I am using a dictionary system to store my data and each thing I want to add to my dictionary will need to have 8 definitions. I want to know if anything like that is possible and if yes, I want to learn the codes for adding new items to the dictionary and read those items (if possible read the spesific things from the 8 items inside each list using index)
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Dictionary_matches : MonoBehaviour
{
/*public static Dictionary<string, List<String>> Matches_dic = new Dictionary<string, List<String>>();
dict.Add("key1", new List<int> { 1, 2, 3 });*/
public static Dictionary<string, string> myDict = new Dictionary<string, string>();
myDict.Add("Australia", "Canberra");
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
Any help would be appreciated.
It seems, that you are looking for something like this:
public class Dictionary_matches : MonoBehaviour {
public static readonly Dictionary<string, List<string>> Matches_dic =
new Dictionary<string, List<string>>() {
{"match_1", new List<string>() {"a", "b", "c"}},
{"match_2", new List<string>() {"abracadabra"}},
};
public void Update() {
// You can use in any method of the class, e.g.
Matches_dic.Add("more_match", new List<string>() {"p", "q"});
}
// Other staff
}
here we declare the dictionary and with two entries (match_1 and match_2)
When you declare such a dictionary its keys and values are empty.
Let's say I create one such dictionary
var myDict = new Dictionary<string, List<string>>()
Now I want to add a value. But remember, my value is a List<T>.
So you need to check if your key is already present, and if it is already have an instanciated list as a value (e.g. a value != null)
if(myDict.ContainsKey("myKey") && myDict["myKey"] != null)
{
// In this case you could do
mydict["myKey"].Add("myValue");
// Because you already have a list.
// And to read the first item from the list
var firstValue = mydict["myKey"][0]; // or using Linq replace [0] by First()
}
// Now if the key does not exist you need to add the key, and ideally an instantiated list.
if(!myDict.ContainsKey["myKey"])
{
// In your case we know the expected length of the list, so let's specify it.
myDict.Add("myKey", new List<string>(8))
}
You'll notice I didn't write the case where the key would exist, but the value is null.
I'll leave to your consideration if handling that particular case is needed, and if it is, you should have all necessary information in the example above.
Related
I managed to create an input field that is able to be checked and verified upon a question via creating another text field and linking that to said question, so for example if the value of the question was '1', the answer would be '1'. Then I made a text comparison, so that if what the user wrote = that text field the answer would be correct.
However, I realise that sometimes someone can write something else. For example in the question ' What do you think about tigers', there isn't just one possible answer. And therefore, the way I did that for the input field does not exactly work (does it?).
I did quite a lot of research and found out about dictionaries, but since they only have one key value that wouldn't help, and then I found out about lists, which might?
So my question is whether it is possible, and how, to create a list that's integer values is somehow linked to the values of the overarching question, so that if the random value is 1, the list value is 1 as well, and then check if what is written matches any of the answers with that random value.
If what I just said didn't make sense, here's an example:
Current behavior:
SURVEY: Do you like cats?
INPUT FIELD: Yes I do
HIDDEN TEXT FIELD : Yes I do
input field = hidden text field and therefore correct
Ideal behavior:
SURVEY: Do you like cats?
INPUT FIELD: I do like cats
POSSIBLE ANSWERS: I do like cats, Yes I do etc.
INPUT FIELD contains an answer in the list which matches the question and therefore correct.
I thought you could use the .Contains function, but I didn't know how to link it all together.
EDIT:
I tried to solve this problem via the creation of a dictionary and searching for a key (which I believe was the right way to do this), but for some reason this code doesn't even work when checking it? (it's like the .containsKey function doesn't work?)
public string questions = "hi;weird;by";
Dictionary<int, string> tester = new Dictionary<int, string>();
// Use this for initialization
void Start ()
{
tester.Add(1, questions);
tester.Add(2, "hello");
tester.Add(3, "by");
tester.Add(4, "hi");
tester.Add(5, "bye");
}
// Update is called once per frame
void Update ()
{
}
public void hello ()
{
if(tester.ContainsKey(2))
{
string value = tester[2];
Debug.Log("Correct");
}
}
EDIT 1:
Following what trashr0X said I tried doing it by having a dictionary script in the main camera and a script in the inputfield, but for some reason when I load it nothing works on the console:
LIST
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.Linq;
public class Listpractice : MonoBehaviour
{
Dictionary<int, List<string>> tester = new Dictionary<int, List<string>>();
List<string> possibleAnswersToQuestionZero = new List<string>();
// Use this for initialization
void Start () {
possibleAnswersToQuestionZero.Add("Hello");
possibleAnswersToQuestionZero.Add("By");
tester.Add(0, possibleAnswersToQuestionZero);
}
// Update is called once per frame
void Update ()
{
}
public void hello ()
{
var toCheck = tester[0].FirstOrDefault(x => x == GameController.hello);
if (toCheck != null)
{
Debug.Log("Hi!");
}
}
}
INPUT FIELD
public class QAClass07
{
public string Answer = "";
public string Question = "";
QAClass07 result = new QAClass07();
}
public static string hello;
void Start()
{
GameObject a = gameObject;
hello = a.transform.Find("Text").GetComponent<Text>().text;
}
// registers what the user writes
public void getInput(string guess)
{
// Does something assuming someone enters something
if (GetComponent<InputField>() != null)
{
hello = GetComponentInChildren<Text>().text;
}
}
Simply use Dictionary<int, List<string>> and then add all the answers to the corresponding question id.
var questions = new List<string> { "hi", "weird", "by" };
var tester = new Dictionary<int, List<string>>();
// Use this for initialization
void Start ()
{
tester.Add(1, questions);
tester.Add(2, new List<string> { "hello" });
tester.Add(3, new List<string> { "by" });
tester.Add(4, new List<string> { "hi" });
tester.Add(5, new List<string> { "bye" });
}
public void hello ()
{
if(tester.ContainsKey(2))
{
var answers = tester[2] ?? new List<string>();
// now you have all answers linked to question with id 2 in answers variable
}
}
"I did quite a lot of research and found out about dictionaries, but since they only have one key value that wouldn't help, and then I found out about lists, which might?"
Yes, a Dictionary<TKey, TValue> does comprise of key-value pairs of a particular type each; you can declare the type of it's key to be int (corresponding to the index of the question currently asked), and declare the type of it's value to be List<string>, to hold possible answers for that question.
// key is question index, value is a list of possible answers for that question
var dictionary = new Dictionary<int, List<string>>();
// list of possible answers for question 0 (random question number chosen for the example)
var possibleAnswersToQuestionZero = new List<string>();
possibleAnswersToQuestionZero.Add("Possible Answer to question 0");
possibleAnswersToQuestionZero.Add("Another possible answer to question 0");
// add that list to the dictionary at key 0.
// you should be also checking if the key exists before trying to access it's value,
// and what happens if the list returned for that key is null or empty.
dictionary.Add(0, possibleAnswersToQuestionZero);
To check if the answer submitted by the user (let's assume it is saved in a variable named userInput) for question 0 is in the list of possible answers for that key, we would do:
// check if the list at dictionary[0] has at least one instance of userInput,
// otherwise return null
var toCheck = dictionary[0].FirstOrDefault(x => x == userInput);
// if the result is not null, the answer was found
if (toCheck != null)
{
// answer found
}
I am having
Dictionary<String, List<String>> filters = new Dictionary<String, List<String>>();
which is having values like country = us. till now I am able to add it when key is not repeated. now when key country is repeated. it is showing that the key is already present.
what I want is How to add multiple values in the same key. I am not able to do it. Please suggest something.
for (int i = 0; i < msgProperty.Value.Count; i++)
{
FilterValue.Add(msgProperty.Value[i].filterValue.Value);
filterColumn = msgProperty.Value[i].filterColumnName.Value;
filters.Add(filterColumn, FilterValue);
}
what I want
country = US,UK
The different types of all your variables are a bit confusing, which won't help you writing the code. I'm assuming you have a Dictionary<string, List<string>> where the key is a "language" and the value is a list of countries for that language, or whatever. Reducing a problem to a minimal set that reproduces the issue is very helpful when asking for help.
Anyway assuming the above, it's as simple as this:
Try to get the dictionary["somelanguage"] key into existingValue.
If it doesn't exist, add it and store it in the same variable.
Add the List<string> to the dictionary under the "somelanguage" key.
The code will look like this:
private Dictionary<string, List<string>> dictionary;
void AddCountries(string languageKey, List<string> coutriesToAdd)
{
List<string> existingValue = null;
if (!dictionary.TryGetValue(languageKey, out existingValue))
{
// Create if not exists in dictionary
existingValue = dictionary[languageKey] = new List<string>()
}
existingValue.AddRange(coutriesToAdd);
}
You simply need to check whether the value exists in the dictionary, like this:
if (!filters.ContainsKey("country"))
filters["country"] = new List<string>();
filters["country"].AddRange("your value");
Assuming you are trying to add value for key country
List<string> existingValues;
if (filters.TryGetValue(country, out existingValues))
existingValues.Add(value);
else
filters.Add(country, new List<string> { value })
If your values is List<string>
List<string> existingValues;
if (filters.TryGetValue(country, out existingValues))
existingValues.AddRange(values);
else
filters.Add(country, new List<string> { values })
Make use of IDictionary interface.
IDictionary dict = new Dictionary<String, List<String>>();
if (!dict.ContainsKey("key"))
dict["key"] = new List<string>();
filters["key"].Add("value");
In a dictionary, I want to add a list of numbers for a given key.But I am unable to do it.
for(int i = 0 ; i < size ; i++){
string input = Console.ReadLine();
string[] inputList = input.Split(' ');
count[Convert.ToInt32(inputList[0])]++;
if(!map.ContainsKey(Convert.ToInt32(inputList[0]))){
map.Add(Convert.ToInt32(inputList[0]),new List<string>());
map_index.Add(Convert.ToInt32(inputList[0]),new List<int>());
}
}
The question is bit unclear. My understanding of your problem is as follows: You have a dictionary, a value of the dictionary is a list, and you have trouble adding an item to that list. Since you didn't explain your notation I'm using more general names, just to give you an idea what has to be done:
Dictionary<int, List<string>> myDict = new Dictionary<int, List<string>>();
if (myDict.ContainsKey(myKey))
{
myDict[myKey].Add(myVal);
}
else
{
myDict[myKey] = new List<string> { myVal };
}
If the key is not in the dictionary you create an entry together with the list and initialize the list with the new value. If the key is there you just access the list (by using myDict[myKey]) and add the new value to the list. Since the list is always created for a new key you don't have to worry that it's not initialized when adding a value for an existing key.
This could be one the efficient Solution and much easier than if-else.
Dictionary<int, List<string>> myDict = new Dictionary<int, List<string>>();
try
{
myDict[myKey].Add(myVal);
}
catch
{
myDict[myKey] = new List<string> { myVal };
}
There is a 'one-command-line' way to do this using AddOrUpdate from ConcurrentDictionary:
using System.Linq;
using System.Collections.Generic;
using System.Collections.Concurrent;
...
var dictionary = new ConcurrentDictionary<int, string[]>();
var itemToAdd = "item to add to key-list";
dictionary.AddOrUpdate(1, new[]{item1ToAdd}, (key, list) => list.Append(itemToAdd));
// If key 1 doesn't exist, creates it with a list containing itemToAdd as value
// If key 1 exists, adds item to already existent list (third parameter)
Im working on a project in unity, im using a dictionary to store player information and then assigning a userID int to the players which is what im attempting to make the index position of the players information in the dictionary, but i think im trying to use this system completely wrong. Currently i have this code:
public class Players : IComparable<Players> {
public int userID;
public string userName;
public int userHealth;
public GameObject userPlayer;
public Players(int newID,string Name,int Health,GameObject player){
userID = newID;
userName = Name;
userHealth = Health;
userPlayer = player;
}
public int CompareTo(Players other){
if(other == null){
return 1;
}
return userID - other.userID;
}
}
to create the Dictionary i use
private Dictionary<NetworkPlayer, Players> playerList = new Dictionary<NetworkPlayer,Players>();
to add to it i use
playerList.Add(player,new Players(playerList.Count,"Test", 100, playerObj));
I was hoping to use the playerList.Count part as a method of indexing it and then sorting it by this index to get the player i wanted back... is there a way of doing this correctly? This is my first time attempting to use dictionarys in c# and im finding it hard to understand how they work, if someone could help lead me to a working method of doing this. All i need to be able to do is to return data based off its index OR using the NetworkPlayer class.
If anyone could help lead me to a working method of doing this id be grateful, Thanks.
A standard dictionary's items are not sorted in this way. Normally, if you want to pull out the player by a specific ID, it would be better to make that the key in the dictionary, ie:
private Dictionary<int, Players> playersByID = new Dictionary<int, Players>();
private Dictionary<NetworkPlayer, Players> playersByNetwork = new Dictionary<NetworkPlayer, Players>();
Note that you could store two dictionaries, one for each form of lookup:
You could then store:
int id = nextID; // Using ID counter...
var newPlayer = new Players(id, "Test", 100, playerObj);
playersById.Add(id, newPlayer);
playersByNetwork.Add(player, newPlayer);
And fetch via:
var player = playersById[120];
Or via:
var player = playersByNetwork[netPlayer];
On a side note: I didn't use the Count as an ID, since that will fail if you ever remove players... If that is something you will never do in your system, you could go back to using the Count property for your next id.
You can also index the dictionary values by yourself enveloping the key-value pair you are interested into a KeyValuePair and associating it with an int like so:
Dictionary<int, KeyValuePair<string, int>> indexedDictionary = new Dictionary<int, KeyValuePair<string, int>>
{
{0, new KeyValuePair<string, int>("my entry", 13) },
{1, new KeyValuePair<string, int>("whatever", 5) },
{............}
};
First of all, apologies for the nasty title. I will correct it later.
I have some data like below,
"BOULEVARD","BOUL","BOULV", "BLVD"
I need a data structure that is O(1) for looking up any of this words by other. For example, if I use a dictionary I would need to store this keys/values like this, which looks odd to me,
abbr.Add("BLVD", new List<string> { "BOULEVARD","BOUL","BOULV", "BLVD" });
abbr.Add("BOUL", new List<string> { "BOULEVARD", "BOUL", "BOULV", "BLVD" });
abbr.Add("BOULV", new List<string> { "BOULEVARD", "BOUL", "BOULV", "BLVD" });
abbr.Add("BOULEVARD", new List<string> { "BOULEVARD", "BOUL", "BOULV", "BLVD" });
Which data structure to use to keep this data appropriate to my querying terms?
Thanks in advance
Create two HashMap - one maps word to a group number. And the other one maps group number to a list of words. This way you save some memory.
Map<String, Integer> - Word to Group Number
Map<Integer, List<String>> - Group Number to a list of words
You need two O(1) lookups - first to get the group number and then by it - get the list of words.
Assuming abbr is a Dictionary<String, IEnumerable<String>>, you could use the following function:
public static void IndexAbbreviations(IEnumerable<String> abbreviations) {
for (var a in abbreviations)
abbr.Add(a, abbreviations);
}
This will populate the dictionary with the provided list of abbreviations such that when any of them is looked up in the dictionary. It is slightly better than the example code you provided, because I am not creating a new object for each value.
From the documentation, "Retrieving a value by using its key is very fast, close to O(1), because the Dictionary(Of TKey, TValue) class is implemented as a hash table."
The choice of dictionary looks fine to me. As mentioned above, you should use the same list to be referenced in the dictionary. The code could go something like this:
var allAbrList = new List<List<string>>
{
new List<string> {"BOULEVARD", "BOUL", "BOULV", "BLVD"},
new List<string> {"STREET", "ST", "STR"},
// ...
};
var allAbrLookup = new Dictionary<string, List<string>>();
foreach (List<string> list in allAbrList)
{
foreach (string abbr in list)
{
allAbrLookup.Add(abbr, list);
}
}
The last part could be converted into LINQ to have less code, but this way it is easier to understand.
If you don't create a new list for each key, then a Dictionary<string, List<string>> will be fast and reasonably memory-efficient as long as the amount of data isn't enormous. You might also be able to get a little extra benefit from reusing the strings themselves, though the optimizer might take care of that for you anyway.
var abbr = new Dictionary<string, List<string>>;
var values = new List<string> { "BOULEVARD","BOUL","BOULV", "BLVD" };
foreach(var aValue in values) abbr.add(value, values);
As Petar Minchev already said, you can split your list into an list of groups and a list of keys that points to this group. To simplify this (in usage) you can write an own implementation of IDictionary and use the Add method to build those groups. I gave it a try and it seems to work. Here are the important parts of the implementation:
public class GroupedDictionary<T> : IDictionary<T,IList<T>>
{
private Dictionary<T, int> _keys;
private Dictionary<int, IList<T>> _valueGroups;
public GroupedDictionary()
{
_keys = new Dictionary<T, int>();
_valueGroups = new Dictionary<int, IList<T>>();
}
public void Add(KeyValuePair<T, IList<T>> item)
{
Add(item.Key, item.Value);
}
public void Add(T key, IList<T> value)
{
// look if some of the values already exist
int existingGroupKey = -1;
foreach (T v in value)
{
if (_keys.Keys.Contains(v))
{
existingGroupKey = _keys[v];
break;
}
}
if (existingGroupKey == -1)
{
// new group
int newGroupKey = _valueGroups.Count;
_valueGroups.Add(newGroupKey, new List<T>(value));
_valueGroups[newGroupKey].Add(key);
foreach (T v in value)
{
_keys.Add(v, newGroupKey);
}
_keys.Add(key, newGroupKey);
}
else
{
// existing group
_valueGroups[existingGroupKey].Add(key);
// add items that are new
foreach (T v in value)
{
if(!_valueGroups[existingGroupKey].Contains(v))
{
_valueGroups[existingGroupKey].Add(v);
}
}
// add new keys
_keys.Add(key, existingGroupKey);
foreach (T v in value)
{
if (!_keys.Keys.Contains(v))
{
_keys.Add(v, existingGroupKey);
}
}
}
}
public IList<T> this[T key]
{
get { return _valueGroups[_keys[key]]; }
set { throw new NotImplementedException(); }
}
}
The usage could look like this:
var groupedDictionary = new GroupedDictionary<string>();
groupedDictionary.Add("BLVD", new List<string> {"BOUL", "BOULV"}); // after that three keys exist and one list of three items
groupedDictionary.Add("BOULEVARD", new List<string> {"BLVD"}); // now there is a fourth key and the key is added to the existing list instance
var items = groupedDictionary["BOULV"]; // will give you the list with four items
Sure it is a lot of work to implement the whole interface but it will give to an encapsulated class that you don't have to worry about, after it is finished.
I don't see a reason to define the value part of your dictionary as a List<string> object, but perhaps that is your requirement. This answer assumes that you just want to know whether the word essentially means "Boulevard".
I would pick one value as the "official" value and map all of the other values to it, like this:
var abbr = new Dictionary<string, string>(StringComparer.CurrentCultureIgnoreCase);
abbr.Add("BLVD", "BLVD"); // this line may be optional
abbr.Add("BOUL", "BLVD");
abbr.Add("BOULV", "BLVD");
abbr.Add("BOULEVARD", "BLVD");
Alternatively, you could define an enum for the value part of the dictionary, as shown below:
enum AddressLine1Suffix
{
Road,
Street,
Avenue,
Boulevard,
}
var abbr = new Dictionary<string, AddressLine1Suffix>(StringComparer.CurrentCultureIgnoreCase);
abbr.Add("BLVD", AddressLine1Suffix.Boulevard);
abbr.Add("BOUL", AddressLine1Suffix.Boulevard);
abbr.Add("BOULV", AddressLine1Suffix.Boulevard);
abbr.Add("BOULEVARD", AddressLine1Suffix.Boulevard);