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Home » C# Language » C# Heap(ing) Vs Stack(ing) in .NET: Part III

C# Heap(ing) Vs Stack(ing) in .NET: Part III

Having a basic understanding of how memory management works will help explain the behavior of the variables we work with in every program we write. In this article we’ll cover an issue that arises from having reference variables in the heap and how to fix it using ICloneable.

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Even though with the .NET framework we don't have to actively worry about memory management and garbage collection (GC), we still have to keep memory management and GC in mind in order to optimize the performance of our applications. Also, having a basic understanding of how memory management works will help explain the behavior of the variables we work with in every program we write. In this article we'll cover an issue that arises from having reference variables in the heap and how to fix it using ICloneable.

A Copy Is Not A Copy.

To clearly define the problem, let's examine what happens when there is a value type on the heap versus having a reference type on the heap. First we'll look at the value type. Take the following class and struct. We have a Dude class which contains a Name element and two Shoe(s). We have a CopyDude() method to make it easier to make new Dudes.

           public struct Shoe{

               public string Color;

           }

 

           public class Dude

           {

                public string Name;

                public Shoe RightShoe;

                public Shoe LeftShoe;

 

                public Dude CopyDude()

                {

                    Dude newPerson = new Dude();

                     newPerson.Name = Name;

                     newPerson.LeftShoe = LeftShoe;

                     newPerson.RightShoe = RightShoe;

 

                     return newPerson;

                }

 

                public override string ToString()

                {

                     return (Name + " : Dude!, I have a " + RightShoe.Color  +

                         " shoe on my right foot, and a " +

                          LeftShoe.Color + " on my left foot.");

                }

 

           }

Our Dude class is a variable type and because the Shoe struct is a member element of the class they both end up on the heap.

 

When we run the following method:

           public static void Main()

           {

               Class1 pgm = new Class1();

 

                  Dude Bill = new Dude();

                  Bill.Name = "Bill";

                  Bill.LeftShoe = new Shoe();

                  Bill.RightShoe = new Shoe();

                  Bill.LeftShoe.Color = Bill.RightShoe.Color = "Blue";

 

                  Dude Ted =  Bill.CopyDude();

                  Ted.Name = "Ted";

                  Ted.LeftShoe.Color = Ted.RightShoe.Color = "Red";

 

                  Console.WriteLine(Bill.ToString());

                  Console.WriteLine(Ted.ToString());            

 

           }

We get the expected output:

Bill : Dude!, I have a Blue shoe on my right foot, and a Blue on my left foot.
Ted : Dude!, I have a Red shoe on my right foot, and a Red on my left foot.

What happens if we make the Shoe a reference type?  Herein lies the problem. If we change the Shoe to a reference type as follows:

           public class Shoe{

               public string Color;

           }

and run the exact same code in Main(), look how our input changes:

Bill : Dude!, I have a Red shoe on my right foot, and a Red on my left foot
Ted : Dude!, I have a Red shoe on my right foot, and a Red on my left foot

The Red shoe is on the other foot. This is clearly an error. Do you see why it's happening? Here's what we end up with in the heap.

 

Because we now are using Shoe as a reference type instead of a value type and when the contents of a reference type are copied only the pointer is copied (not the actual object being pointed to), we have to do some extra work to make our Shoe reference type behave more like a value type.

Luckily, we have an interface that will help us out: ICloneable. This interface is basically a contract that all Dudes will agree to and defines how a reference type is duplicated in order to avoid our "shoe sharing" error. All of our classes that need to be "cloned" should use the ICloneable interface, including the Shoe class.

ICloneable consists of one method: Clone()

                  public object Clone()

                  {

 

                  }

Here's how we'll implement it in the Shoe class:

           public class Shoe : ICloneable

             {

                  public string Color;

                  #region ICloneable Members

 

                  public object Clone()

                  {

                      Shoe newShoe = new Shoe();

                      newShoe.Color = Color.Clone() as string;

                      return newShoe;

                  }

 

                  #endregion

             }

Inside the Cone() method, we just make a new Shoe, clone all the reference types and copy all the value types and return the new object. You probably noticed that the string class already implements ICloneable so we can call Color.Clone(). Because Clone() returns a reference to an object, we have to "retype" the reference before we can set the Color of the shoe.

Next, in our CopyDude() method we need to clone the shoes instead of copying them

                public Dude CopyDude()

                {

                    Dude newPerson = new Dude();

                     newPerson.Name = Name;

                     newPerson.LeftShoe = LeftShoe.Clone() as Shoe;

                     newPerson.RightShoe = RightShoe.Clone() as Shoe;

 

                     return newPerson;

                }

Now, when we run main:

           public static void Main()

           {

               Class1 pgm = new Class1();

 

                  Dude Bill = new Dude();

                  Bill.Name = "Bill";

                  Bill.LeftShoe = new Shoe();

                  Bill.RightShoe = new Shoe();

                  Bill.LeftShoe.Color = Bill.RightShoe.Color = "Blue";

 

                  Dude Ted =  Bill.CopyDude();

                  Ted.Name = "Ted";

                  Ted.LeftShoe.Color = Ted.RightShoe.Color = "Red";

 

                  Console.WriteLine(Bill.ToString());

                  Console.WriteLine(Ted.ToString());            

 

           }

We get:

Bill : Dude!, I have a Blue shoe on my right foot, and a Blue on my left foot
Ted : Dude!, I have a Red shoe on my right foot, and a Red on my left foot

Which is what we want.

 

Wrapping Things Up.

So as a general practice, we want to always clone reference types and copy value types. (It will reduce the amount of aspirin you will have to purchase to manage the headaches you get debugging these kinds of errors.)

So in the spirit of headache reduction, let's take it one step further and clean up the Dude class to implement ICloneable instead of using the CopyDude() method.

           public class Dude: ICloneable

           {

                public string Name;

                public Shoe RightShoe;

                public Shoe LeftShoe;

 

                public override string ToString()

                {

                     return (Name + " : Dude!, I have a " + RightShoe.Color  +

                         " shoe on my right foot, and a " +

                          LeftShoe.Color + " on my left foot.");

                    }

                  #region ICloneable Members

 

                  public object Clone()

                  {

                       Dude newPerson = new Dude();

                       newPerson.Name = Name.Clone() as string;

                       newPerson.LeftShoe = LeftShoe.Clone() as Shoe;

                       newPerson.RightShoe = RightShoe.Clone() as Shoe;

 

                       return newPerson;

                  }

 

                  #endregion

             }

And we'll change the Main() method to use Dude.Clone()

           public static void Main()

           {

               Class1 pgm = new Class1();

 

                  Dude Bill = new Dude();

                  Bill.Name = "Bill";

                  Bill.LeftShoe = new Shoe();

                  Bill.RightShoe = new Shoe();

                  Bill.LeftShoe.Color = Bill.RightShoe.Color = "Blue";

 

                  Dude Ted =  Bill.Clone() as Dude;

                  Ted.Name = "Ted";

                  Ted.LeftShoe.Color = Ted.RightShoe.Color = "Red";

 

                  Console.WriteLine(Bill.ToString());

                  Console.WriteLine(Ted.ToString());            

 

           }

And our final output is:

Bill : Dude!, I have a Blue shoe on my right foot, and a Blue on my left foot.
Ted : Dude!, I have a Red shoe on my right foot, and a Red on my left foot.

So all is well.

Something interesting to note is that the assignment operator (the "=" sign) for the System.String class actually clones the string so you don't have to worry about duplicate references. However you do have to watch our for memory bloating. If you look back at the diagrams, because the string is a reference type it really should be a pointer to another object in the heap, but for simplicity's sake, it's shown as a value type.

In Conclusion.

As a general practice, if we plan on ever copying of our objects, we should implement (and use) ICloneable.  This enables our reference types to somewhat mimic the behavior of a value type. As you can see, it is very important to keep track of what type of variable we are dealing with because of differences in how the memory is allocated for value types and reference types.

In the next article, we'll look at a way to reduce our code "footprint" in memory.

Until then,

Happy coding.

Part I | Part II | Part III | Part IV


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Matthew Cochran
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Latest Comments:
Subject Posted By Posted On
I think you have an errata!Khoa8/6/2006
"If you look back at the diagrams, because the string is a value type it really should be a pointer to another object in the heap, but for simplicity's sake, it's shown as a value type." I think it should be "the string is a reference type". I just wanna have a comment on that. It's a good article though.
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Re: I think you have an errata!Matthew8/7/2006

You are correct.

Thanks for reading and cathing this.

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Cloning StringsChris1/31/2007
I am a bit confused. In the last part of the article you said: "Something interesting to note is that the assignment operator (the "=" sign) for the System.String class actually clones the string so you don't have to worry about duplicate references. " But in the .Clone() method of Dude you specifically call the .Clone() method for the name string. It seems like this would be un-neccessary, am I wrong?
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Class1 pgm = new Class1();Chris1/31/2007
This line of code appears in the first example: Class1 pgm = new Class1(); It appears to have no value and when I ran the sample I took it out and it had no effect. Am I wrong on this one?
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Item TypesChris2/1/2007
In part 1 you said: We have four main types of things we'll be putting in the Stack and Heap as our code is executing: Value Types, Reference Types, Pointers, and Instructions. In Part 3 you said: Our Dude class is a variable type and because the Shoe struct is a member element of the class they both end up on the heap. Is variable type correct?
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Excellent ArticleSteve2/13/2007
Excellent article Matthew - very nicely explained. To help clear up the string.Clone() conversation here, if you look at the IL for the System.String class (you can use ildasm or Lutz Roeder's reflector) you can see that the System.String.Clone() method returns a reference to itself. (i.e. return this;) This is safe of course, as strings are immutable in .NET ;) Steve Willcock
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Singleton Design Pattern.Kathy2/16/2007

Great Article. This code below is from the site, http://www.dofactory.com/Patterns/PatternSingleton.aspx, // "Singleton"

class Singleton {

private static Singleton instance; // Note: Constructor is 'protected' protected Singleton() { }

public static Singleton Instance() {

 // Use 'Lazy initialization'

if (instance == null) { instance = new Singleton(); }

return instance; } }

I have a doubt, if we do not check with this condition, if (instance == null), how many instances of variable 'instance'(which is a static variable and is of type Singleton class) will be created upon calling Instance() method twice? Will there be only once instance of 'instance' variable or will there be two of them  ?

Thnak you in advance.

Kathy.

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Re: Singleton Design Pattern.Kathy2/17/2007

Well I think I figured out the asnwer for the above posted doubt by me.

In the above code, if we do not check for the condition:

if (instance == null),

when Singleton.Instance() method is called twice, there will be not be two instances of the variable 'instance' (which is a static variable and of type Singleton calss), but there will two instances of the Class Singleton, and the variable 'instance' will be refering the second instance of Singleton class.

Thanks,

Kathy.

 

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