
- •Contents at a Glance
- •Table of Contents
- •Acknowledgments
- •Introduction
- •Who This Book Is For
- •Finding Your Best Starting Point in This Book
- •Conventions and Features in This Book
- •Conventions
- •Other Features
- •System Requirements
- •Code Samples
- •Installing the Code Samples
- •Using the Code Samples
- •Support for This Book
- •Questions and Comments
- •Beginning Programming with the Visual Studio 2008 Environment
- •Writing Your First Program
- •Using Namespaces
- •Creating a Graphical Application
- •Chapter 1 Quick Reference
- •Understanding Statements
- •Identifying Keywords
- •Using Variables
- •Naming Variables
- •Declaring Variables
- •Working with Primitive Data Types
- •Displaying Primitive Data Type Values
- •Using Arithmetic Operators
- •Operators and Types
- •Examining Arithmetic Operators
- •Controlling Precedence
- •Using Associativity to Evaluate Expressions
- •Associativity and the Assignment Operator
- •Incrementing and Decrementing Variables
- •Declaring Implicitly Typed Local Variables
- •Chapter 2 Quick Reference
- •Declaring Methods
- •Specifying the Method Declaration Syntax
- •Writing return Statements
- •Calling Methods
- •Specifying the Method Call Syntax
- •Applying Scope
- •Overloading Methods
- •Writing Methods
- •Chapter 3 Quick Reference
- •Declaring Boolean Variables
- •Using Boolean Operators
- •Understanding Equality and Relational Operators
- •Understanding Conditional Logical Operators
- •Summarizing Operator Precedence and Associativity
- •Using if Statements to Make Decisions
- •Understanding if Statement Syntax
- •Using Blocks to Group Statements
- •Cascading if Statements
- •Using switch Statements
- •Understanding switch Statement Syntax
- •Following the switch Statement Rules
- •Chapter 4 Quick Reference
- •Using Compound Assignment Operators
- •Writing while Statements
- •Writing for Statements
- •Understanding for Statement Scope
- •Writing do Statements
- •Chapter 5 Quick Reference
- •Coping with Errors
- •Trying Code and Catching Exceptions
- •Handling an Exception
- •Using Multiple catch Handlers
- •Catching Multiple Exceptions
- •Using Checked and Unchecked Integer Arithmetic
- •Writing Checked Statements
- •Writing Checked Expressions
- •Throwing Exceptions
- •Chapter 6 Quick Reference
- •The Purpose of Encapsulation
- •Controlling Accessibility
- •Working with Constructors
- •Overloading Constructors
- •Understanding static Methods and Data
- •Creating a Shared Field
- •Creating a static Field by Using the const Keyword
- •Chapter 7 Quick Reference
- •Copying Value Type Variables and Classes
- •Understanding Null Values and Nullable Types
- •Using Nullable Types
- •Understanding the Properties of Nullable Types
- •Using ref and out Parameters
- •Creating ref Parameters
- •Creating out Parameters
- •How Computer Memory Is Organized
- •Using the Stack and the Heap
- •The System.Object Class
- •Boxing
- •Unboxing
- •Casting Data Safely
- •The is Operator
- •The as Operator
- •Chapter 8 Quick Reference
- •Working with Enumerations
- •Declaring an Enumeration
- •Using an Enumeration
- •Choosing Enumeration Literal Values
- •Choosing an Enumeration’s Underlying Type
- •Working with Structures
- •Declaring a Structure
- •Understanding Structure and Class Differences
- •Declaring Structure Variables
- •Understanding Structure Initialization
- •Copying Structure Variables
- •Chapter 9 Quick Reference
- •What Is an Array?
- •Declaring Array Variables
- •Creating an Array Instance
- •Initializing Array Variables
- •Creating an Implicitly Typed Array
- •Accessing an Individual Array Element
- •Iterating Through an Array
- •Copying Arrays
- •What Are Collection Classes?
- •The ArrayList Collection Class
- •The Queue Collection Class
- •The Stack Collection Class
- •The Hashtable Collection Class
- •The SortedList Collection Class
- •Using Collection Initializers
- •Comparing Arrays and Collections
- •Using Collection Classes to Play Cards
- •Chapter 10 Quick Reference
- •Using Array Arguments
- •Declaring a params Array
- •Using params object[ ]
- •Using a params Array
- •Chapter 11 Quick Reference
- •What Is Inheritance?
- •Using Inheritance
- •Base Classes and Derived Classes
- •Calling Base Class Constructors
- •Assigning Classes
- •Declaring new Methods
- •Declaring Virtual Methods
- •Declaring override Methods
- •Understanding protected Access
- •Understanding Extension Methods
- •Chapter 12 Quick Reference
- •Understanding Interfaces
- •Interface Syntax
- •Interface Restrictions
- •Implementing an Interface
- •Referencing a Class Through Its Interface
- •Working with Multiple Interfaces
- •Abstract Classes
- •Abstract Methods
- •Sealed Classes
- •Sealed Methods
- •Implementing an Extensible Framework
- •Summarizing Keyword Combinations
- •Chapter 13 Quick Reference
- •The Life and Times of an Object
- •Writing Destructors
- •Why Use the Garbage Collector?
- •How Does the Garbage Collector Work?
- •Recommendations
- •Resource Management
- •Disposal Methods
- •Exception-Safe Disposal
- •The using Statement
- •Calling the Dispose Method from a Destructor
- •Making Code Exception-Safe
- •Chapter 14 Quick Reference
- •Implementing Encapsulation by Using Methods
- •What Are Properties?
- •Using Properties
- •Read-Only Properties
- •Write-Only Properties
- •Property Accessibility
- •Understanding the Property Restrictions
- •Declaring Interface Properties
- •Using Properties in a Windows Application
- •Generating Automatic Properties
- •Initializing Objects by Using Properties
- •Chapter 15 Quick Reference
- •What Is an Indexer?
- •An Example That Doesn’t Use Indexers
- •The Same Example Using Indexers
- •Understanding Indexer Accessors
- •Comparing Indexers and Arrays
- •Indexers in Interfaces
- •Using Indexers in a Windows Application
- •Chapter 16 Quick Reference
- •Declaring and Using Delegates
- •The Automated Factory Scenario
- •Implementing the Factory Without Using Delegates
- •Implementing the Factory by Using a Delegate
- •Using Delegates
- •Lambda Expressions and Delegates
- •Creating a Method Adapter
- •Using a Lambda Expression as an Adapter
- •The Form of Lambda Expressions
- •Declaring an Event
- •Subscribing to an Event
- •Unsubscribing from an Event
- •Raising an Event
- •Understanding WPF User Interface Events
- •Using Events
- •Chapter 17 Quick Reference
- •The Problem with objects
- •The Generics Solution
- •Generics vs. Generalized Classes
- •Generics and Constraints
- •Creating a Generic Class
- •The Theory of Binary Trees
- •Building a Binary Tree Class by Using Generics
- •Creating a Generic Method
- •Chapter 18 Quick Reference
- •Enumerating the Elements in a Collection
- •Manually Implementing an Enumerator
- •Implementing the IEnumerable Interface
- •Implementing an Enumerator by Using an Iterator
- •A Simple Iterator
- •Chapter 19 Quick Reference
- •What Is Language Integrated Query (LINQ)?
- •Using LINQ in a C# Application
- •Selecting Data
- •Filtering Data
- •Ordering, Grouping, and Aggregating Data
- •Joining Data
- •Using Query Operators
- •Querying Data in Tree<TItem> Objects
- •LINQ and Deferred Evaluation
- •Chapter 20 Quick Reference
- •Understanding Operators
- •Operator Constraints
- •Overloaded Operators
- •Creating Symmetric Operators
- •Understanding Compound Assignment
- •Declaring Increment and Decrement Operators
- •Implementing an Operator
- •Understanding Conversion Operators
- •Providing Built-In Conversions
- •Creating Symmetric Operators, Revisited
- •Adding an Implicit Conversion Operator
- •Chapter 21 Quick Reference
- •Creating a WPF Application
- •Creating a Windows Presentation Foundation Application
- •Adding Controls to the Form
- •Using WPF Controls
- •Changing Properties Dynamically
- •Handling Events in a WPF Form
- •Processing Events in Windows Forms
- •Chapter 22 Quick Reference
- •Menu Guidelines and Style
- •Menus and Menu Events
- •Creating a Menu
- •Handling Menu Events
- •Shortcut Menus
- •Creating Shortcut Menus
- •Windows Common Dialog Boxes
- •Using the SaveFileDialog Class
- •Chapter 23 Quick Reference
- •Validating Data
- •Strategies for Validating User Input
- •An Example—Customer Information Maintenance
- •Performing Validation by Using Data Binding
- •Changing the Point at Which Validation Occurs
- •Chapter 24 Quick Reference
- •Querying a Database by Using ADO.NET
- •The Northwind Database
- •Creating the Database
- •Using ADO.NET to Query Order Information
- •Querying a Database by Using DLINQ
- •Creating and Running a DLINQ Query
- •Deferred and Immediate Fetching
- •Joining Tables and Creating Relationships
- •Deferred and Immediate Fetching Revisited
- •Using DLINQ to Query Order Information
- •Chapter 25 Quick Reference
- •Using Data Binding with DLINQ
- •Using DLINQ to Modify Data
- •Updating Existing Data
- •Adding and Deleting Data
- •Chapter 26 Quick Reference
- •Understanding the Internet as an Infrastructure
- •Understanding Web Server Requests and Responses
- •Managing State
- •Understanding ASP.NET
- •Creating Web Applications with ASP.NET
- •Building an ASP.NET Application
- •Understanding Server Controls
- •Creating and Using a Theme
- •Chapter 27 Quick Reference
- •Comparing Server and Client Validations
- •Validating Data at the Web Server
- •Validating Data in the Web Browser
- •Implementing Client Validation
- •Chapter 28 Quick Reference
- •Managing Security
- •Understanding Forms-Based Security
- •Implementing Forms-Based Security
- •Querying and Displaying Data
- •Understanding the Web Forms GridView Control
- •Displaying Customer and Order History Information
- •Paging Data
- •Editing Data
- •Updating Rows Through a GridView Control
- •Navigating Between Forms
- •Chapter 29 Quick Reference
- •What Is a Web Service?
- •The Role of SOAP
- •What Is the Web Services Description Language?
- •Nonfunctional Requirements of Web Services
- •The Role of Windows Communication Foundation
- •Building a Web Service
- •Creating the ProductsService Web Service
- •Web Services, Clients, and Proxies
- •Talking SOAP: The Easy Way
- •Consuming the ProductsService Web Service
- •Chapter 30 Quick Reference

Chapter 21
Operator Overloading
After completing this chapter, you will be able to:
Implement binary operators for your own types.
Implement unary operators for your own types.
Write increment and decrement operators for your own types.
Understand the need to implement some operators as pairs.
Implement implicit conversion operators for your own types.
Implement explicit conversion operators for your own types.
You have made a great deal of use of the standard operator symbols (such as + and –) to perform standard operations (such as addition and subtraction) on types (such as int and double).
Many of the built-in types come with their own predefined behaviors for each operator. You can also define how operators should behave for your own structures and classes, which is the subject of this chapter.
Understanding Operators
You use operators to combine operands together into expressions. Each operator has its own semantics, dependent on the type it works with. For example, the + operator means “add” when used with numeric types or “concatenate” when used with strings.
Each operator symbol has a precedence. For example, the * operator has a higher precedence than the + operator. This means that the expression a + b * c is the same as a + (b * c).
Each operator symbol also has an associativity to define whether the operator evaluates from left to right or from right to left. For example, the = operator is right-associative (it evaluates from right to left), so a = b = c is the same as a = (b = c).
Aunary operator is an operator that has just one operand. For example, the increment operator (++) is a unary operator.
Abinary operator is an operator that has two operands. For example, the multiplication operator (*) is a binary operator.
395

396 Part III Creating Components
Operator Constraints
You have seen throughout this book that C# enables you to overload methods when defining your own types. C# also allows you to overload many of the existing operator symbols for your own types, although the syntax is slightly different. When you do this, the operators you implement automatically fall into a well-defined framework with the following rules:
You cannot change the precedence and associativity of an operator. The precedence and associativity are based on the operator symbol (for example, +) and not on the
type (for example, int) on which the operator symbol is being used. Hence, the expression a + b * c is always the same as a + (b * c), regardless of the types of a, b, and c.
You cannot change the multiplicity (the number of operands) of an operator. For example, * (the symbol for multiplication), is a binary operator. If you declare a * operator for your own type, it must be a binary operator.
You cannot invent new operator symbols. For example, you can’t create a new operator symbol, such as ** for raising one number to the power of another number. You’d have to create a method for that.
You can’t change the meaning of operators when applied to built-in types. For example, the expression 1 + 2 has a predefined meaning, and you’re not allowed to override this meaning. If you could do this, things would be too complicated!
There are some operator symbols that you can’t overload. For example, you can’t overload the dot (.) operator, which indicates access to a class member. Again, if you could do this, it would lead to unnecessary complexity.
Tip You can use indexers to simulate [ ] as an operator. Similarly, you can use properties to simulate assignment (=) as an operator, and you can use delegates to simulate a function call as an operator.
Overloaded Operators
To define your own operator behavior, you must overload a selected operator. You use
methodlike syntax with a return type and parameters, but the name of the method is the keyword operator together with the operator symbol you are declaring. For example, here’s
a user-defined structure named Hour that defines a binary + operator to add together two instances of Hour:
struct Hour
{
public Hour(int initialValue)
{
this.value = initialValue;
}

Chapter 21 Operator Overloading |
397 |
public static Hour operator+ (Hour lhs, Hour rhs)
{
return new Hour(lhs.value + rhs.value);
}
...
private int value;
}
Notice the following:
The operator is public. All operators must be public.
The operator is static. All operators must be static. Operators are never polymorphic and cannot use the virtual, abstract, override, or sealed modifier.
A binary operator (such as the + operator, shown earlier) has two explicit arguments, and a unary operator has one explicit argument. (C++ programmers should note that operators never have a hidden this parameter.)
Tip When declaring highly stylized functionality (such as operators), it is useful to adopt a naming convention for the parameters. For example, developers often use lhs and rhs (acronyms for left-hand side and right-hand side, respectively) for binary operators.
When you use the + operator on two expressions of type Hour, the C# compiler automatically converts your code to a call to the user-defined operator. The C# compiler converts this:
Hour Example(Hour a, Hour b)
{
return a + b;
}
to this:
Hour Example(Hour a, Hour b)
{
return Hour.operator+(a,b); // pseudocode
}
Note, however, that this syntax is pseudocode and not valid C#. You can use a binary operator only in its standard infix notation (with the symbol between the operands).
There is one final rule that you must follow when declaring an operator (otherwise, your code
will not compile): at least one of the parameters must always be of the containing type. In the preceding operator+ example for the Hour class, one of the parameters, a or b, must be
an Hour object. In this example, both parameters are Hour objects. However, there could be times when you want to define additional implementations of operator+ that add, for ex-
ample, an integer (a number of hours) to an Hour object—the first parameter could be Hour,

398 |
Part III Creating Components |
and the second parameter could be the integer. This rule makes it easier for the compiler to know where to look when trying to resolve an operator invocation, and it also ensures that you can’t change the meaning of the built-in operators.
Creating Symmetric Operators
In the preceding section, you saw how to declare a binary + operator to add together two in-
stances of type Hour. The Hour structure also has a constructor that creates an Hour from an int. This means that you can add together an Hour and an int—you just have to first use the Hour constructor to convert the int to an Hour. For example:
Hour a = ...; int b = ...;
Hour sum = a + new Hour(b);
This is certainly valid code, but it is not as clear or as concise as adding together an Hour and an int directly, like this:
Hour a = ...; int b = ...;
Hour sum = a + b;
To make the expression (a + b) valid, you must specify what it means to add together an Hour (a, on the left) and an int (b, on the right). In other words, you must declare a binary + operator whose first parameter is an Hour and whose second parameter is an int. The
following code shows the recommended approach:
struct Hour
{
public Hour(int initialValue)
{
this.value = initialValue;
}
...
public static Hour operator+ (Hour lhs, Hour rhs)
{
return new Hour(lhs.value + rhs.value);
}
public static Hour operator+ (Hour lhs, int rhs)
{
return lhs + new Hour(rhs);
}
...
private int value;
}

Chapter 21 Operator Overloading |
399 |
Notice that all the second version of the operator does is construct an Hour from its int
argument and then call the first version. In this way, the real logic behind the operator is held in a single place. The point is that the extra operator+ simply makes existing functionality eas-
ier to use. Also, notice that you should not provide many different versions of this operator, each with a different second parameter type—cater to the common and meaningful cases only, and let the user of the class take any additional steps if an unusual case is required.
This operator+ declares how to add together an Hour as the left-hand operand and an int as the right-hand operator. It does not declare how to add together an int as the left-hand operand and an Hour as the right-hand operand:
int a = ...; Hour b = ...;
Hour sum = a + b; // compile-time error
This is counterintuitive. If you can write the expression a + b, you expect to also be able to write b + a. Therefore, you should provide another overload of operator+:
struct Hour
{
public Hour(int initialValue)
{
this.value = initialValue;
}
...
public static Hour operator+ (Hour lhs, int rhs)
{
return lhs + new Hour(rhs);
}
public static Hour operator+ (int lhs, Hour rhs)
{
return new Hour(lhs) + rhs;
}
...
private int value;
}
Note C++ programmers should notice that you must provide the overload yourself. The compiler won’t write the overload for you or silently swap the sequence of the two operands to find a matching operator.
Operators and Language Interoperability
Not all languages that execute using the common language runtime (CLR) support or understand operator overloading. Microsoft Visual Basic is a common example. If you are creating classes that you want to be able to use from other languages, if you overload an operator, you should provide an alternative mechanism that supports