📄 class1.cs
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using System;
namespace Disposable
{
public class Thing : IDisposable
{
private string name;
public Thing(string name) { this.name = name; }
override public string ToString() { return name; }
~Thing()
{
Dispose();
Console.WriteLine("~Thing(): " +name);
}
public void Dispose()
{
Console.WriteLine("Dispose(): " +name);
GC.SuppressFinalize(this);
}
}
public class DisposableApp
{
[STAThread]
public static void Main(string[] args)
{
Console.WriteLine(
"start of Main, heap used: {0}",
GC.GetTotalMemory(true));
DoSomething();
Console.WriteLine(
"end of Main, heap used: {0}",
GC.GetTotalMemory(true));
}
public static void DoSomething()
{
Thing[] ta = new Thing[3];
for (int i = 0; i < 3; i++)
{
ta[i] = new Thing(
String.Format("object #" +i));
Console.WriteLine(
"Allocated {0} objects, heap used: {1}",
i+1, GC.GetTotalMemory(true));
}
for (int i = 0; i < 3; i++)
{
ta[i].Dispose();
ta[i] = null;
GC.Collect();
GC.WaitForPendingFinalizers();
Console.WriteLine(
"Disposed {0} objects, heap used: {1}",
i+1, GC.GetTotalMemory(true));
}
}
}
}
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