Rusty_Adams
asked on
Passing object by value
Hello everybody
I'm am still fairly new to C# (and OOP in general) and I've started to stumble when it comes to passing objects by value.
I've read a lot of documentation explaining what goes on when you pass an object by value, and I understand why I'm seeing the results I'm getting. But every single article I've found just falls short of offering advice on how to overcome the problems seen by people at my level of experience. So here I am....!
How can/should I get the following sample code to output "Dink Dank Do!", not "Bish Bash Bosh!" ?
Thanks in advance.
using System;
using System.Collections.Generic ;
using System.Text;
namespace ConsoleApplication1
{
class Program
{
static void Main(string[] args)
{
myTestClass mainObject = new myTestClass();
myProcessClass processObject = new myProcessClass(mainObject) ;
Console.WriteLine(mainObje ct.strProp erty_1);
Console.WriteLine(mainObje ct.strProp erty_2);
Console.WriteLine(mainObje ct.strProp erty_3);
Console.Read();
}
}
class myTestClass
{
public String strProperty_1;
public String strProperty_2;
public String strProperty_3;
public myTestClass()
{
strProperty_1 = "Dink ";
strProperty_2 = "Dank ";
strProperty_3 = "Do! ";
}
}
class myProcessClass
{
public myProcessClass(myTestClass objectPassed)
{
objectPassed.strProperty_1 = "Bish ";
objectPassed.strProperty_2 = "Bash ";
objectPassed.strProperty_3 = "Bosh! ";
}
}
}
I'm am still fairly new to C# (and OOP in general) and I've started to stumble when it comes to passing objects by value.
I've read a lot of documentation explaining what goes on when you pass an object by value, and I understand why I'm seeing the results I'm getting. But every single article I've found just falls short of offering advice on how to overcome the problems seen by people at my level of experience. So here I am....!
How can/should I get the following sample code to output "Dink Dank Do!", not "Bish Bash Bosh!" ?
Thanks in advance.
using System;
using System.Collections.Generic
using System.Text;
namespace ConsoleApplication1
{
class Program
{
static void Main(string[] args)
{
myTestClass mainObject = new myTestClass();
myProcessClass processObject = new myProcessClass(mainObject)
Console.WriteLine(mainObje
Console.WriteLine(mainObje
Console.WriteLine(mainObje
Console.Read();
}
}
class myTestClass
{
public String strProperty_1;
public String strProperty_2;
public String strProperty_3;
public myTestClass()
{
strProperty_1 = "Dink ";
strProperty_2 = "Dank ";
strProperty_3 = "Do! ";
}
}
class myProcessClass
{
public myProcessClass(myTestClass
{
objectPassed.strProperty_1
objectPassed.strProperty_2
objectPassed.strProperty_3
}
}
}
ASKER
Thanks Andrew
But can I perform all the same things with a struct that I can with a class, such as have methods, hold other objects or arraylists as properties, have constructors?
But can I perform all the same things with a struct that I can with a class, such as have methods, hold other objects or arraylists as properties, have constructors?
Yes etc., except.....
You can't inherit from a struct, or inherit a struct from an object. Though you can implement interfaces in a struct.
You can have constructors, but there's always a default (no parameter) constructor that just initialises the elements to zero/null/false. You can't provide your own implementation of this constructor.
You can't inherit from a struct, or inherit a struct from an object. Though you can implement interfaces in a struct.
You can have constructors, but there's always a default (no parameter) constructor that just initialises the elements to zero/null/false. You can't provide your own implementation of this constructor.
ASKER
Does anybody know of an alternative solution?
I have an application with a large amount of classes already, and I wouldn't like to have to go through and alter them all. And I'm not convinced that I wouldn't have to rewrite much of the app if I were to change the required classes to structs.
Is there no way of making a copy of an object and passing that, so that the original object remains intact?
I have an application with a large amount of classes already, and I wouldn't like to have to go through and alter them all. And I'm not convinced that I wouldn't have to rewrite much of the app if I were to change the required classes to structs.
Is there no way of making a copy of an object and passing that, so that the original object remains intact?
Reference types passed to functions can be always changed by this functions, this is how .NET is developed, there is nothing to do with this. I don't recommend you to replace classes with structures - structures are not used for this purpose. Structure is usually small object which contains few members of primitive types (like int), which can be copied and allocated fast - like Point. They are restricted and used only in special cases.
What is exactly your purpose? To restrict access to class members inside of function? There are two ways to make copy: using Object.MemberwiseClone Method or implementing ICloneable interface. Object.MemberwiseClone creates shallow copy, this means, if class contains references, they are not cloned.
Other way to restrict access to class instance is passing interface to function. For example, class implements some interface which allows only to read some values. Pass interface to the function instead of instance reference. I don't recommend you to clone objects - this is not efficient.
What is exactly your purpose? To restrict access to class members inside of function? There are two ways to make copy: using Object.MemberwiseClone Method or implementing ICloneable interface. Object.MemberwiseClone creates shallow copy, this means, if class contains references, they are not cloned.
Other way to restrict access to class instance is passing interface to function. For example, class implements some interface which allows only to read some values. Pass interface to the function instead of instance reference. I don't recommend you to clone objects - this is not efficient.
ASKER
Thanks Alex
This problem came up in the following situation:
I have a form called frmUser_Group. In this form a use an instance of another class, clUser_Group. clUser_Group has properties for holding some info about the group. It also holds an ArrayList containing instances of clUser (a group can have many users, you get the picture).
On this form I have a button labelled "Add/Remove" users. This button opens up a second form which I'm opening up as a dialog. When I open the dialog I pass through the arrayList property of the clUser_Group object in the constructor.
frmUser_Group_AddRemoveUse rs frmAddRemove = new frmUser_Group_AddRemoveUse rs(_oUser_ Group.arrU ser_Group_ Xrefs);
frmAddRemove.StartPosition = FormStartPosition.CenterPa rent;
frmAddRemove.oParentForm_i nstanceRef = this;
frmAddRemove.ShowDialog(th is);
In the constructor of the second form I then use the array passed through to fill another array, which I though meant I was working on a copy.
public frmUser_Group_AddRemoveUse rs(ArrayLi st arrUser_Group_Xrefs_Passed )
{
InitializeComponent();
this.arrUser_Group_Xrefs = arrUser_Group_Xrefs_Passed ;
PopulateForm();
}
When the user adds and removes users from the group in the dialog, it's also adding and removing from the parent form. This caused a problem if the user changes his/her mind and simply closes the dialog. The parent form then still reflects the changes they made but chose not to keep.
I wanted the array in the dialog to be seperate, and pass it back somehow when the user presses ok, or simply ignore it if the user presses cancel or closes the dialog.
I've never heard of interfaces.
Is this a suitable situaltion for interfaces?
This problem came up in the following situation:
I have a form called frmUser_Group. In this form a use an instance of another class, clUser_Group. clUser_Group has properties for holding some info about the group. It also holds an ArrayList containing instances of clUser (a group can have many users, you get the picture).
On this form I have a button labelled "Add/Remove" users. This button opens up a second form which I'm opening up as a dialog. When I open the dialog I pass through the arrayList property of the clUser_Group object in the constructor.
frmUser_Group_AddRemoveUse
frmAddRemove.StartPosition
frmAddRemove.oParentForm_i
frmAddRemove.ShowDialog(th
In the constructor of the second form I then use the array passed through to fill another array, which I though meant I was working on a copy.
public frmUser_Group_AddRemoveUse
{
InitializeComponent();
this.arrUser_Group_Xrefs = arrUser_Group_Xrefs_Passed
PopulateForm();
}
When the user adds and removes users from the group in the dialog, it's also adding and removing from the parent form. This caused a problem if the user changes his/her mind and simply closes the dialog. The parent form then still reflects the changes they made but chose not to keep.
I wanted the array in the dialog to be seperate, and pass it back somehow when the user presses ok, or simply ignore it if the user presses cancel or closes the dialog.
I've never heard of interfaces.
Is this a suitable situaltion for interfaces?
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You need a struct, not a class. Just change "class myTestClass" to "struct myTestClass" ...