Although they allow you to support encapsulation by making the actual values private, the properties themselves are actually member methods, and you can’t call a member method until you initialize all the member variables.



[1] Throughout this book, I use the term object to refer both to reference types and to value types. There is some debate in the object-oriented world about this, but I take solace in the fact that Microsoft has implemented the value types as if they inherited from the root class Object (and thus you may call all of Object’s methods on any value type, including the built-in types such as int).

[2] Another way to solve this problem is to use the keyword ref (as explained in the Section 4.5.1 section in Chapter 4), which allows you to pass a value type by reference.

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