Thursday, April 9, 2009

Who's Afraid of Generic Variance?

Abstract


This post is an in-depth exploration of generic variance in the ECMA 335 standard and the REALLY BIG PROBLEM therewith. See the previous post on generic variance for an introduction to the topic.


The Punchline


The ECMA 335 Standard, 4th Edition, allows for nondeterministic execution. This means that in certain situations involving generic variance, the specification does not provide sufficient guidance to resolve ambiguities. As you may imagine, nondeterminism is a Very Bad Thing in computing (usually). It means that your program may run one way on .NET 3.5 and another way on .NET 4 and a third way if Richard Stallman saw his shadow in the morning.


The Solution


The ECMA 335 committee is hoping to resolve this problem in the 5th edition. Unfortunately, no clear solutions have revealed themselves. There are a number of possible approaches, all of which have pros and cons. I will be describing the problems and their possible solutions in this post. Feel free to weigh in on the matter. A robust discussion will aid the 335 group in their decision.


The Implementation Selection Problem


There are a number of increasingly pointy corner cases, all variations on the same theme: which of multiple implementation does the runtime select for execution? I will describe these corner cases in order of ascending pointiness. For each case, I will propose a deterministic solution and then demonstrate how that solution fails to address the next corner case. (Note: the deterministic solutions I propose are merely examples. Other solutions could be used.)


Overview


Before getting into the corner cases, I will provide a broad overview of the problem. Ambiguous situations arise when there are multiple implementations of one generic interface (with different type arguments). The generic interface must have some variant generic type parameter.

Vocab

The implemented types are the closed generic interface types that are actually implemented in the type hierarchy of the object in question.

The execution type is the closed generic interface type of the location to which the object is assigned. Calls made to members of this type must be resolved to an implementation among the implemented types.

An exact implementation is the implementation of an implemented type whose generic type arguments precisely match those of the execution type. For example, if type A implements the generic interface I<String>, and we assign some A to an I<String> location, then its implementation for that interface is exact.

A variant implementation is the implementation of an implemented type whose generic type arguments do not precisely match those of the execution type, but are legal variants thereof. For example, if type A implements the covariant generic interface I<String>, and we assign some A to an I<Object> location, then its implementation for that interface is variant.


Case 0

Nothing to See Here

As a starting point, let us consider the following non-variant scenario which is NOT ambiguous.

interface I<T> {
    T Next();
}

class A {}

class X : I<A> {
    A I<A>.Next() {...}
}

class Y : X, I<A> {
    A I<A>.Next() {...}
}

// Test code
I<A> i = new Y();
A someA = i.Next();

Problem
There are two implementations of I<A>: one in X and one in Y. Which is used for the call to I<A>.Next()?

Solution
The implementation in type Y is used. As I said, this is not actually a problematic situation. I illustrate this case to demonstrate one of the ways the spec currently resolves potential ambiguities. In this case, the implementation in the most derived class is used. Y is more derived than X, therefore its implementation is used.


Case 1

Easy Pickins

interface I<out T> {
    T Next();
}

class A {}

class B : A {}

class X : I<A> {
    A I<A>.Next() {...}
}

class Y : X, I<B> {
    B I<B>.Next() {...}
}

// Test code
I<A> i = new Y();
A someA = i.Next();

Problem
There are two implementations which suffice for I<A>: the I<A> exact implementation in X, and the I<B> variant implementation in Y. Which does the runtime select?

Solution
There are two possible solutions. We could adopt the aforementioned "most derived implementation wins" rule, in which case the runtime would pick the variant implementation in Y.

The other solution is to favor exact implementations over variant implementations, in which case the runtime would pick the exact but less derived implementation in X.

For the sake of argument, let's adopt the second solution: the runtime will select the most-derived exact implementation if one exists.


Case 2

The Decider

interface I<out T> {
    T Next();
}

class A {}

class B : A {}

class C : B {}

class X : I<B> {
    B I<B>.Next();
}

class Y : I<C> {
    C I<C>.Next();
}

// Test code
I<A> i = new Y();

Problem
There is no exact implementation of I<A>. There are two variant implementations: I<B> in X and I<C> in Y. Which does the runtime select?

Solution
As before, there are two options. We could choose the most derived implementation, in which case the runtime would select the I<C> implementation in Y.

The other option is to select the variant implementation with the least "distance" to the execution type. We are attempting to select an implementation for I<A>. We have variant implementations I<B> and I<C>. B is nearer to A in the inheritance chain than is C. Therefore we say that I<B> has less "distance" to I<A> than does I<C>. It may therefore be the case that the I<B> implementation is a more relevant substitute for I<A> since B is nearer to A than is C. By this rule, we would select the less distant but less derived I<B> implementation in X.

There are problems with the second option. What if there are multiple type parameters, each with different distances? How do we calculate the total distance of the type? Such a solution could require a rather complex set of rules, complicating the specification and compliant runtimes. And at the end of the day, it is dubious whether "distance" is a meaningful selection criteria.

For the sake of argument, let us go with the first option: the runtime will select the most derived variant implementation in the absence of an exact implementation.


Case 3

Ambiguity is Scary

interface I<out T> {
    T Next();
}

class A {}

class B : A {}

class C : B {}

class X : I<B>, I<C> {
    B I<B>.Next () {...}
    C I<C>.Next() {...}
}

// Test code
I<A> i = new X();
A someA = i.Next();

Problem
There is no exact implementation for I<A> and there are two variant implementations, I<B> and I<C>, both defined in the same type: X. Which does the runtime select?

Solution
We are now approaching the point at which any selection rule is largely arbitrary. We can revisit the "least distant" option though its problems are no fewer. It is also unclear whether such a selection behavior is obvious to the user. The user may not have taken "distance" into consideration when designing their types. On the other hand, the user who wrote this code clearly failed to take a number of things into consideration and it's now the runtime's job to make the best possible choice. Anything is better than nondeterminism.

For the sake of argument, let us say that we select the variant implementation with the least distant type argument. If there are multiple type parameters, we take the distance from the first non-identical set of arguments.


Case 4

Sophie's Choice

interface I<out T> {
    T Next();
}

class A {}

class B : A {}

class C : A {}

class X : I<B>, I<C> {
    B I<B>.Next() {...}
    C I<C>.Next() {...}
}

// Test code
I<A> i = new X();
A someA = i.Next();

Problem
There is no exact implementation of I<A>. There are two variant implementations: I<B> and I<C>, both defined in type X. B and C are equidistant from A. What would Jesus do?

Solution
Select I<B>. Because B comes before C in the alphabet.

If you think that's heinously arbitrary, you're right! But remember our motto: anything is better than nondeterminism.

[UPDATE]
Several people have proposed selecting based on the order in which the implementations appear in the code. This would select I<B> because it is defined first. As I said, my solutions are merely example rules.


Recap


To review, our selection rules are:
  1. The most derived exact implementation wins

  2. Failing an exact implementation, the most derived variant implementation wins

  3. If there are multiple equally-derived variant implementations and no exact implementation, the implementation with the least "distance" wins. If there are multiple type parameters, the distance is taken from the first non-identical set of arguments.

  4. If there are multiple equally-derived equidistant variant implementations and no exact implementation, the implementation with alphabetical priority wins. If there are multiple type parameters, the alphabetical priority is taken from the first non-identical set of arguments.



How Arbitrary Is Too Arbitrary?


As the cases get cornerier, the solutions get arbitrarier. Somewhere around case 3, the arbitrariness begins to offend the delicate sensibilities. There are alternatives to arbitrary selection which I will describe in a moment but I would like to first emphasize the virtue of arbitrariness: it is better than nondeterminism. ANYTHING is better than nondeterminism. Eeny meeny miny moe is a step up from the current spec. If no other solution can be decided upon, egregious arbitrariness is still better than what we have.

As we consider alternatives to arbitrary selection, consider the question, "how arbitrary is too arbitrary?" For which of the above cases is one of the below alternatives a superior option? Bear it in mind as we press ahead...


Exceptions


Runtime exceptions are an alternative to arbitrary implementation selection. If an ambiguous situation arises, an exception pops up. The benefit of exceptions is that they let the developer know that there is an ambiguous situation, whereas arbitrary selection may simply lead to unexpected and difficult-to-debug behavior. There are two exceptional approaches:

Exception On Call

When an ambiguous call is made, throw a runtime exception. For example:

interface I<out T> {
    T Next();
}

class A {}

class B : A {}

class C : A {}

class X : I<B>, I<C> {
    B I<B>.Next();
    C I<C>.Next();
}

// Test code

I<A> i = new X();
A someA = i.Next(); // AMBIGUOUS CALL EXCEPTION HAPPENS HERE

This has the benefit of only throwing an exception if the ambiguity is actually going to be a problem. The major issue is, exceptions can be thrown from innocent code. If you pass an X to some library function which takes an I<A>, that library will blissfully call I<A>.Next() and trigger the exception. The stack trace will implicate the library, but the culprit is the X type definition.

Exception On Assignment

When an object is assigned to an ambiguous interface, throw a runtime exception. For example:

interface I<out T> {
    T Next();
}

class A {}

class B : A {}

class C : A {}

class X : I<B>, I<C> {
    B I<B>.Next();
    C I<C>.Next();
}

// Test code
I<A> i = new X(); // AMBIGUOUS ASSIGNMENT EXCEPTION HAPPENS HERE
A someA = i.Next();

This approach runs the risk of unnecessary exceptions. If an ambiguous call is never made, an ambiguous assignment is not dangerous. This approach also allows exceptions to be thrown from innocent code. If some library takes an I<B>, an X can be passed without ambiguity. The library is then at liberty to assign the I<B> to an I<A>, resulting in an exception. The library is not at fault, but the stack trace implies otherwise.


Invalid Ambiguity


Once you have answered the question "how arbitrary is too arbitrary," take everything on the "too arbitrary" side of the fence and make it against the rules. For example, if you conclude that there is no reasonable way of selecting between two variant implementations defined in the same type, then it would be invalid to define a type which implements multiple interfaces that are variants of a common interface.

This has the downside of invaliding currently valid CLI images. I don't know to what degree forward compatibility is a goal for the ECMA 335 spec.


Language-Level Enforcement


Irrespective of the runtime's solution to this problem, languages can impose independent restrictions on ambiguous type design. For example, C# could make it a compilation error for a type to implement multiple interfaces that are variants of a common interface, even if such a type is valid for the runtime. If all major languages enforce unambiguous type design, the pressure on the runtime to avoid arbitrariness is lessened since the dangerously arbitrary rules will not affect any code written in a major language. The only people vulnerable to the arbitrary rules are ostensibly savvy enough to be trusted with understanding obscure runtime behaviors.


The Least Worst Solution


There is clearly no silver bullet for the problem. The least worst solution will be a blend of several approaches. The appropriate blend will depend upon a number of things such as the importance of the forward compatibility of CLI images. The ultimate solution must address two concerns: the elimination of nondeterminism and the prevention of developer confusion. The same implementation must deterministically execute every time, and it must be clear to developers which implementation that will be.


My Thoughts


The implementation selections rules should begin as follows:
  1. The most derived exact implementation wins.

  2. In the absence of an exact implementation, the most derived variant implementation wins.

Situations not addressed by these rules are considered "ambiguous."

As a solution to ambiguous situations, exceptions serve neither of the stated goals. They achieve deterministic failure rather than deterministic execution and their stack traces obfuscate the root of the problem. A sufficiently descriptive error message could aid developer comprehension but it would be far too easy for a stack trace from "someone else's code" to become a bug report to the wrong people or an ignored problem. I think exceptions are the worst worst solution.

Language-level ambiguity preclusion is an very good idea but adding a compiler error for ambiguous type design could break existing code when existing interfaces are made variant. For example, consider this C#:

class A {}

class B : A {}

class C : A {}

class X : IEnumerable<B>, IEnumerable<C> {...}

This is currently a legal C# class definition. However with the release of .NET 4 the IEnumerable<T> interface will be made covariant, making the above class vulnerable to ambiguity. Making ambiguous type design a warning rather than an error would solve this problem but I think it is worth breaking existing code in the interest of drawing developers' attention to the new ambiguity.

All variance-capable .NET languages should add errors for ambiguous type design.

Which brings us to the question of the runtime's ambiguity handling mechanism. The two best options are:
  1. Make ambiguities illegal.

  2. Add an arbitrary implementation selection rule: alphabetical priority of type arguments.

Option 1 achieves both objectives of a solution: it guarantees deterministic execution and ensures developer comprehension by proscribing ambiguous circumstances altogether. However it also breaks the forward compatibility of existing binaries.

Option 2 guarantees deterministic execution but does not serve developer comprehension (no developer wants to consider the alphabetical priority of type arguments when designing their types). In conjunction with language-level enforcement, however, no developer should ever suffer this confusion. And this option affords all currently valid CLI images continued validity.

So the key question is, how important is compatibility?

I am tending toward option 1, but I think there is room for debate.


What Do You Think?


Comment away.


Next Time...


If all that weren't enough, there is a problem with variancifying existing types (such as turning IEnumerable<T> into IEnumerable<out T>) but I will save that for another post.


Thanks


Thanks goes to Dr. Nigel Perry on the ECMA 334 and 335 standards committee for working with me on this.

Saturday, April 4, 2009

Exceptional APIs

Axioms for public API design:

Axiom 1
NullReferenceExceptions that come out of your code ARE YOUR FAULT!

Axiom 2
The fewer exceptions your code can possibly throw, the better!

Applications of these axioms:

Let's say we're writing a public API, you and I. In it, let's say we have the following awesome method:
public void Foo(string s) {
    Bar(s.Length);
}
You will notice that we dereference s to get its Length property. If some misguided user of ours were to pass null to Foo, an NRE would pop out of our code like an overweight stripper out of a wedding cake. Awkward! And then the stack trace would get passed all over school and all the kids would laugh at us.

Lemma 1
From axiom 1 it follows: Null-check EVERYTHING YOU DEREFERENCE unless you know where it came from.

We could do a conditional dereference:
public void Foo(string s) {
    if (s != null) Bar(s.Length);
}
Or we could verify the argument:
public void Foo(string s) {
    if (s == null) throw new ArgumentNullException("s");
    Bar(s.Length);
}
If our method absolutely needs to dereference the object in order to do its job, then argument verification is the way to go. This may seem like trading one exception type for another, but it's really not. Argument exception types are perfectly acceptable - they inform our misguided user what went wrong and how to make it right. On the other hand, NREs mean that we didn't verify the argument or null-check before dereferencing. And they mean that all the kids will laugh at us.

Let's say that we decide on argument verification. Now let's say that we want to add a convenience overload:
public void Foo() {
    Foo("");
}
Looks good, right? WRONG!

Lemma 2
From axiom 2 it follows: Use 'null' as a sentinel between overloads for the default value when null is not an otherwise permissible value.

My favorite non-fiction book of all time, Framework Design Guidelines, specifically says not to do this. It is wrong. Well, sort of. FDG advises against using null as a "magic" sentinel, period. I argue that sentinel null is correct for parameters which are omitted in convenience overloads. Here is why:

To recap, our API currently looks like this:
public void Foo() {
   Foo("");
}

public void Foo(string s) {
    if (s == null) throw new ArgumentNullException("s");
    Bar(s.Length);
}
Let's consider the possible ways our misguided user can use this API. If he or she calls the convenience overload, or passes a string literal, everything's honkey dorey:
Foo(); // This is fine
Foo("How the hell do I use this API?"); // This too is just fine

But if misguided user passes null to Foo(string), or passes a variable which may be null, things aren't so rosey:
Foo(null); // Exception city!
Foo(someString); // It depends...

How is our misguided user to know what is and is not a safe call? They could look at our documentation. Assuming we wrote any. And assuming we correctly documented all of the parameters which need to be non-null. Or they could test passing null and see if it throws.

(As a side note, I wonder all the time about whether I can pass null to an API. Documentation is usually no help and if I see a parameterless overload, I generally assume that I can)

More likely, they will do none of the above and just write something resembling the last example call, passing a variable. A variable which is usually not null. A variable which is never null during testing. But a variable which, when released into the wild may, under some unforeseen circumstance, be null. Then all the kids would cry.

The solution:
public void Foo() {
    Foo(null);
}

public void Foo(string s) {
    if (s == null) s = "";
    Bar(s.Length);
}
All possible inputs to this API are valid and there is zero change of an exception. This is better!

Some may complain about semantics purity or somesuch. They are wrong.

So, if you have some public API which takes a parameter that a) is not allowed to be null, and b) has a default value for the purpose of convenience overloads, use the sentinel null. Just do it.

Sunday, February 22, 2009

Now Is The Winter of Our Optional and Named Parameters

Optional and named method parameters are coming to C# 4. This means you can provide default values for method parameters. When you call the method, you can name only the parameters you want to specify - default values will be used for all other parameters.

Here's how you use it:

public void Foo (
    int doodad = 1,
    string humdinger = "",
    string wuchacallit = "STELLAAAA!")
{
    // Do stuff here
}

void Test ()
{
    Foo ();
    Foo (humdinger = "Beard Lust");
    Foo (doodad = 5,
         wuchacallit = "SHAMU!");
    Foo (wuchacallit = "Kia",
         humdinger = "Ora",
         doodad = 42);
}

Here's how it really works:

public void Foo (
    [Optional, DefaultParameterValue(1)]
    int doodad,
    [Optional, DefaultParameterValue("")]
    string humdinger,
    [Optional, DefaultParameterValue("STELLAAAA!")]
    string wuchacallit)
{
    // Do stuff here
}

void Test ()
{
    Foo (1, "", "STELLAAAA!");
    Foo (1, "Beard Lust", "STELLAAAA!");
    Foo (5, "", "SHAMU!");
    Foo (42, "Ora", "Kia");
}


The compiler just sprinkles the default values into every callsite. There are a few problems with this approach. Let's suppose I release version 1 of my awesome library with the above Foo method. You compile. All is well. Now let's say I release version 2 of my library, in which the default value "STELLAAAA!" is changed to "KHAAAAN!". But your code still has the old default value baked in. You need to re-compile your code to get the new default value. There is also the problem that injecting the full argument list into every callsite bloats the size of the code. Bigger code means more to JIT and fewer cache hits

How it should work:

struct FooSettings {
    int doodad_value = 1;
    string humdinger_value = "";
    string wuchacallit_value = "STELLAAAA!";

    public int doodad {
        get { return doodad_value; }
        set { doodad_value = value; }
    }
    public string humdinger {
        get { return humdinger_value; }
        set { humdinger_value = value; }
    }
    public string wuchacallit {
        get { return wuchacallit_value; }
        set { wuchacallit_value = value; }
    }
}

public void Foo (FooSettings settings)
{
    // Do stuff
}

void Test ()
{
    Foo (new FooSettings ());
    Foo (new FooSettings { humdinger = "Beard Lust" });
    Foo (new FooSettings {
        doodad = 5,
        wuchacallit = "SHAMU!" });
    Foo (new FooSettings {
        wuchacallit = "Kia",
        humdinger = "Ora",
        doodad = 42 });
}


Thanks to C# 3's object initialization, you can squint at the call and almost see the named parameter syntax (just ignore "new FooSettings"). This pattern of using a special "settings" type for passing arguments to methods already exists in the framework (see XmlReader.Create and XmlWriter.Create for an example). I am proposing that the compiler auto-generate these types and provide full optional/named parameter sugar. The compiler-generated types would be publicly nested within the type containing the method and named "[MemberName]Settings" by default.

This is better than callsite default value injection because:
  • It versions well

  • It adds a fixed amount of additional code (the type), whereas injection adds more code every time you use it

  • It is CLS compliant

This is how C# 4 should do optional and named parameters.

Saturday, February 14, 2009

Generic Type Parameters AS Method Parameters

I have long had an interest in method contracts (pre- and post-conditions). I followed Spec# and I continue to follow the Pex project. I am also a big fan of doing argument verification at the highest possible level of a public API. I was working on a public API today which takes a Type object. My method looked like this:

public string GetClassName (Type type) {
    if (type == null) {
        throw new ArugmentNullException ("type");
    }

    if (!type.IsSubclassOf (typeof (UpnpObject)) &&
        type != typeof (UpnpObject)) {
        throw new ArgumentException (
            "The type does not derive from UpnpObject.",
            "type");
    }

    // do stuff with 'type'
}


It then occurred to me that I can do the same thing with a generic type parameter, but get all the checks for free!

public string GetClassName<T> () where T : UpnpObject {
    //do stuff with 'typeof (T)'
}


Tada! Using generic type parameters as method parameters is nothing new (Aaron has something like this in the Banshee service stack), but the really neat thing is that you can use the generic constraints as a kind of argument pre-condition. If you have a method which takes a Type, consider using a generic type parameter rather than a method parameter. It guarantees that 'null' cannot be passed and it allows you to specify ancestry, interfaces, ref/value types, and the presence of a default constructor.

Tuesday, February 3, 2009

C# 4 is NOW!

WHAT?
Generic type variance support just landed in mcs. This is a C# 4 language feature.

WHERE?
You can give it a go by checking out SVN trunk and compiling your variant code with gmcs -langversion:future.

REALLY?
Well, this adds compiler support for variance but the Mono VM isn't up to speed on its variance handling. This means that you can compile the code but it won't actually run on Mono (until we fix that, which I am also doing). You can run it on the .NET 2.0 VM.

WHAT THE HELL ARE YOU TALKING ABOUT?
Generic type variance is like this:

Let's say I have some IEnumerable<string>, like so:

IEnumerable<string> myStrings = GetSomeStrings ();


Now let's say I have some other method which takes an IEnumerable<object>, like so:

void DoStuff (IEnumerable<object> someObjects)
{
    foreach (object o in someObjects) {
        // do some stuff with each object
    }
}


POP QUIZ: Can I pass myStrings to DoStuff in C# 3? Strings are objects, right? And IEnumerable<T> is just a way of getting Ts. So if strings are objects, and IEnumerable<string> just returns strings, then we can also say that it returns objects. Just like IEnumerable<object>. So it should work, right?

ANSWER: Negatorz!

This is a problem of generic type variance. There are two kinds of variance: covariance and contravariance. The above example is covarant, meaning that you want to broaden the type of an output. Contravariance is the opposite: narrowing the type of an input. Let's consider a delegate:

delegate void Handler<T> (T input);


And let's say that we have some Handler<object>:

Handler<object> myHandler = delegate (object o) {
    // do something with the object
}


Now let's say that we have a method with takes a Handler<string>

void HandleStrings (Handler<string> handler, IEnumerable<string> strings)
{
    foreach (string s in strings) {
        handler (s);
    }
}


We want to pass myHandler to HandleStrings. A Handler<object> takes objects, and strings are objects, so anything which is a Handler<object> should also be a legal Handler<string>. This is an example of contravariance.

It may surprise you to know, but the CLI has supported generic type variance since version 2. The rules are:
  • Variant type parameters are only allowed in interfaces and delegate types.

  • Contravariant type parameters can only be used as by-value method parameter types.

  • Covariant type parameters can only be used as method return types and generic arguments to inherited interfaces.

  • Only reference types are variant (this isn't explicitly stated in the spec, but it is the case).

  • Languages may choose to ignore variance and treat all generic parameters as invariant.


For whatever reason, the C# language team has so far chosen not to support generic type variance. Well, that will be changing in 2010. The preview given by Anders Hejlsberg at PDC '08 revealed that C# 4 will finally support variance. But who wants to wait? Especially considering that this has been a .NET VM feature since 2006. So you can now use this in gmcs if you pass -langversion:future.

Covariance (which, as you will remember, can only be used as a method return type or as a generic argument to an inherited interface) is denoted with the "out" keyword before the type parameter identifier:

interface IFoo<out T> : IBar<T>
{
    T Bat { get; }
}


Contravariance (which is legal only as the type of a by-value method parameter) is denoted with the "in" keyword:

interface IFoo<in T>
{
    void Bar (T bat);
}


So there you go! Now we just need to get Mono's VM variance support polished off. I'm sure I'll have good news for you about that shortly. Thanks goes to Marek Safar for reviewing patches. If you have questions about how or why variance works (it's kind of tricky to get your head around), leave a comment. I might do a post delving into all of the little rules behind variance.

Saturday, November 29, 2008

Equality Now!

There are three primary ways to handle equality in .NET: overriding Object.Equals, overloading the == and != operators, and implementing IEquatable<T>. Framework Design Guidelines offers pretty good advice on when to use what. A quick summary:
  • If you want custom equality logic, whatever else you might do, override Object.Equals. This method is used by the various data structures in System.Collections (and elsewhere in the BCL) to determine equality. It's the first best way to do equality.
  • IEquatable<T> should be implemented by structs with custom equality. Because calling Object.Equals on a struct involves boxing, and the implementation for value types uses reflection (!!!!!), IEquatable<T> gets around both of those problems. When implementing IEquatable<T>, always override Object.Equals as well.
  • Operator overloading is a little bit tricky because it's really just a compiler feature. The compiler has a lookup rule for the operator implementation which takes the most derived types along the operands' type ancestry. Whereas Object.Equals is a virtual method whose overridden implementation will always be used, overloaded operators will only be used if both operands are of static (compile-time) types that are or derive from the types specified in the overload. Overloading operators is a matter of discretion. It's more commonly done with value than reference types. If you overload the equality operators, also override Equals (an implement IEquatable<T> if the type is a struct).
When you are just overriding Equals, here is the pattern I find works the best:

public override bool Equals (object obj)
{
  MyRefType mine = obj as MyRefType;
  return mine != null && /* custom equality logic here */;
}

If you want to overload operators and it's a reference type, here's the thing to do:

public override bool Equals (object obj)
{
  MyRefType mine = obj as MyRefType;
  return mine == this;
}

public static bool operator == (MyRefType mine1, MyRefType mine2)
{
  if (Object.ReferenceEquals (mine1, null)) {
    return Object.ReferenceEquals (mine2, null);
  }

  return !Object.ReferenceEquals (mine2, null) &&
  /* custom equality logic here /*;
}

public static bool operator != (MyRefType  mine1, MyRefType  mine2)
{
  return !(mine1 == mine2);
}

If you have a value type, here's the scenario without overriding the operators.

public override bool Equals (object obj)
{
  return obj is MyValueType && Equals ((MyValueType)obj);
}

public bool Equals (MyValueType mine)
{
  return /* custom equality logic here */
}

And here's the value type with operator overloads

public override bool Equals (object obj)
{
  return obj is MyValueType && Equals ((MyValueType)obj);
}

public bool Equals (MyValueType mine)
{
  return mine == this;
}

public static bool operator == (MyType mine1, MyType mine2)
{
  return /* custom equality logic here */
}

public static bool operator != (MyType  mine1, MyType  mine2)
{
  return !(mine1 == mine2);
}

The purpose of the above patterns is to centralize the equality logic in one place. You'll notice in the example which uses all three approaches, the == operator is the only place with actual equality logic. I find this just makes thing easier. If you want, you can have custom logic in the != overload (the logical inverse of ==), but that means you have to make changes in two places if you alter the equality logic, and it's really easy to make a mistake with logic operators.

Want to share your tips for equality? Have a better pattern? Leave a comment!

Wednesday, November 5, 2008

Advanced Topics in Inefficiency: Anonymous Methods

This is the first in what may be a series of posts on various theoretical (and not so theoretical) corner cases in common code. Despite being obtuse, these issues are useful to explore both to avoid inefficiencies and to better understand what's happening behind the code. Today's topic: anonymous methods.
class Foo()
{
    void Bar()
    {
        var thing1 = new Thing();
        var thing2 = new Thing();

        DoSomeStuff (() => thing1.Shimmy());
        DoOtherStuff(() => thing2.Shake());
    }
}
There is a potential memory problem with this method. It's not obvious from looking at the code, but both things must be garbage collected together. As long as there is an active reference to one, the other will live on as well. If 'Thing' is a heavy type, this could keep significant memory from being reclaimed on the heap. To better understand, let us look at how the C# compiler handles anonymous methods.

The above example demonstrates "local variable capture." This means local variables from the enclosing method body can be used inside closures (such as the two lambdas above). To accomplish this, the C# compiler shunts the values of the local variables to an object. The type of the object is generated by the compiler. In essence, the compiler turns the above code into this:
class Foo()
{
    class GeneratedTypeForMethodBar
    {
        public Thing thing1;
        public Thing thing2;

        public void AnonymousMethod1()
        {
            thing1.Shimmy();
        }

        public void AnonymousMethod2()
        {
            thing2.Shake();
        }
    }

    void Bar()
    {
        var closure_object =
            new GeneratedTypeForMethodBar();
        closure_object.thing1 = new Thing();
        closure_object.thing2 = new Thing();

        DoSomeStuff(closure_object.AnonymousMethod1);
        DoOtherStuff(closure_object.AnonymousMethod2);
    }
}
This is actually a very clever way of achieving local variable capture since it makes use of the CLI's pre-existing garbage collector to clean up the captured variables. The problem is, the compiler shunts all local variables to a single object. In our above example, the two anonymous methods do not reference any of the same local variables, but both local variables are stored in the same object. This can lead some captured variables to become prisoner variables: they are no longer needed, but they cannot be garbage collected. Suppose that our 'DoSomeStuff' method just invokes the delegate and returns. No problem. But now suppose that our 'DoOtherStuff' method holds on to the delegate, perhaps planing to invoke it later. Or suppose we were to return the second lambda, allowing the caller to hold the delegate as long as they please. That delegate holds a reference to the 'closure_object' which holds a reference to both Things, even though that delegate just needs 'thing2'. There is no way for any code to reach 'thing1' but it won't be garbage collected until we're done with 'thing2'.

Solution?

Well, we could modify the compiler to generate a type for each set of local variables that appear in only one anonymous method, like so:
class Foo()
{
    class GeneratedTypeForMethodBar1
    {
        public Thing thing1;

        public void AnonymousMethod()
        {
            thing1.Shimmy();
        }
    }

    class GeneratedTypeForMethodBar2
    {
        public Thing thing2;

        public void AnonymousMethod()
        {
            thing2.Shake();
        }
    }

    void Bar()
    {
        var closure_object1 =
            new GeneratedTypeForMethodBar1();
        closure_object1.thing1 = new Thing();

        var closure_object2 =
            new GeneratedTypeForMethodBar2();
        closure_object2.thing2 = new Thing();

        DoSomeStuff(closure_object1.AnonymousMethod);
        DoOtherStuff(closure_object2.AnonymousMethod);
    }
}
This poses problems as well. First of all, we are instantiating two (or more) generated-type objects rather than one. Object instantiation is not cheap and that could potentially slow down certain code. Also, this approach cannot be used to optimize more complex scenarios. Suppose we have five anonymous delegates, each referencing some of seven local variables like so: a {1 2} b {2 3} c {3 4 5} d {1 5 6} e {6 7}. In these situations we must default to the one-compiler-generated-type-for-everything approach.

Ultimately, the lesson here is just to be aware of these potential issues. If you find via profiling that objects are not being garbage collected and you make heavy use of anonymous methods, you might want to examine your closures to make sure this isn't causing the problem.

And what do people think about modifying the compiler as proposed above? Also, anyone who comes up with a better mechanism for local variable capture gets cool points. Double points if your solution doesn't require VM changes.

P.S. Thanks to Michael for help with this post.