This article describes the syntax of the C# programming language. The features described are compatible with .NET Framework and Mono.
An identifier is the name of an element in the code. There are certain standard naming conventions to follow when selecting names for elements.
An identifier can:
An identifier cannot:
Keywords are predefined reserved words with special syntactic meaning. The language has two types of keyword — contextual and reserved. The reserved keywords such as false or byte may only be used as keywords. The contextual keywords such as where or from are only treated as keywords in certain situations.[1] If an identifier is needed which would be the same as a reserved keyword, it may be prefixed by the @ character to distinguish it. This facilitates reuse of .NET code written in other languages.[2]
C# keywords, reserved words | |||
---|---|---|---|
abstract | as | base | bool |
break | by 2 | byte | case |
catch | char | checked | class |
const | continue | decimal | default |
delegate | do | double | descending 2 |
explicit | event | extern | else |
enum | false | finally | fixed |
float | for | foreach | from 2 |
goto | group 2 | if | implicit |
in | int | interface | internal |
into 2 | is | lock | long |
new | null | namespace | object |
operator | out | override | orderby 2 |
params | private | protected | public |
readonly | ref | return | switch |
struct | sbyte | sealed | short |
sizeof | stackalloc | static | string |
select 2 | this | throw | true |
try | typeof | uint | ulong |
unchecked | unsafe | ushort | using |
var 2 | virtual | volatile | void |
while | where 2 | yield 1 | |
1, 2 These are not actually keywords, thus (unlike actual keywords) it is possible to define variables and types using these names, but they act like keywords in certain new language constructs introduced in C# 2.0(1) and 3.0(2). |
Using a keyword as an identifier:
string @out; // @out is an ordinary identifier, distinct from the 'out' keyword, // which retains its special meaning
Integers | |
---|---|
hexadecimal | 0xF5, 0x[0..9, A..F, a..f]+ |
decimal | 245, [0..9]+ |
Floating-point values | |
float | 23.5F, 23.5f; 1.72E3F, 1.72E3f, 1.72e3F, 1.72e3f |
double | 23.5, 23.5D, 23.5d; 1.72E3, 1.72E3D, ... |
Dates | |
date | not possible |
Characters | |
char | 'a', 'Z', '\u0231' |
Strings | |
String | "Hello, world" "C:\\Windows\\", @"C:\Windows\" |
Characters escapes in strings | |
Unicode character | \u followed by the hexadecimal unicode code point |
Tab | \t |
Backspace | \b |
Carriage return | \r |
Form feed | \f |
Backslash | \\ |
Single quote | \' |
Double quote | \" |
Line feed | \n |
Variables are identifiers associated with values. They are declared by writing the variable's type and name, and are optionally initialized in the same statement by assigning a value.
Declare
int MyInt; // Declaring an uninitialized variable called 'MyInt', of type 'int'
Initialize
int MyInt; // Declaring an uninitialized variable MyInt = 35; // Initializing the variable
Declare & initialize
int MyInt = 35; // Declaring and initializing the variable at the same time
Multiple variables of the same type can be declared and initialized in one statement.
int a, b; // Declaring multiple variable of the same type int a = 2, b = 3; // Declaring and initializing multiple variables of the same type
C# 3.0 introduced type inference, allowing the type specifier of a variable declaration to be replaced by the keyword var, if its actual type can be statically determined from the initializer. This reduces repetition, especially for types with multiple generic type-parameters, and adheres more closely to the DRY principle.
var MyChars = new char[] {'A', 'Ö'}; // or char[] MyChars = new char[] {'A', 'Ö'}; var MyNums = new List<int>(); // or List<int> MyNums = new List<int>();
See also
Constants are values that are immutable and cannot change.
When declaring a local variable or a field with the const keyword as a prefix the value must be given when it is declared. After that it is locked and cannot change. They can either be declared in the context as a field or a local variable. Constants are implicitly static.
const double PI = 3.14;
This shows all the uses of the keyword.
class Foo { const double x = 3; Foo() { const int y = 2; } }
The readonly keyword does a similar thing to fields. Like fields marked as const they cannot change once initialized. The difference is that you can choose to initialize them in a constructor. This only works on fields. Read-only fields can either be members of an instance or static class members.
class Foo { readonly int value; readonly int value2 = 3; readonly StringBuilder sb; Foo() { value = 2; sb = new StringBuilder(); } }
The operators { ... } are used to signify a code block and a new scope. Class members and the body of a method are examples of what can live inside these braces in various contexts.
Inside of method bodies you can use the braces to create new scopes like so:
void doSomething() { int a; { int b; a = 1; } a = 2; b = 3; // Will fail because the variable is declared in an inner scope. }
A C# application consists of classes and their members. Classes and other types exist in namespaces but can also be nested inside other classes.
Whether it is a console or a graphical interface application, the program must have an entrypoint of some sort. The entrypoint of the C# application is the Main method. There can only be one, and it is a static method in a class. The method usually returns void and is passed command-line arguments as an array of strings.
static void Main(string[] args) { }
A Main-method is also allowed to return an integer value if specified.
static int Main(string[] args) { return 0; }
Namespaces are a part of a type name and they are used to group and/or distinguish named entities from other ones.
System.IO.DirectoryInfo // DirectoryInfo is in the System.IO-namespace
A namespace is defined like this:
namespace FooNamespace { // Members }
The using statement loads a specific namespace from a referenced assembly. It is usually placed in the top (or header) of a code file but it can be placed elsewhere if wanted, e.g. inside classes.
using System; using System.Collections;
You can also use the statement to define another name for an existing namespace or type. This is sometimes useful when names are too long and less readable.
using Net = System.Net; using DirInfo = System.IO.DirectoryInfo;
Operator category | Operators |
---|---|
Arithmetic | +, -, *, /, % |
Logical (boolean and bitwise) | &, |, ^, !, ~, &&, ||, true, false |
String concatenation | + |
Increment, decrement | ++, -- |
Shift | <<, >> |
Relational | ==, !=, <, >, <=, >= |
Assignment | =, +=, -=, *=, /=, %=, &=, |=, ^=, <<=, >>= |
Member access | . |
Indexing | [, ] |
Cast | (, ) |
Conditional | ?, : |
Delegate concatenation and removal | +, - |
Object creation | new |
Type information | as is sizeof typeof |
Overflow exception control | checked unchecked |
Indirection and Address | *, ->, [], & |
Some of the existing operators can be overloaded by writing an overload method.
public static Foo operator+(Foo foo, Bar bar) { return new Foo(foo.Value + bar.Value); }
These are the overloadable operators:
Operators | |
---|---|
+, -, !, ~, ++, --, true, false | Unary operators |
+, -, *, /, %, &, |, ^, <<, >> | Binary operators |
== , != , <, >, <= , >= |
Comparison operators, must be overloaded in pairs |
See also
The cast operator is not overloadable but you can write a conversion operator method which lives in the target class. Conversion methods can define two varieties of operators, implicit and explicit conversion operators. The implicit operator will cast without specifying with the cast operator ( ( )) and the explicit operator requires it to be used.
Implicit conversion operator
class Foo { public int Value; public static implicit operator Foo(int value) { return new Foo(value) } } // Implicit conversion Foo foo = 2;
Explicit conversion operator
class Foo { public int Value; public static explicit operator Foo(int value) { return new Foo(value) } } // Explicit conversion Foo foo = (Foo)2;
The as operator will attempt to do a silent cast to a given type. If it succeeds it will return the object as the new type, if it fails it will return a null reference.
Stream stream = File.Open(@"C:\Temp\data.dat"); FileStream fstream = stream as FileStream; // Will return an object. String str = stream as String; // Will fail and return null.
The following
return ifNotNullValue ?? otherwiseValue;
Is shorthand for
return ifNotNullValue != null ? ifNotNullValue : otherwiseValue;
Meaning that if the content of variable ifNotNullValue is not null, that content will be returned, otherwise the content of variable otherwiseValue is returned.
One can also have nullable scalar types such as
int? i = null;
(Both new in C Sharp 2.0.)
C# inherits most of the control structures of C/C++ and also adds new ones like the foreach statement.
These structures control the flow of the program through given conditions.
The if statement is entered when the given condition is true. Single-line case statements do not require block braces although it is mostly preferred by convention.
Simple one-line statement:
if (i == 3) ... ;
Multi-line with else-block (without any braces):
if (i == 2) ... else ...
Recommended coding conventions for an if-statement.
if (i == 3) { ... } else if (i == 2) { ... } else { ... }
The switch construct serves as a filter for different values. Each value leads to a "case". It is not allowed to fall through cases and therefore the use of the keyword break is required to end a case (the exception to this is if there is an unconditional return in a "case" block). Many cases may lead to the same code though. The default case handles all the other cases not handled by the construct.
switch (ch) { case 'A': statement; ... break; case 'B': statement; break; case 'C': ... break; default: ... break; }
Iteration statements are statements that are repeatedly executed when a given condition is evaluated as true.
while (i == true) { ... }
do { ... } while (i == true);
The for loop consists of three parts: declaration, condition and increment. Any of them can be left out as they are optional.
for (int i = 0; i < 10; i++) { ... }
Is equivalent to this code represented with a while statement.
{ int i = 0; while (i < 10) { // ... i++; } }
The foreach statement is derived from the for statement and makes use of a certain pattern described in C#'s language specification in order to obtain and use an enumerator of elements to iterate over.
Each item in the given collection will be returned and reachable in the context of the code block. When the block has been executed the next item will be returned until there are no items remaining.
foreach (int i in intList) { ... }
Jump statements are inherited from C/C++ and ultimately assembly languages through it. They simply represent the jump-instructions of an assembly language that controls the flow of a program.
Labels are given points in code that can be jumped to by using the goto statement.
start: ... goto start;
The goto statement can be used in switch statements to jump from one case to another or to fall through from one case to the next.
switch(n) { case 1: Console.WriteLine("Case 1"); break; case 2: Console.WriteLine("Case 2"); goto case 1; case 3: Console.WriteLine("Case 3"); case 4: // Compilation will fail here as cases cannot fall through in C#. Console.WriteLine("Case 4"); goto default; // This is the correct way to fall through to the next case. default: Console.WriteLine("Default"); }
The break statement breaks out of the closest loop or switch statement. Execution continues in the statement after the terminated statement, if any.
int e = 10; for (int i = 0; i < e; i++) { while (true) { break; } // Will break to this point. }
The continue statement discontinues the current iteration of the current control statement and begins the next iteration.
int ch; while ((ch = GetChar()) >= 0) { if (ch == ' ') continue; // Skips the rest of the while-loop // Rest of the while-loop ... }
The while loop in the code above reads characters by calling GetChar(), skipping the statements in the body of the loop if the characters are spaces.
C# has a neat way of handling runtime exceptions that is inherited from Java and C/C++ through it.
The base class library has a class called System.Exception from which all exceptions are derived. An Exception-object contains all the information about a specific exception and also the inner exceptions that were caused. The programmer may define their own exceptions by deriving from the Exception class.
An exception can be thrown this way:
throw new NotImplementedException();
Exceptions are managed within try ... catch blocks.
try { // Statements which may throw exceptions ... } catch (Exception ex) { // Exception caught and handled here ... } finally { // Statements always executed after the try/catch blocks ... }
The statements within the try block are executed, and if any of them throws an exception, execution of the block is discontinued and the exception is handled by the catch block. There may be multiple catch blocks, in which case the first block with an exception variable whose type matches the type of the thrown exception is executed.
If no catch block matches the type of the thrown exception, the execution of the outer block (or method) containing the try ... catch statement is discontinued, and the exception is passed up and outside the containing block (or method). The exception is propagated upwards through the call stack until a matching catch block is found within one of the currently active methods. If the exception propagates all the way up to the top-most Main() method without a matching catch block being found, the entire program is terminated and a textual description of the exception is written to the standard output stream.
The statements within the finally block are always executed after the try and catch blocks, whether or not an exception was thrown. Such blocks are useful for providing clean-up code that is guaranteed to always be executed.
The catch and finally blocks are optional, but at least one or the other must be present following the try block.
C# is a statically typed language like C and C++. That means that every variable and constant get a fixed type when they are being declared. There are two kinds of types: value types and reference types.
Instances of value types reside on the stack, i.e. they are bound to their variables. If you declare a variable for a value type the memory gets allocated directly. If the variable gets out of scope the object is destroyed with it.
Structures are more commonly known as structs. Structs are user-defined value types that are declared using the struct keyword. They are very similar to classes but are more suitable for lightweight types. Some important syntactical differences between a class and a struct are presented later in this article.
struct Foo { ... }
The primitive data types are all structs.
These are the primitive datatypes.
Primitive Types | |||||
---|---|---|---|---|---|
Type Name | BCL Equivalent | Value | Range | Size | Default Value |
sbyte | System.SByte | integer | −128 through +127 | 8-bit (1-byte) | |
short | System.Int16 | integer | −32,768 through +32,767 | 16-bit (2-byte) | |
int | System.Int32 | integer | −2,147,483,648 through +2,147,483,647 | 32-bit (4-byte) | |
long | System.Int64 | integer | −9,223,372,036,854,775,808 through +9,223,372,036,854,775,807 |
64-bit (8-byte) | |
byte | System.Byte | unsigned integer | 0 through 255 | 8-bit (1-byte) | |
ushort | System.UInt16 | unsigned integer | 0 through 65,535 | 16-bit (2-byte) | |
uint | System.UInt32 | unsigned integer | 0 through 4,294,967,295 | 32-bit (4-byte) | |
ulong | System.UInt64 | unsigned integer | 0 through 18,446,744,073,709,551,615 | 64-bit (8-byte) | |
decimal | System.Decimal | signed decimal number | −7.9228162514264337593543950335 through +7.9228162514264337593543950335 |
128-bit (16-byte) | 0.0 |
float | System.Single | floating point number | ±1.401298E−45 through ±3.402823E+38 | 32-bit (4-byte) | 0.0 |
double | System.Double | floating point number | ±4.94065645841246E−324 through ±1.79769313486232E+308 |
64-bit (8-byte) | 0.0 |
bool | System.Boolean | Boolean | true or false | 8-bit (1-byte) | false |
char | System.Char | single Unicode character | '\u0000' through '\uFFFF' | 16-bit (2-byte) | '\u0000' |
Note: string ( System.String) is not a struct and is not a primitive type.
Enumerated types ( enums) are named values representing integer values.
enum Season { Winter = 0, Spring = 1, Summer = 2, Autumn = 3, Fall = Autumn // Autumn is called Fall in American English. }
enum instances are declared as ordinary variables and are initialized by default to zero. They can be assigned or initialized to the named values defined by the enumeration type.
Season season; season = Season.Spring;
enum types variables are basically integer values. That means that addition and subtraction between variables of the same type is allowed without any specific cast but multiplication and division is somewhat more risky and requires it explicitly. Casts are also required to and from integer types. It will however throw an exception if the value is not allowed.
season = (Season)2; // 2 to an enum-value of type Season. season = season + 1; // Adds 1 to the value. season = season + season2; // Adding the values of two variables. int value = (int)season; // Casting enum-value to integer value. season++; // Season.Spring (1) becomes Season.Summer (2). season--; // Season.Summer (2) becomes Season.Spring (1).
Values can be combined using the bitwise-OR operator, .
Color myColors = Color.Green | Color.Yellow | Color.Blue;
See also
Variables created for reference types are typed managed references. When the constructor is called an object is created on the heap and a reference is assigned to the variable. When a variable of an object gets out of scope the reference is broken and when there are no references left the object gets marked as garbage. The garbage collector will then soon collect and destroy it.
A reference variable is null when it does not reference any object.
An array type is a reference type that refers to a space containing one or more elements of a certain type. All array types derive from a common base class, System.Array. Each element is referenced by its index just like in C++ and Java.
An array in C# is what would be called a dynamic array in C++.
int[] numbers = new int[5]; numbers[0] = 2; numbers[1] = 5; int x = numbers[0];
Array initializers provide convenient syntax for initialization of arrays.
// Long syntax int[] numbers = new int[5]{ 20, 1, 42, 15, 34 }; // Short syntax int[] numbers2 = { 20, 1, 42, 15, 34 };
Arrays can have more than one dimension, for example 2 dimensions to represent a grid.
int[,] numbers = new int[3, 3]; numbers[1,2] = 2; int[,] numbers2 = new int[3, 3] { {2, 3, 2}, {1, 2, 6}, {2, 4, 5} };
See also
Classes are self-describing user-defined reference types. Essentially all types in the .NET Framework are classes, including structs and enums, that are compiler generated classes.
The System.String class, or simply string, represents an immutable sequence of unicode characters ( char).
Actions performed on a string will always return a new string.
string text = "Hello World!"; string substr = text.Substring(0, 5); string[] parts = text.Split(new char[]{ ' ' });
The System.StringBuilder class can be used when a mutable "string" is wanted.
StringBuilder sb = new StringBuilder(); sb.Append('H'); sb.Append("el"); sb.AppendLine("lo!");
Interfaces are data structures that contain member definitions with no actual implementation. They are useful for when you want to define a contract between members in different types that have different implementations. You can declare definitions for methods, properties, and indexers. These must be implemented by a class as public members.
interface IBinaryOperation { double A { get; set; } double B { get; set; } double GetResult(double a, double b); }
C# provides type-safe object-oriented function pointers in the form of delegates.
class Program { // Delegate type . delegate int Operation(int a, int b); static int Add(int i1, int i2) { return i1 + i2; } static int Sub(int i1, int i2) { return i1 - i2; } static void Main() { // Instantiate the delegate and assign the method to it. Operation op = Add; // Call the method that the delegate points to. int result1 = op(2, 3); // 5 op = Sub; int result2 = op(10, 2); // 8 } }
Initializing the delegate with an anonymous method.
addition = delegate(int a, int b){ return a + b; };
See also
Events are pointers that can point to multiple methods. More exactly they bind method pointers to one identifier. This can therefore be seen as an extension to delegates. They are typically used as triggers in UI development. The form used in C# and the rest of the Common Language Infrastructure is based on that in the classic Visual Basic.
delegate void MouseEventHandler(object sender, MouseEventArgs e); public class Button : System.Windows.Controls.Control { event MouseEventHandler OnClick; /* Imaginary trigger function */ void click() { this.OnClick(this, new MouseEventArgs(data)); } }
An event requires an accompanied event handler that is made from a special delegate that in a platform specific library like in Windows Presentation Foundation and Windows Forms usually takes two parameters: sender and the event arguments. The type of the event argument-object derive from the EventArgs class that is a part of the CLI base library.
Once declared in its class the only way of invoking the event is from inside of the owner. A listener method may be implemented outside to be triggered when the event is fired.
public class MainWindow : System.Windows.Controls.Window { private Button button1; public MainWindow() { button1 = new Button(); button1.Text = "Click me!"; /* Subscribe to the event */ button1.ClickEvent += button1_OnClick; /* Alternate syntax that is considered old: button1.MouseClick += new MouseEventHandler(button1_OnClick); */ } protected void button1_OnClick(object sender, MouseEventArgs e) { MessageBox.Show("Clicked!"); } }
See also
Nullable types were introduced in C Sharp 2.0 firstly to enable value types to be null when working with a database.
int? n = 2; n = null; Console.WriteLine(n.HasValue);
In reality this is the same as using the Nullable<T> struct.
Nullable<int> n = 2; n = null; Console.WriteLine(n.HasValue);
C# has and allows pointers to value types (primitives, enums and structs) in unsafe context: methods and codeblock marked unsafe. These are syntactically the same as pointers in C and C++. However, runtime-checking is disabled inside unsafe blocks.
static void Main(string[] args) { unsafe { int a = 2; int* b = &a; Console.WriteLine("Address of a: {0}. Value: {1}", (int)&a, a); Console.WriteLine("Address of b: {0}. Value: {1}. Value of *b: {2}", (int)&b, (int)b, *b); // Will output something like: // Address of a: 71953600. Value: 2 // Address of b: 71953596. Value: 71953600. Value of *b: 2 } }
Structs are required only to be pure structs with no members of a managed reference type, e.g. a string or any other class.
public struct MyStruct { public char Character; public int Integer; } public struct MyContainerStruct { public byte Byte; public MyStruct MyStruct; }
In use:
MyContainerStruct x; MyContainerStruct* ptr = &x; byte value = ptr->Byte;
See also
Type dynamic is a feature that enables dynamic runtime lookup to C# in a static manner. Dynamic is a static "type" which exists at runtime.
dynamic x = new Foo(); x.DoSomething(); // Will compile and resolved at runtime. An exception will be thrown if invalid.
Boxing is the operation of converting a value of a value type into a value of a corresponding reference type.[3] Boxing in C# is implicit.
Unboxing is the operation of converting a value of a reference type (previously boxed) into a value of a value type.[3] Unboxing in C# requires an explicit type cast.
Example:
int foo = 42; // Value type. object bar = foo; // foo is boxed to bar. int foo2 = (int)bar; // Unboxed back to value type.
C# has direct support for object-oriented programming.
An object is created with the type as a template and is called an instance of that particular type.
In C# objects are either references or values. No further syntactical distinction is made between those in code.
All types, even value types in their boxed form, implicitly inherit from the System.Object class which is the ultimate base class of all objects. The class contains the most common methods shared by all objects. Some of these are virtual and can be overridden.
Classes inherit System.Object either directly or indirectly through another base class.
Members
Some of the members of the Object class:
Classes are fundamentals of an object-oriented language such as C#. They serve as a template for objects. They contain members that store and manipulate data in a real-life-like way.
See also
Although classes and structures are similar in both the way they are declared and how they are used, there are some significant differences. Classes are reference types and structs value types. A structure is allocated on the stack when it is declared and the variable is bound to its address. It directly contains the value. Classes are different because the memory is allocated as objects on the heap. Variables are rather managed pointers on the stack which point to the objects. They are references.
Structures require some more than classes. For example, you need to explicitly create a default constructor which takes no arguments to initialize the struct and its members. The compiler will create a default one for classes. All fields and properties of a struct must have been initialized before an instance is created. Structs do not have finalizers and cannot inherit from another class like classes do. However, they inherit from System.ValueType, that inherits from System.Object. Structs are more suitable for smaller constructs of data.
This is a short summary of the differences:
Default constructor | Finalizer | Member initialization | Inheritance | |
---|---|---|---|---|
Classes | not required (auto generated) | yes | not required | yes (if base class is not sealed) |
Structs | required (not auto generated) | no | required | not supported |
A class is declared like this:
class Foo { // Member declarations }
A partial class is a class declaration whose code is divided into separate files. The different parts of a partial class must be marked with keyword partial.
// File1.cs partial class Foo { ... } // File2.cs partial class Foo { ... }
Before you can use the members of the class you need to initialize the variable with a reference to an object. To create it you call the appropriate constructor using the new keyword. It has the same name as the class.
Foo foo = new Foo();
For structs it is optional to explicitly call a constructor because the default one is called automatically. You just need to declare it and it gets initialized with standard values.
Provides a more convenient way of initializing public fields and properties of an object. Constructor calls are optional when there is a default constructor.
Person person = new Person { Name = "John Doe", Age = 39 }; // Equal to Person person = new Person(); person.Name = "John Doe"; person.Age = 39;
Collection initializers give an array-like syntax for initializing collections. The compiler will simply generate calls to the Add-method. This works for classes that implement the interface ICollection.
List<int> list = new List<int> {2, 5, 6, 6 }; // Equal to List<int> list = new List<int>(); list.Add(2); list.Add(5); list.Add(6); list.Add(6);
Members of both instances and static classes are accessed with the . operator.
Accessing an instance member
Instance members can be accessed through the name of a variable.
string foo = "Hello"; string fooUpper = foo.ToUpper();
Accessing a static class member
Static members are accessed by using the name of the class or any other type.
int r = String.Compare(foo, fooUpper);
Accessing a member through a pointer
In unsafe code, members of a value (struct type) referenced by a pointer are accessed with the -> operator just like in C and C++.
POINT p; p.X = 2; p.Y = 6; POINT* ptr = &p; ptr->Y = 4;
Modifiers are keywords used to modify declarations of types and type members. Most notably there is a sub-group containing the access modifiers.
The access modifiers, or inheritance modifiers, set the accessibility of classes, methods, and other members. Something marked public can be reached from anywhere. private members can only be accessed from inside of the class they are declared in and will be hidden when inherited. Members with the protected modifier will be 'private, but accessible when inherited. internal classes and members will only be accessible from the inside of the declaring assembly.
Classes and structs are implicitly internal and members are implicitly private if they do not have an access modifier.
public class Foo { public int Do() { return 0; } public class Bar { } }
Unnested types | Members (incl. Nested types) | |
---|---|---|
public | yes | yes |
private | no | yes (default) |
protected | no | yes |
internal | yes (default) | yes |
protected internal | no | yes |
The static modifier states that a member belongs to the class and not to a specific object. Classes marked static are only allowed to contain static members. Static members are sometimes referred to as class members since they apply to the class as a whole and not to its instances.
public class Foo { public static void Something() { ... } } // Calling the class method. Foo.Something();
A constructor is a special method that is called when an object is going to be initialized. Its purpose is to initialize the members of the object. The main differences between constructors and ordinary methods are that constructors are named after the class and do not return anything. They may take parameters as any method.
class Foo { Foo() { ... } }
Constructors can be public, private, or internal.
See also
The destructor is called when the object is being collected by the garbage collector to perform some manual clean-up. There is a default destructor method called finalize that can be overridden by declaring your own.
The syntax is similar to the one of constructors. The difference is that the name is preceded by a ~ and it cannot contain any parameters. There cannot be more than one destructor.
class Foo { ... ~Foo() { ... } }
Finalizers are always private.
See also
Like in C and C++ there are functions that group reusable code. The main difference is that functions just like in Java have to reside inside of a class. A function is therefore called a method. A method has a return value, a name and usually some parameters initialized when it is called with some arguments. It can either belong to an instance of a class or be a static member.
class Foo { int Bar(int a, int b) { return a%b; } }
A method is called using . notation on a specific variable, or as in the case of static methods, the name of a type.
Foo foo = new Foo(); int r = foo.Bar(7, 2) Console.WriteLine(r);
See also
One can explicitly make arguments be passed by reference when calling a method with parameters preceded by keywords ref or out. These managed pointers come in handy when passing value type variables that you want to be modified inside the method by reference. The main difference between the two is that an out parameter must have been assigned within the method by the time the method returns, while ref need not assign a value.
void PassRef(ref int x) { if(x == 2) x = 10; } int Z; PassRef(ref Z); void PassOut(out int x) { x = 2; } int Q; PassOut(out Q);
C# 4.0 introduces optional parameters with default values as seen in C++. For example:
void Increment(ref int x, int dx = 1) { x += dx; } int x = 0; Increment(ref x); // dx takes the default value of 1 Increment(ref x, 2); // dx takes the value 2
In addition, to complement optional parameters, it is possible to explicitly specify parameter names in method calls, allowing to selectively pass any given subset of optional parameters for a method. The only restriction is that named parameters must be placed after the unnamed parameters. Parameter names can be specified for both optional and required parameters, and can be used to improve readability or arbitrarily reorder arguments in a call. For example:
Stream OpenFile(string name, FileMode mode = FileMode.Open, FileAccess access = FileAccess.Read) { ... } OpenFile("file.txt"); // use default values for both "mode" and "access" OpenFile("file.txt", mode: FileMode.Create); // use default value for "access" OpenFile("file.txt", access: FileAccess.Read); // use default value for "mode" OpenFile(name: "file.txt", access: FileAccess.Read, mode: FileMode.Create); // name all parameters for extra readability, // and use order different from method declaration
Optional parameters make interoperating with COM easier. Previously, C# had to pass in every parameter in the method of the COM component, even those that are optional. For example:
object fileName = "Test.docx"; object missing = System.Reflection.Missing.Value; doc.SaveAs(ref fileName, ref missing, ref missing, ref missing, ref missing, ref missing, ref missing, ref missing, ref missing, ref missing, ref missing, ref missing, ref missing, ref missing, ref missing, ref missing); console.writeline("File saved successfully");
With support for optional parameters, the code can be shortened as
doc.SaveAs(ref fileName);
A feature of C# is the ability to call native code. A method signature is simply declared without a body and is marked as extern. The DllImport attribute also needs to be added to reference the desired DLL file.
[DllImport("win32.dll")] static extern double Pow(double a, double b);
Fields, or class variables, can be declared inside the class body to store data.
class Foo { double foo; }
Fields can be initialized directly when declared.
class Foo { double foo = 2.3; }
Modifiers for fields:
Properties bring field-like syntax and combine them with the power of methods. A property can have two accessors: get and set.
class Person { string name; string Name { get { return name; } set { name = value; } } } // Using a property Person person = new Person(); person.Name = "Robert";
Modifiers for properties:
Modifiers for property accessors:
The default modifiers for the accessors are inherited from the property. Note that the accessor's modifiers can only be equal or more restrictive than the property's modifier.
A feature of C# 3.0 is auto-implemented properties. You define accessors without bodies and the compiler will generate a backing field and the necessary code for the accessors.
public double Width { get; private set; }
Indexers add array-like indexing capabilities to objects. They are implemented in a way similar to properties.
class IntList { int[] items; int this[int index] { get { return this.items[index]; } set { this.items[index] = value; } } } // Using an indexer IntList list = new IntList(); list[2] = 2;
Classes in C# may only inherit from one class. A class may derive from any class that is not marked as sealed.
class A { } class B : A { }
See also
Methods marked virtual provide an implementation, but they can be overridden by the inheritors by using the override keyword.
The implementation is chosen by the actual type of the object and not the type of the variable.
class Operation { public virtual int Do() { return 0; } } class NewOperation : Operation { public override int Do() { return 1; } }
When overloading a non-virtual method with another signature, the keyword new may be used. The used method will be chosen by the type of the variable instead of the actual type of the object.
class Operation { public int Do() { return 0; } } class NewOperation : Operation { public new double Do() { return 4.0; } }
This demonstrates the case:
NewOperation operation = new NewOperation; // Will call "double Do()" in NewOperation double d = operation.Do(); Operation operation_ = operation; // Will call "int Do()" in Operation int i = operation_.Do();
Abstract classes are classes that only serve as templates and you can not initialize an object of that type. Otherwise it is just like an ordinary class.
There may be abstract members too. Abstract members are members of abstract classes that do not have any implementation. They must be overridden by the class that inherits the member.
abstract class Mammal { public abstract void Walk(); } class Human : Mammal { public override void Walk() { } ... }
The sealed modifier can be combined with the others as an optional modifier for classes to make them uninheritable.
internal sealed class _FOO { }
Interfaces are data structures that contain member definitions and not actual implementation. They are useful when you want to define a contract between members in different types that have different implementations. You can declare definitions for methods, properties, and indexers. An interface can either be implicitly or explicitly implemented.
interface IBinaryOperation { double A { get; set; } double B { get; set; } double GetResult(double a, double b); }
An interface is implemented by a class or extended by another interface in the same way you derive a class from another class using the : notation.
Implicit implementation
When implicitly implementing an interface the members of the interface have to be public.
public class Adder : IBinaryOperation { public double A { get; set; } public double B { get; set; } public double GetResult() { return A + B; } } public class Multiplier : IBinaryOperation { public double A { get; set; } public double B { get; set; } public double GetResult() { return A*B; } }
In use:
IBinaryOperation op = null; double result; // Adder implements the interface IBinaryOperation. op = new Adder(); op.A = 2; op.B = 3; result = op.GetResult(); // 5 // Multiplier also implements the interface. op = new Multiplier(); op.A = 5; op.B = 4; result = op.GetResult(); // 20
Explicit implementation
You can also explicitly implement members. The members of the interface that are explicitly implemented by a class are accessible only when the object is handled as the interface type.
public class Adder : IBinaryOperation { double IBinaryOperation.A { get; set; } double IBinaryOperation.B { get; set; } double IBinaryOperation.GetResult() { return A + B; } }
In use:
Adder add = new Adder(); // These members are not accessible. // add.A = 2; // add.B = 3; // double result = add.GetResult(); // Cast to the interface type to access them. IBinaryOperation add2 = add; add2.A = 2; add2.B = 3; double result = add2.GetResult();
Note: The properties in the class that extends IBinaryOperation are auto-implemented by the compiler. Both get a backingfield.
Extending multiple interfaces
Interfaces and classes are allowed to extend multiple interfaces.
class MyClass : IInterfaceA, IInterfaceB { ... }
Here is an interface that extends two interfaces.
interface IInterfaceC : IInterfaceA, IInterfaceB { ... }
Interfaces and abstract classes are similar. The following describes some important differences:
Generics, or parameterized types, or parametric polymorphism is a .NET 2.0 feature supported by C#. Unlike C++ templates, .NET parameterized types are instantiated at runtime rather than by the compiler; hence they can be cross-language whereas C++ templates cannot. They support some features not supported directly by C++ templates such as type constraints on generic parameters by use of interfaces. On the other hand, C# does not support non-type generic parameters. Unlike generics in Java, .NET generics use reification to make parameterized types first-class objects in the Common Language Infrastructure (CLI) Virtual Machine, which allows for optimizations and preservation of the type information.[4]
See also
Classes and structs can be generic.
public class List<T> { ... public void Add(T item) { ... } } List<int> list = new List<int>(); list.Add(6); list.Add(2);
interface IEnumerable<T> { ... }
delegate R Func<T1, T2, R>(T1 a1, T2 a2);
public static T[] CombineArrays<T>(T[] a, T[] b) { T[] newArray = new T[a.Length + b.Length]; a.CopyTo(newArray, 0); b.CopyTo(newArray, a.Length); return newArray; } string[] a = new string[] { "a", "b", "c" }; string[] b = new string[] { "1", "2", "3" }; string[] c = CombineArrays(a, b); double[] da = new double[] { 1.2, 2.17, 3.141592 }; double[] db = new double[] { 4.44, 5.6, 6.02 }; double[] dc = CombineArrays(da, db); // c is a string array containing { "a", "b", "c", "1", "2", "3"} // dc is a double array containing { 1.2, 2.17, 3.141592, 4.44, 5.6, 6.02}
Type-parameters are names used in place of concrete types when defining a new generic. They may be associated with classes or methods by placing the type parameter in angle brackets < >. When instantiating (or calling) a generic, you can then substitute a concrete type for the type-parameter you gave in its declaration. Type parameters may be constrained by use of the where keyword and a constraint specification, any of the six comma separated constraints may be used:
Constraint | Explanation |
---|---|
where T : struct | type parameter must be a value type |
where T : class | type parameter must be a reference type |
where T : new() | type parameter must have a constructor with no parameters (must appear last) |
where T : <base_class> | type parameter must inherit from <base_class> |
where T : <interface> | type parameter must be, or must implement this interface |
where T : U | naked type parameter constraint |
Generic interfaces and delegates can have their type parameters marked as covariant or contravariant, using keywords out and in, respectively. These declarations are then respected for type conversions, both implicit and explicit, and both compile-time and run-time. For example, the existing interface IEnumerable<T> has been redefined as follows:
interface IEnumerable<out T> { IEnumerator<T> GetEnumerator(); }
Therefore, any class that implements IEnumerable<Derived> for some class Derived is also considered to be compatible with IEnumerable<Base> for all classes and interfaces Base that Derived extends, directly, or indirectly. In practice, it makes it possible to write code such as:
void PrintAll(IEnumerable<object> objects) { foreach (object o in objects) { System.Console.WriteLine(o); } } IEnumerable<string> strings = new List<string>(); PrintAll(strings); // IEnumerable<string> is implicitly converted to IEnumerable<object>
For contravariance, the existing interface IComparer<T> has been redefined as follows:
public interface IComparer<in T> { int Compare(T x, T y); }
Therefore, any class that implements IComparer<Base> for some class Base is also considered to be compatible with IComparer<Derived> for all classes and interfaces Derived that are extended from Base. It makes it possible to write code such as:
IComparer<object> objectComparer = GetComparer(); IComparer<string> stringComparer = objectComparer;
See also
An enumerator is an iterator. Enumerators are typically obtained by calling the GetEnumerator() method of an object implementing the IEnumerable interface. Container classes typically implement this interface. However, the foreach statement in C# can operate on any object providing such a method, even if it doesn't implement IEnumerable. Both interfaces were expanded into generic versions in .NET 2.0.
The following shows a simple use of iterators in C# 2.0:
// explicit version IEnumerator<MyType> iter = list.GetEnumerator(); while (iter.MoveNext()) Console.WriteLine(iter.Current); // implicit version foreach (MyType value in list) Console.WriteLine(value);
The .NET 2.0 Framework allowed C# to introduce an iterator that provides generator functionality, using a yield return construct similar to yield in Python.[5] With a yield return, the function automatically keeps its state during the iteration.
// Method that takes an iterable input (possibly an array) // and returns all even numbers. public static IEnumerable<int> GetEven(IEnumerable<int> numbers) { foreach (int i in numbers) { if (i%2 == 0) yield return i; } }
LINQ, short for Language Integrated Queries, is a .NET Framework feature which simplifies the handling of data. Mainly it adds support that allows you to query arrays, collections, and databases. It also introduces binders, which makes it easier to access to databases and their data.
The LINQ query syntax was introduced in C# 3.0 and lets you write SQL-like queries in C#.
var list = new List<int>{ 2, 7, 1, 3, 9 }; var result = from i in list where i > 1 select i;
The statements are compiled into method calls, whereby almost only the names of the methods are specified. Which methods are ultimately used is determined by normal overload resolution. Thus, the end result of the translation is affected by what symbols are in scope.
What differs from SQL is that the from-statement comes first and not last as in SQL. This is because it seems more natural writing like this in C# and supports Intellisense.
Anonymous methods, or in their present form more commonly referred to as "lambda expressions", is a feature which allows you to write inline closure-like functions in your code.
There are various ways to create anonymous methods. Prior to C# 3.0 there was limited support by using delegates.
See also
Anonymous delegates are functions pointers that are holding anonymous methods. The purpose is to make it simpler to use delegates by simplifying the process of assigning the function. Instead of declaring a separate method in code the programmer can use the syntax to write the code inline and the compiler will then generate an anonymous function for it.
Func<int, int> f = delegate(int x) { return x*2; };
Lambda expressions provide a simple syntax for inline functions that are similar to closures. Functions with parameters infer the type of the parameters if other is not explicitly specified.
// [arguments] => [method-body] // With parameters n => n == 2 (a, b) => a + b (a, b) => { a++; return a + b; } // With explicitly typed parameters (int a, int b) => a + b // No parameters () => return 0 // Assigning lambda to delegate Func<int, int, int> f = (a, b) => a + b;
Multi-statement lambdas have bodies enclosed by brackets and inside of them code can be written like in standard methods.
(a, b) => { a++; return a + b; }
Lambda expressions can be passed as arguments directly in method calls similar to anonymous delegates but with a more aesthetic syntax.
var list = stringList.Where(n => n.Length > 2);
Lambda expressions are essentially compiler-generated methods that are passed via delegates. These methods are reserved for the compiler only and can not be used in any other context.
Anonymous types are nameless classes that are generated by the compiler. They are only consumable and yet very useful in a scenario like where you have a LINQ query which returns an object on select and you just want to return some specific values. Then you can define an anonymous type containing auto-generated read-only fields for the values.
When instantiating another anonymous type declaration with the same signature the type is automatically inferred by the compiler.
var carl = new { Name = "Carl", Age = 35 }; // Name of the type is only known by the compiler. var mary = new { Name = "Mary", Age = 22 }; // Same type as the expression above
Extension methods are a form of syntactic sugar providing the illusion of adding new methods to the existing class outside its definition. In practice, an extension method is a static method that is callable as if it were an instance method; the receiver of the call is bound to the first parameter of the method, decorated with keyword this:
public static class StringExtensions { public static string Left(this string s, int n) { return s.Substring(0, n); } } string s = "foo"; s.Left(3); // same as StringExtensions.Left(s, 3);
See also
C# implements closure blocks by means of the using statement. The using statement accepts an expression which results in an object implementing IDisposable, and the compiler generates code that guarantees the object's disposal when the scope of the using-statement is exited. The using statement is syntactic sugar, but it is much more readable than the equivalent pure C# code.
public void Foo() { using (var bar = File.Open("Foo.txt")) { // do some work throw new Exception(); // bar will still get properly disposed. } }
C# provides the lock statement, which is yet another example of beneficial syntactic sugar. It works by marking a block of code as a critical section by mutual exclusion of access to a provided object. Like the using statement, it works by the compiler generating a try ... finally block in its place.
private static StreamWriter _writer; public void ConcurrentMethod() { lock (_writer) { _writer.WriteLine("Line 1."); _writer.WriteLine("Followed by line 2."); } }
Attributes are entities of data that is stored as metadata in the compiled assembly. An attribute can be added to types and members like properties and methods. Attributes can be used for better maintenance of preprocessor directives.
[CompilerGenerated] public class $AnonymousType$120 { [CompilerGenerated] public string Name { get; set; } }
The .NET Framework comes with predefined attributes that can be used. Some of them serve an important role at runtime while some are just for syntactic decoration in code like CompilerGenerated. It does only mark that it is a compiler-generated element. Programmer-defined attributes can also be created.
An attribute is essentially a class which inherits from the System.Attribute class. By convention, attribute classes end with "Attribute" in their name. This will not be required when using it.
public class EdibleAttribute : Attribute { public EdibleAttribute() : base() { } public EdibleAttribute(bool isNotPoisonous) { this.IsPoisonous = !isNotPoisonous; } public bool IsPoisonous { get; set; } }
Showing the attribute in use using the optional constructor parameters.
[Edible(true)] public class Peach : Fruit { // Members if any }
C# features "preprocessor directives"[6] (though it does not have an actual preprocessor) based on the C preprocessor that allow programmers to define symbols, but not macros. Conditionals such as #if, #endif, and #else are also provided.
Directives such as #region give hints to editors for code folding. The #region block must be terminated with a #endregion directive.
C# utilizes a double forward slash ( //) to indicate the rest of the line is a comment.
public class Foo { // a comment public static void Bar(int firstParam) {} // Also a comment }
Multi-line comments can be indicated by a starting forward slash/asterisk ( /*) and ending asterisk/forward slash ( */).
public class Foo { /* A Multi-Line comment */ public static void Bar(int firstParam) {} }
C#'s documentation system is similar to Java's Javadoc, but based on XML. Two methods of documentation are currently supported by the C# compiler.
Single-line documentation comments, such as those commonly found in Visual Studio generated code, are indicated on a line beginning with // /.
public class Foo { // / <summary>A summary of the method.</summary> // / <param name="firstParam">A description of the parameter.</param> // / <remarks>Remarks about the method.</remarks> public static void Bar(int firstParam) {} }
Multi-line documentation comments, while defined in the version 1.0 language specification, were not supported until the .NET 1.1 release.[7] These comments are designated by a starting forward slash/asterisk/asterisk ( /**) and ending asterisk/forward slash ( */).[8]
public class Foo { /** <summary>A summary of the method.</summary> * <param name="firstParam">A description of the parameter.</param> * <remarks>Remarks about the method.</remarks> */ public static void Bar(int firstParam) {} }
Note there are some stringent criteria regarding white space and XML documentation when using the forward slash/asterisk/asterisk ( /**) technique.
This code block:
/**
* <summary>
* A summary of the method.</summary>*/
produces a different XML comment than this code block:[8]
/**
* <summary>
A summary of the method.</summary>*/
Syntax for documentation comments and their XML markup is defined in a non-normative annex of the ECMA C# standard. The same standard also defines rules for processing of such comments, and their transformation to a plain XML document with precise rules for mapping of Common Language Infrastructure (CLI) identifiers to their related documentation elements. This allows any C# integrated development environment (IDE) or other development tool to find documentation for any symbol in the code in a certain well-defined way.
This section presents features of the planned 5th version of the C# specification.
C# will have native language support for asynchrony. As .NET Framework 4 there is a task library that makes it easier to write parallel and multi-threaded applications through tasks. This has made it easier writing concurrent code but it has yet been proven a bit hard from the perspective of the ordinary programmer.
The next version of C# will introduce a new syntax that makes it easier writing asynchronous. Introducing asynchronous methods and the await keyword.
public async Task<int> SumPageSizesAsync(IList<Uri> uris) { int total = 0; foreach (var uri in uris) { statusText.Text = string.Format("Found {0} bytes ...", total); var data = await new WebClient().DownloadDataTaskAsync(uri); total += data.Length; } statusText.Text = string.Format("Found {0} bytes total", total); return total; }
Spec# is a dialect of C# that is developed in parallel with the standard implementation from Microsoft. It extends C# with specification language features and is a possible future feature to the C# language. It also adds syntax for the code contracts API that was introduced in .NET Framework 4.0. Spec# is being developed by Microsoft Research.
This sample shows two of the basic structures that are used when adding contracts to your code.
static void Main(string![] args) requires args.Length > 0 { foreach(string arg in args) { } }
Spec# extends C# with non-nullable types that simply checks so the variables of nullable types that has been set as non-nullable are not null. If is null then an exception will be thrown.
string! input
In use:
public Test(string! input) { ... }
Preconditions are checked before a method is executed.
public Test(int i) requires i > 0; { this.i = i; }
Postconditions are conditions that are ensured to be correct when a method has been executed.
public void Increment() ensures i > 0; { i++; }
Spec# adds checked exceptions like those in Java.
public void DoSomething() throws SomeException; // SomeException : ICheckedException { ... }
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