I have a program I wrote some years back to find "good" binary operators for bytes; byte A is left multiplied by byte B to yield byte C. The operator is defined as 256x256 byte matrix. A stripped down version of the class implementation is below.
Equals() is true IFF all 65536 bytes in the array are the same.
CompareTo() compares the Linearity of the operator into a continuum of more linear (bad for cryto) to less linear (good for crypto).
So it is possible for two instances, A and B, that both of the following are true:
A.Equals(B) = false
(A.ComparesTo(B) == 0) = true
My question is less: Is this a good idea? I know the answer is No, but given the large computational cost of measuring linearity and the narrow nature of my problem this design works. Also code similar to:
if (localMinimumOperator < globalMinimumOperator)
{
localMinimumOperator = globalMinimumOperator;
}
is easier for me to read.
My question is: What are the consequences of this divergence among: ==, CompareTo()== 0, and Equals()? or alternately:
Is there list of which LINQ extensions methods describing which extension use which interface (IEquatable or IComparable)?
Something more concise than this MSDN article on Enumerable?
For example:
IEnumerable<BinaryOperation> distinct = orgList.Distinct();
calls Equals(BinaryOperator) as per: Enumerable.Distinct<TSource> Method as does Contains(). I understand that Sort() and OrderBy() use calls to CompareTo().
But what about FindFirst() and BinarySearch()?
My example class:
using System;
using System.Collections.Generic;
using System.Linq;
namespace Jww05
{
public class BinaryOperation : IEquatable<BinaryOperation>, IComparable<BinaryOperation>
{
#region ClassMembers
public List<List<byte>> TruthTable
{
get
{
// I don't like giving out the underlying list if I help it
var retVal = new List<List<byte>>(OperatorDefintion);
return retVal;
}
}
// private data store for TruthTable
private List<List<byte>> OperatorDefintion { get; set; }
public BinaryOperation()
{
// initial state is the Identity operator
OperatorDefintion = new List<List<byte>>();
for (int i = 0; i < 256; i++)
{
var curRow = new List<byte>();
for (int j = 0; j < 256; j++)
{
curRow.Add((byte)(i + j));
}
OperatorDefintion.Add(curRow);
}
}
private long MeasureOperatorLinearity()
{
var diagonalOffsets = new byte[] { 255, 0, 1 };
/*
* Code that measures linearity in the original code used the Fast Walsh Hadamard Transform.
* That should go here, but it is removed because the FWHT is clutter for the purposes of this question.
*
* Since I needed a stub for this, I decided to exacerbate the differnece
* between CompareTo() == 0 and Equals()
* by returning an arbitrary int in lieu of the long CPU intensive Fast Walsh Hadamard Transform.
*
* If the matrices are identical on an element-by-element basis, then the Faux Linearity will be the the same.
* If the faux linearity (sum of terms on the main diagonal and corners) are the same, the underlying matrices could be different on an element-by-element basis.
*/
long fauxLinearityMeasure = 0;
for (var currRow = 0; currRow < OperatorDefintion.Count(); ++currRow)
{
fauxLinearityMeasure *= 5;
fauxLinearityMeasure = diagonalOffsets.Select(diagonalOffset => (byte)(currRow + diagonalOffset))
.Aggregate(fauxLinearityMeasure, (current, offestedIndex) => current + (OperatorDefintion[offestedIndex][currRow]));
}
return (int)fauxLinearityMeasure;
}
#endregion ClassMembers
#region ComparisonOperations
public int CompareTo(BinaryOperation other)
{
long otherLinearity = other.MeasureOperatorLinearity();
long thisLinearity = MeasureOperatorLinearity();
long linearityDiff = thisLinearity - otherLinearity;
// case the differnece of the linarity measures into {-1, 0, 1}
return (0 < linearityDiff) ? 1
: (0 > linearityDiff) ? -1
: 0;
}
public static bool operator >(BinaryOperation lhs, BinaryOperation rhs)
{
if (ReferenceEquals(null, lhs) ||
ReferenceEquals(null, rhs))
{
return false;
}
return (0 < lhs.CompareTo(rhs));
}
public static bool operator <(BinaryOperation lhs, BinaryOperation rhs)
{
if (ReferenceEquals(null, lhs) ||
ReferenceEquals(null, rhs))
{
return false;
}
return (0 > lhs.CompareTo(rhs));
}
public static bool operator <=(BinaryOperation lhs, BinaryOperation rhs)
{
if (ReferenceEquals(null, lhs) ||
ReferenceEquals(null, rhs))
{
return false;
}
// equals is cheap
if (lhs.Equals(rhs))
{
return true;
}
return (0 > lhs.CompareTo(rhs));
}
public static bool operator >=(BinaryOperation lhs, BinaryOperation rhs)
{
if (ReferenceEquals(null, lhs) ||
ReferenceEquals(null, rhs))
{
return false;
}
// equals is cheap
if (lhs.Equals(rhs))
{
return true;
}
return (0 < lhs.CompareTo(rhs));
}
#endregion ComparisonOperations
#region EqualityOperators
public bool Equals(BinaryOperation other)
{
if (ReferenceEquals(null, other))
{
return false;
}
var otherTruthTable = other.TruthTable;
var thisTruthTable = TruthTable;
var isEquals = true;
for (int currRow = 0; currRow < thisTruthTable.Count(); ++currRow)
{
isEquals = isEquals && thisTruthTable[currRow].SequenceEqual(otherTruthTable[currRow]);
}
return isEquals;
}
public override bool Equals(object obj)
{
return Equals(obj as BinaryOperation);
}
public override int GetHashCode()
{
return OperatorDefintion.SelectMany(currRow => currRow)
.Aggregate(1, (current, currByte) => current * 5 + currByte);
}
public static bool operator ==(BinaryOperation lhs, BinaryOperation rhs)
{
if (ReferenceEquals(null, lhs) ||
ReferenceEquals(null, rhs))
{
return false;
}
return (0 == lhs.CompareTo(rhs));
}
public static bool operator !=(BinaryOperation lhs, BinaryOperation rhs)
{
if (ReferenceEquals(null, lhs) ||
ReferenceEquals(null, rhs))
{
return false;
}
return (0 != lhs.CompareTo(rhs));
}
#endregion EqualityOperators
}
}
What are the consequences of this divergence among: ==, CompareTo()== 0, and Equals()?
Someone looking at your code in the future will truly hate you.
or alternately: Is there list of which linq extensions methods describing which extension use which interface (IEquitable or IComparable)?
I think that you've found most of it by yourself. A good rule of thumb is that usually there is nothing surprising in what interface is used by which LINQ function (no surprises is one of features of good design - unlike yours). For example: it's quite obvious that to sort elements it is necessary to know in which particular order should elements go, equality/inequality alone are not sufficient for this. BinarySearch also needs to know "which way to go" during search - if element is larger than current it re-curses into upper part of sorted array, if smaller it goes into lower. Again: obviously it needs IComparable. For Distinct Equals and GetHashCode suffice - sorting is not needed to determine a set of unique elements. And so on.
Related
Similar to this question, I'm trying to iterate only distinct values of sub-string of given strings, for example:
List<string> keys = new List<string>()
{
"foo_boo_1",
"foo_boo_2,
"foo_boo_3,
"boo_boo_1"
}
The output for the selected distinct values should be (select arbitrary the first sub-string's distinct value):
foo_boo_1 (the first one)
boo_boo_1
I've tried to implement this solution using the IEqualityComparer with:
public class MyEqualityComparer : IEqualityComparer<string>
{
public bool Equals(string x, string y)
{
int xIndex = x.LastIndexOf("_");
int yIndex = y.LastIndexOf("_");
if (xIndex > 0 && yIndex > 0)
return x.Substring(0, xIndex) == y.Substring(0, yIndex);
else
return false;
}
public int GetHashCode(string obj)
{
return obj.GetHashCode();
}
}
foreach (var key in myList.Distinct(new MyEqualityComparer()))
{
Console.WriteLine(key)
}
But the resulted output is:
foo_boo_1
foo_boo_2
foo_boo_3
boo_boo_1
Using the IEqualityComparer How do I remove the sub-string distinct values (foo_boo_2 and foo_boo_3)?
*Please note that the "real" keys are a lot longer, something like "1_0_8-B153_GF_6_2", therefore I must use the LastIndexOf.
Your current implementation has some flaws:
Both Equals and GetHashCode must never throw exception (you have to check for null)
If Equals returns true for x and y then GetHashCode(x) == GetHashCode(y). Counter example is "abc_1" and "abc_2".
The 2nd error can well cause Distinct return incorrect results (Distinct first compute hash).
Correct code can be something like this
public class MyEqualityComparer : IEqualityComparer<string> {
public bool Equals(string x, string y) {
if (ReferenceEquals(x, y))
return true;
else if ((null == x) || (null == y))
return false;
int xIndex = x.LastIndexOf('_');
int yIndex = y.LastIndexOf('_');
if (xIndex >= 0)
return (yIndex >= 0)
? x.Substring(0, xIndex) == y.Substring(0, yIndex)
: false;
else if (yIndex >= 0)
return false;
else
return x == y;
}
public int GetHashCode(string obj) {
if (null == obj)
return 0;
int index = obj.LastIndexOf('_');
return index < 0
? obj.GetHashCode()
: obj.Substring(0, index).GetHashCode();
}
}
Now you are ready to use it with Distinct:
foreach (var key in myList.Distinct(new MyEqualityComparer())) {
Console.WriteLine(key)
}
Your GetHashCode method in your equality comparer is returning the hash code for the entire string, just make it hash the substring, for example:
public int GetHashCode(string obj)
{
var index = obj.LastIndexOf("_");
return obj.Substring(0, index).GetHashCode();
}
For a more succinct solution that avoids using a custom IEqualityComparer<>, you could utilise GroupBy. For example:
var keys = new List<string>()
{
"foo_boo_1",
"foo_boo_2",
"foo_boo_3",
"boo_boo_1"
};
var distinct = keys
.Select(k => new
{
original = k,
truncated = k.Contains("_") ? k.Substring(0, k.LastIndexOf("_")) : k
})
.GroupBy(k => k.truncated)
.Select(g => g.First().original);
This outputs:
foo_boo_1
boo_boo_1
If I have a variable holding a flags enum, can I somehow iterate over the single-bit values in that specific variable? Or do I have to use Enum.GetValues to iterate over the entire enum and check which ones are set?
static IEnumerable<Enum> GetFlags(Enum input)
{
foreach (Enum value in Enum.GetValues(input.GetType()))
if (input.HasFlag(value))
yield return value;
}
Here is a Linq solution to the problem.
public static IEnumerable<Enum> GetFlags(this Enum e)
{
return Enum.GetValues(e.GetType()).Cast<Enum>().Where(e.HasFlag);
}
There aren't any builtin methods to get each component as far as I know. But here's one way you can get them:
[Flags]
enum Items
{
None = 0x0,
Foo = 0x1,
Bar = 0x2,
Baz = 0x4,
Boo = 0x6,
}
var value = Items.Foo | Items.Bar;
var values = value.ToString()
.Split(new[] { ", " }, StringSplitOptions.None)
.Select(v => (Items)Enum.Parse(typeof(Items), v));
// This method will always end up with the most applicable values
value = Items.Bar | Items.Baz;
values = value.ToString()
.Split(new[] { ", " }, StringSplitOptions.None)
.Select(v => (Items)Enum.Parse(typeof(Items), v)); // Boo
I adapted what Enum does internally to generate the string to instead return the flags. You can look at the code in reflector and should be more or less equivalent. Works well for general use cases where there are values which contain multiple bits.
static class EnumExtensions
{
public static IEnumerable<Enum> GetFlags(this Enum value)
{
return GetFlags(value, Enum.GetValues(value.GetType()).Cast<Enum>().ToArray());
}
public static IEnumerable<Enum> GetIndividualFlags(this Enum value)
{
return GetFlags(value, GetFlagValues(value.GetType()).ToArray());
}
private static IEnumerable<Enum> GetFlags(Enum value, Enum[] values)
{
ulong bits = Convert.ToUInt64(value);
List<Enum> results = new List<Enum>();
for (int i = values.Length - 1; i >= 0; i--)
{
ulong mask = Convert.ToUInt64(values[i]);
if (i == 0 && mask == 0L)
break;
if ((bits & mask) == mask)
{
results.Add(values[i]);
bits -= mask;
}
}
if (bits != 0L)
return Enumerable.Empty<Enum>();
if (Convert.ToUInt64(value) != 0L)
return results.Reverse<Enum>();
if (bits == Convert.ToUInt64(value) && values.Length > 0 && Convert.ToUInt64(values[0]) == 0L)
return values.Take(1);
return Enumerable.Empty<Enum>();
}
private static IEnumerable<Enum> GetFlagValues(Type enumType)
{
ulong flag = 0x1;
foreach (var value in Enum.GetValues(enumType).Cast<Enum>())
{
ulong bits = Convert.ToUInt64(value);
if (bits == 0L)
//yield return value;
continue; // skip the zero value
while (flag < bits) flag <<= 1;
if (flag == bits)
yield return value;
}
}
}
The extension method GetIndividualFlags() gets all the individual flags for a type. So values containing multiple bits are left out.
var value = Items.Bar | Items.Baz;
value.GetFlags(); // Boo
value.GetIndividualFlags(); // Bar, Baz
Coming back at this a few years later, with a bit more experience, my ultimate answer for single-bit values only, moving from lowest bit to highest bit, is a slight variant of Jeff Mercado's inner routine:
public static IEnumerable<Enum> GetUniqueFlags(this Enum flags)
{
ulong flag = 1;
foreach (var value in Enum.GetValues(flags.GetType()).Cast<Enum>())
{
ulong bits = Convert.ToUInt64(value);
while (flag < bits)
{
flag <<= 1;
}
if (flag == bits && flags.HasFlag(value))
{
yield return value;
}
}
}
It seems to work, and despite my objections of some years ago, I use HasFlag here, since it's far more legible than using bitwise comparisons and the speed difference is insignificant for anything I'll be doing. (It's entirely possible they've improved the speed of HasFlags since then anyway, for all I know...I haven't tested.)
Going off of #Greg's method, but adding a new feature from C# 7.3, the Enum constraint:
public static IEnumerable<T> GetUniqueFlags<T>(this T flags)
where T : Enum // New constraint for C# 7.3
{
foreach (Enum value in Enum.GetValues(flags.GetType()))
if (flags.HasFlag(value))
yield return (T)value;
}
The new constraint allows this to be an extension method, without having to cast through (int)(object)e, and I can use the HasFlag method and cast directly to T from value.
C# 7.3 also added constraints to for delegates and unmanaged.
+1 for the answer provided by #RobinHood70. I found that a generic version of the method was convenient for me.
public static IEnumerable<T> GetUniqueFlags<T>(this Enum flags)
{
if (!typeof(T).IsEnum)
throw new ArgumentException("The generic type parameter must be an Enum.");
if (flags.GetType() != typeof(T))
throw new ArgumentException("The generic type parameter does not match the target type.");
ulong flag = 1;
foreach (var value in Enum.GetValues(flags.GetType()).Cast<T>())
{
ulong bits = Convert.ToUInt64(value);
while (flag < bits)
{
flag <<= 1;
}
if (flag == bits && flags.HasFlag(value as Enum))
{
yield return value;
}
}
}
EDIT
And +1 for #AustinWBryan for bringing C# 7.3 into the solution space.
public static IEnumerable<T> GetUniqueFlags<T>(this T flags) where T : Enum
{
ulong flag = 1;
foreach (var value in Enum.GetValues(flags.GetType()).Cast<T>())
{
ulong bits = Convert.ToUInt64(value);
while (flag < bits)
{
flag <<= 1;
}
if (flag == bits && flags.HasFlag(value as Enum))
{
yield return value;
}
}
}
Extension method using the new Enum constraint and generics to prevent casting:
public static class EnumExtensions
{
public static T[] GetFlags<T>(this T flagsEnumValue) where T : Enum
{
return Enum
.GetValues(typeof(T))
.Cast<T>()
.Where(e => flagsEnumValue.HasFlag(e))
.ToArray();
}
}
Continuing in my efforts to make the code shorter, this is my latest version of the routine. (I'm the OP...long story.) As discussed previously, this ignores None and multi-bit values.
Note that this uses an Enum constraint and a var pattern, so will require at least C# 7.3.
public static IEnumerable<T> GetUniqueFlags<T>(this T value)
where T : Enum
{
var valueLong = Convert.ToUInt64(value, CultureInfo.InvariantCulture);
foreach (var enumValue in value.GetType().GetEnumValues())
{
if (
enumValue is T flag // cast enumValue to T
&& Convert.ToUInt64(flag, CultureInfo.InvariantCulture) is var bitValue // convert flag to ulong
&& (bitValue & (bitValue - 1)) == 0 // is this a single-bit value?
&& (valueLong & bitValue) != 0 // is the bit set?
)
{
yield return flag;
}
}
}
Wasn't satisfied with the answers above, although they were the start.
After piecing together some different sources here:
Previous poster in this thread's SO QnA
Code Project Enum Flags Check Post
Great Enum<T> Utility
I created this so let me know what you think.
Parameters:
bool checkZero: tells it to allow 0 as a flag value. By default input = 0 returns empty.
bool checkFlags: tells it to check whether the Enum is decorated w/ the [Flags] attribute.
PS. I don't have time right now to figure out the checkCombinators = false alg which will force it to ignore any enum values which are combinations of bits.
public static IEnumerable<TEnum> GetFlags<TEnum>(this TEnum input, bool checkZero = false, bool checkFlags = true, bool checkCombinators = true)
{
Type enumType = typeof(TEnum);
if (!enumType.IsEnum)
yield break;
ulong setBits = Convert.ToUInt64(input);
// if no flags are set, return empty
if (!checkZero && (0 == setBits))
yield break;
// if it's not a flag enum, return empty
if (checkFlags && !input.GetType().IsDefined(typeof(FlagsAttribute), false))
yield break;
if (checkCombinators)
{
// check each enum value mask if it is in input bits
foreach (TEnum value in Enum<TEnum>.GetValues())
{
ulong valMask = Convert.ToUInt64(value);
if ((setBits & valMask) == valMask)
yield return value;
}
}
else
{
// check each enum value mask if it is in input bits
foreach (TEnum value in Enum <TEnum>.GetValues())
{
ulong valMask = Convert.ToUInt64(value);
if ((setBits & valMask) == valMask)
yield return value;
}
}
}
This makes use of the Helper Class Enum<T> found here that I updated to use yield return for GetValues:
public static class Enum<TEnum>
{
public static TEnum Parse(string value)
{
return (TEnum)Enum.Parse(typeof(TEnum), value);
}
public static IEnumerable<TEnum> GetValues()
{
foreach (object value in Enum.GetValues(typeof(TEnum)))
yield return ((TEnum)value);
}
}
Finally, here's a example of using it:
private List<CountType> GetCountTypes(CountType countTypes)
{
List<CountType> cts = new List<CountType>();
foreach (var ct in countTypes.GetFlags())
cts.Add(ct);
return cts;
}
What I did was change my approach, instead of typing the input parameter of the method as the enum type, I typed it as an array of the enum type (MyEnum[] myEnums), this way I just iterate through the array with a switch statement inside the loop.
Here's yet another C# 7.3 solution using Linq
using System;
using System.Collections.Generic;
using System.Linq;
public static class FlagEnumExtensions
{
public static IEnumerable<T> GetFlags<T>(this T en) where T : struct, Enum
{
return Enum.GetValues<T>().Where(member => en.HasFlag(member)).ToArray();
}
}
Edit: added .ToArray() to prevent multiple enumerations.
You dont need to iterate all values. just check your specific flags like so:
if((myVar & FlagsEnum.Flag1) == FlagsEnum.Flag1)
{
//do something...
}
or (as pstrjds said in comments) you can check for use it like:
if(myVar.HasFlag(FlagsEnum.Flag1))
{
//do something...
}
Building upon Greg's answer above, this also takes care of the case where you have a value 0 in your enum, such as None = 0. In which case, it should not iterate over that value.
public static IEnumerable<Enum> ToEnumerable(this Enum input)
{
foreach (Enum value in Enum.GetValues(input.GetType()))
if (input.HasFlag(value) && Convert.ToInt64(value) != 0)
yield return value;
}
Would anyone know how to improve upon this even further so that it can handle the case where all flags in the enum are set in a super smart way that could handle all underlying enum type and the case of All = ~0 and All = EnumValue1 | EnumValue2 | EnumValue3 | ...
You can use an Iterator from the Enum. Starting from the MSDN code:
public class DaysOfTheWeek : System.Collections.IEnumerable
{
int[] dayflag = { 1, 2, 4, 8, 16, 32, 64 };
string[] days = { "Mon", "Tue", "Wed", "Thu", "Fri", "Sat", "Sun" };
public string value { get; set; }
public System.Collections.IEnumerator GetEnumerator()
{
for (int i = 0; i < days.Length; i++)
{
if value >> i & 1 == dayflag[i] {
yield return days[i];
}
}
}
}
It's not tested, so if I made a mistake feel free to call me out. (obviously it's not re-entrant.) You'd have to assign value beforehand, or break it out into another function that uses enum.dayflag and enum.days. You might be able to go somewhere with the outline.
All the answers work well with simple flags, you're probably going to get into issues when flags are combined.
[Flags]
enum Food
{
None=0
Bread=1,
Pasta=2,
Apples=4,
Banana=8,
WithGluten=Bread|Pasta,
Fruits = Apples | Banana,
}
probably need to add a check to test if the enum value it self is a combination.
You'd probably need something like posted here by Henk van Boeijen
to cover your requirement (you need to scroll down a bit)
When it comes to performance, which is important in game development, all solutions given are terrible because of garbage allocation and slow speed. This is a garbage free, over 100 times faster solution than accepted answer.
[Flags]
public enum PersonalTraits : short
{
None = 1 << 0,
Strength = 1 << 1,
Agility = 1 << 2,
Attack = 1 << 3,
Defence = 1 << 4,
Vitality = 1 << 5,
Stamina = 1 << 6,
Accuracy = 1 << 7,
Perception = 1 << 8,
Charisma = 1 << 9,
}
PersonalTraits athlete = PersonalTraits.Stamina | PersonalTraits.Strength;
for (short i = 0, value = 0; value <= (short)PersonalTraits.Charisma; i++, value = (short)(1 << i))
if (((short)athlete & value) != 0)
yield return (PersonalTraits)value;
It could be aswell as the following code:
public static string GetEnumString(MyEnum inEnumValue)
{
StringBuilder sb = new StringBuilder();
foreach (MyEnum e in Enum.GetValues(typeof(MyEnum )))
{
if ((e & inEnumValue) != 0)
{
sb.Append(e.ToString());
sb.Append(", ");
}
}
return sb.ToString().Trim().TrimEnd(',');
}
It goes inside if only when the enum value is contained on the value
You can do it directly by converting to int but you will loose type checking.
I think the best way is use something similar to my proposition. It keep the proper type all the way. No conversion required. It is not perfect due to boxing which will add a little hit in performance.
Not perfect (boxing), but it does the job with no warning...
/// <summary>
/// Return an enumerators of input flag(s)
/// </summary>
/// <param name="input"></param>
/// <returns></returns>
public static IEnumerable<T> GetFlags<T>(this T input)
{
foreach (Enum value in Enum.GetValues(input.GetType()))
{
if ((int) (object) value != 0) // Just in case somebody has defined an enum with 0.
{
if (((Enum) (object) input).HasFlag(value))
yield return (T) (object) value;
}
}
}
Usage:
FileAttributes att = FileAttributes.Normal | FileAttributes.Compressed;
foreach (FileAttributes fa in att.GetFlags())
{
...
}
The Equals ( object obj) method for HashSet Contains check is not behaving in expected manner and I am not able to root cause it. Any help will be appreciated.
I am using a C# HashSet to store class object POS. Have declared it as
public static HashSet Store = new HashSet();
On calling Store.Add (A) A is stored in the Hashset properly.
When i try Store.Contains(B) for the case when GetHasCode returns the same hascode for A and B, the Equals method is called. The problem I am facing is in the Equal method I never get invocation for obj A. It ways gives me obj B as reference and hence evaluates to true. Since the hascode for both A and B are same should Equals not be called with obj A as reference?
/* The class object to be entered in Hashset is given below */
public class POS
{
private int[] R = new int[Constants.MaxN];
public int prev;
/** Methods for the class goes here **/
/* To use enter the object in Hashset placed the GetHashCode and Equals functions below */
public override int GetHashCode()
{
uint val=0;
uint temp = 0;
int j = 0;
for (long i = 0; i < Globals.GetN(); i++)
{
if (i > 9) { break; }
temp = (uint)R[i];
j = (int)i * 3;
val |= (temp << j);
}
return (int) val;
}
public override bool Equals(object obj)
{
int temp, tmp;
var POSitem = obj as POS;
Console.WriteLine("Entered:");
if (obj == null) { return false; }
if (ReferenceEquals(this, POSitem)) return true;
for (int i = 0; i < Globals.GetN(); i++)
{
temp = this.Give(i);
tmp = POSitem.Give(i);
if (temp != tmp) return false;
}
return true;
}
} // end braces of POS
It's really hard to follow what you're asking here; many spelling and grammar mistakes. But, from what I've been able to understand you're saying that in a collection of two objects (call them A and B) and that you're wondering why that when you add B only A.Equals is being called.
A.Equals(B) is called to figure out if A equals B. If A equals B then B equals A and there's no reason to invoke B.Equals(A). This is the symmetric property of equality.
How can i build an dynamic if statement that also includes <, >, ==, <=, >=
I want to build an dynamic if statement that is not looking like this:
if (seconds < choosedSeconds)
{
}
else if (seconds > choosedSeconds)
{
}
else if(seconds >= choosedSeconds)
{
}
else if(seconds == choosedSeconds)
{
}
This is what i want it to look like
if(seconds myOperator choosedSeconds) // or minutes, hours and so on
{
}
I just want to have that in one statement.
Do i have to build a struct for that?
An example would be nice.
You can work with delegates and lambda expressions
void MyMethod (Func<int, int, bool> comparison)
{
int seconds = ...;
int chosenSeconds = ...;
if (comparison(seconds, chosenSeconds)) {
...
}
}
You can call it like this
MyMethod((a, b) => a <= b);
or
MyMethod((a, b) => a == b);
Any comparison will work as long as the expression is a Boolean expression:
MyMethod((a, b) => a % b == 0);
MyMethod((a, b) => array[a] == 100 * b + 7);
interface IMyConditionEvaluator
{
bool EvaluateCondition(int x, int y);
}
…
IMyConditionEvaluator e = new SomeSpecificConditionEvaluator();
…
if (e.EvaluateCondition(seconds, choosedSeconds))
{
…
}
Now go ahead and create as many classes implementing IMyConditionEvaluator as you wish.
You could go with predicates, i.e:
public bool IsExactlyOneSecond(TimeSpan timeSpan)
{
return timeSpan.TotalSeconds == 1.0;
}
public bool IsMoreThanOneSecond(TimeSpan timeSpan)
{
return timeSpan.TotalSeconds > 1.0;
}
Then you probably have some method taking the predicate as input:
private void Process(TimeSpan timeSpan, Predicate<TimeSpan> test)
{
if (test(timeSpan))
{
// Do something
}
}
And you use it like this:
Process(timeSpan, IsExactlyOneSecond);
Or
Process(timeSpan, IsMoreThanOneSecond);
Maybe you need something like this? This generic method compares two values using the specified comparison type.
public enum ComparisonType
{
Equal,
Less,
Greater,
LessOrEqual,
GreaterOrEqual
}
public static bool Compare<T>(T a, ComparisonType compType, T b)
where T : IComparable<T>
{
switch (compType)
{
case ComparisonType.Equal:
return a.CompareTo(b) == 0;
case ComparisonType.Less:
return a.CompareTo(b) < 0;
case ComparisonType.Greater:
return a.CompareTo(b) > 0;
case ComparisonType.LessOrEqual:
return a.CompareTo(b) <= 0;
case ComparisonType.GreaterOrEqual:
return a.CompareTo(b) >= 0;
}
throw new ApplicationException();
}
Usage example:
if (Compare(seconds, ComparisonType.LessOrEqual, choosenSeconds))
{
// seconds <= choosenSeconds here
}
Take a look at
Expression Trees
I have a double[] array, i want to use it as key (not literally, but in the way that the key is matched when all the doubles in the double array need to be matched)
What is the fastest way to use the double[] array as key to dictionary?
Is it using
Dictionary<string, string> (convert double[] to a string)
or
anything else like converting it
Given that all key arrays will have the same length, either consider using a Tuple<,,, ... ,>, or use a structural equality comparer on the arrays.
With tuple:
var yourDidt = new Dictionary<Tuple<double, double, double>, string>();
yourDict.Add(Tuple.Create(3.14, 2.718, double.NaN), "da value");
string read = yourDict[Tuple.Create(3.14, 2.718, double.NaN)];
With (strongly typed version of) StructuralEqualityComparer:
class DoubleArrayStructuralEqualityComparer : EqualityComparer<double[]>
{
public override bool Equals(double[] x, double[] y)
{
return System.Collections.StructuralComparisons.StructuralEqualityComparer
.Equals(x, y);
}
public override int GetHashCode(double[] obj)
{
return System.Collections.StructuralComparisons.StructuralEqualityComparer
.GetHashCode(obj);
}
}
...
var yourDict = new Dictionary<double[], string>(
new DoubleArrayStructuralEqualityComparer());
yourDict.Add(new[] { 3.14, 2.718, double.NaN, }, "da value");
string read = yourDict[new[] { 3.14, 2.718, double.NaN, }];
Also consider the suggestion by Sergey Berezovskiy to create a custom class or (immutable!) struct to hold your set of doubles. In that way you can name your type and its members in a natural way that makes it more clear what you do. And your class/struct can easily be extended later on, if needed.
Thus all arrays have same length and each item in array have specific meaning, then create class which holds all items as properties with descriptive names. E.g. instead of double array with two items you can have class Point with properties X and Y. Then override Equals and GetHashCode of this class and use it as key (see What is the best algorithm for an overriding GetHashCode):
Dictionary<Point, string>
Benefits - instead of having array, you have data structure which makes its purpose clear. Instead of referencing items by indexes, you have nice named property names, which also make their purpose clear. And also speed - calculating hash code is fast. Compare:
double[] a = new [] { 12.5, 42 };
// getting first coordinate a[0];
Point a = new Point { X = 12.5, Y = 42 };
// getting first coordinate a.X
[Do not consider this a separate answer; this is an extension of #JeppeStigNielsen's answer]
I'd just like to point out that you make Jeppe's approach generic as follows:
public class StructuralEqualityComparer<T>: IEqualityComparer<T>
{
public bool Equals(T x, T y)
{
return StructuralComparisons.StructuralEqualityComparer.Equals(x, y);
}
public int GetHashCode(T obj)
{
return StructuralComparisons.StructuralEqualityComparer.GetHashCode(obj);
}
public static StructuralEqualityComparer<T> Default
{
get
{
StructuralEqualityComparer<T> comparer = _defaultComparer;
if (comparer == null)
{
comparer = new StructuralEqualityComparer<T>();
_defaultComparer = comparer;
}
return comparer;
}
}
private static StructuralEqualityComparer<T> _defaultComparer;
}
(From an original answer here: https://stackoverflow.com/a/5601068/106159)
Then you would declare the dictionary like this:
var yourDict = new Dictionary<double[], string>(new StructuralEqualityComparer<double[]>());
Note: It might be better to initialise _defaultComparer using Lazy<T>.
[EDIT]
It's possible that this might be faster; worth a try:
class DoubleArrayComparer: IEqualityComparer<double[]>
{
public bool Equals(double[] x, double[] y)
{
if (x == y)
return true;
if (x == null || y == null)
return false;
if (x.Length != y.Length)
return false;
for (int i = 0; i < x.Length; ++i)
if (x[i] != y[i])
return false;
return true;
}
public int GetHashCode(double[] data)
{
if (data == null)
return 0;
int result = 17;
foreach (var value in data)
result += result*23 + value.GetHashCode();
return result;
}
}
...
var yourDict = new Dictionary<double[], string>(new DoubleArrayComparer());
Ok this is what I found so far:
I input an entry (length 4 arrray) to the dictionary, and access it for 999999 times on my machine:
Dictionary<double[], string>(
new DoubleArrayStructuralEqualityComparer()); takes 1.75 seconds
Dictionary<Tuple<double...>,string> takes 0.85 seconds
The code below takes 0.1755285 seconds, which is the fastest now! (in line with the comment with Sergey.)
The fastest - The code of DoubleArrayComparer by Matthew Watson takes 0.15 seconds!
public class DoubleArray
{
private double[] d = null;
public DoubleArray(double[] d)
{
this.d = d;
}
public override bool Equals(object obj)
{
if (!(obj is DoubleArray)) return false;
DoubleArray dobj = (DoubleArray)obj;
if (dobj.d.Length != d.Length) return false;
for (int i = 0; i < d.Length; i++)
{
if (dobj.d[i] != d[i]) return false;
}
return true;
}
public override int GetHashCode()
{
unchecked // Overflow is fine, just wrap
{
int hash = 17;
for (int i = 0; i < d.Length;i++ )
{
hash = hash*23 + d[i].GetHashCode();
}
return hash;
}
}
}