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Why are System.Windows.Point & System.Windows.Vector mutable?

Given that mutable structs are generally regarded as evil (e.g., Why are mutable structs “evil”?), are there potential benefits that might have prompted the designers of the .NET framework to make System.Windows.Point & System.Windows.Vector mutable?

I'd like to understand this so I can decide whether it would make sense to make my own similar structs mutable (if ever). It's possible the decision to make Point and Vector mutable was just an error in judgment, but if there was a good reason (e.g., a performance benefit), I'd like to understand what it was.

I know that I've stumbled over the implementation of the Vector.Normalize() method a few times because it, surprise (!), does not return a fresh Vector. It just alters the current vector.

I always think it should work like this:

var vector = new Vector(7, 11);
var normalizedVector = vector.Normalize(); // Bzzz! Won't compile

But it actually works like this:

var vector = new Vector(7, 11);
vector.Normalize(); // This compiles, but now I've overwritten my original vector

...so, it seems like immutability is a good idea simply for avoiding confusion, but again, perhaps it's worth that potential confusion in some cases.

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devuxer Avatar asked Jan 19 '12 01:01

devuxer


3 Answers

These types are in the System.Windows namespace and are generally used in WPF applications. The XAML markup of an application is a big part of the framework so for a lot of things, they need a way to be expressed using XAML. Unfortunately there's no way to invoke non-parameterless constructors using WPF XAML (but it is possible in loose XAML) so trying to call a constructor with the appropriate arguments to initialize it wouldn't be possible. You can only set the values of the object's properties so naturally, these properties needed to be mutable.

Is this a bad thing? For these types, I'd say no. They are just for holding data, nothing more. If you wanted to get the size a Window wanted to be, you'd access the DesiredSize to get the Size object representing the size it wanted. You're not meant to "change the desired size" by altering the Width or Height properties of the Size object you get, you change the size by providing a new Size object. Looking at it this way is a lot more natural I believe.

If these objects were more complex and did more complicated operations or had state, then yes, you wouldn't want to make these types neither mutable nor structs. However since they're just about as simple and basic as it can get (essentially a POD), structs would be appropriate here.

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Jeff Mercado Avatar answered Oct 03 '22 23:10

Jeff Mercado


Such types are mutable because, contrary to what some people might claim, mutable value-type semantics are useful. There are a few places where .net tries to pretend that value types should have the same semantics as reference types. Since mutable value-type semantics are fundamentally different from mutable reference-type semantics, pretending they're the same will cause problems. That doesn't make them "evil", however--it merely shows a flaw in an object model which assumes that acting upon a copy of something will be semantically equivalent to acting upon the original. True if the thing in question is an object reference; generally true--but with exceptions--if it's an immutable structure; false if it's a mutable structure.

One of the beautiful things about structs with exposed fields is that their semantics are readily ascertained by even simple inspection. If one has a Point[100] PointArray, one has 100 distinct instances of Point. If one says PointArray[4].X = 9;, that will change one item of PointArray and no other.

Suppose instead of using struct Point, one had a mutable class PointClass:

class PointClass {public int X; public int Y;};

How many PointClass instances are stored in PointClass[100] PointClassArray? Is there any way to tell? Will the statement PointClass[4].X = 9 affect the value of PointClass[2].X? What about someOtherObject.somePoint.X?

While the .net collections are not well suited to storage of mutable structs, I would nonetheless regard:

Dictionary<string, Point>;
...
  Point temp = myDict["George"];
  temp.X = 9;
  myDict["George"] = temp;

to have relatively clear semantics, at least in the absence of threading issues. While I consider it unfortunate that .net collections don't provide a means by which one could simply say myDict[lookupKey].X = 9; I would still regard the above code as pretty clear and self-explanatory without having to know anything about Point other than the fact that it has a public integer field called X. By contrast, if one had a Dictionary<PointClass>, it would be unclear what one should be expected to do to change the X value associated with "George". Perhaps the PointClass instance associated with George is not used anywhere else, in which case one may simply write the appropriate field. On the other hand, it's also possible that someone else has grabbed a copy of MyDict["George"] for the purpose of capturing the values therein, and isn't expecting that the PointClass object he's grabbed might change.

Some people might think "Point" should be an immutable struct, but the effect of a statement like somePoint.X = 5; can be fully determined knowing only that somePoint is a variable of type Point, which in turn is a struct with a public int field called X. If Point were an immutable struct, one would have to instead say something like somePoint = new Point(5, somePoint.Y);, which would, in addition to being slower, require examining the struct to determine that all of its fields are initialized in the constructor, with X being the first and Y the second. In what sense would that be an improvement over somePoint.X = 5;?

BTW, the biggest 'gotcha' with mutable structs stems from the fact that there's no way for the system to distinguish struct methods which alter 'this' from those which do not. A major shame. The preferred workarounds are either to use functions which return new structs derived from old ones, or else use static functions which accept "ref" struct parameters.

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supercat Avatar answered Oct 04 '22 00:10

supercat


Possibilities:

  1. It seemed like a good idea at the time to someone who didn't consider the use-cases where it would bite people. List<T>.Enumerator is a mutable struct that was used because it seemed like a good idea at the time to take advantage of the micro-opts that would often happen. It's almost the poster-child for mutable structs being "evil" as it's bitten more than a few people. Still, it seemed like a good idea to someone at the time...
  2. They did think of the downsides, but had some use-case known to them where the performance differences went in struct's favour (they don't always) and was considered important.
  3. They didn't consider structs evil. "Evil" is an opinion about down-sides beating up-sides, not a demonstrable fact, and not everyone has to agree with something even if Eric Lippert and Jon Skeet say it. Personally I think they're not evil, they're just misunderstood; but then again, evil is often easier to deal with than misunderstood for a programmer, so that's actually worse... ;) Maybe those involved disagree.
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Jon Hanna Avatar answered Oct 03 '22 23:10

Jon Hanna