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C# 值类型 与引用类型

前言

一般来说,值类型存于栈,引用类型存在于堆,值类型转化为引用类型叫Box, 引用类型转为值类型在Unbox, 最近看了一本书发现值类型与引用类型的知识远不止这些。

我发现在一下几点我的理解一直是错误的:

错误1. struct是值类型,它与System.Object没有任何关系。

struct 直接基类是System.ValueType, 而它的基类就是Sysem.Object, 而且int, bool,等基本类型都是struct. 所以所有的C#类型都继承自System.Object.

错误2. 值类型转换为接口类型不会装箱

我们都知道object obj = 3 会装箱; 其实IEquatable<int> obj = 3; 和前面的一样也会装箱。

错误3. struct类型的equals 不会装箱。

不仅有装箱,而且还有两次!

错误4:装箱,拆箱的内存分布。

装箱后,会重新分配堆,除了相关的值,还有函数表指针等,内存对齐等,还有一个漏掉的是指向这个装箱后对象的引用。

 

正文

namespace ConsoleApplication1
{
    // System.ValueType -> System.Object
    struct Point2D
    {
        public int X { get; set; }

        public int Y { get; set; }

        // version 1
        public override bool Equals(object obj)
        {
            if (!(obj is Point2D)) return false;
            Point2D other = (Point2D)obj;
            return X == other.X && Y == other.Y;
        }

        // version 2
        public bool Equals(Point2D other)
        {
            return X == other.X && Y == other.Y;
        }

        // version 3
        public static bool operator ==(Point2D a, Point2D b)
        {
            return a.Equals(b);
        }
        public static bool operator !=(Point2D a, Point2D b)
        {
            return !(a == b);
        }
    }

    struct Point2D_V4 : IEquatable<Point2D_V4>
    {
        public int X { get; set; }

        public int Y { get; set; }

        // version 1
        public override bool Equals(object obj)
        {
            if (!(obj is Point2D_V4)) return false;
            Point2D_V4 other = (Point2D_V4)obj;
            return X == other.X && Y == other.Y;
        }

        // version 2
        public bool Equals(Point2D_V4 other)
        {
            return X == other.X && Y == other.Y;
        }

        // version 3
        public static bool operator ==(Point2D_V4 a, Point2D_V4 b)
        {
            return a.Equals(b);
        }
        public static bool operator !=(Point2D_V4 a, Point2D_V4 b)
        {
            return !(a == b);
        }
    }

    public class Employee
    {
        public string Name { get; set; }
        // the hashcode is base on the its cotent
        public override int GetHashCode()
        {
            return Name.GetHashCode();
        }
    }


    class Program
    {
        static void Main(string[] args)
        {
            // version 1
            Point2D a = new Point2D(), b = new Point2D();
            //object test = b; // box b from value type to reference type
            //a.Equals(b); // box a to invoke the virtual function Equals

            // if we have 10,000,000 points, we will do 20,000,000 box operation, on 32-bit system, one box will allocate 16 Bytes.

            // version 2
            // How to avoid boxing override the equals.
            //a.Equals(b); // no need box a or b this time.

            // version 3
            //bool isequal = a == b;// no boxing here.

            // it seems ok now, but there is a edge case will cause boxing at CLR generic. we need implement Iequatable
            //Point2D_V4 i = new Point2D_V4(), j = new Point2D_V4();
            //IEquatable<Point2D_V4> k = i;// box occurs here, value type to interface requires boxing.

            //i.Equals(j);// no box occurs


            // once boxing, they are not have relationship to orignal type. so the best practice is let the value type immutable, like system.datetime. 
            //Point2D_V4 point = new Point2D_V4 { X = 5, Y = 7 };
            //Point2D_V4 anotherPoint = new Point2D_V4 { X = 6, Y = 7 };
            //IEquatable<Point2D_V4> equatable = point; //boxing occurs here
            //equatable.Equals(anotherPoint); //returns false
            //point.X = 6;
            //point.Equals(anotherPoint); //returns true
            //equatable.Equals(anotherPoint); //returns false, the box was not modified!


            // then we need to talk about the hashcode, if you know about the hashkey in datastructure. the hashcode is used for identity one or more than one items.
            // here are some requirements to the hashcode function:
            //1. if two item is equal, the hashkey must be equal.
            //2. if two item is equal, the hashkey should not equal, but not must.
            //3. the GetHashCode function should fast.
            //4. the Hashcode should not change.
            HashSet<Employee> employees = new HashSet<Employee>();
            Employee kate = new Employee { Name = "Kate Jones" };
            employees.Add(kate);
            kate.Name = "Kate Jones-Smith";

            // it really shock me, I don't notice this before.
            bool has = employees.Contains(kate); //returns false!

        }

    }
}

  version 1:

  public override bool Equals(object obj)

     首先参数ojbect 会做一次装箱,然后调用Equals 由于是虚函数,而值类型没有函数指针表,无法调用虚函数,必须转为引用类型,才能调用,我用ILDasm的确可以看到做了Box.

Version 2:
当我们重载了Equals函数,可以避免调用虚函数,这样可以避免两次装箱。

version 3:

让比较更加完善,对== , != 进行重载。

version 4:
继承自IEquatable, 在CLR generics 中会用到。需要进一步的验证。

version 5:
对HashCode的设计做了一些建议。不要依赖于可变的东西,否则正如上面例子所演示的,潜在的不稳定性。

总结
1. 使用值类型,当我们会创建大量的实例,比如10,000,000
2. override Equals, oeverload Equals, implement IEquatable<T> , overload ==, !=,
3. override GetHashCode
4. 使值类型为不变


参考

<<Pro .Net Performance>>




 

posted on 2015-05-30 21:56  水中游  阅读(179)  评论(0编辑  收藏  举报