Graph. Adjacencies foreach iteration - c#

I am designing a Graph class (both list and matrix implementations). I have to provide method such as GetAdjacencies(int vertex).
In the first moment I thought of returning IEnumerable and that way I will be able to iterate through the result using foreach statement. But in the next moment, I realized it is horrible solution because new list must be created each time GetAdjacencies(int vertex) occurs.
Next I thought of returning Enumerator, but that way I can't iterate through the result using foreach statement. However efficiency is much better (I will implement many graph algorithms and I am really interested in optimization).
Could you tell me what is the right way to do this in C#?

You don't have to create new list each time the method is called. Use iterator blocks for instance:
public IEnumerable<int> GetAdjacencies(int vertex)
{
foreach (int i in adj[vertex])
yield return i;
}
I don't know how exactly the graph is represented in your code, so the details of getting adjacencies list may vary.

Related

How does using yield save time or memory? [closed]

Closed. This question needs to be more focused. It is not currently accepting answers.
Want to improve this question? Update the question so it focuses on one problem only by editing this post.
Closed 7 years ago.
Improve this question
I'm new to C#, have not seen the equivalent of yield in previous languages I've tried to learn, and am not convinced that it is helpful except perhaps for readability. I survived all these years without it, so why do I need it?
As I undersand, you can use yield return to spit out values of type T one-by-one rather than collecting those values into an IEnumerable<T> and spitting that whole collection out at the end. What's the point? After all, I'm sure there is some overhead involved in interrupting the execution of the function to copy out a single value. Perhaps I'll run some performance tests to see if it's more efficient in terms of time. More than that, I'm wondering if you can show me a specific situation where I would need to iterate through a set of values collected by a function and can only do it with yield or would be better off doing it with yield.
As a marquee example of iterator usage, consider a number series iterator:
IEnumerable<int> fibo() {
int cur = 0, next = 1;
while(true) {
yield return cur;
next += cur;
cur = next - cur;
}
}
Now we can choose what to do with the series, and only the required elements are calculated:
var fibs = fibo();
var sumOfFirst10Fibs = fibs.Take(10).Sum();
Another useful pattern is flattening a complex data structure, like a tree1:
public class Tree<T> {
public Tree<T> Left, Right;
public T value;
public IEnumerable<T> InOrder() {
if(Left != null) {
foreach(T val in Left.InOrder())
yield return val;
}
yield return value;
if(Right != null) {
foreach(T val in Right.InOrder())
yield return val;
}
}
}
}
1 As noted by Alexey in the comments, the in-order traversal is inefficient (particularly when tall trees are traversed).
The idea is to generate the values on the fly. Your collection of values might be infinite or the cost of generating each value might be high. When you foreach through an IEnumerable, you are actually calling methods on IEnumerator, which can be implemented in any way you like. A function that uses yield is automatically reimplemented as an IEnumerator that generates values only when they are requested. When you want to generate values on the fly as well, you also have to code an implementation of IEnumerator just like the one a yielding function is replaced with.
Some specific situations where using a generator might be preferable to creating and returning a collection:
searching a very large file line-by-line. You don't want to load several gigabytes of text into memory, so it makes sense to read one line and yield return it. You can write a loop, of course, but by extracting the logic into a generator you can easily replace the file with a database table or a file in a different format, for example
walking a tree. You can use a visitor to walk a tree, or you can use a generator to generate a sequence of nodes in the right order, two approaches are inversions of one another. NB: recursive generators are a bad idea in C#!
generating infinite data for testing purposes where each successive element uses previous elements to generate itself ("On the 1298456th day of Christmas my true love sent me..." is a trivial example, you don't need to store 1298455 days worth of presents, just the list of previous presents and the current day)
Basically, in every case where you do not have to worry about handling IEnumerable as ICollection, i.e. you treat is as a stream of values, not as a finite bag of values with a Count, you might save time or memory by using a generator.
yield can be useful in a scenario where the Collection you want to return is not yet ready. i.e you are building up the list while iterating. By using yield-return, you really only need to have the next item before returning.
Another case where yield-return is preferable is if the IEnumerable represents an infinite set. Consider the list of Prime Numbers, or an infinite list of random numbers. You can never return the full IEnumerable at once, so you use yield-return to return the list incrementally.
The MSDN covers a lot to it:
When you use the yield keyword in a statement, you indicate that the
method, operator, or get accessor in which it appears is an iterator.
Using yield to define an iterator removes the need for an explicit
extra class (the class that holds the state for an enumeration, see
IEnumerator(Of T) for an example) when you implement the IEnumerable
and IEnumerator pattern for a custom collection type.
Technical Implementation
The following code returns an IEnumerable<string> from an iterator
method and then iterates through its elements.
IEnumerable<string> elements = MyIteratorMethod();
foreach (string element in elements)
{
…
}
The call to MyIteratorMethod doesn't execute the body of the method.
Instead the call returns an IEnumerable<string> into the elements
variable.
On an iteration of the foreach loop, the MoveNext method is
called for elements. This call executes the body of MyIteratorMethod
until the next yield return statement is reached. The expression
returned by the yield return statement determines not only the value
of the element variable for consumption by the loop body but also the
Current property of elements, which is an IEnumerable<string>.
On each
subsequent iteration of the foreach loop, the execution of the
iterator body continues from where it left off, again stopping when it
reaches a yield return statement. The foreach loop completes when the
end of the iterator method or a yield break statement is reached.

Which is better way of passing string to List in C# highlighting listbox based on database values

I would appreciate if someone can tell me what is the better way of defining list and passing a string to it
I am not sure which one to use or which one is better from performance point of view
var selection = "28,2,10,30,100,51";
List<string> categories = selection.Split(',').ToList();
List<string> categories = new List<string>(selection.Split(','));
I actually want to highlight the Listbox items based on database selection
after creating my list i loop through them & use following code to highlight the selection in the multi-selection list-box in asp.net
foreach (ListItem item in lstCatID.Items)
{
if (categories.Contains(item.Value))
item.Selected = true;
}
Is the the best way to do it or it can be done in any other way to enhance performance.
ToList internally calls the List constructor taking an argument of type IEnumerable so for both of your cases it would be same.
You should see: Reimplementing LINQ to Objects: Part 20 - ToList (Jon Skeet)
You may be wondering why we even need ToList, if we could just create
a list by calling the constructor directly. The difference is that in
order to call a constructor, you need to specify the element type as
the type argument.
It would be better for you if you can time them both using Stopwtach to see the difference, Also first make sure your code works and then worry about the performance. Usually performance optmization for this kind of task results in negligible improvements.
If you are just using it to read value try using IEnumerable<string> instead if List<string> which is lighter and restrictive than list. When you use IEnumerable, you give the compiler a chance to defer work until later, possibly optimizing along the way. SO while using Linq expressions like contains that you are using here IEnumerable probably is the best bet. Apart from this many a times during desin pattern when you want to transfer list of items between 2 objects again IEnumerable is a best bet since it is more restrictive.
var selection = "28,2,10,30,100,51";
IEnumerable<string> categories = selection.Split(',');
foreach (ListItem item in lstCatID.Items)
{
if (categories.Contains(item.Value))
item.Selected = true;
}

Why does Iterator define the remove() operation?

In C#, the IEnumerator interface defines a way to traverse a collection and look at the elements. I think this is tremendously useful because if you pass IEnumerable<T> to a method, it's not going to modify the original source.
However, in Java, Iterator defines the remove operation to (optionally!) allow deleting elements. There's no advantage in passing Iterable<T> to a method because that method can still modify the original collection.
remove's optionalness is an example of the refused bequest smell, but ignoring that (already discussed here) I'd be interested in the design decisions that prompted a remove event to be implemented on the interface.
What are the design decisions that led to remove being added to Iterator?
To put another way, what is the C# design decision that explicitly doesn't have remove defined on IEnumerator?
Iterator is able to remove elements during iteration. You cannot iterate collection using iterator and remove elements from target collection using remove() method of that collection. You will get ConcurrentModificationException on next call of Iterator.next() because iterator cannot know how exactly the collection was changed and cannot know how to continue to iterate.
When you are using remove() of iterator it knows how the collection was changed. Moreover actually you cannot remove any element of collection but only the current one. This simplifies continuation of iterating.
Concerning to advantages of passing iterator or Iterable: you can always use Collection.unmodifireableSet() or Collection.unmodifireableList() to prevent modification of your collection.
It is probably due to the fact that removing items from a collection while iterating over it has always been a cause for bugs and strange behaviour. From reading the documentation it would suggest that Java enforces at runtime remove() is only called once per call to next() which makes me think it has just been added to prevent people messing up removing data from a list when iterating over it.
There are situations where you want to be able to remove elements using the iterator because it is the most efficient way to do it. For example, when traversing a linked data structure (e.g. a linked list), removing using the iterator is an O(1) operation ... compared to O(N) via the List.remove() operations.
And of course, many collections are designed so that modifying the collection during a collection by any other means than Iterator.remove() will result in a ConcurrentModificationException.
If you have a situation where you don't want to allow modification via a collection iterator, wrapping it using Collection.unmodifiableXxxx and using it's iterator will have the desired effect. Alternatively, I think that Apache Commons provides a simple unmodifiable iterator wrapper.
By the way IEnumerable suffers from the same "smell" as Iterator. Take a look at the reset() method. I was also curious as to how the C# LinkedList class deals with the O(N) remove problem. It appears that it does this by exposing the internals of the list ... in the form of the First and Last properties whose values are LinkedListNode references. That violates another design principle ... and is (IMO) far more dangerous than Iterator.remove().
This is actually an awesome feature of Java. As you may well know, when iterating through a list in .NET to remove elements (of which there are a number of use cases for) you only have two options.
var listToRemove = new List<T>(originalList);
foreach (var item in originalList)
{
...
if (...)
{
listToRemove.Add(item)
}
...
}
foreach (var item in listToRemove)
{
originalList.Remove(item);
}
or
var iterationList = new List<T>(originalList);
for (int i = 0; i < iterationList.Count; i++)
{
...
if (...)
{
originalList.RemoveAt(i);
}
...
}
Now, I prefer the second, but with Java I don't need all of that because while I'm on an item I can remove it and yet the iteration will continue! Honestly, though it may seem out of place, it's really an optimization in a lot of ways.

foreach vs someList.ForEach(){}

There are apparently many ways to iterate over a collection. Curious if there are any differences, or why you'd use one way over the other.
First type:
List<string> someList = <some way to init>
foreach(string s in someList) {
<process the string>
}
Other Way:
List<string> someList = <some way to init>
someList.ForEach(delegate(string s) {
<process the string>
});
I suppose off the top of my head, that instead of the anonymous delegate I use above, you'd have a reusable delegate you could specify...
There is one important, and useful, distinction between the two.
Because .ForEach uses a for loop to iterate the collection, this is valid (edit: prior to .net 4.5 - the implementation changed and they both throw):
someList.ForEach(x => { if(x.RemoveMe) someList.Remove(x); });
whereas foreach uses an enumerator, so this is not valid:
foreach(var item in someList)
if(item.RemoveMe) someList.Remove(item);
tl;dr: Do NOT copypaste this code into your application!
These examples aren't best practice, they are just to demonstrate the differences between ForEach() and foreach.
Removing items from a list within a for loop can have side effects. The most common one is described in the comments to this question.
Generally, if you are looking to remove multiple items from a list, you would want to separate the determination of which items to remove from the actual removal. It doesn't keep your code compact, but it guarantees that you do not miss any items.
We had some code here (in VS2005 and C#2.0) where the previous engineers went out of their way to use list.ForEach( delegate(item) { foo;}); instead of foreach(item in list) {foo; }; for all the code that they wrote. e.g. a block of code for reading rows from a dataReader.
I still don't know exactly why they did this.
The drawbacks of list.ForEach() are:
It is more verbose in C# 2.0. However, in C# 3 onwards, you can use the "=>" syntax to make some nicely terse expressions.
It is less familiar. People who have to maintain this code will wonder why you did it that way. It took me awhile to decide that there wasn't any reason, except maybe to make the writer seem clever (the quality of the rest of the code undermined that). It was also less readable, with the "})" at the end of the delegate code block.
See also Bill Wagner's book "Effective C#: 50 Specific Ways to Improve Your C#" where he talks about why foreach is preferred to other loops like for or while loops - the main point is that you are letting the compiler decide the best way to construct the loop. If a future version of the compiler manages to use a faster technique, then you will get this for free by using foreach and rebuilding, rather than changing your code.
a foreach(item in list) construct allows you to use break or continue if you need to exit the iteration or the loop. But you cannot alter the list inside a foreach loop.
I'm surprised to see that list.ForEach is slightly faster. But that's probably not a valid reason to use it throughout , that would be premature optimisation. If your application uses a database or web service that, not loop control, is almost always going to be be where the time goes. And have you benchmarked it against a for loop too? The list.ForEach could be faster due to using that internally and a for loop without the wrapper would be even faster.
I disagree that the list.ForEach(delegate) version is "more functional" in any significant way. It does pass a function to a function, but there's no big difference in the outcome or program organisation.
I don't think that foreach(item in list) "says exactly how you want it done" - a for(int 1 = 0; i < count; i++) loop does that, a foreach loop leaves the choice of control up to the compiler.
My feeling is, on a new project, to use foreach(item in list) for most loops in order to adhere to the common usage and for readability, and use list.Foreach() only for short blocks, when you can do something more elegantly or compactly with the C# 3 "=>" operator. In cases like that, there may already be a LINQ extension method that is more specific than ForEach(). See if Where(), Select(), Any(), All(), Max() or one of the many other LINQ methods doesn't already do what you want from the loop.
As they say, the devil is in the details...
The biggest difference between the two methods of collection enumeration is that foreach carries state, whereas ForEach(x => { }) does not.
But lets dig a little deeper, because there are some things you should be aware of that can influence your decision, and there are some caveats you should be aware of when coding for either case.
Lets use List<T> in our little experiment to observe behavior. For this experiment, I am using .NET 4.7.2:
var names = new List<string>
{
"Henry",
"Shirley",
"Ann",
"Peter",
"Nancy"
};
Lets iterate over this with foreach first:
foreach (var name in names)
{
Console.WriteLine(name);
}
We could expand this into:
using (var enumerator = names.GetEnumerator())
{
}
With the enumerator in hand, looking under the covers we get:
public List<T>.Enumerator GetEnumerator()
{
return new List<T>.Enumerator(this);
}
internal Enumerator(List<T> list)
{
this.list = list;
this.index = 0;
this.version = list._version;
this.current = default (T);
}
public bool MoveNext()
{
List<T> list = this.list;
if (this.version != list._version || (uint) this.index >= (uint) list._size)
return this.MoveNextRare();
this.current = list._items[this.index];
++this.index;
return true;
}
object IEnumerator.Current
{
{
if (this.index == 0 || this.index == this.list._size + 1)
ThrowHelper.ThrowInvalidOperationException(ExceptionResource.InvalidOperation_EnumOpCantHappen);
return (object) this.Current;
}
}
Two things become immediate evident:
We are returned a stateful object with intimate knowledge of the underlying collection.
The copy of the collection is a shallow copy.
This is of course in no way thread safe. As was pointed out above, changing the collection while iterating is just bad mojo.
But what about the problem of the collection becoming invalid during iteration by means outside of us mucking with the collection during iteration? Best practices suggests versioning the collection during operations and iteration, and checking versions to detect when the underlying collection changes.
Here's where things get really murky. According to the Microsoft documentation:
If changes are made to the collection, such as adding, modifying, or
deleting elements, the behavior of the enumerator is undefined.
Well, what does that mean? By way of example, just because List<T> implements exception handling does not mean that all collections that implement IList<T> will do the same. That seems to be a clear violation of the Liskov Substitution Principle:
Objects of a superclass shall be replaceable with objects of its
subclasses without breaking the application.
Another problem is that the enumerator must implement IDisposable -- that means another source of potential memory leaks, not only if the caller gets it wrong, but if the author does not implement the Dispose pattern correctly.
Lastly, we have a lifetime issue... what happens if the iterator is valid, but the underlying collection is gone? We now a snapshot of what was... when you separate the lifetime of a collection and its iterators, you are asking for trouble.
Lets now examine ForEach(x => { }):
names.ForEach(name =>
{
});
This expands to:
public void ForEach(Action<T> action)
{
if (action == null)
ThrowHelper.ThrowArgumentNullException(ExceptionArgument.match);
int version = this._version;
for (int index = 0; index < this._size && (version == this._version || !BinaryCompatibility.TargetsAtLeast_Desktop_V4_5); ++index)
action(this._items[index]);
if (version == this._version || !BinaryCompatibility.TargetsAtLeast_Desktop_V4_5)
return;
ThrowHelper.ThrowInvalidOperationException(ExceptionResource.InvalidOperation_EnumFailedVersion);
}
Of important note is the following:
for (int index = 0; index < this._size && ... ; ++index)
action(this._items[index]);
This code does not allocate any enumerators (nothing to Dispose), and does not pause while iterating.
Note that this also performs a shallow copy of the underlying collection, but the collection is now a snapshot in time. If the author does not correctly implement a check for the collection changing or going 'stale', the snapshot is still valid.
This doesn't in any way protect you from the problem of the lifetime issues... if the underlying collection disappears, you now have a shallow copy that points to what was... but at least you don't have a Dispose problem to deal with on orphaned iterators...
Yes, I said iterators... sometimes its advantageous to have state. Suppose you want to maintain something akin to a database cursor... maybe multiple foreach style Iterator<T>'s is the way to go. I personally dislike this style of design as there are too many lifetime issues, and you rely on the good graces of the authors of the collections you are relying on (unless you literally write everything yourself from scratch).
There is always a third option...
for (var i = 0; i < names.Count; i++)
{
Console.WriteLine(names[i]);
}
It ain't sexy, but its got teeth (apologies to Tom Cruise and the movie The Firm)
Its your choice, but now you know and it can be an informed one.
For fun, I popped List into reflector and this is the resulting C#:
public void ForEach(Action<T> action)
{
if (action == null)
{
ThrowHelper.ThrowArgumentNullException(ExceptionArgument.match);
}
for (int i = 0; i < this._size; i++)
{
action(this._items[i]);
}
}
Similarly, the MoveNext in Enumerator which is what is used by foreach is this:
public bool MoveNext()
{
if (this.version != this.list._version)
{
ThrowHelper.ThrowInvalidOperationException(ExceptionResource.InvalidOperation_EnumFailedVersion);
}
if (this.index < this.list._size)
{
this.current = this.list._items[this.index];
this.index++;
return true;
}
this.index = this.list._size + 1;
this.current = default(T);
return false;
}
The List.ForEach is much more trimmed down than MoveNext - far less processing - will more likely JIT into something efficient..
In addition, foreach() will allocate a new Enumerator no matter what. The GC is your friend, but if you're doing the same foreach repeatedly, this will make more throwaway objects, as opposed to reusing the same delegate - BUT - this is really a fringe case. In typical usage you will see little or no difference.
I guess the someList.ForEach() call could be easily parallelized whereas the normal foreach is not that easy to run parallel.
You could easily run several different delegates on different cores, which is not that easy to do with a normal foreach.
Just my 2 cents
I know two obscure-ish things that make them different. Go me!
Firstly, there's the classic bug of making a delegate for each item in the list. If you use the foreach keyword, all your delegates can end up referring to the last item of the list:
// A list of actions to execute later
List<Action> actions = new List<Action>();
// Numbers 0 to 9
List<int> numbers = Enumerable.Range(0, 10).ToList();
// Store an action that prints each number (WRONG!)
foreach (int number in numbers)
actions.Add(() => Console.WriteLine(number));
// Run the actions, we actually print 10 copies of "9"
foreach (Action action in actions)
action();
// So try again
actions.Clear();
// Store an action that prints each number (RIGHT!)
numbers.ForEach(number =>
actions.Add(() => Console.WriteLine(number)));
// Run the actions
foreach (Action action in actions)
action();
The List.ForEach method doesn't have this problem. The current item of the iteration is passed by value as an argument to the outer lambda, and then the inner lambda correctly captures that argument in its own closure. Problem solved.
(Sadly I believe ForEach is a member of List, rather than an extension method, though it's easy to define it yourself so you have this facility on any enumerable type.)
Secondly, the ForEach method approach has a limitation. If you are implementing IEnumerable by using yield return, you can't do a yield return inside the lambda. So looping through the items in a collection in order to yield return things is not possible by this method. You'll have to use the foreach keyword and work around the closure problem by manually making a copy of the current loop value inside the loop.
More here
You could name the anonymous delegate :-)
And you can write the second as:
someList.ForEach(s => s.ToUpper())
Which I prefer, and saves a lot of typing.
As Joachim says, parallelism is easier to apply to the second form.
List.ForEach() is considered to be more functional.
List.ForEach() says what you want done. foreach(item in list) also says exactly how you want it done. This leaves List.ForEach free to change the implementation of the how part in the future. For example, a hypothetical future version of .Net might always run List.ForEach in parallel, under the assumption that at this point everyone has a number of cpu cores that are generally sitting idle.
On the other hand, foreach (item in list) gives you a little more control over the loop. For example, you know that the items will be iterated in some kind of sequential order, and you could easily break in the middle if an item meets some condition.
Some more recent remarks on this issue are available here:
https://stackoverflow.com/a/529197/3043
The entire ForEach scope (delegate function) is treated as a single line of code (calling the function), and you cannot set breakpoints or step into the code. If an unhandled exception occurs the entire block is marked.
Behind the scenes, the anonymous delegate gets turned into an actual method so you could have some overhead with the second choice if the compiler didn't choose to inline the function. Additionally, any local variables referenced by the body of the anonymous delegate example would change in nature because of compiler tricks to hide the fact that it gets compiled to a new method. More info here on how C# does this magic:
http://blogs.msdn.com/oldnewthing/archive/2006/08/04/688527.aspx
The ForEach function is member of the generic class List.
I have created the following extension to reproduce the internal code:
public static class MyExtension<T>
{
public static void MyForEach(this IEnumerable<T> collection, Action<T> action)
{
foreach (T item in collection)
action.Invoke(item);
}
}
So a the end we are using a normal foreach (or a loop for if you want).
On the other hand, using a delegate function is just another way to define a function, this code:
delegate(string s) {
<process the string>
}
is equivalent to:
private static void myFunction(string s, <other variables...>)
{
<process the string>
}
or using labda expressions:
(s) => <process the string>
The second way you showed uses an extension method to execute the delegate method for each of the elements in the list.
This way, you have another delegate (=method) call.
Additionally, there is the possibility to iterate the list with a for loop.
One thing to be wary of is how to exit from the Generic .ForEach method - see this discussion. Although the link seems to say that this way is the fastest. Not sure why - you'd think they would be equivalent once compiled...

Difference between foreach and for loops over an IEnumerable class in C#

I have been told that there is a performance difference between the following code blocks.
foreach (Entity e in entityList)
{
....
}
and
for (int i=0; i<entityList.Count; i++)
{
Entity e = (Entity)entityList[i];
...
}
where
List<Entity> entityList;
I am no CLR expect but from what I can tell they should boil down to basically the same code. Does anybody have concrete (heck, I'd take packed dirt) evidence one way or the other?
foreach creates an instance of an enumerator (returned from GetEnumerator) and that enumerator also keeps state throughout the course of the foreach loop. It then repeatedly calls for the Next() object on the enumerator and runs your code for each object it returns.
They don't boil down to the same code in any way, really, which you'd see if you wrote your own enumerator.
Here is a good article that shows the IL differences between the two loops.
Foreach is technically slower however much easier to use and easier to read. Unless performance is critical I prefer the foreach loop over the for loop.
The foreach sample roughly corresponds to this code:
using(IEnumerator<Entity> e = entityList.GetEnumerator()) {
while(e.MoveNext()) {
Entity entity = e.Current;
...
}
}
There are two costs here that a regular for loop does not have to pay:
The cost of allocating the enumerator object by entityList.GetEnumerator().
The cost of two virtual methods calls (MoveNext and Current) for each element of the list.
One point missed here:
A List has a Count property, it internally keeps track of how many elements are in it.
An IEnumerable DOES NOT.
If you program to the interface IEnumerable and use the count extention method it will enumerate just to count the elements.
A moot point though since in the IEnumerable you cannot refer to items by index.
So if you want to lock in to Lists and Arrays you can get small performance increases.
If you want flexability use foreach and program to IEnumerable. (allowing the use of linq and/or yield return).
In terms of allocations, it'd be better to look at this blogpost. It shows in exactly in what circumstances an enumerator is allocated on the heap.
I think one possible situation where you might get a performance gain is if the enumerable type's size and the loop condition is a constant; for example:
const int ArraySize = 10;
int[] values = new int[ArraySize];
//...
for (int i = 0; i
In this case, depending on the complexity of the loop body, the compiler might be able to replace the loop with inline calls. I have no idea if the .NET compiler does this, and it's of limited utility if the size of the enumerable type is dynamic.
One situation where foreach might perform better is with data structures like a linked list where random access means traversing the list; the enumerator used by foreach will probably iterate one item at a time, making each access O(1) and the full loop O(n), but calling the indexer means starting at the head and finding the item at the right index; O(N) each loop for O(n^2).
Personally I don't usually worry about it and use foreach any time I need all items and don't care about the index of the item. If I'm not working with all of the items or I really need to know the index, I use for. The only time I could see it being a big concern is with structures like linked lists.
For Loop
for loop is used to perform the opreration n times
for(int i=0;i<n;i++)
{
l=i;
}
foreach loop
int[] i={1,2,3,4,5,6}
foreach loop is used to perform each operation value/object in IEnumarable
foreach(var k in i)
{
l=k;
}

Categories

Resources