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PART 3: Iterator block implementation details: auto-generated state machines

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private bool MoveNext()
{
    switch (this.<>1__state)
    {
        case 0:
            this.<>1__state = -1;
            Console.WriteLine(Test.Padding + "First line of GetNumbers()");
            Console.WriteLine(Test.Padding + "Just before yield return 0");
            this.<>2__current = 10;
            this.<>1__state = 1;
            return true;

        case 1:
            this.<>1__state = -1;
            Console.WriteLine(Test.Padding + "Just after yield return 0");
            Console.WriteLine(Test.Padding + "Just before yield return 1");
            this.<>2__current = 20;
            this.<>1__state = 2;
            return true;

        case 2:
            this.<>1__state = -1;
            Console.WriteLine(Test.Padding + "Just after yield return 1");
            break;
    }
    return false;
}

This is a very simple case, of course - we just start off in state 0, then 1, then 2, then -1 (although we're briefly in -1 while the code executes each time, of course). Let's take a look at our first example again. Here's the original code:

using System;
using System.Collections;

class Test
{
    static IEnumerator GetCounter()
    {
        for (int count = 0; count < 10; count++)
        {
            yield return count;
        }
    }
}

and here's the MoveNext() method, just as we saw before:

private bool MoveNext()
{
    switch (this.<>1__state)
    {
        case 0:
            this.<>1__state = -1;
            this.<count>5__1 = 0;
            while (this.<count>5__1 < 10)
            {
                this.<>2__current = this.<count>5__1;
                this.<>1__state = 1;
                return true;
            Label_004B:
                this.<>1__state = -1;
                this.<count>5__1++;
            }
            break;

        case 1:
            goto Label_004B;
    }
    return false;
}

Yes, it's using a goto statement to leap from one case to half-way through another. Ouch. Don't forget that this is only generated code though. When you think about it, for loops and while loops are really just nice wrappers round comparisons and jumps. We don't really care how nasty this code is in terms of readability, so long as it works and performs well. The simplest way for the C# compiler team to achieve those two goals was to model it all with switch and goto.

I don't intend to explain how all the different transformations take place. I'll look at the handling of finally blocks later on, and it's interesting to note that you can't yield (either to return or break) from a try block which has a catch block, or from any catch or finally block. Importantly, you can yield from a try block which only has a finally block. That means you can still use using statements, which can be very handy indeed. It can be quite interesting to experiment with different ways of making the code branch and loop, and then see what happens to the generated MoveNext() method. However, I couldn't do that exhaustively whereas you can experiment very easily. The simple examples above show the principle, along with the states involved. Let's move on to the next piece of state.

Local variables

Normal local variables are very simple in iterator blocks. They become instance variables in the iterator type, and are assigned meaningful values in the same way (and at the same point) that they'd be initialized in normal code. Of course, being instance variables there's no longer any meaningful idea of them being definitely assigned, but the normal compilation rules will prevent you from seeing their default values (unless you deliberately mess with the state described above, using reflection). All of this can be seen in the earlier example with the <count>5__1 variable.

The nature of local variables means that creating an iterator instance doesn't require any extra information about the variables themselves - any initial value will be set within the course of the code. That initial value may rely on non-local variables of course, which brings me to the final type of state.

Parameters and this

Methods implemented with iterator blocks can take parameters, and if they're instance methods they can use this as well. Any reference to an instance variable of the type containing the iterator block is effectively just using this and then navigating from that reference to the variable. Here's an example containing both a method parameter (max and a reference to an instance variable min - I've qualified the instance variable with this just to make it clear.

using System;
using System.Collections.Generic;

class Test
{
    int min;
    
    public Test(int min)
    {
        this.min = min;
    }
    
    public IEnumerator<int> GetCounter(int max)
    {
        for (int count = this.min; count < max; count++)
        {
            yield return count;
        }
    }
}

Note that it's returning an IEnumerator rather than an IEnumerable. This makes more of a difference when using parameters and this than it does otherwise, as we'll see soon. Here are the interesting bits of the generated code:

internal class Test
{
    private int min;

    public Test(int min)
    {
        this.min = min;
    }

    public IEnumerator<int> GetCounter(int max)
    {
        <GetCounter>d__0 d__ = new <GetCounter>d__0(0);
        d__.<>4__this = this;
        d__.max = max;
        return d__;
    }

    private sealed class <GetCounter>d__0 : IEnumerator<int>, IEnumerator, IDisposable
    {
        private int <>1__state;
        private int <>2__current;
        public Test <>4__this;
        public int <count>5__1;
        public int max;

        public <GetCounter>d__0(int <>1__state)
        {
            this.<>1__state = <>1__state;
        }

        private bool MoveNext()
        {
            switch (this.<>1__state)
            {
                case 0:
                    this.<>1__state = -1;
                    this.<count>5__1 = this.<>4__this.min;
                    while (this.<count>5__1 < this.max)
                    {
                        this.<>2__current = this.<count>5__1;
                        this.<>1__state = 1;
                        return true;
                    Label_0050:
                        this.<>1__state = -1;
                        this.<count>5__1++;
                    }
                    break;

                case 1:
                    goto Label_0050;
            }
            return false;
        }

        // Other methods as normal
    }
}

We've gained two extra fields in the iterator. One is just called max, and the other is <>4__this. Where the original code accesses min, the generated code accesses<>4__this.min - which it can do despite Test.min being private due to the fact that it's in a nested type.

The interesting and (to my mind) somewhat counterintuitive part is the way these extra fields are initialised. Personally, I would have added them as constructor parameters, making both of them private and <>4__this readonly too. Eric Lippert, from the C# team, has explained that the code which is responsible for this is the same code which hoists captured variables from closures - and those really do need to be public so that the original method can still get at them. So basically it's a code reuse issue rather than there being a sneaky reason why it couldn't have been done my preferred way. There's no real harm here, but I find this sort of thing fascinating :)

As it happens, our iterator block doesn't change the value of max - but it could do. Now suppose that instead of IEnumerator we were to return IEnumerable. Given that we want each of the iterators generated by calls to GetEnumerator() to use the original value of max, how does the compiler keep things in check? Here's the interesting subset of generated code (the source is the same as it was before, just with a change to the return type).

PART 4: Continuous soon

posted Sep 28, 2016 by Jdk

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internal class Test
{
    private static IEnumerable<int> GetCounter()
    {
        return new <GetCounter>d__0(-2);
    }

    private sealed class <GetCounter>d__0 : IEnumerable<int>, IEnumerable, IEnumerator<int>, IEnumerator, IDisposable
    {
        // Fields
        private int <>1__state;
        private int <>2__current;
        private int <>l__initialThreadId;
        public int <count>5__1;

        public <GetCounter>d__0(int <>1__state)
        {
            this.<>1__state = <>1__state;
            this.<>l__initialThreadId = Thread.CurrentThread.ManagedThreadId;
        }

        private bool MoveNext()
        {
            switch (this.<>1__state)
            {
                case 0:
                    this.<>1__state = -1;
                    this.<count>5__1 = 0;
                    while (this.<count>5__1 < 10)
                    {
                        this.<>2__current = this.<count>5__1;
                        this.<>1__state = 1;
                        return true;
                    Label_0046:
                        this.<>1__state = -1;
                        this.<count>5__1++;
                    }
                    break;

                case 1:
                    goto Label_0046;
            }
            return false;
        }

        IEnumerator<int> IEnumerable<int>.GetEnumerator()
        {
            if ((Thread.CurrentThread.ManagedThreadId == this.<>l__initialThreadId) && (this.<>1__state == -2))
            {
                this.<>1__state = 0;
                return this;
            }
            return new Test.<GetCounter>d__0(0);
        }

        IEnumerator IEnumerable.GetEnumerator()
        {
            return ((IEnumerable<Int32>) this).GetEnumerator();
        }

        void IEnumerator.Reset()
        {
            throw new NotSupportedException();
        }

        void IDisposable.Dispose()
        {
        }

        int IEnumerator<int>.Current
        {
            get
            {
                return this.<>2__current;
            }
        }

        object IEnumerator.Current
        {
            get
            {
                return this.<>2__current;
            }
        }
    }
}

I've shown the whole code again so that we can easily see the differences:

  • Obviously, the iterator type now implements IEnumerable<int> but it also still implements IEnumerator<int>. It's very odd for something to be iterable and an iterator at the same time. It's an optimisation for a common case, as we'll see in a minute.
  • The implementation of IEnumerator<int> remains exactly the same - Reset stil throws an exception, Current still just returns the current value, and MoveNext()has the same logic in.
  • The method creating the iterator instance pass the constructor an initial state of -2 instead of 0.
  • We have an extra private variable, <>l__initialThreadId, which is set in the constructor to reflect the thread which created the instance.
  • GetEnumerator() either sets the state to 0 and returns this or it creates a new instance of the iterator which starts in state 0.

So, what's going on? Well, the most common use case (by far) is that an instance of IEnumerable<T> is created, then something (like a foreach statement) callsGetEnumerator() from the same thread, iterates through the data, and disposes of the IEnumerator<T> at the end. The original IEnumerable<T> is never used after the initial call to IEnumerator<T>. Given the prevalence of that pattern, it makes sense for the C# compiler to choose a pattern which optimises towards that case. When that's the behaviour, we only create a single object even though we're using it to implement two different instances. The state of -2 is used to represent "GetEnumerator() hasn't been called yet" whereas 0 is used to represent "I'm ready to start iterating, although MoveNext() hasn't been called yet".

However, if you either try to call GetEnumerator() either from a different thread, or when it's not in a state of -2, the code has to create a new instance in order to keep track of the different states. In the latter case you've basically got two independent counters, so they need independent data storage. GetEnumerator() deals with initializing the new iterator, and then returns it ready for action. The thread safety aspect is there to prevent two separate threads from independently callingGetEnumerator() at the same time, and both ending up with the same iterator (i.e. this).

That's the basic pattern when it comes to implementing IEnumerable<T>: the compiler implements all the interfaces in the same class, and the code lazily creates extra iterators when it has to. We'll see that there's more work to do when parameters are involved, but the basic principal is the same.

Choosing between interfaces to return

Normally, IEnumerable<T> is the most flexible interface to return. If your iterator block doesn't change anything, and your class isn't implementing IEnumerable<T>itself (in which case you'd have to return an IEnumerator<T> from your GetEnumerator() method, of course), it's a good choice. It allows clients to use foreach, iterate several times, use LINQ to Objects and general goodness. It's definitely worth using the generic interfaces instead of the nongeneric ones. From here on I'll only refer to the nongeneric interfaces in the text, but each time I'll mean both forms. (In other words, there's an important distinction between IEnumerable and IEnumerator, but from this point on I won't distinguish between IEnumerable and IEnumerable<T>).

State management

There are up to x pieces of state that the iterator type needs to keep track of:

  • Its "virtual instruction pointer" (i.e. where it's got to)
  • Local variables
  • Parameter initial values and this
  • The creating thread (as shown above, and only in the IEnumerable case; I won't cover this further)
  • The last yielded value (i.e. Current; this is trivial enough to not require separate attention)

We'll look at each of the first three in turn.

Keeping track of where we've got to

The first piece of state in our state machine is the one which keeps track of how much code has executed from our original source. If you think of a normal state machine diagram (with circles and lines) this is which circle we're currently in. In many cases it's just referred to as the state - and indeed in our sample decompiled output so far we've seen it as <>1__state. (This is unfortunate as all of the rest of the data is state too, but never mind...) The specification refers to the states ofbeforerunningsuspended and after, but as we'll see suspended needs more detail - and we need an extra state for IEnumerable implementations.

Before I go any further, it's worth remembering that an iterator block doesn't just run from start to finish. When the method is originally called, the iterator is just created. It's only when MoveNext() is called (after a call to GetEnumerator() if we're using IEnumerable). At that point, execution starts at the top of the method as normal, and progresses as far as the first yield return or yield break statement, or the end of the method. At that point, a Boolean value is returned to indicate whether or not the block has finished iterating. If/when MoveNext() is called again, the method continues executing from just after the yield return statement. (If the previous call finished for any other reason, we've finished iterating and nothing will happen.) Without looking at the generated code, let's write a small program to step through a simple iterator. Here's the code:

using System;
using System.Collections.Generic;

class Test
{
    static readonly string Padding = new string(' ', 30);
    
    static IEnumerator<int> GetNumbers()
    {
        Console.WriteLine(Padding + "First line of GetNumbers()");
        Console.WriteLine(Padding + "Just before yield return 0");
        yield return 10;
        Console.WriteLine(Padding + "Just after yield return 0");

        Console.WriteLine(Padding + "Just before yield return 1");
        yield return 20;
        Console.WriteLine(Padding + "Just after yield return 1");
    }
    
    static void Main()
    {
        Console.WriteLine("Calling GetNumbers()");
        IEnumerator<int> iterator = GetNumbers();
        Console.WriteLine("Calling MoveNext()...");
        bool more = iterator.MoveNext();
        Console.WriteLine("Result={0}; Current={1}", more, iterator.Current);
        
        Console.WriteLine("Calling MoveNext() again...");
        more = iterator.MoveNext();
        Console.WriteLine("Result={0}; Current={1}", more, iterator.Current);

        Console.WriteLine("Calling MoveNext() again...");
        more = iterator.MoveNext();
        Console.WriteLine("Result={0} (stopping)", more);
    }
}

I've included some padding for the output created in the iterator block to make the results clearer. The lines on the left are in the calling code; the lines on the right are in the iterator block:

Calling GetNumbers()
Calling MoveNext()...
                              First line of GetNumbers()
                              Just before yield return 0
Result=True; Current=10
Calling MoveNext() again...
                              Just after yield return 0
                              Just before yield return 1
Result=True; Current=20
Calling MoveNext() again...
                              Just after yield return 1
Result=False (stopping)

Now let's introduce the values that <>1__state can take on, and their meanings:

  • -2: (IEnumerable only) Before the first call to GetEnumerator() from the creating thread
  • -1: "Running" - the iterator is currently executing code; also used for "After" - the iterator has finished, either by reaching the end of the method or by hittingyield break
  • 0: "Before" - MoveNext() hasn't been called yet
  • Anything positive: indicates where to resume from; it's yielded at least one value, and there's possibly more to come. Positive states are also used when code is still running but within a try block with a corresponding finally block. We'll see why later.

It's interesting to note that the generated code doesn't distinguish between "running" and "after". There's really no reason why it should: if you call MoveNext() when the iterator's in that state (which may be due to it running in a different thread) then MoveNext() will just immediately return false. This state is also the one we end up in after an uncaught exception.

Now that we know what the states are for, let's look at what MoveNext() looks like for the above iterator. It's basically a switch statement that starts execution at a particular place in the code based on the state. That's always the case for MoveNext(), with the one exception of an iterator body which consists solely of a yield break.

PART 3: Continuous 

READ MORE

High level overview: what's the pattern?

This article originally came about because a reader asked about the difference between using iterator blocks for methods returning IEnumerator and those returningIEnumerable. In addition, there's the choice between the nongeneric interfaces and the generic ones. We'll start off by using the same iterator block for each of the four possibilities, and look at the differences in the generated code. Throughout this article I'll present the C# equivalent of the code that the compiler produces. Obviously the compiler doesn't actually produce C#, but I've used Reflector to decompile the code as C#.

Our first sample will just yield the numbers 0 to 9 in sequence. Initially we'll declare the method to return the nongeneric IEnumerator. Here's the complete code:

using System;
using System.Collections;

class Test
{
    static IEnumerator GetCounter()
    {
        for (int count = 0; count < 10; count++)
        {
            yield return count;
        }
    }
}

Simple, right? Well, let's see what that turns into after compilation. Hold your breath...

internal class Test
{
    // Note how this doesn't execute any of our original code
    private static IEnumerator GetCounter()
    {
        return new <GetCounter>d__0(0);
    }

    // Nested type automatically created by the compiler to implement the iterator
    [CompilerGenerated]
    private sealed class <GetCounter>d__0 : IEnumerator<object>, IEnumerator, IDisposable
    {
        // Fields: there'll always be a "state" and "current", but the "count"
        // comes from the local variable in our iterator block.
        private int <>1__state;
        private object <>2__current;
        public int <count>5__1;

        [DebuggerHidden]
        public <GetCounter>d__0(int <>1__state)
        {
            this.<>1__state = <>1__state;
        }

        // Almost all of the real work happens here
        private bool MoveNext()
        {
            switch (this.<>1__state)
            {
                case 0:
                    this.<>1__state = -1;
                    this.<count>5__1 = 0;
                    while (this.<count>5__1 < 10)
                    {
                        this.<>2__current = this.<count>5__1;
                        this.<>1__state = 1;
                        return true;
                    Label_004B:
                        this.<>1__state = -1;
                        this.<count>5__1++;
                    }
                    break;

                case 1:
                    goto Label_004B;
            }
            return false;
        }

        [DebuggerHidden]
        void IEnumerator.Reset()
        {
            throw new NotSupportedException();
        }

        void IDisposable.Dispose()
        {
        }

        object IEnumerator<object>.Current
        {
            [DebuggerHidden]
            get
            {
                return this.<>2__current;
            }
        }

        object IEnumerator.Current
        {
            [DebuggerHidden]
            get
            {
                return this.<>2__current;
            }
        }
    }
}

We'll start off with a reasonably high level look at what's going on, explaining each member. The real work is done in MoveNext() so we'll skim over that at this point, and go deeper into just that method when we're happy with the rest of the code. Looking at the code from top to bottom, here's a running commentary:

  • The source shown above isn't quite valid C# - it uses names which are illegal within normal C#. The use of illegal names in generated code is quite common; it prevents any possibility of clashes with normal names, as well as stopping the manually written C# from explicitly using the generated code.
  • Calling GetCounter() just calls the constructor of <GetCounter>d__0 which is the type implementing the iterator. The constructor in turn just sets the state of the iterator. None of the code in our original class has been executed yet.
  • Various elements of the code are decorated with the CompilerGenerated and DebuggerHidden attributes. CompilerGenerated is almost irrelevant - the MSDN documentation for it mentions that it allows SQL Server extra access, but 99.9% of developers really don't need to know that. It's nice to see it there for the sake of clarity, however. DebuggerHidden just stops debuggers (well, those that choose to take note of the attribute) from stepping into or breaking in the code. From now on I won't bother showing these attributes.
  • <GetCounter>d__0 (hereafter known as just "the iterator type") implements three interfaces: IEnumerator<object>, IEnumerator and IDisposable. In fact, the first interface implies the other two anyway, but I've left them all in the list to make things clearer. It's interesting that the generic interface is implemented even though our original GetCounter() method used the nongeneric form. This is probably just for consistency - we'll see that very little changes when we tell the compiler to use the generic version.
  • It's very important that IDisposable is implemented (aside from being necessary in order to implement IEnumerator<object>). The foreach statement in C# callsDispose on any iterator which implements IDisposable; the call is in a finally block just as with the using statement. In the very rare cases where you use an iterator manually instead of with a foreach loop, you should use a using statement to make sure that Dispose is called. We'll see why later on.
  • The iterator type is nested, which means it has access to all the private members of the enclosing class. That's important if your iterator block calls other private methods or accesses private variables (or other private members, of course). We'll see an example of this later on.
  • The iterator type has three fields - two private and one public. The two private variables keep track of the value to return from the Current property and what state the iterator is in. We'll be looking at these in a lot more detail later. To be honest, I don't know why the variable associated with the count is public. When we look at what happens if the original iterator block method takes a parameter, we'll see public fields in use - although a different design decision could have kept everything private.
  • The constructor just sets the state of the iterator. In this case, the only code calling the constructor is the GetCounter() method which always passes in 0 as the initial state, but we'll see in a minute that in other situations there's a genuine reason to pass the state in as a parameter.
  • MoveNext() is basically just a big switch statement. It always is, and the value it's switching on is a state in the state machine, so it knows which bit of code to execute next. We'll spend a lot of time looking at this in a bit.
  • The Reset method from IEnumerator always throws System.NotSupportedException. This isn't just an implementation decision - it's mandated by the C# specification.
  • In this first simple example, the Dispose method does nothing. We'll look at this as a separate topic.
  • Both the IEnumerator and IEnumerator<object> implementations of Current simply return the value of the <>2__current variable. The C# language specification explicitly leaves the behaviour of the Current property undefined in "odd" cases (such as accessing it before the first call to MoveNext() or when MoveNext() has returned false).

Generic vs nongeneric interfaces

We've seen how declaring a method to return IEnumerator results in an iterator which implements IEnumerator<object> as well. Now let's change the code just slightly, to make the method explicitly return IEnumerator<int>:

using System;
using System.Collections.Generic;

class Test
{
    static IEnumerator<int> GetCounter()
    {
        for (int count = 0; count < 10; count++)
        {
            yield return count;
        }
    }
}

I won't post the whole of the resulting code, but here are the changes. Firstly, and most obviously, the GetCounter() method has changed return type, but nothing else:

private static IEnumerator<int> GetCounter()
{
    return new <GetCounter>d__0(0);
}

Likewise the iterator now implements IEnumerator<int> instead of IEnumerator<object>. The type involved here is called the yield type of the iterator. Every yield return statement has to return something which can be implicitly converted to the yield type. As we've seen, when a nongeneric interface is used the yield type isobject. Here's the new class signature:

private sealed class <GetCounter>d__0 : IEnumerator<int>, IEnumerator, IDisposable

Similarly the Current property implementing the generic interface and the backing variable are changed to int:

private int <>2__current;
  
int IEnumerator<int>.Current
{
    get
    {
        return this.<>2__current;
    }
}

Other than those minor changes, the class looks the same as it did before.

Returning IEnumerable

There are more significant changes if we change the original code to return IEnumerable or its generic equivalent instead of IEnumerator. We'll change the code to return IEnumerable<int> and stick with the generic interfaces from now on, as we've seen they make very little difference. So, here's the source:

using System;
using System.Collections.Generic;

class Test
{
    static IEnumerable<int> GetCounter()
    {
        for (int count = 0; count < 10; count++)
        {
            yield return count;
        }
    }
}

... and the resulting code (with attributes stripped out for brevity)

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