- Understand the structure of
a method.
- Know the difference between static
and instance methods.
- Learn to instantiate
objects.
- Learn how to call methods of
an instantiated object.
- Understand the 4 types of
parameters.
- Learn how to use the this
reference.
Method Structure
Methods
are extremely useful because they allow you to separate your logic into
different units. You can pass information to methods, have it perform one or
more statements, and retrieve a return value. The capability to pass parameters
and return values is optional and depends on what you want the method to do.
Here's a description of the syntax required for creating a method:
attributes
modifiers return-type method-name(parameters )
{
statements
}statements
We defer
discussion of attributes and modifiers to a later lesson. The return-type can
be any C# type. It can be assigned to a variable for use later in the program.
The method name is a unique identifier for what you wish to call a method. To
promote understanding of your code, a method name should be meaningful and
associated with the task the method performs. Parameters allow you to pass
information to and from a method. They are surrounded by parenthesis.
Statements within the curly braces carry out the functionality of the method.
Listing 5-1. One Simple Method: OneMethod.cs
using System;
class OneMethod
{
public static void Main()
{
string myChoice;
OneMethod om = new OneMethod();
do
{
myChoice = om.getChoice();
// Make a decision based on the user's choice
switch(myChoice)
{
case "A":
case "a":
Console.WriteLine("You wish to add an address.");
break;
case "D":
case "d":
Console.WriteLine("You wish to delete an address.");
break;
case "M":
case "m":
Console.WriteLine("You wish to modify an address.");
break;
case "V":
case "v":
Console.WriteLine("You wish to view the address list.");
break;
case "Q":
case "q":
Console.WriteLine("Bye.");
break;
default:
Console.WriteLine("{0} is not a valid choice", myChoice);
break;
}
// Pause to allow the user to see the results
Console.WriteLine();
Console.Write("press Enter key to continue...");
Console.ReadLine();
Console.WriteLine();
} while (myChoice != "Q" && myChoice != "q"); // Keep going until the user wants to quit
}
string getChoice()
{
string myChoice;
// Print A Menu
Console.WriteLine("My Address Book\n");
Console.WriteLine("A - Add New Address");
Console.WriteLine("D - Delete Address");
Console.WriteLine("M - Modify Address");
Console.WriteLine("V - View Addresses");
Console.WriteLine("Q - Quit\n");
Console.Write("Choice (A,D,M,V,or Q): ");
// Retrieve the user's choice
myChoice = Console.ReadLine();
Console.WriteLine();
class OneMethod
{
public static void Main()
{
string myChoice;
OneMethod om = new OneMethod();
do
{
myChoice = om.getChoice();
// Make a decision based on the user's choice
switch(myChoice)
{
case "A":
case "a":
Console.WriteLine("You wish to add an address.");
break;
case "D":
case "d":
Console.WriteLine("You wish to delete an address.");
break;
case "M":
case "m":
Console.WriteLine("You wish to modify an address.");
break;
case "V":
case "v":
Console.WriteLine("You wish to view the address list.");
break;
case "Q":
case "q":
Console.WriteLine("Bye.");
break;
default:
Console.WriteLine("{0} is not a valid choice", myChoice);
break;
}
// Pause to allow the user to see the results
Console.WriteLine();
Console.Write("press Enter key to continue...");
Console.ReadLine();
Console.WriteLine();
} while (myChoice != "Q" && myChoice != "q"); // Keep going until the user wants to quit
}
string getChoice()
{
string myChoice;
// Print A Menu
Console.WriteLine("My Address Book\n");
Console.WriteLine("A - Add New Address");
Console.WriteLine("D - Delete Address");
Console.WriteLine("M - Modify Address");
Console.WriteLine("V - View Addresses");
Console.WriteLine("Q - Quit\n");
Console.Write("Choice (A,D,M,V,or Q): ");
// Retrieve the user's choice
myChoice = Console.ReadLine();
Console.WriteLine();
return
myChoice;
}
}
}
}
The
program in Listing 5-1 is similar to the DoLoop program from Lesson 4,
except for one difference. Instead of printing the menu and accepting input in
the Main() method, this functionality has been moved to a new method
called getChoice(). The return type is a string. This string
is used in the switch statement in Main(). The method name
"getChoice" describes what happens when it is invoked. Since the
parentheses are empty, no information will be transferred to the getChoice()
method.
Within
the method block we first declare the variable myChoice. Although this
is the same name and type as the myChoice variable in Main(),
they are both unique variables. They are local variables and they are visible
only in the block they are declared. In other words, the myChoice in getChoice()
knows nothing about the existence of the myChoice in Main(), and
vice versa.
The getChoice()
method prints a menu to the console and gets the user's input. The return
statement sends the data from the myChoice variable back to the caller, Main(),
of getChoice(). Notice that the type returned by the return
statement must be the same as the return-type in the function declaration. In
this case it is a string.
In the Main()
method we must instantiate a new OneMethod object before we can use getChoice().
This is because of the way getChoice() is declared. Since we did not
specify a static modifier, as for Main(), getChoice()
becomes an instance method. The difference between instance methods and static
methods is that multiple instances of a class can be created (or instantiated)
and each instance has its own separate getChoice() method. However, when
a method is static, there are no instances of that method, and you can
invoke only that one definition of the static method.
So, as
stated, getChoice() is not static and therefore, we must
instantiate a new object to use it. This is done with the declaration OneMethod
om = new OneMethod(). On the left hand side of the declaration is the
object reference om which is of type OneMethod. The distinction
of om being a reference is important. It is not an object itself, but it
is a variable that can refer (or point ) to an object of type OneMethod.
On the right hand side of the declaration is an assignment of a new OneMethod
object to the reference om. The keyword new is a C# operator that
creates a new instance of an object on the heap. What is happening here is that
a new OneMethod instance is being created on the heap and then being
assigned to the om reference. Now that we have an instance of the OneMethod
class referenced by om, we can manipulate that instance through the om
reference.
Methods,
fields, and other class members can be accessed, identified, or manipulated
through the "." (dot) operator. Since we want to call getChoice(),
we do so by using the dot operator through the om reference: om.getChoice().
The program then executes the statements in the getChoice() block and
returns. To capture the value getChoice() returns, we use the
"=" (assignment) operator. The returned string is placed into Main()'s
local myChoice variable. From there, the rest of the program executes as
expected, using concepts from earlier lessons.
Listing 5-2. Method Parameters: MethodParams.cs
using System;
class Address
{
public string name;
public string address;
}
class MethodParams
{
public static void Main()
{
string myChoice;
MethodParams mp = new MethodParams();
do
{
// show menu and get input from user
myChoice = mp.getChoice();
// Make a decision based on the user's choice
mp.makeDecision(myChoice);
// Pause to allow the user to see the results
Console.Write("press Enter key to continue...");
Console.ReadLine();
Console.WriteLine();
} while (myChoice != "Q" && myChoice != "q"); // Keep going until the user wants to quit
}
// show menu and get user's choice
string getChoice()
{
string myChoice;
// Print A Menu
Console.WriteLine("My Address Book\n");
Console.WriteLine("A - Add New Address");
Console.WriteLine("D - Delete Address");
Console.WriteLine("M - Modify Address");
Console.WriteLine("V - View Addresses");
Console.WriteLine("Q - Quit\n");
Console.WriteLine("Choice (A,D,M,V,or Q): ");
// Retrieve the user's choice
myChoice = Console.ReadLine();
return myChoice;
}
// make decision
void makeDecision(string myChoice)
{
Address addr = new Address();
switch(myChoice)
{
case "A":
case "a":
addr.name = "Joe";
addr.address = "C# Station";
this.addAddress(ref addr);
break;
case "D":
case "d":
addr.name = "Robert";
this.deleteAddress(addr.name);
break;
case "M":
case "m":
addr.name = "Matt";
this.modifyAddress(out addr);
Console.WriteLine("Name is now {0}.", addr.name);
break;
case "V":
case "v":
this.viewAddresses("Cheryl", "Joe", "Matt", "Robert");
break;
case "Q":
case "q":
Console.WriteLine("Bye.");
break;
default:
Console.WriteLine("{0} is not a valid choice", myChoice);
break;
}
}
// insert an address
void addAddress(ref Address addr)
{
Console.WriteLine("Name: {0}, Address: {1} added.", addr.name, addr.address);
}
// remove an address
void deleteAddress(string name)
{
Console.WriteLine("You wish to delete {0}'s address.", name);
}
// change an address
void modifyAddress(out Address addr)
{
//Console.WriteLine("Name: {0}.", addr.name); // causes error!
addr = new Address();
addr.name = "Joe";
addr.address = "C# Station";
}
// show addresses
void viewAddresses(params string[] names)
{
foreach (string name in names)
{
Console.WriteLine("Name: {0}", name);
}
}
}
class Address
{
public string name;
public string address;
}
class MethodParams
{
public static void Main()
{
string myChoice;
MethodParams mp = new MethodParams();
do
{
// show menu and get input from user
myChoice = mp.getChoice();
// Make a decision based on the user's choice
mp.makeDecision(myChoice);
// Pause to allow the user to see the results
Console.Write("press Enter key to continue...");
Console.ReadLine();
Console.WriteLine();
} while (myChoice != "Q" && myChoice != "q"); // Keep going until the user wants to quit
}
// show menu and get user's choice
string getChoice()
{
string myChoice;
// Print A Menu
Console.WriteLine("My Address Book\n");
Console.WriteLine("A - Add New Address");
Console.WriteLine("D - Delete Address");
Console.WriteLine("M - Modify Address");
Console.WriteLine("V - View Addresses");
Console.WriteLine("Q - Quit\n");
Console.WriteLine("Choice (A,D,M,V,or Q): ");
// Retrieve the user's choice
myChoice = Console.ReadLine();
return myChoice;
}
// make decision
void makeDecision(string myChoice)
{
Address addr = new Address();
switch(myChoice)
{
case "A":
case "a":
addr.name = "Joe";
addr.address = "C# Station";
this.addAddress(ref addr);
break;
case "D":
case "d":
addr.name = "Robert";
this.deleteAddress(addr.name);
break;
case "M":
case "m":
addr.name = "Matt";
this.modifyAddress(out addr);
Console.WriteLine("Name is now {0}.", addr.name);
break;
case "V":
case "v":
this.viewAddresses("Cheryl", "Joe", "Matt", "Robert");
break;
case "Q":
case "q":
Console.WriteLine("Bye.");
break;
default:
Console.WriteLine("{0} is not a valid choice", myChoice);
break;
}
}
// insert an address
void addAddress(ref Address addr)
{
Console.WriteLine("Name: {0}, Address: {1} added.", addr.name, addr.address);
}
// remove an address
void deleteAddress(string name)
{
Console.WriteLine("You wish to delete {0}'s address.", name);
}
// change an address
void modifyAddress(out Address addr)
{
//Console.WriteLine("Name: {0}.", addr.name); // causes error!
addr = new Address();
addr.name = "Joe";
addr.address = "C# Station";
}
// show addresses
void viewAddresses(params string[] names)
{
foreach (string name in names)
{
Console.WriteLine("Name: {0}", name);
}
}
}
Listing
5-2 is a modification of Listing 5-1, modularizing the program and adding more
implementation to show parameter passing. There are 4 kinds of parameters a C#
method can handle: out, ref, params, and value. To
help illustrate usage of parameters, we created an Address class with
two string fields.
In Main()
we call getChoice() to get the user's input and put that string
in the myChoice variable. Then we use myChoice as an argument to makeDecision().
In the declaration of makeDecision() you'll notice its one parameter is
declared as a string with the name myChoice. Again, this is a new
myChoice, separate from the caller's argument and local only to this
method. Since makeDecision()'s myChoice parameter does not have any
other modifiers, it is considered a value parameter. The actual value of
the argument is copied on the stack. Variables given by value parameters
are local and any changes to that local variable do not affect the value of the
variable used in the caller's argument.
The switch
statement in makeDecision() calls a method for each case. These method
calls are different from the ones we used in Main(). Instead of using
the mp reference, they use the this keyword. this is a
reference to the current object. We know the current object has been
instantiated because makeDecision() is not a static method.
Therefore, we can use the this reference to call methods within the same
instance.
The addAddress()
method takes a ref parameter. This means that a reference to the
parameter is copied to the method. This reference still refers to the same
object on the heap as the original reference used in the caller's argument.
This means any changes to the local reference's object also changes the caller
reference's object. The code can't change the reference, but it can make
changes to the object being referenced. You can think of this as a way to have
an input/output parameter.
As you
know, methods have return values, but sometimes you'll want to return more than
one value from a method. An out parameter allows you to return
additional values from a method.
modifyAddress() has an out parameter. out
parameters are only passed back to the calling function. Because of definite
assignment rules, you cannot use this variable until it has a valid value assigned.
The first line in modifyAddress() is commented on purpose to illustrate
this point. Uncomment it and compile to see what happens. Once assigned and the
program returns, the value of the out parameter will be copied into the
caller's argument variable. You must assign a value to an out parameter
before your method returns.
A very
useful addition to the C# language is the params parameter, which lets
you define a method that can accept a variable number of arguments. The params
parameter must be a single dimension or jagged array. When calling viewAddresses(),
we pass in four string arguments. The number of arguments is variable and will
be converted to a string[] automatically. In viewAddresses() we
use a foreach loop to print each of these strings. Instead of the
list of string arguments, the input could have also been a string
array. The params parameter is considered an input only parameter and
any changes affect the local copy only.
In
summary, you understand the structure of a method. The four types of paramters
are value, ref, out, and params. When you wish to
use an instance method, you must instantiate its object as opposed to static
methods that can be called any time. The this reference refers to its
containing object and may be used to refer to its containing object's members,
including methods.
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