EncoderReplacementFallback Class
Assembly: mscorlib (in mscorlib.dll)
A common reason for an encoding or decoding operation to fail is if the underlying encoding class does not provide a mapping between a character and an equivalent byte sequence. If the input character cannot be converted to an output byte sequence, an EncoderReplacementFallback object substitutes a specified replacement string for the original input character. The conversion process encodes the replacement string and then continues to process the remainder of the original input.
The value of an EncoderReplacementFallback object is the replacement string used to initialize that object.
The following code example demonstrates the EncoderReplacementFallback class.
// This example demonstrates the EncoderReplacementFallback class. using System; using System.Text; class Sample { public static void Main() { // Create an encoding, which is equivalent to calling the // ASCIIEncoding class constructor. // The EncoderReplacementFallback parameter specifies that the // string, "(unknown)", replace characters that cannot be encoded. // A decoder replacement fallback is also specified, but in this // code example the decoding operation cannot fail. Encoding ae = Encoding.GetEncoding( "us-ascii", new EncoderReplacementFallback("(unknown)"), new DecoderReplacementFallback("(error)")); // The input string consists of the Unicode characters LEFT POINTING // DOUBLE ANGLE QUOTATION MARK (U+00AB), 'X' (U+0058), and RIGHT POINTING // DOUBLE ANGLE QUOTATION MARK (U+00BB). // The encoding can only encode characters in the US-ASCII range of U+0000 // through U+007F. Consequently, the characters bracketing the 'X' character // are replaced with the fallback replacement string, "(unknown)". string inputString = "\u00abX\u00bb"; string decodedString; string twoNewLines = "\n\n"; byte[] encodedBytes = new byte[ae.GetByteCount(inputString)]; int numberOfEncodedBytes = 0; int ix = 0; // -------------------------------------------------------------------------- Console.Clear(); // Display the name of the encoding. Console.WriteLine("The name of the encoding is \"{0}\".\n", ae.WebName); // Display the input string in text. Console.WriteLine("Input string ({0} characters): \"{1}\"", inputString.Length, inputString); // Display the input string in hexadecimal. Console.Write("Input string in hexadecimal: "); foreach (char c in inputString.ToCharArray()) { Console.Write("0x{0:X2} ", (int)c); } Console.Write(twoNewLines); // -------------------------------------------------------------------------- // Encode the input string. Console.WriteLine("Encode the input string..."); numberOfEncodedBytes = ae.GetBytes(inputString, 0, inputString.Length, encodedBytes, 0); // Display the encoded bytes. Console.WriteLine("Encoded bytes in hexadecimal ({0} bytes):\n", numberOfEncodedBytes); ix = 0; foreach (byte b in encodedBytes) { Console.Write("0x{0:X2} ", (int)b); ix++; if (0 == ix % 6) Console.WriteLine(); } Console.Write(twoNewLines); // -------------------------------------------------------------------------- // Decode the encoded bytes, yielding a reconstituted string. Console.WriteLine("Decode the encoded bytes..."); decodedString = ae.GetString(encodedBytes); // Display the input string and the decoded string for comparison. Console.WriteLine("Input string: \"{0}\"", inputString); Console.WriteLine("Decoded string:\"{0}\"", decodedString); } } /* This code example produces the following results: The name of the encoding is "us-ascii". Input string (3 characters): "X" Input string in hexadecimal: 0xAB 0x58 0xBB Encode the input string... Encoded bytes in hexadecimal (19 bytes): 0x28 0x75 0x6E 0x6B 0x6E 0x6F 0x77 0x6E 0x29 0x58 0x28 0x75 0x6E 0x6B 0x6E 0x6F 0x77 0x6E 0x29 Decode the encoded bytes... Input string: "X" Decoded string:"(unknown)X(unknown)" */
Windows 98, Windows 2000 SP4, Windows Millennium Edition, Windows Server 2003, Windows XP Media Center Edition, Windows XP Professional x64 Edition, Windows XP SP2, Windows XP Starter Edition
The .NET Framework does not support all versions of every platform. For a list of the supported versions, see System Requirements.