How to perform a recursive search? - c#

I have a Task class which can have sub tasks of the same type
public class Task
{
public DateTime Start { get; set;}
public DateTime Finish { get; set;}
public List<Task> Tasks {get; set;}
public DateTime FindTaskStartDate(Task task)
{}
}
How should i perform a recursive search (linq perhaps) to find the task with the earliest start date?
My initial approach involved too many for loops and it ended becoming a bit of a mess and quickly spiraling out of control. Here's my second attempt:
public DateTime FindTaskStartDate(Task task)
{
DateTime startDate = task.Start;
if(task.HasSubTasks())
{
foreach (var t in task.Tasks)
{
if (t.Start < startDate)
{
startDate = t.Start;
if (t.HasSubTasks())
{
//What next?
//FindTaskStartDate(t);
}
}
}
}
return startDate;
}
Any nicer solutions out there to solve this problem?
Thanks

Svick's solution is fine, but I thought I'd add a bit more general advice. It seems like you are new to writing recursive methods and were struggling a bit there. The easiest way to write a recursive method is to strictly follow a pattern:
Result M(Problem prob)
{
if (<problem can be solved easily>)
return <easy solution>;
// The problem cannot be solved easily.
Problem smaller1 = <reduce problem to smaller problem>
Result result1 = M(smaller1);
Problem smaller2 = <reduce problem to smaller problem>
Result result2 = M(smaller2);
...
Result finalResult = <combine all results of smaller problem to solve large problem>
return finalResult;
}
So suppose you want to solve the problem "what is the maximum depth of my binary tree?"
int Depth(Tree tree)
{
// Start with the trivial case. Is the tree empty?
if (tree.IsEmpty) return 0;
// The tree is not empty.
// Reduce the problem to two smaller problems and solve them:
int depthLeft = Depth(tree.Left);
int depthRight = Depth(tree.Right);
// Now combine the two solutions to solve the larger problem.
return Math.Max(depthLeft, depthRight) + 1;
}
You need three things to make recursion work:
The problem has to get smaller every time you recurse.
The problem has to eventually get so small that it can be solved without recursion
The problem has to be solvable by breaking it down into a series of smaller problems, solving each one, and combining the results.
If you cannot guarantee those three things then do not use a recursive solution.

You're right, recursion is the right approach here. Something like this should work:
public DateTime FindTaskStartDate(Task task)
{
DateTime startDate = task.Start;
foreach (var t in task.Tasks)
{
var subTaskDate = FindTaskStartDate(t);
if (subTaskDate < startDate)
startDate = subTaskDate;
}
return startDate;
}
I removed the check for task.HasSubTasks(), because it only makes the code more complicated without any added benefit.
If you find your often write code that needs to walk all of the tasks in the tree, you might want to make this more general. For example, you could have a method that returns IEnumerable<Task> that returns all the tasks in the tree. Finding the smallest start date would then be as easy as:
IterateSubTasks(task).Min(t => t.Start)

Separating iteration over tree from search may be beneficial if there are other tasks you want to do on all items. I.e. if you implement IEnumerable over the tree items you can use LINQ queries to search for anything you want or perform other operations on all tasks in you tree.
Check out Implementing IEnumerable on a tree structure for a way to do so.

Related

"Unzip" IEnumerable dynamically in C# or best alternative

Lets assume you have a function that returns a lazily-enumerated object:
struct AnimalCount
{
int Chickens;
int Goats;
}
IEnumerable<AnimalCount> FarmsInEachPen()
{
....
yield new AnimalCount(x, y);
....
}
You also have two functions that consume two separate IEnumerables, for example:
ConsumeChicken(IEnumerable<int>);
ConsumeGoat(IEnumerable<int>);
How can you call ConsumeChicken and ConsumeGoat without a) converting FarmsInEachPen() ToList() beforehand because it might have two zillion records, b) no multi-threading.
Basically:
ConsumeChicken(FarmsInEachPen().Select(x => x.Chickens));
ConsumeGoats(FarmsInEachPen().Select(x => x.Goats));
But without forcing the double enumeration.
I can solve it with multithread, but it gets unnecessarily complicated with a buffer queue for each list.
So I'm looking for a way to split the AnimalCount enumerator into two int enumerators without fully evaluating AnimalCount. There is no problem running ConsumeGoat and ConsumeChicken together in lock-step.
I can feel the solution just out of my grasp but I'm not quite there. I'm thinking along the lines of a helper function that returns an IEnumerable being fed into ConsumeChicken and each time the iterator is used, it internally calls ConsumeGoat, thus executing the two functions in lock-step. Except, of course, I don't want to call ConsumeGoat more than once..
I don't think there is a way to do what you want, since ConsumeChickens(IEnumerable<int>) and ConsumeGoats(IEnumerable<int>) are being called sequentially, each of them enumerating a list separately - how do you expect that to work without two separate enumerations of the list?
Depending on the situation, a better solution is to have ConsumeChicken(int) and ConsumeGoat(int) methods (which each consume a single item), and call them in alternation. Like this:
foreach(var animal in animals)
{
ConsomeChicken(animal.Chickens);
ConsomeGoat(animal.Goats);
}
This will enumerate the animals collection only once.
Also, a note: depending on your LINQ-provider and what exactly it is you're trying to do, there may be better options. For example, if you're trying to get the total sum of both chickens and goats from a database using linq-to-sql or linq-to-entities, the following query..
from a in animals
group a by 0 into g
select new
{
TotalChickens = g.Sum(x => x.Chickens),
TotalGoats = g.Sum(x => x.Goats)
}
will result in a single query, and do the summation on the database-end, which is greatly preferable to pulling the entire table over and doing the summation on the client end.
The way you have posed your problem, there is no way to do this. IEnumerable<T> is a pull enumerable - that is, you can GetEnumerator to the front of the sequence and then repeatedly ask "Give me the next item" (MoveNext/Current). You can't, on one thread, have two different things pulling from the animals.Select(a => a.Chickens) and animals.Select(a => a.Goats) at the same time. You would have to do one then the other (which would require materializing the second).
The suggestion BlueRaja made is one way to change the problem slightly. I would suggest going that route.
The other alternative is to utilize IObservable<T> from Microsoft's reactive extensions (Rx), a push enumerable. I won't go into the details of how you would do that, but it's something you could look into.
Edit:
The above is assuming that ConsumeChickens and ConsumeGoats are both returning void or are at least not returning IEnumerable<T> themselves - which seems like an obvious assumption. I'd appreciate it if the lame downvoter would actually comment.
Actually simples way to achieve what you what is convert FarmsInEachPen return value to push collection or IObservable and use ReactiveExtensions for working with it
var observable = new Subject<Animals>()
observable.Do(x=> DoSomethingWithChicken(x. Chickens))
observable.Do(x=> DoSomethingWithGoat(x.Goats))
foreach(var item in FarmsInEachPen())
{
observable.OnNext(item)
}
I figured it out, thanks in large part due to the path that #Lee put me on.
You need to share a single enumerator between the two zips, and use an adapter function to project the correct element into the sequence.
private static IEnumerable<object> ConsumeChickens(IEnumerable<int> xList)
{
foreach (var x in xList)
{
Console.WriteLine("X: " + x);
yield return null;
}
}
private static IEnumerable<object> ConsumeGoats(IEnumerable<int> yList)
{
foreach (var y in yList)
{
Console.WriteLine("Y: " + y);
yield return null;
}
}
private static IEnumerable<int> SelectHelper(IEnumerator<AnimalCount> enumerator, int i)
{
bool c = i != 0 || enumerator.MoveNext();
while (c)
{
if (i == 0)
{
yield return enumerator.Current.Chickens;
c = enumerator.MoveNext();
}
else
{
yield return enumerator.Current.Goats;
}
}
}
private static void Main(string[] args)
{
var enumerator = GetAnimals().GetEnumerator();
var chickensList = ConsumeChickens(SelectHelper(enumerator, 0));
var goatsList = ConsumeGoats(SelectHelper(enumerator, 1));
var temp = chickensList.Zip(goatsList, (i, i1) => (object) null);
temp.ToList();
Console.WriteLine("Total iterations: " + iterations);
}

How to implement a SearchByID?

Good afternoon all!
As a part of getting a better grip on some of the most aspects of object based programming, I've started to attempt something far larger than I have done in the past. Hereby I'm trying to learn about inheritance, code reuse, using classes far more extensively, and so on.
For this purpose I am trying to piece together all the parts required for a basic RPG/dungeon crawler.
I know this has been done a billion times before, but I find that actually trying to code something like it takes you through a lot more problems than you might think, which is a great way to learn (I think).
For now I have only loaded up a WPF application, since my interest is 95% on being able to piece together the working classes, routines, functions, etc. And not so much interested in how it will look. I am actually reading up on XNA, but since I am mostly trying to get a grip on the basic workings, I don't want to complicate those aspects with the graphical side of things just yet.
The problem I am now facing is that when I would a character to attack or defend, it should know from which other character it came, or to which one it should be pointed. I figured I could either use a GUID, or a manually appointed ID. But the problem is that I don't really know how I can implement such a thing.
The thing that I figured was that I could maybe add a reference to an array (Character[]), and have a SearchByID function loop through them to find the right one, and return it. Like so:
internal Character SearchByID(string _ID)
{
foreach(Character charToFind in Character[])
{
if(charToFind.ID == _ID)
return charToFind;
}
}
This of course has to be altered a bit due to the return at the moment, but just to give you an idea.
What I am stuck on is how to create the appropriate array outside of the "Character"-class? I can fill it up just fine, but how do I go about having it added above class level?
The way the "Character"-class is built up is that every new character instantiates from the Character class. The constructor then loads the appropriate values. But other than this, I see no possibility to initialize an array outside of this.
If it is preferable to post the entire code that I have, that will be no problem at all!
Thanks for any insights you may provide me with.
I think you can just use the Character-class and pass other Characters to it, for example:
public class Character
{
public string Name { get; private set; }
public int HitPoints { get; private set; }
public int Offense { get; private set; }
public int Defense { get; private set; }
public Character(string name, int hitPoints, int offense, int defense)
{
Name = name;
HitPoints = hitPoints;
Offense = offense;
Defense = defense;
}
public void Defend(Character source)
{
HitPoints = HitPoints - (source.Offense - Defense);
if (HitPoints <= 0)
{
Console.WriteLine("{0} died", Name);
}
}
public void Attack(Character target)
{
// Here you can call the other character's defend with this char as an attacker
target.Defend(this);
if (target.HitPoints <= 0)
{
Console.WriteLine("{0} killed {1}", Name, target.Name);
}
}
}
The thing with object oriented programming is that you have to start thinking in objects. Objects are like boxes when they're concrete. You can make new ones and give them some properties, like a name, height, width, hitpoints, whatever. You can also let these objects perform actions. Now a simple box won't do much itself, but a character can do various things, so it makes sense to put these actions in the Character-class.
Besides having Characters, you might have a Game-class which manages the game-state, characters, monsters, treasure chests etc...
Now this simple example may cause you to gain HitPoints when your defense is higher than the attacker's offense, but that's details, I'll leave the exact implementation up to you.
I guess you want a way to insert characters in an array when they are instantiated..
You can make a static array or list
So,your class in my opinion should be
class Character
{
static List<Character> characterList=new List<Character>();//all characters are here
public Character(string id,...)
{
//initialize your object
characterList.Add(this);//store them in the list as and when created
}
internal Character SearchByID(string _ID)
{
foreach(Character charToFind in characterList)
{
if(charToFind.ID == _ID)
return charToFind;
}
}
}
As you may be knowing static members are associated with the class not with the object.So,when you create a new character object it would be automatically added to the characterList
Unless you are dealing with seperate processes, e.g. client-server, you probably don't want to use "Id"s at all.
Whereever you are passing string _ID around, pass the actual Character instead. This saves you looking up in an array or whatever.
Post more code, and I can show you what I mean.
You could use a dictionary, instantiated in your controller class:
Dictionary<Guid, Character> _characterList = new Dictionary<Guid, Character>();
Initialise:
var someCharacter = new Character() { stats = something };
var otherCharacter = new Character() { stats = anotherThing };
var char1Id = Guid.NewGuid();
var char2Id = Guid.NewGuid();
_characterList.Add(char1Id, someCharacter);
_characterList.Add(char2Id, otherCharacter);
then, to access characters:
var charToFind = _characterList[char1Id];
or
var charToFind = _characterList.Single(c => c.Name = "Fred The Killer");
or whatever else...
Check out keyed collection
KeyedCollection
It is like a dictionary where the key is a property of class.
You will be able to reference a Character with
Characters[id]
Syntax
On your Character class overrite GetHashCode and Equals for performance.
If you use Int32 for the ID then you will get a perfect hash.
Very fast and O(1).

How do I get the number of listitems that meet certain criteria?

I need for example the number of list-items, that are NOT "".
ATM, I solve it like this:
public int getRealCount()
{
List<string> all = new List<string>(originList);
int maxall = all.Count;
try
{
for (int i = 0; i < maxall; i++)
{
all.Remove("");
}
}
catch { }
return all.Count;
}
No question, performance is pretty bad. I'm lucky it's just a 10-items-list, but on a phone you should avoid such code.
So my question is, how can I improve this code?
One idea was: there could already be a method for that. The econd method would be: that all could be filled with only the items that are not "".
How should I solve this?
Thanks
Sounds like you want:
return originList.Count(x => x != "");
There's no need to create a copy of the collection at all. Note that you'll need using System.Linq; in your using directives at the start of your source code.
(Note that you should not have empty catch blocks like that - it's a terrible idea to suppress exceptions in that way. Only catch exceptions when you either want to really handle them or when you want to rethrow them wrapped as another type. If you must ignore an exception, you should at least log it somewhere.)
If performance is your concern, then you should keep a collection that is only for these items.
If performance is not a big deal, I would suggest you use a Linq query on your collection. The cool thing about Linq is that the search is delayed until you need it.
int nonEmptyItemCount = originList.Count(str => !string.IsNullOrEmpty(str));
You could also do
int nonEmptyItemCount = originList.Count(str => str != "");
You should use LINQ. Install ReSharper, it'll generate it for you.
Also, don't create an int maxall = all.Count and then use it in your for loop.
For mobile apps you shouldn't use unnecessary memory so just use all.Count in the for loop.
You're calling all.remove("") for every item in the list all. Why not just call it once? You're not using i at all in your code...
Why not:
public int getRealCount()
{
List<string> all = new List<string>(originList);
int erased =all.RemoveAll(delegate(string s)
{
return s == "";
});
return all.Count - erased;
}
Update:
Fixed the issue I had. This is without lambda's.

C# - Collection is enough or comobination of LINQ will improve performance?

According to the requirement we have to return a collection either in reverse order or as
it is. We, beginning level programmer designed the collection as follow :(sample is given)
namespace Linqfying
{
class linqy
{
static void Main()
{
InvestigationReport rpt=new InvestigationReport();
// rpt.GetDocuments(true) refers
// to return the collection in reverse order
foreach( EnquiryDocument doc in rpt.GetDocuments(true) )
{
// printing document title and author name
}
}
}
class EnquiryDocument
{
string _docTitle;
string _docAuthor;
// properties to get and set doc title and author name goes below
public EnquiryDocument(string title,string author)
{
_docAuthor = author;
_docTitle = title;
}
public EnquiryDocument(){}
}
class InvestigationReport
{
EnquiryDocument[] docs=new EnquiryDocument[3];
public IEnumerable<EnquiryDocument> GetDocuments(bool IsReverseOrder)
{
/* some business logic to retrieve the document
docs[0]=new EnquiryDocument("FundAbuse","Margon");
docs[1]=new EnquiryDocument("Sexual Harassment","Philliphe");
docs[2]=new EnquiryDocument("Missing Resource","Goel");
*/
//if reverse order is preferred
if(IsReverseOrder)
{
for (int i = docs.Length; i != 0; i--)
yield return docs[i-1];
}
else
{
foreach (EnquiryDocument doc in docs)
{
yield return doc;
}
}
}
}
}
Question :
Can we use other collection type to improve efficiency ?
Mixing of Collection with LINQ reduce the code ? (We are not familiar with LINQ)
Looks fine to me. Yes, you could use the Reverse extension method... but that won't be as efficient as what you've got.
How much do you care about the efficiency though? I'd go with the most readable solution (namely Reverse) until you know that efficiency is a problem. Unless the collection is large, it's unlikely to be an issue.
If you've got the "raw data" as an array, then your use of an iterator block will be more efficient than calling Reverse. The Reverse method will buffer up all the data before yielding it one item at a time - just like your own code does, really. However, simply calling Reverse would be a lot simpler...
Aside from anything else, I'd say it's well worth you learning LINQ - at least LINQ to Objects. It can make processing data much, much cleaner than before.
Two questions:
Does the code you currently have work?
Have you identified this piece of code as being your performance bottleneck?
If the answer to either of those questions is no, don't worry about it. Just make it work and move on. There's nothing grossly wrong about the code, so no need to fret! Spend your time building new functionality instead. Save LINQ for a new problem you haven't already solved.
Actually this task seems pretty straightforward. I'd actually just use the Reverse method on a Generic List.
This should already be well-optimized.
Your GetDocuments method has a return type of IEnumerable so there is no need to even loop over your array when IsReverseOrder is false, you can just return it as is as Array type is IEnumerable...
As for when IsReverseOrder is true you can use either Array.Reverse or the Linq Reverse() extension method to reduce the amount of code.

Implementation options of summing, averaging, concatenating, etc items in an IEnumerable

I'm looking for the shortest code to create methods to perform common operations on items in an IEnumerable.
For example:
public interface IPupil
{
string Name { get; set; }
int Age { get; set; }
}
Summing a property - e.g. IPupil.Age in IEnumerable<IPupil>
Averaging a property - e.g. IPupil.Age in IEnumerable<IPupil>
Building a CSV string - e.g. IPupil.Name in IEnumerable<IPupil>
I'm interested in the various approaches to solve these examples: foreach (long hand), delegates, LINQ, anonymous methods, etc...
Sorry for the poor wording, I'm having trouble describing exactly what I'm after!
Summing and averaging: easy with LINQ:
var sum = pupils.Sum(pupil => pupil.Age);
var average = pupils.Average(pupil => pupil.Age);
Building a CSV string - there are various options here, including writing your own extension methods. This will work though:
var csv = string.Join(",", pupils.Select(pupil => pupil.Name).ToArray());
Note that it's tricky to compute multiple things (e.g. average and sum) in one pass over the data with normal LINQ. If you're interested in that, have a look at the Push LINQ project which Marc Gravell and I have written. It's a pretty specialized requirement though.

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