This is most likely very simple but I can't seem to figure it out:)
I have 2 arrays of int.
I want to make sure one value is in both arrays using code contracts in some form.
If the value is not both arrays I don't want to continue
Can this be done?
I was thinking of something like this but can't seem to get it to work
Contract.Requires(g[variable ] == y[variable])
The value must be in the same posion in both arrays
This is what I have now
private static int FirstCut(int[] g, int[] h)
{
int x = 0;
Contract.Requires(g.Length > 0);
Contract.Requires(g.Length == h.Length); //skal være lige lange
while (g[x] != h[x])
{
x++;
}
return x;
}
Regards
Birger
Contract.Requires(g[variable ] == g[variable])
Well that is only one array and, even if it were two, that would require they be found at the same index as well, which you did not say is a requirement. It seems to me as though the condition should be:
x.Contains(variable) && y.Contains(variable)
Assuming x and y are of the type int[].
Also, I know nothing about code contracts in C# or what the performance implications of performing two O(n) operations at the top of your method would be.
If the value should be on the same index, assuming both g and y are int[] and variable is int, wouldn't that be something like:
Contract.Requires(g.Contains(variable) && g.IndexOf(variable) == y.IndexOf(variable))
Disclaimer: Totally untested and maybe I'm not understanding the question
for(int i = 0; i < firstArray.Length && i < secondArray.Length; i++)
{
if(firstArray[i] == mySearchValue && secondArray[i] == mySearchValue)
{
//whatever you want to do
break; //you can remove this if you don't want to stop the loop.
}
}
Having played a fair bit with Code Contracts during my senior year, this is how id consider solving your problem. It looks a bit cleaner than some of the posted solutions.
public static int FirstCut(int[] g, int[] h)
{
Contract.Requires(h.Length == g.Length);
Contract.Requires(Contract.Exists(0, g.Length, x => g[x] == h[x]));
//Do whatever knowing that 2 values at index x in the arrays are the same
}
Related
I need to move backwards through an array, so I have code like this:
for (int i = myArray.Length - 1; i >= 0; i--)
{
// Do something
myArray[i] = 42;
}
Is there a better way of doing this?
Update: I was hoping that maybe C# had some built-in mechanism for this like:
foreachbackwards (int i in myArray)
{
// so easy
}
While admittedly a bit obscure, I would say that the most typographically pleasing way of doing this is
for (int i = myArray.Length; i --> 0; )
{
//do something
}
In C++ you basicially have the choice between iterating using iterators, or indices.
Depending on whether you have a plain array, or a std::vector, you use different techniques.
Using std::vector
Using iterators
C++ allows you to do this using std::reverse_iterator:
for(std::vector<T>::reverse_iterator it = v.rbegin(); it != v.rend(); ++it) {
/* std::cout << *it; ... */
}
Using indices
The unsigned integral type returned by `std::vector::size` is *not* always `std::size_t`. It can be greater or less. This is crucial for the loop to work.
for(std::vector<int>::size_type i = someVector.size() - 1;
i != (std::vector<int>::size_type) -1; i--) {
/* std::cout << someVector[i]; ... */
}
It works, since unsigned integral types values are defined by means of modulo their count of bits. Thus, if you are setting -N, you end up at (2 ^ BIT_SIZE) -N
Using Arrays
Using iterators
We are using `std::reverse_iterator` to do the iterating.
for(std::reverse_iterator<element_type*> it(a + sizeof a / sizeof *a), itb(a);
it != itb;
++it) {
/* std::cout << *it; .... */
}
Using indices
We can safely use `std::size_t` here, as opposed to above, since `sizeof` always returns `std::size_t` by definition.
for(std::size_t i = (sizeof a / sizeof *a) - 1; i != (std::size_t) -1; i--) {
/* std::cout << a[i]; ... */
}
Avoiding pitfalls with sizeof applied to pointers
Actually the above way of determining the size of an array sucks. If a is actually a pointer instead of an array (which happens quite often, and beginners will confuse it), it will silently fail. A better way is to use the following, which will fail at compile time, if given a pointer:
template<typename T, std::size_t N> char (& array_size(T(&)[N]) )[N];
It works by getting the size of the passed array first, and then declaring to return a reference to an array of type char of the same size. char is defined to have sizeof of: 1. So the returned array will have a sizeof of: N * 1, which is what we are looking for, with only compile time evaluation and zero runtime overhead.
Instead of doing
(sizeof a / sizeof *a)
Change your code so that it now does
(sizeof array_size(a))
I would always prefer clear code against 'typographically pleasing' code.
Thus, I would always use :
for (int i = myArray.Length - 1; i >= 0; i--)
{
// Do something ...
}
You can consider it as the standard way to loop backwards.
Just my two cents...
In C#, using Visual Studio 2005 or later, type 'forr' and hit [TAB] [TAB]. This will expand to a for loop that goes backwards through a collection.
It's so easy to get wrong (at least for me), that I thought putting this snippet in would be a good idea.
That said, I like Array.Reverse() / Enumerable.Reverse() and then iterate forwards better - they more clearly state intent.
In C# using Linq:
foreach(var item in myArray.Reverse())
{
// do something
}
That's definitely the best way for any array whose length is a signed integral type. For arrays whose lengths are an unsigned integral type (e.g. an std::vector in C++), then you need to modify the end condition slightly:
for(size_t i = myArray.size() - 1; i != (size_t)-1; i--)
// blah
If you just said i >= 0, this is always true for an unsigned integer, so the loop will be an infinite loop.
Looks good to me. If the indexer was unsigned (uint etc), you might have to take that into account. Call me lazy, but in that (unsigned) case, I might just use a counter-variable:
uint pos = arr.Length;
for(uint i = 0; i < arr.Length ; i++)
{
arr[--pos] = 42;
}
(actually, even here you'd need to be careful of cases like arr.Length = uint.MaxValue... maybe a != somewhere... of course, that is a very unlikely case!)
The best way to do that in C++ is probably to use iterator (or better, range) adaptors, which will lazily transform the sequence as it is being traversed.
Basically,
vector<value_type> range;
foreach(value_type v, range | reversed)
cout << v;
Displays the range "range" (here, it's empty, but i'm fairly sure you can add elements yourself) in reverse order.
Of course simply iterating the range is not much use, but passing that new range to algorithms and stuff is pretty cool.
This mechanism can also be used for much more powerful uses:
range | transformed(f) | filtered(p) | reversed
Will lazily compute the range "range", where function "f" is applied to all elements, elements for which "p" is not true are removed, and finally the resulting range is reversed.
Pipe syntax is the most readable IMO, given it's infix.
The Boost.Range library update pending review implements this, but it's pretty simple to do it yourself also. It's even more cool with a lambda DSEL to generate the function f and the predicate p in-line.
In C I like to do this:
int i = myArray.Length;
while (i--) {
myArray[i] = 42;
}
C# example added by MusiGenesis:
{int i = myArray.Length; while (i-- > 0)
{
myArray[i] = 42;
}}
I prefer a while loop. It's more clear to me than decrementing i in the condition of a for loop
int i = arrayLength;
while(i)
{
i--;
//do something with array[i]
}
i do this
if (list.Count > 0)
for (size_t i = list.Count - 1; ; i--)
{
//do your thing
if (i == 0) //for preventing unsigned wrap
break;
}
but for some reason visual studio 2019 gets angry and warns me "ill-defined loop" or something.. it doesnt trust me
edit: you can remove "i >= 0" from "for (size_t i = list.Count - 1; i >= 0; i--)" .. its unnecessary
I'm going to try answering my own question here, but I don't really like this, either:
for (int i = 0; i < myArray.Length; i++)
{
int iBackwards = myArray.Length - 1 - i; // ugh
myArray[iBackwards] = 666;
}
I'd use the code in the original question, but if you really wanted to use foreach and have an integer index in C#:
foreach (int i in Enumerable.Range(0, myArray.Length).Reverse())
{
myArray[i] = 42;
}
// this is how I always do it
for (i = n; --i >= 0;){
...
}
For C++:
As mentioned by others, when possible (i.e. when you only want each element at a time) it is strongly preferable to use iterators to both be explicit and avoid common pitfalls. Modern C++ has a more concise syntax for that with auto:
std::vector<int> vec = {1,2,3,4};
for (auto it = vec.rbegin(); it != vec.rend(); ++it) {
std::cout<<*it<<" ";
}
prints 4 3 2 1 .
You can also modify the value during the loop:
std::vector<int> vec = {1,2,3,4};
for (auto it = vec.rbegin(); it != vec.rend(); ++it) {
*it = *it + 10;
std::cout<<*it<<" ";
}
leading to 14 13 12 11 being printed and {11, 12, 13, 14} being in the std::vector afterwards.
If you don't plan on modifying the value during the loop, you should make sure that you get an error when you try to do that by accident, similarly to how one might write for(const auto& element : vec). This is possible like this:
std::vector<int> vec = {1,2,3,4};
for (auto it = vec.crbegin(); it != vec.crend(); ++it) { // used crbegin()/crend() here...
*it = *it + 10; // ... so that this is a compile-time error
std::cout<<*it<<" ";
}
The compiler error in this case for me is:
/tmp/main.cpp:20:9: error: assignment of read-only location ‘it.std::reverse_iterator<__gnu_cxx::__normal_iterator<const int*, std::vector<int> > >::operator*()’
20 | *it = *it + 10;
| ~~~~^~~~~~~~~~
Also note that you should make sure not to use different iterator types together:
std::vector<int> vec = {1,2,3,4};
for (auto it = vec.rbegin(); it != vec.end(); ++it) { // mixed rbegin() and end()
std::cout<<*it<<" ";
}
leads to the verbose error:
/tmp/main.cpp: In function ‘int main()’:
/tmp/main.cpp:19:33: error: no match for ‘operator!=’ (operand types are ‘std::reverse_iterator<__gnu_cxx::__normal_iterator<int*, std::vector<int> > >’ and ‘std::vector<int>::iterator’ {aka ‘__gnu_cxx::__normal_iterator<int*, std::vector<int> >’})
19 | for (auto it = vec.rbegin(); it != vec.end(); ++it) {
| ~~ ^~ ~~~~~~~~~
| | |
| | std::vector<int>::iterator {aka __gnu_cxx::__normal_iterator<int*, std::vector<int> >}
| std::reverse_iterator<__gnu_cxx::__normal_iterator<int*, std::vector<int> > >
If you have C-style arrays on the stack, you can do things like this:
int vec[] = {1,2,3,4};
for (auto it = std::crbegin(vec); it != std::crend(vec); ++it) {
std::cout<<*it<<" ";
}
If you really need the index, consider the following options:
check the range, then work with signed values, e.g.:
void loop_reverse(std::vector<int>& vec) {
if (vec.size() > static_cast<size_t>(std::numeric_limits<int>::max())) {
throw std::invalid_argument("Input too large");
}
const int sz = static_cast<int>(vec.size());
for(int i=sz-1; i >= 0; --i) {
// do something with i
}
}
Work with unsigned values, be careful, and add comments, e.g.:
void loop_reverse2(std::vector<int>& vec) {
for(size_t i=vec.size(); i-- > 0;) { // reverse indices from N-1 to 0
// do something with i
}
}
calculate the actual index separately, e.g.:
void loop_reverse3(std::vector<int>& vec) {
for(size_t offset=0; offset < vec.size(); ++offset) {
const size_t i = vec.size()-1-offset; // reverse indices from N-1 to 0
// do something with i
}
}
If you use C++ and want to use size_t, not int,
for (size_t i = yourVector.size(); i--;) {
// i is the index.
}
(Note that -1 is interpreted as a large positive number if it's size_t, thus a typical for-loop such as for (int i = yourVector.size()-1; i>=0; --i) doesn't work if size_t is used instead of int.)
Not that it matters after 13+ years but just for educational purposes and a bit of trivial learning;
The original code was;
for (int i = myArray.Length - 1; i >= 0; i--)
{
// Do something
myArray[i] = 42;
}
You don't really need to test 'i' again being greater or equal to zero since you simply need to only produce a 'false' result to terminate the loop. Therefore, you can simple do this where you are only testing 'i' itself if it is true or false since it will be (implicitly) false when it hits zero.;
for (int i = myArray.Length - 1; i; i--)
{
// Do something
myArray[i] = 42;
}
Like I stated, it doesn't really matter, but it is just interesting to understand the mechanics of what is going on inside the for() loop.
NOTE: This post ended up being far more detailed and therefore off topic, I apologize.
That being said my peers read it and believe it is valuable 'somewhere'. This thread is not the place. I would appreciate your feedback on where this should go (I am new to the site).
Anyway this is the C# version in .NET 3.5 which is amazing in that it works on any collection type using the defined semantics. This is a default measure (reuse!) not performance or CPU cycle minimization in most common dev scenario although that never seems to be what happens in the real world (premature optimization).
*** Extension method working over any collection type and taking an action delegate expecting a single value of the type, all executed over each item in reverse **
Requres 3.5:
public static void PerformOverReversed<T>(this IEnumerable<T> sequenceToReverse, Action<T> doForEachReversed)
{
foreach (var contextItem in sequenceToReverse.Reverse())
doForEachReversed(contextItem);
}
Older .NET versions or do you want to understand Linq internals better? Read on.. Or not..
ASSUMPTION: In the .NET type system the Array type inherits from the IEnumerable interface (not the generic IEnumerable only IEnumerable).
This is all you need to iterate from beginning to end, however you want to move in the opposite direction. As IEnumerable works on Array of type 'object' any type is valid,
CRITICAL MEASURE: We assume if you can process any sequence in reverse order that is 'better' then only being able to do it on integers.
Solution a for .NET CLR 2.0-3.0:
Description: We will accept any IEnumerable implementing instance with the mandate that each instance it contains is of the same type. So if we recieve an array the entire array contains instances of type X. If any other instances are of a type !=X an exception is thrown:
A singleton service:
public class ReverserService
{
private ReverserService() { }
/// <summary>
/// Most importantly uses yield command for efficiency
/// </summary>
/// <param name="enumerableInstance"></param>
/// <returns></returns>
public static IEnumerable ToReveresed(IEnumerable enumerableInstance)
{
if (enumerableInstance == null)
{
throw new ArgumentNullException("enumerableInstance");
}
// First we need to move forwarad and create a temp
// copy of a type that allows us to move backwards
// We can use ArrayList for this as the concrete
// type
IList reversedEnumerable = new ArrayList();
IEnumerator tempEnumerator = enumerableInstance.GetEnumerator();
while (tempEnumerator.MoveNext())
{
reversedEnumerable.Add(tempEnumerator.Current);
}
// Now we do the standard reverse over this using yield to return
// the result
// NOTE: This is an immutable result by design. That is
// a design goal for this simple question as well as most other set related
// requirements, which is why Linq results are immutable for example
// In fact this is foundational code to understand Linq
for (var i = reversedEnumerable.Count - 1; i >= 0; i--)
{
yield return reversedEnumerable[i];
}
}
}
public static class ExtensionMethods
{
public static IEnumerable ToReveresed(this IEnumerable enumerableInstance)
{
return ReverserService.ToReveresed(enumerableInstance);
}
}
[TestFixture]
public class Testing123
{
/// <summary>
/// .NET 1.1 CLR
/// </summary>
[Test]
public void Tester_fornet_1_dot_1()
{
const int initialSize = 1000;
// Create the baseline data
int[] myArray = new int[initialSize];
for (var i = 0; i < initialSize; i++)
{
myArray[i] = i + 1;
}
IEnumerable _revered = ReverserService.ToReveresed(myArray);
Assert.IsTrue(TestAndGetResult(_revered).Equals(1000));
}
[Test]
public void tester_why_this_is_good()
{
ArrayList names = new ArrayList();
names.Add("Jim");
names.Add("Bob");
names.Add("Eric");
names.Add("Sam");
IEnumerable _revered = ReverserService.ToReveresed(names);
Assert.IsTrue(TestAndGetResult(_revered).Equals("Sam"));
}
[Test]
public void tester_extension_method()
{
// Extension Methods No Linq (Linq does this for you as I will show)
var enumerableOfInt = Enumerable.Range(1, 1000);
// Use Extension Method - which simply wraps older clr code
IEnumerable _revered = enumerableOfInt.ToReveresed();
Assert.IsTrue(TestAndGetResult(_revered).Equals(1000));
}
[Test]
public void tester_linq_3_dot_5_clr()
{
// Extension Methods No Linq (Linq does this for you as I will show)
IEnumerable enumerableOfInt = Enumerable.Range(1, 1000);
// Reverse is Linq (which is are extension methods off IEnumerable<T>
// Note you must case IEnumerable (non generic) using OfType or Cast
IEnumerable _revered = enumerableOfInt.Cast<int>().Reverse();
Assert.IsTrue(TestAndGetResult(_revered).Equals(1000));
}
[Test]
public void tester_final_and_recommended_colution()
{
var enumerableOfInt = Enumerable.Range(1, 1000);
enumerableOfInt.PerformOverReversed(i => Debug.WriteLine(i));
}
private static object TestAndGetResult(IEnumerable enumerableIn)
{
// IEnumerable x = ReverserService.ToReveresed(names);
Assert.IsTrue(enumerableIn != null);
IEnumerator _test = enumerableIn.GetEnumerator();
// Move to first
Assert.IsTrue(_test.MoveNext());
return _test.Current;
}
}
I am looking to order an Array. You can compare 2 objects and they will give a return either -1 (which means the object should come before that one), 0 object is the same or 1 and the object should be behind that one in the array. I've looked up multiple ways to order an Array but could not find a solution for this one. I hope someone could help me out on this one. Thanks!
EDIT:
This is what I tried
public virtual void Add(NAW item)
{
_nawArray[ItemCount()] = item; //igonore this
for (int x = 0; x < _nawArray.Size; x++)
{
for (int y = 0; y < _nawArray.Size; y++)
{
if(_nawArray[x].CompareTo(_nawArray[y]) == 1){
//x should go on the place of y
} else if(_nawArray[x].CompareTo(_nawArray[y]) == -1){
//y should go on the place of x
}
}
}
}
ItemCount() gets the amount of used places in the Array.
But when ObjectX goes in the place of ObjectY I can not set ObjectX on the place of ObjectY (unless I copy it but that is not what I need). Anyone an idea?
Well, just use Array.Sort:
https://msdn.microsoft.com/en-us/library/cxt053xf(v=vs.110).aspx
something like this:
MyType[] data = ...
...
Array.Sort(data, (left, right) => YourFunction(left, right));
If you mean that you want to sort your Array, you could take a look at this page, it may help you:
https://msdn.microsoft.com/en-us/library/6tf1f0bc(v=vs.110).aspx
Array.Sort(yourArrayNameHere)
In case you mean anything else, please do share and be more precise in your question.
You need to use Array.Sort (https://msdn.microsoft.com/en-us/library/6tf1f0bc(v=vs.110).aspx)
Array.Sort(someArray)
But you need to implement interface IComparable in your class (https://msdn.microsoft.com/en-us/library/4d7sx9hd(v=vs.110).aspx)
Example:
class IntHolder : IComparable<IntHolder>
{
public int SomeInt { get; set; }
public int CompareTo(IntHolder other)
{
return SomeInt.CompareTo(other.SomeInt);
}
}
I am relatively new to programming. I have an array of objects which isn't necessarily full (may include null rows). And I want to sort it by one of the class parameters "int moveScore".
This is my array (currently holds only 32 entries)
Score[] firstPlyScore = new Score[1000];
I tried 2 things for sorting
1
In the "Score" class, i inherited "IComparable" and used the "CompareTo" method as follows
public int CompareTo(object obj)
{
Score x = (Score)obj;
if (this.moveScore < x.moveScore)
return -1;
if (this.moveScore > x.moveScore)
return 1;
return 0;
}
I called it using;
Array.Sort(firstPlyScore);
The problem is that it does sort correctly but at the end of the array. Meaning rows 0-966 are "null" and 967-999 are sorted correctly (967 with highest "int", 999 with lowest).
Is there any way to fix this.
2
I also tried this
Array.Sort(firstPlyScore, delegate
(Score x, Score y) { return x.moveScore.CompareTo(y.moveScore); });
Here the problem was that it crashed when it reached a "null" row.
Help most appreciated!
The default comparison behavior is for null values to be ordered before non-null values. If you want to override this behavior, a custom Comparison<Score> like in your second example would be the way to go.
delegate (Score x, Score y) {
if (x == null)
return y == null ? 0 : 1;
if (y == null)
return -1;
return x.moveScore.CompareTo(y.moveScore);
}
This will keep the null items at the end of the array.
To sort in descending order, just swap the x and y references in the last line.
firstPlyScore = firstPlyScore
.Where(x => x != null)
.OrderByDescending(x => x.moveScore)
.ToArray();
You can use Linq to Entities to sort and then convert back to an array it will re-size your array to the correct length needed without null issue
var list = firstPlyScore.OrderByDescending(x => x.MoveScore).ToList();
//here how you can get always 1000 array length as you asked
for (int i = list.Count-1; i < 1000; i++)
{
list.Add(null);
}
firstPlyScore = list.ToArray();
}
In the beginning of your compare method
if(obj == null) return 0;
The problem is that it does sort correctly but at the end of the
array. Meaning rows 0-966 are "null" and 967-999 are sorted correctly
(967 with highest "int", 999 with lowest). Is there any way to fix
this.
If you need something, whose size can change, you are looking for a List<int>, instead of using arrays.
Arrays should be used for Lists that do not change (e.g. a chess board).
The List also provides you a method called Sort.
As mentioned by others, you can also use LINQ to achieve what you seek for.
Do you really need to keep 1000 items in the list even if most of them are null ?
I would suggest to check the logic behind it to see if you can prevent that because that's taking a lot of space for nothing.
Otherwise, 2 possibilities:
Check for Obj == null in your compare function. But it might still fail if the comparing item is null
Create a custom class for your score and make Icomparable (Check this link for several example about how to sort arrays
I have a imprmented sort method for a colection in my code and today i noticed something strange. When i tried to add new enum values to the enum the sort method crashed with this error.
Unable to sort because the IComparer.Compare() method returns inconsistent results. Either a value does not compare equal to itself, or one value repeatedly compared to another value yields different results. x: '', x's type: 'Texture2D', IComparer: 'System.Array+FunctorComparer`1[Microsoft.Xna.Framework.Graphics.Texture2D]'.
This seems really strange seens the sort is in now way dependent on earlyer result and all it should do is sort after the index of the enum insteed of alfabatic order.
Here is the code.
availableTiles.Sort(CompareTilesToEnum);
private static int CompareTilesToEnum(Texture2D x, Texture2D y)
{
int xValue = (int) (Enum.Parse(typeof(TileTyp), x.Name, true));
int yValue = (int) (Enum.Parse(typeof(TileTyp), y.Name, true));
if (xValue > yValue)
{
return 1;
}
else
{
return -1;
}
}
public enum TileTyp
{
Nothing = -1,
Forest,
Grass,
GrassSandBottom,
GrassSandLeft,
GrassSandRight,
GrassSandTop,
Mounten,
Sand,
Snow,
Water,
GrassSandTopLeft,
GrassSandAll,
GrassSandBottomLeft,
GrassSandBottomRightLeft,
GrassSandBottomRightTop,
GrassSandBottomTopLeft,
GrassSandRightLeft,
GrassSandRightTop,
GrassSandRightTopLeft,
GrassSandBottomRight,
GrassSandBottomTop
}
The values i added was
GrassSandBottomRight,
GrassSandBottomTop
Your comparison never returns 0 - even if the values are equal. Any reason you don't just ask int.CompareTo to compare the values?
private static int CompareTilesToEnum(Texture2D x, Texture2D y)
{
int xValue = (int) (Enum.Parse(typeof(TileTyp), x.Name, true));
int yValue = (int) (Enum.Parse(typeof(TileTyp), y.Name, true));
return xValue.CompareTo(yValue);
}
Simpler and more importantly, it should actually work :)
As the error clearly states, your comparer is broken.
You need to return 0 if the values are equal.
There are some rules you must follow with any comparison method:
If A == B, then B == A (return zero both times).
If A < B and B < C, then A < C.
If A < B, then B > A
A == A (return zero if compared with itself).
(Note, the == above means that nether < nor > is true. It is permissable for two objects to be equivalent in a sort-order without being true for a corresponding Equals. We could for instance have a rule that sorted all strings containing numbers in numerical order, put all other strings and the end, but didn't care about what order those other strings were in).
These rules follow for any language (they're not programming rules, they're logic rules), there is a .NET specific one too:
5: If A != null, then A > null.
You're breaking all of the first four rules. Since Texture2D is a reference type you risk breaking rule 5 too (will throw a different exception though).
You're also lucky that .NET catches it. A different sort algorithm could well have crashed with a more confusing error or fallen into an infinite loop as it e.g found that item 6 was reported as greater than item 7 and swapped them, then soon after found that item 6 was reported as greater than item 7 and swapped them, then soon after found...
private static int CompareTilesToEnum(Texture2D x, Texture2D y)
{
//Let's deal with nulls first
if(ReferenceEquals(x, y))//both null or both same item
return 0;
if(x == null)
return -1;
if(y == null)
return 1;
//Enum has a CompareTo that works on integral value, so why not just use that?
return Enum.Parse(typeof(TileTyp), x.Name, true)).CompareTo(Enum.Parse(typeof(TileTyp), y.Name, true)));
}
(This assumes a failure in the parsing is impossible and doesn't have to be considered).
for (var keyValue = 0; keyValue < dwhSessionDto.KeyValues.Count; keyValue++)
{...}
var count = dwhSessionDto.KeyValues.Count;
for (var keyValue = 0; keyValue < count; keyValue++)
{...}
I know there's a difference between the two, but is one of them faster than the other? I would think the second is faster.
Yes, the first version is much slower. After all, I'm assuming you're dealing with types like this:
public class SlowCountProvider
{
public int Count
{
get
{
Thread.Sleep(1000);
return 10;
}
}
}
public class KeyValuesWithSlowCountProvider
{
public SlowCountProvider KeyValues
{
get { return new SlowCountProvider(); }
}
}
Here, your first loop will take ~10 seconds, whereas your second loop will take ~1 second.
Of course, you might argue that the assumption that you're using this code is unjustified - but my point is that the right answer will depend on the types involved, and the question doesn't state what those types are.
Now if you're actually dealing with a type where accessing KeyValues and Count is cheap (which is quite likely) I wouldn't expect there to be much difference. Mind you, I'd almost always prefer to use foreach where possible:
foreach (var pair in dwhSessionDto.KeyValues)
{
// Use pair here
}
That way you never need the count. But then, you haven't said what you're trying to do inside the loop either. (Hint: to get more useful answers, provide more information.)
it depends how difficult it is to compute dwhSessionDto.KeyValues.Count if its just a pointer to an int then the speed of each version will be the same. However, if the Count value needs to be calculated, then it will be calculated every time, and therefore impede perfomance.
EDIT -- heres some code to demonstrate that the condition is always re-evaluated
public class Temp
{
public int Count { get; set; }
}
static void Main(string[] args)
{
var t = new Temp() {Count = 5};
for (int i = 0; i < t.Count; i++)
{
Console.WriteLine(i);
t.Count--;
}
Console.ReadLine();
}
The output is 0, 1, 2 - only !
See comments for reasons why this answer is wrong.
If there is a difference, it’s the other way round: Indeed, the first one might be faster. That’s because the compiler recognizes that you are iterating from 0 to the end of the array, and it can therefore elide bounds checks within the loop (i.e. when you access dwhSessionDTo.KeyValues[i]).
However, I believe the compiler only applies this optimization to arrays so there probably will be no difference here.
It is impossible to say without knowing the implementation of dwhSessionDto.KeyValues.Count and the loop body.
Assume a global variable bool foo = false; and then following implementations:
/* Loop body... */
{
if(foo) Thread.Sleep(1000);
}
/* ... */
public int Count
{
get
{
foo = !foo;
return 10;
}
}
/* ... */
Now, the first loop will perform approximately twice as fast as the second ;D
However, assuming non-moronic implementation, the second one is indeed more likely to be faster.
No. There is no performance difference between these two loops. With JIT and Code Optimization, it does not make any difference.
There is no difference but why you think that thereis difference , can you please post your findings?
if you see the implementation of insert item in Dictionary using reflector
private void Insert(TKey key, TValue value, bool add)
{
int freeList;
if (key == null)
{
ThrowHelper.ThrowArgumentNullException(ExceptionArgument.key);
}
if (this.buckets == null)
{
this.Initialize(0);
}
int num = this.comparer.GetHashCode(key) & 0x7fffffff;
int index = num % this.buckets.Length;
for (int i = this.buckets[index]; i >= 0; i = this.entries[i].next)
{
if ((this.entries[i].hashCode == num) && this.comparer.Equals(this.entries[i].key, key))
{
if (add)
{
ThrowHelper.ThrowArgumentException(ExceptionResource.Argument_AddingDuplicate);
}
this.entries[i].value = value;
this.version++;
return;
}
}
if (this.freeCount > 0)
{
freeList = this.freeList;
this.freeList = this.entries[freeList].next;
this.freeCount--;
}
else
{
if (this.count == this.entries.Length)
{
this.Resize();
index = num % this.buckets.Length;
}
freeList = this.count;
this.count++;
}
this.entries[freeList].hashCode = num;
this.entries[freeList].next = this.buckets[index];
this.entries[freeList].key = key;
this.entries[freeList].value = value;
this.buckets[index] = freeList;
this.version++;
}
Count is a internal member to this class which is incremented each item you insert an item into dictionary
so i beleive that there is no differenct at all.
The second version can be faster, sometimes. The point is that the condition is reevaluated after every iteration, so if e.g. the getter of "Count" actually counts the elements in an IEnumerable, or interogates a database /etc, this will slow things down.
So I'd say that if you dont affect the value of "Count" in the "for", the second version is safer.