How this switch case has unreachable code? - c#

I was implementing some generic IEqualityComparer<T> Equal() method when the code in the switch is unreachable without visible reason for me:
public bool Equals(T x, T y)
{
switch (nameof(T))
{
case nameof(Accessory):
return (x as Accessory).Id == (y as Accessory).Id;//not reachable
default:
return false;
}
}
Someone has a clue?

nameof evaluates the name of the T at compile time, so it's a constant string, "T", and thus only the default case will ever be taken.
Here's an alternative implementation:
public bool Equals(T x, T y)
{
if (x is Accessory && y is Accessory)
{
var ax = x as Accessory;
var ay = y as Accessory;
return ax.Id == ay.Id;
}
return false;
}
C# 7.1 introduces some syntactic sugar:
public bool Equals(T x, T y)
{
if (x is Accessory ax && y is Accessory ay)
{
return ax.Id == ay.Id;
}
return false;
}
(Note that your excerpt returns false if both x and y are null; I haven't fixed this in my versions.)

Can use this. This checks for null x and y:
public bool Equals(T x, T y)
{
if (ReferenceEquals(x, y)) return true;
if (ReferenceEquals(x, null)) return false;
if (ReferenceEquals(y, null)) return false;
if (x.GetType()
!= y.GetType()) return false;
return x.Id == y.Id;
}

Related

C# Dictionary that uses an Unordered Pair as its Key?

I'm trying to create a Dictionary is C# that takes an Unordered Pair of Indices as its Key.
For example:
exampleDictionary[new UnorderedPair(x,y)] and exampleDictionary[new UnorderedPair(y,x)] should both return the same value.
Is there a way to create a custom unordered collection other than using a HashSet? Or some way to create an unordered Tuple?
This question is similar to what I'm trying to accomplish, except in C# rather than python.
If the type is not your own or you can't or don't want to modify refer to Theodor Zoulias's answer
Otherwise, assuming that UnorderedPair is your own class you can modify what you could do is e.g.
[Serializable]
public class UnorderedPair<T> : IEquatable<UnorderedPair<T>>
{
public T X;
public T Y;
public UnorderedPair()
{
}
public UnorderedPair(T x, T y)
{
X = x;
Y = y;
}
public bool Equals(UnorderedPair<T> other)
{
if (ReferenceEquals(null, other))
{
return false;
}
if (ReferenceEquals(this, other))
{
return true;
}
// For equality simply include the swapped check
return X.Equals(other.X) && Y.Equals(other.Y) || X.Equals(other.Y) && Y.Equals(other.X);
}
public override bool Equals(object obj)
{
if (ReferenceEquals(null, obj))
{
return false;
}
if (ReferenceEquals(this, obj))
{
return true;
}
if (obj.GetType() != GetType())
{
return false;
}
return Equals((UnorderedPair<T>)obj);
}
public override int GetHashCode()
{
// and for the HashCode (used as key in HashSet and Dictionary) simply order them by size an hash them again ^^
var hashX = X == null ? 0 : X.GetHashCode();
var hashY = Y == null ? 0 : Y.GetHashCode();
return HashCode.Combine(Math.Min(hashX,hashY), Math.Max(hashX,hashY));
}
public static bool operator ==(UnorderedPair<T> left, UnorderedPair<T> right)
{
return Equals(left, right);
}
public static bool operator !=(UnorderedPair<T> left, UnorderedPair<T> right)
{
return !Equals(left, right);
}
}
and then e.g.
var testDict = new Dictionary<UnorderedPair<int>, string>();
testDict.Add(new UnorderedPair<int>(1,2), "Hello World!");
Console.WriteLine(testDict[new UnorderedPair<int>(2,1)]);
As per suggestion by Jodrell in the comments you could even make the types swappable - not sure this would be ever needed - but this way you could even have a pair of different types:
[Serializable]
public class UnorderedPair<TX, TY> : IEquatable<UnorderedPair<TX, TY>>
{
public TX X;
public TY Y;
public UnorderedPair()
{
}
public UnorderedPair(TX x, TY y)
{
X = x;
Y = y;
}
public UnorderedPair(TY y, TX x)
{
X = x;
Y = y;
}
public override int GetHashCode()
{
// and for the HashCode (used as key in HashSet and Dictionary) simply order them by size an hash them again ^^
var hashX = X == null ? 0 : X.GetHashCode();
var hashY = Y == null ? 0 : Y.GetHashCode();
var combine = HashCode.Combine(Math.Min(hashX, hashY), Math.Max(hashX, hashY));
return combine;
}
public bool Equals(UnorderedPair<TX, TY> other)
{
if (ReferenceEquals(null, other))
{
return false;
}
if (ReferenceEquals(this, other))
{
return true;
}
if (typeof(TX) != typeof(TY))
{
return EqualityComparer<TX>.Default.Equals(X, other.X) && EqualityComparer<TY>.Default.Equals(Y, other.Y);
}
return EqualityComparer<TX>.Default.Equals(X, other.X) && EqualityComparer<TY>.Default.Equals(Y, other.Y)
|| X.Equals(other.Y) && Y.Equals(other.X);
}
public override bool Equals(object obj)
{
if (ReferenceEquals(null, obj))
{
return false;
}
if (ReferenceEquals(this, obj))
{
return true;
}
return obj switch
{
UnorderedPair<TX, TY> other => Equals(other),
UnorderedPair<TY, TX> otherSwapped => Equals(otherSwapped),
_ => false
};
}
public static bool operator ==(UnorderedPair<TX, TY> left, UnorderedPair<TX, TY> right)
{
return Equals(left, right);
}
public static bool operator !=(UnorderedPair<TX, TY> left, UnorderedPair<TX, TY> right)
{
return !Equals(left, right);
}
public static implicit operator UnorderedPair<TX, TY>(UnorderedPair<TY, TX> pair)
{
return new UnorderedPair<TX, TY>(pair.Y, pair.X);
}
}
and
var testDict = new Dictionary<UnorderedPair<int, double>, string>();
testDict.Add(new UnorderedPair<int, double>(1,2.5), "Hello World!");
Console.WriteLine(testDict[new UnorderedPair<double,int>(2.5,1)]);
(.NET Fiddle for both)
You could write a custom IEqualityComparer<UnorderedPair<T>> implementation, and pass it as argument to the constructor of your Dictionary<UnorderedPair<TKey>, TValue>. This way you won't have to modify your UnorderedPair<T> type, by overriding its Equals and GetHashCode methods. Below is an example of such a comparer for the ValueTuple<T1, T2> struct, with both T1 and T2 being the same type:
class UnorderedValueTupleEqualityComparer<T> : IEqualityComparer<(T, T)>
{
private readonly IEqualityComparer<T> _comparer;
public UnorderedValueTupleEqualityComparer(IEqualityComparer<T> comparer = default)
{
_comparer = comparer ?? EqualityComparer<T>.Default;
}
public bool Equals((T, T) x, (T, T) y)
{
if (_comparer.Equals(x.Item1, y.Item1)
&& _comparer.Equals(x.Item2, y.Item2)) return true;
if (_comparer.Equals(x.Item1, y.Item2)
&& _comparer.Equals(x.Item2, y.Item1)) return true;
return false;
}
public int GetHashCode((T, T) obj)
{
int h1 = _comparer.GetHashCode(obj.Item1);
int h2 = _comparer.GetHashCode(obj.Item2);
if (h1 > h2) (h1, h2) = (h2, h1);
return HashCode.Combine(h1, h2);
}
}
Usage example:
Dictionary<(int, int), string> dictionary = new(
new UnorderedValueTupleEqualityComparer<int>());
Inspired by #derHugo's answer and my comments on it,
Fiddle here
A generic implementation,
#nullable enable
public class UnorderedPair<T> : IEquatable<UnorderedPair<T>>
{
private static IEqualityComparer<T> comparer = EqualityComparer<T>.Default;
public T X { get; }
public T Y { get; }
public UnorderedPair(T x, T y)
{
X = x;
Y = y;
}
public bool Equals(UnorderedPair<T>? other)
{
if(other is null)
{
return false;
}
if (ReferenceEquals(this, other))
{
return true;
}
// For equality simply include the swapped check
return
comparer.Equals(X, other.X) && comparer.Equals(Y, other.Y)
||
comparer.Equals(X, other.Y) && comparer.Equals(Y, other.X);
}
public override bool Equals(object? obj)
{
return Equals(obj as UnorderedPair<T>);
}
public override int GetHashCode()
{
unchecked
{
return
(X is null ? 0 : comparer.GetHashCode(X))
+
(Y is null ? 0 : comparer.GetHashCode(Y));
}
}
public static bool operator ==(UnorderedPair<T>? left, UnorderedPair<T>? right)
{
return Equals(left, right);
}
public static bool operator !=(UnorderedPair<T>? left, UnorderedPair<T>? right)
{
return !Equals(left, right);
}
}
#nullable disable

Question regarding declaration of equality operators in C#

This seems incredibly basic, but I couldn't find any other answers on this particular note. In declaring a == operator in C#, you must also declare the != operator. Obviously every case may vary based on type, but if a type has explicit equality or does not, is it reasonable to declare != as simply !(a == b)? Is there a reason NOT to do this? For example:
public static bool operator ==(Point p1, Point p2)
{
return ((p1.X == p2.x) && (p1.Y == p2.Y));
}
public static bool operator !=(Point p1, Point p2)
{
return !(p1 == p2);
}
There is a good example from Microsoft Docs: How to: Define Value Equality for a Type covering important aspects of defining equality for types.
In the following example, for x!=y you see it's simply returning !(x==y):
using System;
class TwoDPoint : IEquatable<TwoDPoint>
{
// Readonly auto-implemented properties.
public int X { get; private set; }
public int Y { get; private set; }
// Set the properties in the constructor.
public TwoDPoint(int x, int y)
{
if ((x < 1) || (x > 2000) || (y < 1) || (y > 2000))
{
throw new System.ArgumentException("Point must be in range 1 - 2000");
}
this.X = x;
this.Y = y;
}
public override bool Equals(object obj)
{
return this.Equals(obj as TwoDPoint);
}
public bool Equals(TwoDPoint p)
{
// If parameter is null, return false.
if (Object.ReferenceEquals(p, null))
{
return false;
}
// Optimization for a common success case.
if (Object.ReferenceEquals(this, p))
{
return true;
}
// If run-time types are not exactly the same, return false.
if (this.GetType() != p.GetType())
{
return false;
}
// Return true if the fields match.
// Note that the base class is not invoked because it is
// System.Object, which defines Equals as reference equality.
return (X == p.X) && (Y == p.Y);
}
public override int GetHashCode()
{
return X * 0x00010000 + Y;
}
public static bool operator ==(TwoDPoint lhs, TwoDPoint rhs)
{
// Check for null on left side.
if (Object.ReferenceEquals(lhs, null))
{
if (Object.ReferenceEquals(rhs, null))
{
// null == null = true.
return true;
}
// Only the left side is null.
return false;
}
// Equals handles case of null on right side.
return lhs.Equals(rhs);
}
public static bool operator !=(TwoDPoint lhs, TwoDPoint rhs)
{
return !(lhs == rhs);
}
}

Checking against null in Equals()

How come if I comment out the second line when overriding Equals() like so:
public override bool Equals(object obj) {
if(object.ReferenceEquals(this, obj)) return true;
//if(obj == null) return false;
Person other = obj as Person;
if(other == null) return false;
return this.Name == other.Name;
}
I get a NullReferenceException? If I uncomment it, it'll work. Also I made sure that the obj argument wasn't a null, and it still does that.
Here is full code
namespace MyNameSpace{
class Person : IComparable<Person>{
public string Name { get; set; }
public Person(string name) {
Name = name;
}
public static bool operator <(Person x, Person y) {
return x.CompareTo(y) < 0;
}
public static bool operator >(Person x, Person y) {
return x.CompareTo(y) > 0;
}
public static bool operator ==(Person x, Person y) {
return x.Equals(y);
}
public static bool operator !=(Person x, Person y) {
return !x.Equals(y);
}
public override bool Equals(object obj) {
if(object.ReferenceEquals(this, obj)) return true;
//if(obj == null) return false;
Person other = obj as Person;
if(other == null) return false;
return this.Name == other.Name;
}
public int CompareTo(Person other) {
return this.Name.CompareTo(other.Name);
}
}
class Program {
static void Main(string[] args) {
Person one = new Person("one");
Person two = new Person("two");
Console.WriteLine(one == two);
}
}
}
I suspect you have a custom == operator on Person, which is being invoked by the line:
if(other == null) return false;
Which also hints that the operator is buggy and should be fixed.
Edit: and with your update: here is the buggy custom == operator:
public static bool operator ==(Person x, Person y) {
return x.Equals(y);
}
Using just:
public static bool operator ==(Person x, Person y) {
return Equals(x,y);
}
would solve that, along with:
public override bool Equals(object obj) {
if(obj == (object)this) return true; // ref equality, the cheap way
if(obj is Person) {
Person other = (Person)obj;
return this.Name == other.Name;
}
return false;
}
As a general rule for IComparable implementation, I would strongly recommend Eric Lippert's approach. It's very simple and helps a lot to not get NRE.
Basically, you don't call either Equals or == in any operator overload. You just call a unique static method that does all the job:
public int CompareTo(Natural x) { return CompareTo(this, x); }
public static bool operator <(Natural x, Natural y) { return CompareTo(x, y) < 0; }
public static bool operator >(Natural x, Natural y) { return CompareTo(x, y) > 0; }
public static bool operator <=(Natural x, Natural y) { return CompareTo(x, y) <= 0; }
public static bool operator >=(Natural x, Natural y) { return CompareTo(x, y) >= 0; }
public static bool operator ==(Natural x, Natural y) { return CompareTo(x, y) == 0; }
public static bool operator !=(Natural x, Natural y) { return CompareTo(x, y) != 0; }
public override bool Equals(object obj) { return CompareTo(this, obj as Natural) == 0; }
public bool Equals(Natural x) { return CompareTo(this, x) == 0; }
// negative means x < y
// positive means x > y
// zero means x == y
// two nulls are equal
// otherwise, null is always smaller
private static int CompareTo(Natural x, Natural y) {
if (ReferenceEquals(x, y))
return 0;
else if (ReferenceEquals(x, null))
return -1;
else if (ReferenceEquals(y, null))
return 1;
else if (ReferenceEquals(x, Zero))
return -1;
else if (ReferenceEquals(y, Zero))
return 1;
else if (x.head == y.head)
return CompareTo(x.tail, y.tail);
else if (x.head == ZeroBit)
return CompareTo(x.tail, y.tail) > 0 ? 1 : -1;
else
return CompareTo(x.tail, y.tail) < 0 ? -1 : 1;
}
I get it, I was recursively calling operator ==, and at some point i had operator == (x, y), where x and y were both null, and then I did x.Equals(), that's why it threw that exception.

Compare types of keys for SortedDictionary

I want to write a custom comparer for a SortedDictionary, where keys are sorted based on their type. Is this possible?
public class StateBase
{
// This is a base class I have to inherit from
}
SortedDictionary<StateBase, int> _stateDictionary =
new SortedDictionary<StateBase, int>(new StateComparer());
class StateComparer : IComparer<StateBase>
{
public int Compare(StateBase a, StateBase b)
{
// I'd like to sort these based on their type
// I don't particularly care what order they are in, I just want them
// to be sorted.
}
}
Sure, why not? Note that we must be talking about reference-types for this to apply, so something like:
public class TypeComparer<T> : IComparer<T>, IEqualityComparer<T> where T : class
{
public static readonly TypeComparer<T> Singleton= new TypeComparer<T>();
private TypeComparer(){}
bool IEqualityComparer<T>.Equals(T x, T y)
{
if (ReferenceEquals(x, y)) return true;
if (x == null || y == null) return false;
Type xType = x.GetType(), yType = y.GetType();
return xType == yType && EqualityComparer<T>.Default.Equals(x, y);
}
int IEqualityComparer<T>.GetHashCode(T x)
{
if (x == null) return 0;
return -17*x.GetType().GetHashCode() + x.GetHashCode();
}
int IComparer<T>.Compare(T x, T y)
{
if(x==null) return y == null ? 0 : -1;
if (y == null) return 1;
Type xType = x.GetType(), yType = y.GetType();
int delta = xType == yType ? 0 : string.Compare(
xType.FullName, yType.FullName);
if (delta == 0) delta = Comparer<T>.Default.Compare(x, y);
return delta;
}
}
You can. If your comparer implements IComparer<T>, it can be passed to a new SortedDictionary instance by the corresponding constructor overload.
The Compare method then somehow decides what item is greater or lower. It is the place where you can implement your compare-by-type logic.
Here is an example to compare Type instances based on their name:
public class TypeComparer : IComparer<Type>
{
public int Compare(Type x, Type y)
{
if(x != null && y != null)
return x.FullName.CompareTo(y.FullName);
else if(x != null)
return x.FullName.CompareTo(null);
else if(y != null)
return y.FullName.CompareTo(null);
else
return 0;
}
}

What do I need to do for this line of code? (C#)

I'm trying to get an if statment that says if my Points Array at "i" (Initialized in a For Loop) is equal to the X and Y of a Circle (Which is set to smallcircle.X and smallcircle.Y). I know what I need to do in the if statment, but I can't get the if statment itself to work. What is the syntax for that?
Currently Have:
if (centerPoints[i] == smallcircle.X, smallcircle.Y)
It doesn't like that one bit.
Probably this:
if (centerPoints[i].X == smallcircle.X && centerPoints[i].Y == smallcircle.Y)
centerPoints[i] is an instance of Point, right?
In which case, this...
if (centerPoints[i] == new Point(smallcircle.X, smallcircle.Y))
... should do the trick
update
What type is your Circle? If it's yours then why doesn't it have a Centre property of type Point. This would make your life easier.
if ((centerPoints[i].X == smallcircle.X) && (centerPoints[i].Y == smallcircle.Y))
One more thing:
If this is the only thing your for loop is doing, you can write the whole loop like this:
foreach (Point point in centerPoints.Where(p => p.X == smallcircle.X && p.Y == smallcircle.Y) )
{
//
}
You're looking for the logical AND operator, which in C# is &&. It's used to check if both conditions are true.
So that:
if( pts[i] == smallcircle.X && pts[i] == smallcircle.Y ) {
// Both are true so do this...
}
If you want to check if EITHER condition is true, use the logial OR operator, ||:
if( pts[i] == smallcircle.X || pts[i] == smallcircle.Y ) {
// Either one or the other condition is true, so do this...
}
Another option is to override the Equals() method in your Point struct, here's an example of one that I've used:
struct Point
{
public int X;
public int Y;
public Point(int x, int y) { X = x; Y = y; }
public override bool Equals(object obj)
{
return obj is Point && Equals((Point)obj);
}
public bool Equals(Point other)
{
return (this.X == other.X && this.Y == other.Y);
}
public override int GetHashCode()
{
return X ^ Y;
}
public override string ToString()
{
return String.Format("({0}, {1})", X, Y);
}
public static bool operator ==(Point lhs, Point rhs)
{
return (lhs.Equals(rhs));
}
public static bool operator !=(Point lhs, Point rhs)
{
return !(lhs.Equals(rhs));
}
public static double Distance(Point p1, Point p2)
{
return Math.Sqrt((p1.X - p2.X) * (p1.X - p2.X) + (p1.Y - p2.Y) * (p1.Y - p2.Y));
}
}
So your code would become:
Point smallcircle = new Point(5, 5);
if (centerPoints[i] == smallcircle)
{
// Points are the same...
}

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