Struct or Class in C#: What to Choose for a Beginner?

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Struct or Class in C#: The Eternal Debate of Beginners and Pros

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Have you ever wondered why C# has two very similar ways to create your own data type — class and struct? And why on Stack Overflow the question “When should I use a struct rather than a class in C#?” gathers thousands of views and hundreds of answers? The thing is, behind the apparent simplicity lies a deep nuance that can either speed up your program or turn it into a breeding ground for bugs.

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In this article, we’ll break down how struct differs from class, when you should use struct, and when it’s better to forget it exists. No fancy jargon, just real-life examples and practical advice. Let’s go!

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The Main Difference: Stack or Heap?

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The most important point to understand is value types and reference types.

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  • Class — a reference type. The object is stored in the managed heap, and the variable only holds a reference (address) to that object.
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  • Struct — a value type. The variable stores the data itself directly on the stack or inside another object.
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Sounds abstract? Let’s use an example. Imagine data is a book. A class is the book’s title and the shelf number where it sits in the library. A struct is the book itself, which you carry in your pocket. When you pass a class to a method, you pass the shelf number. When you pass a struct, you hand over a copy of the book.

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Code Example: class vs struct

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public class PointClass\n{\n    public int X { get; set; }\n    public int Y { get; set; }\n\n    public PointClass(int x, int y)\n    {\n        X = x;\n        Y = y;\n    }\n}\n\npublic struct PointStruct\n{\n    public int X { get; set; }\n    public int Y { get; set; }\n\n    public PointStruct(int x, int y)\n    {\n        X = x;\n        Y = y;\n    }\n}\n\n// Usage\nvar pointClass = new PointClass(10, 20);\nvar pointStruct = new PointStruct(10, 20);\n\n// Passing to a method\nvoid ModifyPointClass(PointClass p) { p.X = 100; }\nvoid ModifyPointStruct(PointStruct p) { p.X = 100; }\n\nModifyPointClass(pointClass);   // pointClass.X becomes 100\nModifyPointStruct(pointStruct); // pointStruct.X remains 10 — a copy!\n
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See? Struct is copied when passed. This is the key difference that determines when to use it.

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When Struct is Your Friend: 3 Rock-Solid Cases

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Microsoft recommends using struct if your data type meets ALL of the following conditions:

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1. Data is Small and Simple

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Struct is ideal for small data sets (recommended no more than 16-24 bytes). For example, a point, color, vector, complex number, or coordinates.

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public struct RgbColor\n{\n    public byte R { get; }\n    public byte G { get; }\n    public byte B { get; }\n\n    public RgbColor(byte r, byte g, byte b)\n    {\n        R = r;\n        G = g;\n        B = b;\n    }\n}\n
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Why? Because small structs copy quickly, and storing them on the stack reduces the load on the garbage collector (GC).

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2. Objects are Short-Lived and Immutable

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If your data consists of immutable values, struct is an excellent choice. For example, map coordinates: you don’t change a point, you create a new one.

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public struct GeoLocation\n{\n    public double Latitude { get; }\n    public double Longitude { get; }\n\n    public GeoLocation(double lat, double lon)\n    {\n        Latitude = lat;\n        Longitude = lon;\n    }\n\n    public GeoLocation MoveNorth(double meters)\n    {\n        // Return a new instance, don't modify the old one\n        return new GeoLocation(Latitude + meters / 111111.0, Longitude);\n    }\n}\n
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3. Performance is Crit

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