We use struct in C# whenever possible mainly because it is stored on the stack and no objects are created for it. This boosts the performance. On the other hand, arrays are stored on the heap. My question is, if I include an array as an element of the struct, something as follows: struct MotionVector { int[] a; int b; } Then what will be the consequences. Will that array be stored
我们尽可能在C#中使用struct,主要是因为它存储在堆栈中,并且没有为它创建对象。 这提高了性能。 另一方面,数组存储在堆上。 我的问题是,如果我包含一个数组作为结构的一个元素,如下所示: struct MotionVector { int[] a; int b; } 那会有什么后果。 该数组将被存储在堆栈上吗? 或者使用struct的性能优势会丢失? 如果您不想动态创建元素,请考虑在启动过程中创建MotionVector实例的(大)缓冲区,并
When I read next book of chapter "Value and reference types" then a question comes to my mind: "When are value types stored in stack"? Cause programmer cannot initialise any value type out of class. Cause when we initialise some variable of value type in class then variable is stored in heap. My question is: when are value types stored in stack? Well, firstly it is very
当我阅读下一本“价值和参考类型”一书时,我想到一个问题:“什么时候价值类型存储在堆栈中”? 导致程序员无法从类中初始化任何值类型。 当我们在类中初始化一些值类型的变量时,原因是变量存储在堆中。 我的问题是:何时将值类型存储在堆栈中? 首先,你需要知道的非常罕见,但基本上,价值类型被存储在任何他们拥有的地方。 当它们是线程执行流程的一部分时,它们被存储在堆栈中,这可能意味着: 在“本地”(一个方法变
I have a database table with +5M static records in place. Simple structure: (starting int, ending int, result int). So i have an certain INT and i need to find it's corresponding result(int). Currently, the look-up table is in DB, but it needs to reside in-memory, most likely in the environment without a database access. My solution needs to perform this logic without a database access,
我有一个+5M静态记录的数据库表。 简单的结构:(起始int,结束int,结果int)。 所以我有一个特定的INT,我需要找到它的相应结果(INT)。 目前,查找表在DB中,但它需要驻留在内存中,很可能在没有数据库访问的环境中。 我的解决方案需要在没有数据库访问的情况下执行此逻辑,在内存中以及超快的速度,因为我需要每秒处理1000个事务。 该集的大小略超过50MB,所以我可以把整个东西放到内存中,并根据这篇文章来运行范围查
All types are derived from the Object class, but the value types aren't allocated on the heap. Value type variables actually contain their values. so how then can these types be stored in arrays and used in methods that expect reference variables ? Can somebody please explain me how these value types are stored on heap when they are part of an array? Boxing and Unboxing. Also see Here f
所有类型都从Object类派生,但值类型不分配在堆上。 值类型变量实际上包含它们的值。 那么如何将这些类型存储在数组中并用于需要引用变量的方法? 有人可以解释一下,当它们是数组的一部分时,这些值类型如何存储在堆中? 拳击和拆箱。 另请参阅此处了解与数组有关的信息(部分向下)。 注意这是针对对象数组的,一个valuetype数组(例如int[] )没有任何(un)装箱。 看看这个问题: 数组,堆和堆栈和值类型 您可
I recently did some rough performance measuring on List<> vs [] for an array of small structures. System.Array seemed to win hands down so I went with that. It's only just dawned on me that System.Array contains object types, so surely filling it with structures would cause boxing to occur? However, the MSDN entry for System.Array states: In the .NET Framework version 2.0, the Ar
我最近在List<> vs []上测试了一些小结构数组的粗略性能。 System.Array似乎赢了手,所以我去了。 只是在我身上才明白System.Array包含对象类型,所以用结构填充它肯定会导致装箱发生? 但是,System.Array的MSDN条目指出: 在.NET Framework 2.0版中,Array类实现了System.Collections.Generic.IList<T> , System.Collections.Generic.ICollection<T>和System.Collections.Generic.IEnumerable<T&
I am trying to implement a ConcurrentHashSet in the spirit of ConcurrentDictionary, approach taken is to use a internal backing ConcurrentDictionary and write small delegating methods, this is how far i got, but well the set theoretic methods are I am stuck on, esp. I am not sure if I can use a foreach and still not violate concurrency public class ConcurrentHashSet<TElement> : ISet<TE
我试图在ConcurrentDictionary的精神下实现一个ConcurrentHashSet,采取的方法是使用内部支持ConcurrentDictionary并编写小型委托方法,这是我得到了多少,但是集合理论方法是我坚持,特别是。 我不确定我是否可以使用foreach,但仍然不违反并发 public class ConcurrentHashSet<TElement> : ISet<TElement> { private readonly ConcurrentDictionary<TElement, object> _internal; public Concurre
为什么我们不会强制实例化一个结构,就像使用类时一样? The why is simply - because the spec says so . The how is a matter of ensuring that the entire block of memory is "definitely assigned", which means: assigning a value to each field of the struct. However, this requires 2 nasty things: public fields (almost always bad) mutable fields (generally bad in a struct) so in most best
为什么我们不会强制实例化一个结构,就像使用类时一样? 原因很简单 - 因为规范是这样说的 。 如何确保整个内存块是“明确分配”的,这意味着:为结构的每个字段分配一个值。 但是,这需要2件讨厌的事情: 公共领域(几乎总是很糟糕) 可变字段(通常在结构中不好) 所以在大多数最佳实践情况下,您确实需要使用new(...)语法来正确调用构造函数(或为零参数构造函数调零)。 为什么我们不需要用“new”实例化一个结构,就
Possible Duplicate: (C#) Arrays, heap and stack and value types I am trying to study some differences between memory allocation in c# Let's suppose that I have this instruction: int[] array = new int[512]; Does the "array" go to the Heap? Or does it reserve 512 integers on Stack? The array itself is memory allocated on the heap. People get confused and think value types
可能重复: (C#)数组,堆和堆栈和值类型 我试图研究一些在C#中的内存分配之间的差异 假设我有这样的说明: int[] array = new int[512]; “阵列”是否会进入堆? 或者它保留堆栈上的512个整数? 数组本身是分配在堆上的内存。 人们会感到困惑,认为价值类型总是在堆栈中,这并不总是正确的。 例如,在这个类中: public class X { public int Y; } 即使Y是一个int(值类型),因为它包含在一个类(引用类
I am trying to clear all items from a ToolStripDropDownButton. Since they are disposable, I call the dispose method on each of them. But I see that after calling the dispose() method, the IsDisposed property still returns false. Why is that and how can I check if Dispose() is called on any object ? It is not a problem (I hope) in my current project, but I would really like to know what is goi
我正在尝试清除ToolStripDropDownButton中的所有项目。 由于它们是一次性的,所以我在它们每一个上都调用了处理方法。 但是我看到在调用dispose()方法之后,IsDisposed属性仍然返回false。 为什么是这样以及如何检查是否在任何对象上调用Dispose()? 在我目前的项目中,这不是问题(我希望),但我真的很想知道这里发生了什么...... 我的代码到目前为止: private void ClearDropDownAccessConnections() { ToolSt
I'm converting a C header for a unit of delphi. I'm having doubts about the UNION. For example, in the examples below, what is the logic applied in (CASE INTEGER OF)? Is this the correct way to convert this structure? In C typedef union _FLT_PARAMETERS { struct { PIO_SECURITY_CONTEXT SecurityContext; ULONG Options; USHORT POINTER_ALIGNMENT FileAttributes
我正在为一个delphi单元转换一个C头文件。 我对联盟有怀疑。 例如,在下面的例子中,什么是逻辑(CASE INTEGER OF)? 这是转换这种结构的正确方法吗? 在C typedef union _FLT_PARAMETERS { struct { PIO_SECURITY_CONTEXT SecurityContext; ULONG Options; USHORT POINTER_ALIGNMENT FileAttributes; USHORT ShareAccess; ULONG POINTER_ALIGNMENT EaLength; PVOID