Apart from the apparent difference of
- having to declare the value at the time of a definition for a
const
VS readonly
values can be computed dynamically but need to be assigned before the constructor exits.. after that it is frozen.
const
's are implicitly static
. You use a ClassName.ConstantName
notation to access them.
There is a subtle difference. Consider a class defined in AssemblyA
.
public class Const_V_Readonly
{
public const int I_CONST_VALUE = 2;
public readonly int I_RO_VALUE;
public Const_V_Readonly()
{
I_RO_VALUE = 3;
}
}
AssemblyB
references AssemblyA
and uses these values in code. When this is compiled:
- in the case of the
const
value, it is like a find-replace. The value 2 is 'baked into' the AssemblyB
's IL. This means that if tomorrow I update I_CONST_VALUE
to 20, AssemblyB
would still have 2 till I recompile it.
- in the case of the
readonly
value, it is like a ref
to a memory location. The value is not baked into AssemblyB
's IL. This means that if the memory location is updated, AssemblyB
gets the new value without recompilation. So if I_RO_VALUE
is updated to 30, you only need to build AssemblyA
and all clients do not need to be recompiled.
So if you are confident that the value of the constant won't change, use a const
.
public const int CM_IN_A_METER = 100;
But if you have a constant that may change (e.g. w.r.t. precision).. or when in doubt, use a readonly
.
public readonly float PI = 3.14;
Update: Aku needs to get a mention because he pointed this out first. Also I need to plug where I learned this: Effective C# - Bill Wagner
Whereas one approach is to implement the ICloneable
interface (described here, so I won't regurgitate), here's a nice deep clone object copier I found on The Code Project a while ago and incorporated it into our code.
As mentioned elsewhere, it requires your objects to be serializable.
using System;
using System.IO;
using System.Runtime.Serialization;
using System.Runtime.Serialization.Formatters.Binary;
/// <summary>
/// Reference Article http://www.codeproject.com/KB/tips/SerializedObjectCloner.aspx
/// Provides a method for performing a deep copy of an object.
/// Binary Serialization is used to perform the copy.
/// </summary>
public static class ObjectCopier
{
/// <summary>
/// Perform a deep copy of the object via serialization.
/// </summary>
/// <typeparam name="T">The type of object being copied.</typeparam>
/// <param name="source">The object instance to copy.</param>
/// <returns>A deep copy of the object.</returns>
public static T Clone<T>(T source)
{
if (!typeof(T).IsSerializable)
{
throw new ArgumentException("The type must be serializable.", nameof(source));
}
// Don't serialize a null object, simply return the default for that object
if (ReferenceEquals(source, null)) return default;
using var Stream stream = new MemoryStream();
IFormatter formatter = new BinaryFormatter();
formatter.Serialize(stream, source);
stream.Seek(0, SeekOrigin.Begin);
return (T)formatter.Deserialize(stream);
}
}
The idea is that it serializes your object and then deserializes it into a fresh object. The benefit is that you don't have to concern yourself about cloning everything when an object gets too complex.
In case of you prefer to use the new extension methods of C# 3.0, change the method to have the following signature:
public static T Clone<T>(this T source)
{
// ...
}
Now the method call simply becomes objectBeingCloned.Clone();
.
EDIT (January 10 2015) Thought I'd revisit this, to mention I recently started using (Newtonsoft) Json to do this, it should be lighter, and avoids the overhead of [Serializable] tags. (NB @atconway has pointed out in the comments that private members are not cloned using the JSON method)
/// <summary>
/// Perform a deep Copy of the object, using Json as a serialization method. NOTE: Private members are not cloned using this method.
/// </summary>
/// <typeparam name="T">The type of object being copied.</typeparam>
/// <param name="source">The object instance to copy.</param>
/// <returns>The copied object.</returns>
public static T CloneJson<T>(this T source)
{
// Don't serialize a null object, simply return the default for that object
if (ReferenceEquals(source, null)) return default;
// initialize inner objects individually
// for example in default constructor some list property initialized with some values,
// but in 'source' these items are cleaned -
// without ObjectCreationHandling.Replace default constructor values will be added to result
var deserializeSettings = new JsonSerializerSettings {ObjectCreationHandling = ObjectCreationHandling.Replace};
return JsonConvert.DeserializeObject<T>(JsonConvert.SerializeObject(source), deserializeSettings);
}
Best Solution