Reference Test using FsCheck always do not work - c#

I have some trouble of using FsCheck on C#. C# version is 7.0.
When using Fscheck, arguments behave as if they have same value when they are set to other object.
Please see the code below.
[Property]
public Property CorrectTest(int x, int y)
{
return ( x == y ).ToProperty();
}
[Property]
public Property WrongTest(double x, double y)
{
Values values = new Values();
SetMethod(values, x, y);
// "True" is always shown
return ( Double.Equals(values.x, values.y) ).ToProperty();
}
public struct Values
{
public double x { get; set; }
public double y { get; set; }
}
private void SetMethod(Values values, double x, double y)
{
values.x = x;
values.y = y;
}
if I perform CorrectTest, the test fails because it is not correct that x is always equal to y.
On the other hand, if I perform WrongTest, the test always passes.
It is totally wrong, but the test cannnot detect the problems.
If you know about the related information and the solution, could you please teach me?
Thanks.

Looks like this is because Values is a struct, i.e. a value type, i.e. the values parameter is copied when you pass it to SetMethod. As a result, the original values variable in WrongTest never gets modified.
Try inlining SetMethod, or passing the values by reference (using the ref keyword).
Also consider making Values an immutable struct with a constructor that takes x and y and no setters, this makes everything a lot clearer especially for structs.

Related

How can I copy/clone objects(reference type) without using IClonable in C#?

I don't want to assign properties one by one. Please do not say, I need to assign 1 by 1. I know IClonable interface but unfortunately, suppose that Point class comes from other library , so I can not modify. How can I achieve cloning object which belongs to other libraries?
In below example, as expected when we change p2, p1 is changed as well. My aim is copying p1, and when I change copy object, I do not want main object to change. Int his example, I want p1 to keep as it was before.
public class Program
{
public static void Main()
{
Console.WriteLine("Hello World");
Point p1 = new Point(5,6);
Point p2= p1;
p2.X = 9;
Console.WriteLine("x={0}, y={1}", p1.X, p1.Y);
}
class Point
{
// Constructor:
public Point(int x, int y)
{
X = x;
Y = y;
}
// Property implementation:
public int X { get; set; }
public int Y { get; set; }
}
}
You can use the MemberwiseClone method inherited from System.Object:
public Point ShallowClone()
{
return (Point)this.MemberwiseClone();
}
ICloneable is an interface, not a class. Whether you implement ICloneable or not makes no difference regarding assign properties one by one or not.
Other options:
If you have not access to the code of Point or cannot derive your implementation from it:
Use the AutoMapper NuGet package (or one of the various other ones).
Create an extension method.
Make the class immutable. Like this you can just copy the reference around just as with strings.
Implement Point as a struct. Structs can be copied by simple assignment.
Implement Point as a class or struct record which automatically provides value behavior (immutability, value equality) and much more. See: Records (C# reference).
I sorted out this problem with using automapper .
You can check my solution:
https://dotnetfiddle.net/En51IP (using new way )
https://dotnetfiddle.net/iapj84 (using old way )

How can I make a constant static immutable instance of a class?

I have a simple class that represents 3 dimensional coordinates called Coord3 that simply has x, y, and z int values.
I want to declare a static constant variable Coord3.zero where x, y, and z are set to 0.
I have attempted this with:
public static readonly Coord3 zero = new Coord3(0, 0, 0);
However I found that this variable can be changed. For example if I do
Coord3 coord = Coord3.zero;
coord.x = 5;
this actually changes the x value of Coord3.zero to be 5. Maybe I am misunderstanding readonly? I know that in Unity there is Vector3.zero which never changes. I am trying to achieve the same effect.
Maybe I am misunderstanding readonly?
Yeah, readonly means you can't change the reference of your variable. In other words, you can't write Coord3.zero = new(...);
Now, the way these things are usually written is as structs, where fields are by default immutable. That would solve your problem right there. That is also how it's done in Unity. Note that you can also do this with classes, by having only getters on your properties and filling them in once from your constructor, but classes are very heavy weight for these small types.
readonly is not quite the same thing as immutable in the sense you mean. readonly means you cannot assign to a variable. So you couldn't do
public static readonly Cord3 zero = new Cord3(0, 0, 0);
zero = new Cord3(0, 0, 1);
In order to achieve the effect you want, you could need to create a class, struct or record with readonly properties or fields. There's no way to achieve that effect with a type defined in an internal library. If the type allows mutability on a field or property, that field or property is mutable.
Marking zero as readonly indeed prevents you from changing what zero stores. You cannot reassign it.
zero = new Coord3(1, 1, 1); // error
Note that since Coord3 is a class, zero.x = 5; isn't actually changing what zero stores. You are just changing some property of the object that zero is referring to. zero is still storing the same reference to the same old object.
You could prevent this by not providing any public API in Coord3 that would change its fields' values - for example, by making x, y, z all read-only properties:
public int X { get; }
public int Y { get; }
public int Z { get; }
Of course, this wouldn't work if you just want to prevent setting the properties on zero, but allow the modification of Coord3 on other objects.
I would suggest that you make Coord3 a struct:
public struct Coord3 {
public int X { get; set; }
public int Y { get; set; }
public int Z { get; set; }
}
Now zero stores the fields' values directly, rather than a reference to an object. zero.x = 5; would produce an error, because you are modifying what zero directly stores.
Note that Unity's Vector3 for example, is also a struct.
I think you can make an immutable base class and your Coord3 inheriting this class.
public class BaseCoord3
{
// protected means it can only be used by BaseCoord3 and Coord3
protected int x;
// equivalent to public int X { get { return x; } }
public int X => x;
}
public class Coord3 : BaseCoord3
{
public override int X
{
get { return x; }
set { x = value; }
}
public static BaseCoord3 Zero => new BaseCoord3(0,0,0);
}
This should work similar to the way with Readonly versions of collections in c#. I think the struct solutions are the way to go though.
How about you just use a get-property to never change the zero object?
public class Coord3
{
public static Coord3 Zero => new Coord3(0,0,0);
}
Then you won't be able to change the values of Zero, but you will maintain the functionality of Coord3 objects.
Coord3 a = Coord3.Zero;
a.x = 2; // changes a.x, but not Coord3.Zero.x

Get all Vector3-type variables (struct) and enumerate them from the whole code

Firstly, this is just my "learning" of C# so it is not homework or something like that (I had a problems with that here, but I am just a "fanatic"). I am trying to get all values of Vector3 type (struct). I need to use something like this in my code:
foreach (Vector3 vector in Vector3.GetVector3List()) //maybe Vector3.GetVector3List<Vector3>()
{
Console.WriteLine(vector);
}
It should write all Vectors defined by user in Console.
Definition of my struct (simplified):
struct Vector3
{
private double x, y, z;
public double X
{
get { return x; }
set { x = value; }
}
public double Y
{
get { return y; }
set { y = value; }
}
public double Z
{
get { return z; }
set { z = value; }
}
public Vector3(double x, double y, double z) : this()
{
X = x;
Y = y;
Z = z;
}
}
I am not sure in which way I should continue. I have tried 'enum-like' Getvalues function but logically it can't list all vectors as they are not defined until user doesn't do it in console.
private static List<T> GetVector3List<T>()
{
//T[] array = (T[]) Vector3.GetValues(typeof (T));
}
One way is to store all entered vectors in List for example and then WriteLine them but I want to do it in the other way. Can somebody give me an advice how should I continue? (or if it is possible to get all Vectors just from struct)
There is no facility in .NET to enumerate all instances of a class. What's worse, you chose to make it a struct, which makes this even more impossible as there may be values of struct types on the stack, and strictly speaking the enumeration process itself produces new ones.
If you make Vector3 a class, then you could theoretically keep track of them by recording creation in the constructor, but it's non-trivial in many ways. For starters, you had better use weak references...
Strictly speaking, there are debugging APIs that make this possible, but they are not trivial to use, and I'm not sure a program can use them on itself.
A bonus article on why retrieving all instances of a type is a bad idea.

Link Two Properties/Variables

Let me explain my situation. I have a program who reads an external connection and gives me an array of integers (or booleans). Those inputs should feed an object that has some properties (X, Y, Z, for example). So, if a read a value on array, i should write those values in the properties. Is there a way to pass those values by ref (for example) ? Thinking logically , the best way way would be pointers (property X pointing to array[0]), but these aren't very unclear to me.
I can create a way to look for changes in array (but is a very large array, +60000), then update my object. But i think this would be a bad ideia.
Sorry if i wrote any crap, i'm just starting on C#.
Some pseudo code to help.
class obj
{
int X {get; set;}
public obj(ref int x)
{
X = x;
}
}
class main
{
void main()
{
int a;
obj test = new obj(ref a);
}
}
So if: a = 10, obj.X = 10 too.
public class MyClass
{
private int[] backingArray;
public int X
{
get
{
if (backingArray == null)
return -1;
else
return backingArray[0];
}
}
public MyClass(int[] array)
{
if (array.Length > 0)
backingArray = array;
}
}
class Main
{
void Main()
{
int[] array = new int[] { 2 };
MyClass test = new MyClass(array);
array[0] = 6;
Console.WriteLine(test.X);//prints 6
}
}
Of course this only works with reference types (arrays are reference types). If you wanted to do this whole thing with a value type, you'd need to "wrap" it in some reference type. You can use a class such as the following to wrap anything if you don't have anything convenient.
public class Wrapper<T>
{
public T Value { get; set; }
}
It's not possible to use ref in the manor that you've shown in the OP. You wouldn't be able to store the value that was passed by reference. If you could, then you could end up passing some value on the stack and then having the created object that holds the reference living longer than the item on the stack. If that happened you would end up with a reference it a location in memory that no longer holds the variable you intended. This was somewhat of a gotcha in C++ that the designers of C# went out of their way to ensure can't happen (at least not without a lot of work).

How to set a specific member of a struct, using indexing in C#

Assuming I have a struct:
struct Vector
{
public int X, Y;
// ...
// some other stuff
}
and a class:
class Map
{
public Vector this[int i]
{
get
{
return elements[i];
}
set
{
elements[i] = value;
}
}
private Vector[] elements
// ...
// some other stuff
}
I want to be able to do something like: map[index].X = 0; but I can't, because the return value is not a variable.
How do I do this, if at all possible?
You should avoid mutable structs.
If you want your type to be mutable use a class instead.
class Vector
{
public int X { get; set; } // Use public properties instead of public fields!
public int Y { get; set; }
// ...
// some other stuff
}
If you want to use a struct, make it immutable:
struct Vector
{
private readonly int x; // Immutable types should have readonly fields.
private readonly int y;
public int X { get { return x; }} // No setter.
public int Y { get { return y; }}
// ...
// some other stuff
}
The compiler prevents you from doing this because the indexer returns a copy of an object not a reference (struct is passed by value). The indexer returns a copy, you modify this copy and you simply don't see any result. The compiler helps you avoid this situation.
If you want to handle such situation you should use class instead or change the way you deal with Vector. You shouldn't modify it's value but initialize it's values in constructor, more on this topic: Why are mutable structs “evil”?.
define Vector as class,
or
store value in a temporary variable
var v = map[index];
v.X = 0;
map[index] = v;
or
add function to change
map[index] = map[index].Offset()
or
let the [] operator return a setter class
class Setter { Vector[] Data; int Index; public double X { get { return Data[Index]; } set { Data[Index] = new Vector(value, Data[Index].Y); }}}
public Setter this[int i]
{
get
{
return new Setter() { Data = elements, Index= i };
}
}
Although generic classes work pretty well for many purposes, they do not provide any reasonable way to access structs by reference. This is unfortunate since in many cases a collection of structs would offer better performance (both reduced memory footprint and improved cache locality) and clearer semantics than a collection of class objects. When using arrays of structs, one can use a statement like ArrayOfRectangle[5].Width += 3; with very clear effect: it will update field X of ArrayOfRectangle[5] but it will not affect field X of any other storage location of type Rectangle. The only things one needs to know to be certain of that are that ArrayOfRectangle is a Rectangle[], and Rectangle is a struct with a public int field X. If Rectangle were a class, and the instance held in ArrayOfRectangle[5] had ever been exposed to the outside world, could be difficult or impossible to determine whether the instance referred to by ArrayOfRectangle[5] was also held by some other code which was expecting that field X of its instance wouldn't change. Such problems are avoided when using structures.
Given the way .net's collections are implemented, the best one can do is usually to make a copy of a struct, modify it, and store it back. Doing that is somewhat icky, but for structs that aren't too big, the improved memory footprint and cache locality achieved by using value types may outweigh the extra code to explicitly copy objects from and to the data structures. It will almost certainly be a major win compared with using immutable class types.
Incidentally, what I'd like to see would be for collections to expose methods like:
OperateOnElement<paramType>(int index, ref T element, ref paramType param, ActionByRef<T,paramType> proc) which would call proc with the appropriate element of the collection along with the passed-in parameter. Such routines could in many cases be called without having to create closures; if such a pattern were standardized, compilers could even use it to auto-generate field-update code nicely.

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