class PriceClass {
private int value;
public int Value
{
get { return this.value; }
set { this.value = value; }
}
}
struct PriceStruct
{
private int value;
public int Value
{
get { return this.value; }
set { this.value = value; }
}
}
static void Main(string[] args)
{
PriceClass _priceClass = new PriceClass();
Type type = typeof(PriceClass);
PropertyInfo info = type.GetProperty("Value");
info.SetValue(_priceClass, 32, null);
Console.WriteLine(_priceClass.Value);
PriceStruct _priceStruct = new PriceStruct();
type = typeof(PriceStruct);
info = type.GetProperty("Value");
info.SetValue(_priceStruct, 32, null);
Console.WriteLine(_priceStruct.Value);
Debugger.Break();
}
The first value printed is 32 while the second is 0. No exception thrown
It's because boxing your struct makes a copy of it, so you should box it earlier so you call the getter from the same data that you modified. The following code works:
object _priceStruct = new PriceStruct(); //Box first
type = typeof(PriceStruct);
info = type.GetProperty("Value");
info.SetValue(_priceStruct, 32, null);
Console.WriteLine(((PriceStruct)_priceStruct).Value); //now unbox and get value
Debugger.Break();
structs are ValueTypes, which are passed by value, that means you only pass around copies of the entire struct, not a reference to the original object.
So when you pass it into info.SetValue(_priceStruct, 32, null)
, a copy is passed to the method and mutated, so the original object doesn't get changed at all. Another reason why mutable structs are evil.
You can still change them using reflection but it is a bit long winded.
See this example: http://social.msdn.microsoft.com/Forums/en/netfxbcl/thread/2dd4315c-0d0d-405c-8d52-b4b176997472
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