C# alternative to Tuple, perhaps using statics - c#

class A
{
public int b;//gotten from the function
public string c;
}
class B
{
int func(int generator)
{
Values values = new Values();
return values.b + generator;
}
}
class Values
{
int b;
string c;
string d;
int i;
Values()
{
b = 0;
i = 0;
c = "c";
d = "d";
}
}
We have a function to generate the int A.b, for example if we do B.func(1) and Values.b equals 1, then A.b will be 2. However, the goal is to alter B.func to use B.func(int generator) to somehow populate A.c as well,
when we call B.func we have in the variable "values" the desired values for both A.b and A.c, but only A.b is returned. So A.c IS contained somewhere in memory, and we want to populate string c. The difficulty is
that the return value of B.func is an int, not a string. It seems like one way is to of ourse pass in both an int and string, so for example
class B
{
Tuple<int, string> func(int generator, string c)
{
Values values = new Values();
return new Tuple<int, string>(values.b + generator, values.d);
}
}
But how else can we do this?

C# 7 provides a few solutions to the problem.
Use a Value Tuple with deconstruction.
This requires an extra copy to allocate ValueTuple(int, string).
class B {
(int, string) func(int generator){
Values values = new Values();
return (values.b + generator, values.d);
}
}
(a.b, a.c) = b.func(1);
Use an out argument.
class B {
int func(int generator, out string c){
Values values = new Values();
c = values.d;
return values.b + generator;
}
}
a.b = b.func(1, out string c);
a.c = c;

Unless you are working on something like hand-optimized obfuscation, I would recommend that you just return an A from your function because that's what the return value means and you already have the right field names for free as opposed to Tuple where the fields would have generic names.

Related

C# Array of references to Variables and or Form objects

What I am trying to do is to have an array of references to variables. By which I mean the equivalent to a C array of pointers to ints (for example).
Example: (!!not real code!!)
int a = 4;
int b = 5;
int c = 6;
List<ref int> tmp = new List<ref int>();
tmp.Add(ref a);
tmp.Add(ref b);
tmp.Add(ref c);
tmp[0] = 16;
tmp[1] = 3;
tmp[2] = 1000;
Console.Writeline(tmp[0] + " " + a); // 16 16
Console.Writeline(tmp[1] + " " + b); // 3 3
Console.Writeline(tmp[2] + " " + c); // 1000 1000
The specifics of my case: I have a list of strings that will correspond to the keys in a dictionary. What I think I want to have is a list of Tuples where Type1 is a reference to either an int or string, and Type2 is a reference to an Textbox.
I will be iterating through this list, using the string to get the value from the dictionary (and doing stuff with that data) then storing the results of that into Type1. And eventually I will be taking the data from those Type1 variable references and copying their data to the corresponding Type2 Textbox.
That's the gist of what I think I want to do. If someone thinks that my approach is overly complicated, I will say that I need to keep the Textboxes as they are sadly, so I can't just make an array and iterate through it. And it would be perferable to keep the Type1 variables seperate too, though not quite as necessary.
Now, from reading around, I thought Func<> looked like it was the closest thing to being useful for what I want, so I tried to use the following (with Type1, as an object because it needs to handle both ints and strings)
List<Tuple<string, Func<object>, Func<object>>>
but I was unsure how to use that to get references to the variables.
What you're specifically asking for isn't possible; what would be more appropriate (and has the convenience of actually working!) would be to design a class structure around what you're trying to do.
For instance, something like this:
public class MyObject // Name it appropriately
{
public object Value { get; set; }
public string Key { get; set; }
public TextBox TextBox { get; set; }
}
Then, in your code, you can do something akin to this...
Dictionary<string, object> values = ...
List<MyObject> objects = ...
foreach(var item in objects)
{
item.Value = values[item.Key];
// process your data
item.TextBox = item.Value.ToString();
}
Obviously, this is just a rough design and the class here serves as little more than a data transfer container. You could make the class "smarter" by, for example, using the setter for the Value property to set the value of the TextBox automatically. But this should hopefully give you the general idea of how something like this would be done in an OO fashion.
EDIT Here's how your example would look.
MyObject a = new MyObject() { Value = 4 };
MyObject b = new MyObject() { Value = 5 };
MyObject c = new MyObject() { Value = 6 };
List<MyObject> tmp = new List<MyObject>();
tmp.Add(a);
tmp.Add(b);
tmp.Add(c);
tmp[0].Value = 16;
tmp[1].Value = 3;
tmp[2].Value = 1000;
Console.Writeline(tmp[0].Value.ToString() + " " + a.Value.ToString()); // 16 16
Console.Writeline(tmp[1].Value.ToString() + " " + b.Value.ToString()); // 3 3
Console.Writeline(tmp[2].Value.ToString() + " " + c.Value.ToString()); // 1000 1000
You can't store references using C#. You can only use the ref keyword when calling a method.
You can use pointers, but you can only do that with a fixed expression and within an unsafe context.
It is possible to fake this kind of thing using delegates, but I'm not sure if it's what you're looking for. I'm also fairly sure that you really need to redesign your approach, but nevertheless, here's an example of how you can fake it...
Firstly, write a "value wrapper" class like so:
public class ValueWrapper<T>
{
readonly Func<T> get;
readonly Action<T> set;
public ValueWrapper(Func<T> get, Action<T> set)
{
this.get = get;
this.set = set;
}
public T Value
{
get
{
return get();
}
set
{
set(value);
}
}
}
Then you can use that to change values:
void run()
{
int x = 0;
var intWrapper = new ValueWrapper<int>(() => x, value => x = value);
test(intWrapper);
Console.WriteLine(x); // Prints 42, which shows that x was changed.
TextBox textBox = new TextBox {Text = ""};
var stringWrapper = new ValueWrapper<string>(() => textBox.Text, value => textBox.Text = value);
test(stringWrapper);
Console.WriteLine(textBox.Text); // Prints "Changed".
}
static void test(ValueWrapper<int> wrapper)
{
wrapper.Value = 42;
}
static void test(ValueWrapper<string> wrapper)
{
wrapper.Value = "Changed";
}
You can also create a wrapper in one method and pass it to a different method which uses the wrapper to change a property in the original wrapped object, like so:
void run()
{
TextBox textBox = new TextBox {Text = ""};
var wrapper = test1(textBox);
test2(wrapper);
Console.WriteLine(textBox.Text); // Prints "Changed"
}
void test2(ValueWrapper<string> wrapper)
{
wrapper.Value = "Changed";
}
ValueWrapper<string> test1(TextBox textBox)
{
return new ValueWrapper<string>(() => textBox.Text, value => textBox.Text = value);
}
Warning: This does lead to some fairly head-scratching code, for example:
void run()
{
var intWrapper = test();
intWrapper.Value = 42;
Console.WriteLine(intWrapper.Value); // Works, but where is the value? It can't be the x inside test()!
}
ValueWrapper<int> test()
{
int x = 0;
var intWrapper = new ValueWrapper<int>(() => x, value => x = value);
return intWrapper;
}
So we returned a ValueWrapper from test() which is apparently wrapping a local variable from inside test(). And then we can apparently change the value and print it out...
This isn't really what's happening, of course, but it can be quite confusing!
you can use pointers in this case, use unsafe keyword for method and set project unsafe to allow pointers in c#, also you can encapsulate the value in a class and in C# each class is of reference type
i used this and works perfect:
exp.
public int value1 = 3;
public int value2 = 4;
public int value3 = 5;
public void Method1()
{
int[] values = { value1, value2, value3};
for (int i = 0; i < values.Length; i ++)
{
Console.WriteLine(values[i]);
}
}

Case insensitive group on multiple columns

Is there anyway to do a LINQ2SQL query doing something similar to this:
var result = source.GroupBy(a => new { a.Column1, a.Column2 });
or
var result = from s in source
group s by new { s.Column1, s.Column2 } into c
select new { Column1 = c.Key.Column1, Column2 = c.Key.Column2 };
but with ignoring the case of the contents of the grouped columns?
You can pass StringComparer.InvariantCultureIgnoreCase to the GroupBy extension method.
var result = source.GroupBy(a => new { a.Column1, a.Column2 },
StringComparer.InvariantCultureIgnoreCase);
Or you can use ToUpperInvariant on each field as suggested by Hamlet Hakobyan on comment. I recommend ToUpperInvariant or ToUpper rather than ToLower or ToLowerInvariant because it is optimized for programmatic comparison purpose.
I couldn't get NaveenBhat's solution to work, getting a compile error:
The type arguments for method
'System.Linq.Enumerable.GroupBy(System.Collections.Generic.IEnumerable,
System.Func,
System.Collections.Generic.IEqualityComparer)' cannot be
inferred from the usage. Try specifying the type arguments explicitly.
To make it work, I found it easiest and clearest to define a new class to store my key columns (GroupKey), then a separate class that implements IEqualityComparer (KeyComparer). I can then call
var result= source.GroupBy(r => new GroupKey(r), new KeyComparer());
The KeyComparer class does compare the strings with the InvariantCultureIgnoreCase comparer, so kudos to NaveenBhat for pointing me in the right direction.
Simplified versions of my classes:
private class GroupKey
{
public string Column1{ get; set; }
public string Column2{ get; set; }
public GroupKey(SourceObject r) {
this.Column1 = r.Column1;
this.Column2 = r.Column2;
}
}
private class KeyComparer: IEqualityComparer<GroupKey>
{
bool IEqualityComparer<GroupKey>.Equals(GroupKey x, GroupKey y)
{
if (!x.Column1.Equals(y.Column1,StringComparer.InvariantCultureIgnoreCase) return false;
if (!x.Column2.Equals(y.Column2,StringComparer.InvariantCultureIgnoreCase) return false;
return true;
//my actual code is more complex than this, more columns to compare
//and handles null strings, but you get the idea.
}
int IEqualityComparer<GroupKey>.GetHashCode(GroupKey obj)
{
return 0.GetHashCode() ; // forces calling Equals
//Note, it would be more efficient to do something like
//string hcode = Column1.ToLower() + Column2.ToLower();
//return hcode.GetHashCode();
//but my object is more complex than this simplified example
}
}
I had the same issue grouping by the values of DataRow objects from a Table, but I just used .ToString() on the DataRow object to get past the compiler issue, e.g.
MyTable.AsEnumerable().GroupBy(
dataRow => dataRow["Value"].ToString(),
StringComparer.InvariantCultureIgnoreCase)
instead of
MyTable.AsEnumerable().GroupBy(
dataRow => dataRow["Value"],
StringComparer.InvariantCultureIgnoreCase)
I've expanded on Bill B's answer to make things a little more dynamic and to avoid hardcoding the column properties in the GroupKey and IQualityComparer<>.
private class GroupKey
{
public List<string> Columns { get; } = new List<string>();
public GroupKey(params string[] columns)
{
foreach (var column in columns)
{
// Using 'ToUpperInvariant()' if user calls Distinct() after
// the grouping, matching strings with a different case will
// be dropped and not duplicated
Columns.Add(column.ToUpperInvariant());
}
}
}
private class KeyComparer : IEqualityComparer<GroupKey>
{
bool IEqualityComparer<GroupKey>.Equals(GroupKey x, GroupKey y)
{
for (var i = 0; i < x.Columns.Count; i++)
{
if (!x.Columns[i].Equals(y.Columns[i], StringComparison.OrdinalIgnoreCase)) return false;
}
return true;
}
int IEqualityComparer<GroupKey>.GetHashCode(GroupKey obj)
{
var hashcode = obj.Columns[0].GetHashCode();
for (var i = 1; i < obj.Columns.Count; i++)
{
var column = obj.Columns[i];
// *397 is normally generated by ReSharper to create more unique hash values
// So I added it here
// (do keep in mind that multiplying each hash code by the same prime is more prone to hash collisions than using a different prime initially)
hashcode = (hashcode * 397) ^ (column != null ? column.GetHashCode() : 0);
}
return hashcode;
}
}
Usage:
var result = source.GroupBy(r => new GroupKey(r.Column1, r.Column2, r.Column3), new KeyComparer());
This way, you can pass any number of columns into the GroupKey constructor.

Array comprasion as Dictionary keys in C#

I want to create class representing n-dimensional array, but where is a commutative access to its elements. e.g: a[new[] {4, 7, 55}] == a[new[] {55, 4, 7}]
I write this code, where I implement interface IEqualityComparer in order to compare keys (which are arrays) by their real content, but not refs.
using System;
using System.Collections.Generic;
using System.Linq;
class NArray
{
public int this[int[] x]
{
get
{
Array.Sort(x);
return array[x];
}
set
{
Array.Sort(x);
array[x] = value;
}
}
public void Remove(int[] x)
{
Array.Sort(x);
array.Remove(x);
}
Dictionary<int[], int> array = new Dictionary<int[], int>(new ArrCmpr());
}
class ArrCmpr : IEqualityComparer<int[]>
{
public bool Equals(int[] a, int[] b)
{
return a.Length == b.Length && Enumerable.Range(0, a.Length).All(i => a[i] == b[i]);
}
public int GetHashCode(int[] a)
{
return a.GetHashCode();
}
}
But when I start to use this class I encounter an exception: "System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary." This exception occurs in next both cases when I try to output the element to console:
NArray a = new NArray();
a[new[] { 1, 3, 2 }] = 4;
Console.WriteLine(a[new[] { 3, 2, 1 }]); //error
 
NArray b = new NArray();
b[new[] { 1, 2, 3 }] = 4;
Console.WriteLine(b[new[] { 1, 2, 3 }]); //error
So what is the cause of that problem and how could I fix it?
That's because your implementation of GetHashCode is incorrect: two different arrays with the same items in the same order usually won't have the same hashcode (because the values are not taken into account), so Equals is never called.
You need an implementation of GetHashCode that takes the values in the array into account:
class ArrCmpr : IEqualityComparer<int[]>
{
public bool Equals(int[] a, int[] b)
{
return a.SequenceEqual(b);
}
public int GetHashCode(int[] a)
{
return a.Aggregate(0, (acc, i) => unchecked(acc * 457 + i * 389));
}
}
To me seems that GetHashCode have to be changed as it simply returns the hash code of Array object, considering the fact that you use NEW hashcode every time will be different, even if content equal.
Since you're using a Dictionary to store your arrays you need to check if the key exists already, and only then can you access it with the [] operator, otherwise if you try to access a key that doesn't exist an exception is thrown
// your get function
if(array.ContainsKey(x))
return array[x];
else // do something like return null
return null;
// your set function
if(array.ContainsKey(x))
array[x] = value;
else
array.Add(x, value);

Equality of two structs in C#

I look for an equality between two instances of this struct.
public struct Serie<T>
{
T[] X;
double[] Y;
public Serie(T[] x, double[] y)
{
X = x;
Y = y;
}
public override bool Equals(object obj)
{
return obj is Serie<T> && this == (Serie<T>)obj;
}
public static bool operator ==(Serie<T> s1, Serie<T> s2)
{
return s1.X == s2.X && s1.Y == s2.Y;
}
public static bool operator !=(Serie<T> s1, Serie<T> s2)
{
return !(s1 == s2);
}
This doesn't work. What am I missing?
double[] xa = { 2, 3 };
double[] ya = { 1, 2 };
double[] xb = { 2, 3 };
double[] yb = { 1, 2 };
Serie<double> A = new Serie<double>(xa, ya);
Serie<double> B = new Serie<double>(xb, yb);
Assert.AreEqual(A, B);
You're comparing the array references rather than their contents. ya and yb refer to different arrays. If you want to check the contents of the arrays, you'll have to do so explicitly.
I don't think there's anything built into the framework to do that for you, I'm afraid. Something like this should work though:
public static bool ArraysEqual<T>(T[] first, T[] second)
{
if (object.ReferenceEquals(first, second))
{
return true;
}
if (first == null || second == null)
{
return false;
}
if (first.Length != second.Length)
{
return false;
}
IEqualityComparer comparer = EqualityComparer<T>.Default;
for (int i = 0; i < first.Length; i++)
{
if (!comparer.Equals(first[i], second[i]))
{
return false;
}
}
return true;
}
As an aside, your structs are sort of mutable in that the array contents can be changed after the struct is created. Do you really need this to be a struct?
EDIT: As Nick mentioned in the comments, you should really override GetHashCode as well. Again, you'll need to get the contents from the arrays (and again, this will cause problems if the arrays get changed afterwards). Similar utility method:
public static int GetHashCode<T>(T[] array)
{
if (array == null)
{
return 0;
}
IEqualityComparer comparer = EqualityComparer<T>.Default;
int hash = 17;
foreach (T item in array)
{
hash = hash * 31 + comparer.GetHashCode(item);
}
return hash;
}
I don't think there's anything built into the framework to do that for you, I'm afraid
In 4.0, there is:
StructuralComparisons.StructuralEqualityComparer.Equals(firstArray, secondArray);
You should compare the contents of the Array in your Equality logic ...
Also, it is recommended that you implement IEquatable<T> interface on your struct, as this prevents boxing/unboxing issues in some cases.
http://blogs.msdn.com/jaredpar/archive/2009/01/15/if-you-implement-iequatable-t-you-still-must-override-object-s-equals-and-gethashcode.aspx
The part s1.Y == s2.Y tests if they are 2 references to the same array instance, not if the contents are equal. So despite the title, this question is actually about equality between array(-reference)s.
Some additional advice: Since you are overloading you should design Serie<> as immutable and because of the embedded array I would make it a class instead of a struct.
Calling == performs reference equality on arrays - they don't compare the contents of their elements. This basically means that a1 == a2 will only return true if the exact same instance - which isn't what you want, I think..
You need to modify your operator == to compere the contents of the x array, not it's reference value.
If you're using .NET 3.5 (with link) you can do:
public static bool operator ==(Serie<T> s1, Serie<T> s2)
{
return ((s1.X == null && s2.X == null) || s1.X.SequenceEquals( s2.X ))
&& s1.Y == s2.Y;
}
If you need to do deep comparison (beyond references), you can supply SequenceEquals with a custom IEqualityComparer for the type of T.
You probably should also consider implementing the IEquatable<T> interface for your struct. It will help your code work better with LINQ and other parts of the .NET framework that perform object comparisons.
You can create a private accessor for your struct and use CollectionAssert:
[TestMethod()]
public void SerieConstructorTest()
{
double[] xa = { 2, 3 };
double[] ya = { 1, 2 };
double[] xb = { 2, 3 };
double[] yb = { 1, 2 };
var A = new Serie_Accessor<double>(xa, ya);
var B = new Serie_Accessor<double>(xb, yb);
CollectionAssert.AreEqual(A.X, B.X);
CollectionAssert.AreEqual(A.Y, B.Y);
}
This code works fine.
References:
CollectionAssert.AreEqual Method
How to create private accessor

How to get next (or previous) enum value in C#

I have an enum which is defined like this:
public enum eRat { A = 0, B=3, C=5, D=8 };
So given value eRat.B, I want to get the next one which is eRat.C
The solution I see is (without range checking)
Array a = Enum.GetValues(typeof(eRat));
int i=0 ;
for (i = 0; i < a.GetLength(); i++)
{
if (a.GetValue(i) == eRat.B)
break;
}
return (eRat)a.GetValue(i+1):
Now that is too much complexity, for something that simple. Do you know any better solution?? Something like eRat.B+1 or Enum.Next(Erat.B)?
Thanks
Thanks to everybody for your answers and feedback. I was surprised to get so many of them. Looking at them and using some of the ideas, I came up with this solution, which works best for me:
public static class Extensions
{
public static T Next<T>(this T src) where T : struct
{
if (!typeof(T).IsEnum) throw new ArgumentException(String.Format("Argument {0} is not an Enum", typeof(T).FullName));
T[] Arr = (T[])Enum.GetValues(src.GetType());
int j = Array.IndexOf<T>(Arr, src) + 1;
return (Arr.Length==j) ? Arr[0] : Arr[j];
}
}
The beauty of this approach, that it is simple and universal to use. Implemented as generic extension method, you can call it on any enum this way:
return eRat.B.Next();
Notice, I am using generalized extension method, thus I don't need to specify type upon call, just .Next().
Probably a bit overkill, but:
eRat value = eRat.B;
eRat nextValue = Enum.GetValues(typeof(eRat)).Cast<eRat>()
.SkipWhile(e => e != value).Skip(1).First();
or if you want the first that is numerically bigger:
eRat nextValue = Enum.GetValues(typeof(eRat)).Cast<eRat>()
.First(e => (int)e > (int)value);
or for the next bigger numerically (doing the sort ourselves):
eRat nextValue = Enum.GetValues(typeof(eRat)).Cast<eRat>()
.Where(e => (int)e > (int)value).OrderBy(e => e).First();
Hey, with LINQ as your hammer, the world is full of nails ;-p
Do you really need to generalize this problem? Can you just do this instead?
public void SomeMethod(MyEnum myEnum)
{
MyEnum? nextMyEnum = myEnum.Next();
if (nextMyEnum.HasValue)
{
...
}
}
public static MyEnum? Next(this MyEnum myEnum)
{
switch (myEnum)
{
case MyEnum.A:
return MyEnum.B;
case MyEnum.B:
return MyEnum.C;
case MyEnum.C:
return MyEnum.D;
default:
return null;
}
}
The problem you're dealing with is because you're trying to get an enum to do something it shouldn't. They're supposed to be type safe. Assigning integral values to an enum is allowed so that you can combine them, but if you want them to represent integral values, use classes or structs. Here's a possible alternative:
public static class eRat
{
public static readonly eRatValue A;
public static readonly eRatValue B;
public static readonly eRatValue C;
public static readonly eRatValue D;
static eRat()
{
D = new eRatValue(8, null);
C = new eRatValue(5, D);
B = new eRatValue(3, C);
A = new eRatValue(0, B);
}
#region Nested type: ERatValue
public class eRatValue
{
private readonly eRatValue next;
private readonly int value;
public eRatValue(int value, eRatValue next)
{
this.value = value;
this.next = next;
}
public int Value
{
get { return value; }
}
public eRatValue Next
{
get { return next; }
}
public static implicit operator int(eRatValue eRatValue)
{
return eRatValue.Value;
}
}
#endregion
}
This allows you to do this:
int something = eRat.A + eRat.B;
and this
eRat.eRatValue current = eRat.A;
while (current != null)
{
Console.WriteLine(current.Value);
current = current.Next;
}
You really should only be using enums when you can benefit from their type safety. If you're relying on them to represent a type, switch to constants or to classes.
EDIT
I would suggest you take a look at the MSDN page on Enumeration Design. The first best practice is:
Do use an enumeration to strongly type
parameters, properties, and return
values that represent sets of values.
I try not to argue dogma, so I won't, but here's the problem you're going to face. Microsoft doesn't want you to do what you are trying to do. They explicitly ask you not to do what you are trying to do. The make it hard for you to do what you are trying to do. In order to accomplish what you are trying to do, you have to build utility code to force it to appear to work.
You have called your solution elegant more than once, and it might be if enums were designed in a different way, but since enums are what they are, your solution isn't elegant. I think that chamber music is elegant, but if the musicians didn't have the proper instruments and had to play Vivaldi with sawblades and jugs, it would no longer be elegant, regardless of how capable they were as musicians, or how good the music was on paper.
Works up to "C" since there is no answer on what to return after "D".
[update1]: Updated according to Marc Gravell's suggestion.
[update2]: Updated according to how husayt's wanted - return "A" for the next value of "D".
public class Program
{
public static void Main(string[] args)
{
Console.WriteLine("Next enum of A = {0}", eRatEnumHelper.GetNextEnumValueOf(eRat.A));
Console.WriteLine("Next enum of B = {0}", eRatEnumHelper.GetNextEnumValueOf(eRat.B));
Console.WriteLine("Next enum of C = {0}", eRatEnumHelper.GetNextEnumValueOf(eRat.C));
}
}
public enum eRat { A = 0, B = 3, C = 5, D = 8 };
public class eRatEnumHelper
{
public static eRat GetNextEnumValueOf(eRat value)
{
return (from eRat val in Enum.GetValues(typeof (eRat))
where val > value
orderby val
select val).DefaultIfEmpty().First();
}
}
Result
Next enum of A = B
Next enum of B = C
Next enum of C = D
Next enum of D = A
Thanks you all, for your inspiration and solutions.
Here are my results, as an extension.
using System;
using System.Linq;
public static class Enums
{
public static T Next<T>(this T v) where T : struct
{
return Enum.GetValues(v.GetType()).Cast<T>().Concat(new[] { default(T) }).SkipWhile(e => !v.Equals(e)).Skip(1).First();
}
public static T Previous<T>(this T v) where T : struct
{
return Enum.GetValues(v.GetType()).Cast<T>().Concat(new[] { default(T) }).Reverse().SkipWhile(e => !v.Equals(e)).Skip(1).First();
}
}
use:
using System;
using System.Linq;
public enum Test { F1, F2, F3 }
public class Program
{
public static void Main()
{
Test t = Test.F3;
Console.WriteLine(t);
Console.WriteLine(t.Next());
Console.WriteLine(t.Previous());
Console.WriteLine("\n");
t = Test.F1;
Console.WriteLine(t);
Console.WriteLine(t.Next());
Console.WriteLine(t.Previous());
}
}
result:
F3
F1
F2
F1
F2
F3
Are you locked into using an enum by something that you have no control over?
If you're not, I'd suggest using an alternative, probably Dictionary<string, int> rat;
If you create a Dictionary and you populate it with your data, enumerating over it is somewhat simpler. Also, it's a clearer mapping of intent-- you're mapping numbers to strings with this enum and you're trying to leverage that mapping.
If you must use the enum, I'd suggest something else:
var rats = new List<eRat>() {eRat.A, eRat.B, eRat.C, eRat.D};
As long as you're adding the values in-order and you keep it in sync, you greatly simplify the act of retrieving the next eRat.
For simple solution, you might just extract array from enum.
eRat[] list = (eRat[])Enum.GetValues(typeof(eRat));
Then you can enumerate
foreach (eRat item in list)
//Do something
Or find next item
int index = Array.IndexOf<eRat>(list, eRat.B);
eRat nextItem = list[index + 1];
Storing the array is better than extracting from enum each time you want next value.
But if you want more beautiful solution, create the class.
public class EnumEnumerator<T> : IEnumerator<T>, IEnumerable<T> {
int _index;
T[] _list;
public EnumEnumerator() {
if (!typeof(T).IsEnum)
throw new NotSupportedException();
_list = (T[])Enum.GetValues(typeof(T));
}
public T Current {
get { return _list[_index]; }
}
public bool MoveNext() {
if (_index + 1 >= _list.Length)
return false;
_index++;
return true;
}
public bool MovePrevious() {
if (_index <= 0)
return false;
_index--;
return true;
}
public bool Seek(T item) {
int i = Array.IndexOf<T>(_list, item);
if (i >= 0) {
_index = i;
return true;
} else
return false;
}
public void Reset() {
_index = 0;
}
public IEnumerator<T> GetEnumerator() {
return ((IEnumerable<T>)_list).GetEnumerator();
}
void IDisposable.Dispose() { }
object System.Collections.IEnumerator.Current {
get { return Current; }
}
System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator() {
return _list.GetEnumerator();
}
}
Instantiate
var eRatEnum = new EnumEnumerator<eRat>();
Iterate
foreach (eRat item in eRatEnum)
//Do something
MoveNext
eRatEnum.Seek(eRat.B);
eRatEnum.MoveNext();
eRat nextItem = eRatEnum.Current;
Judging from your description, you don't really want an enum. You're stretching enum beyond its capabilities. Why not create a custom class that exposes the values you need as properties, while keeping them in OrderedDictionary.
Then getting a next/previous one would be trivial.
--update
If you want to enumerate differently on the collection based in the context, make that explicit part of your design.
Encapsulate the items within a class, and have few methods each returning IEnumerable where, T is your desired type.
For example
IEnumerable<Foo> GetFoosByBar()
IEnumerable<Foo> GetFoosByBaz()
etc...
You could simplify it and generalize it some:
static Enum GetNextValue(Enum e){
Array all = Enum.GetValues(e.GetType());
int i = Array.IndexOf(all, e);
if(i < 0)
throw new InvalidEnumArgumentException();
if(i == all.Length - 1)
throw new ArgumentException("No more values", "e");
return (Enum)all.GetValue(i + 1);
}
EDIT:
Note that if your enum contains duplicate values (synonymous entries), then this (or any other technique listed here) will fail, given one of those values. For instance:
enum BRUSHSTYLE{
SOLID = 0,
HOLLOW = 1,
NULL = 1,
HATCHED = 2,
PATTERN = 3,
DIBPATTERN = 5,
DIBPATTERNPT = 6,
PATTERN8X8 = 7,
DIBPATTERN8X8 = 8
}
Given either BRUSHSTYLE.NULL or BRUSHSTYLE.HOLLOW, the return value would be BRUSHSTYLE.HOLLOW.
<leppie>
Update: a generics version:
static T GetNextValue<T>(T e)
{
T[] all = (T[]) Enum.GetValues(typeof(T));
int i = Array.IndexOf(all, e);
if (i < 0)
throw new InvalidEnumArgumentException();
if (i == all.Length - 1)
throw new ArgumentException("No more values", "e");
return all[i + 1];
}
</leppie>
#leppie:
Your generic version allows one to accidentally pass a non-enum value, which will be caught only at run-time. I had originally written it as a generic, but when the compiler rejected where T : Enum, I took it out and realized that I wasn't gaining much from generics anyway. The only real drawback is that you have to cast the result back to your specific enum type.
Hope this part of my code helps you:
public enum EGroupedBy
{
Type,
InterfaceAndType,
Alpha,
_max
}
private void _btnViewUnit_Click(object sender, EventArgs e)
{
int i = (int)GroupedBy;
i = (i + 1) % (int)EGroupedBy._max;
GroupedBy = (EGroupedBy) i;
RefreshUnit();
}
Old post, but I have an alternative solution
//Next with looping
public static Enum Next(this Enum input)
{
Array Arr = Enum.GetValues(input.GetType());
int j = Array.IndexOf(Arr, input) + 1;
return (Arr.Length == j) ? (Enum)Arr.GetValue(0) : (Enum)Arr.GetValue(j);
}
//Previous with looping
public static Enum Prev(this Enum input)
{
Array Arr = Enum.GetValues(input.GetType());
int j = Array.IndexOf(Arr, input) - 1;
return (j == -1) ? (Enum)Arr.GetValue(Arr.Length -1) : (Enum)Arr.GetValue(j);
}
And when you need to use it, just do a cast
BootstrapThemeEnum theme = BootstrapThemeEnum.Info;
var next = (BootstrapThemeEnum)theme.Next();
my enum
public enum BootstrapThemeEnum
{
[Description("white")]
White = 0,
[Description("default")]
Default = 1,
[Description("info")]
Info = 2,
[Description("primary")]
Primary = 3,
[Description("success")]
Success = 4,
[Description("warning")]
Warning = 5,
[Description("danger")]
Danger = 6,
[Description("inverse")]
Inverse = 7
}
I can think of 2 things:
eRat.B+3
Enum.Parse(typeof(((int)eRat.B)+3)
var next = (eRat)((int)someRat + 3);
Seems like an abuse of the enum class to me - but this would do it (assuming that calling Next on the last value would cause wrap-around):
public static eRat Next(this eRat target)
{
var nextValueQuery = Enum.GetValues(typeof(eRat)).Cast<eRat>().SkipWhile(e => e != target).Skip(1);
if (nextValueQuery.Count() != 0)
{
return (eRat)nextValueQuery.First();
}
else
{
return eRat.A;
}
}
And this would give you the previous value on the same basis:
public static eRat Previous(this eRat target)
{
var nextValueQuery = Enum.GetValues(typeof(eRat)).Cast<eRat>().Reverse().SkipWhile(e => e != target).Skip(1);
if (nextValueQuery.Count() != 0)
{
return (eRat)nextValueQuery.First();
}
else
{
return eRat.D;
}
}
I'm using this, perfect for my.
//===================================================================================
// NEXT VALUE IN ENUM
// ex: E_CamModes eNew = kGlobalsVars.eGetNextValue< E_CamModes >( geCmMode );
public static T eGetNextValue< T >( T eIn ){
T[] aiAllValues = ( T[] ) Enum.GetValues( typeof( T ));
int iVal = System.Array.IndexOf( aiAllValues, eIn );
return aiAllValues[ ( iVal + 1 ) % aiAllValues.Length ];
}
There is a very simple solution (if you can change your integer values) that is specifically designed to work with numbers. The fact that your number is an enum, isn't a problem. It is still the integer (or whatever underlying number type you assign). Enum just adds the complexity of a cast requirement.
Assume your enum is defined like this:
public enum ItemStatus
{
New = 0,
Draft = 1,
Received = 2,
Review = 4,
Rejected = 8,
Approved = 16
}
ItemStatus myStatus = ItemStatus.Draft;
Use bitwise operations on the Enum. For Example:
myStatus = (ItemStatus)(((int)myStatus) << 1)
The result is of myStatus is: ItemStatus.Received.
You can also go backwards down the Enum by changing the bitwise operator from << to >>.
myStatus = (ItemStatus)(((int)myStatus) >> 1)
The result is of myStatus is: ItemStatus.New.
You should always add code to test for an "out of bounds" situation in both directions.
You can understand more about bitwise operations here: http://code.tutsplus.com/articles/understanding-bitwise-operators--active-11301
I would go with Sung Meister's answer but here is an alternative:
MyEnum initial = MyEnum.B, next;
for (int i = ((int) initial) + 1, i < int.MaxValue; i++)
{
if (Enum.IsDefined(typeof(MyEnum), (MyEnum) i))
{
next = (MyEnum) i;
break;
}
}
Note: many assumptions assumed :)
From comments I had many question like: "Why would you ever want to use enum in this way." Since so many of you asked, let me give you my use case and see if you agree then:
I have a fixed array of items int[n]. Depending on the situation I want to enumerate through this array differently. So i defined:
int[] Arr= {1,2,34,5,6,78,9,90,30};
enum eRat1 { A = 0, B=3, C=5, D=8 };
enum eRat2 { A, AA,AAA,B,BB,C,C,CC,D };
void walk(Type enumType)
{
foreach (Type t in Enum.GetValues(enumType))
{
write(t.ToString() + " = " + Arr[(int)t)];
}
}
and call walk(typeof(eRAt1)) or walk(typeof(eRAt2))
then i get required output
1) walk(typeof(eRAt1))
A = 1
B = 5
C = 78
D = 30
2) walk(typeof(eRAt2))
A = 1
AA = 2
AAA = 34
B = 5
BB = 6
C = 78
CC = 90
D = 30
This is very simplified. But i hope, this explains. There are some other advantages to this, as having enum.toString(). So basically i use enums as indexers.
So using the solution I can do something like this now.
In sequence eRat1 next value to B is C, but in eRat2 it is BB.
So depending on which sequence I am interested in, I can do e.next and depending on enumType I will either get C or BB. How would one achieve that with dictionaries?
I think this a rather elegant use of enums.
I'm using this here:
public MyEnum getNext() {
return this.ordinal() < MyEnum.values().length - 1 ?
MyEnum.values()[this.ordinal() + 1] :
MyEnum.values()[0];
}
LINQ solution that does not break on last element but continues at the default again:
var nextValue = Enum.GetValues(typeof(EnumT)).Cast<EnumT>().Concat(new[]{default(EnumT)}).SkipWhile(_ => _ != value).Skip(1).First();
I tried the first solution but it did not work for me. Below is my solution:
public object NextEnumItem(object currentEnumItem)
{
if (!currentEnumItem.GetType().IsEnum) throw new
ArgumentException(String.Format("Argument is not an Enum"));
Array Arr = Enum.GetValues(currentEnumItem.GetType());
int j = Array.IndexOf(Arr,currentEnumItem) + 1;
return (Arr.Length == j) ? currentEnumItem : Arr.GetValue(j);
}
public object PreviousEnumItem(object currentEnumItem)
{
if (!currentEnumItem.GetType().IsEnum)
throw new ArgumentException(String.Format("Argument is not an Enum"));
Array Arr = Enum.GetValues(currentEnumItem.GetType());
int j = Array.IndexOf(Arr, currentEnumItem) - 1;
return (j==-1) ? currentEnumItem : Arr.GetValue(j);
}
I did something similar with a different enum. It's for a game and the player has the chance to toggle colors.
public enum PlayerColor {
Red = 0, Green, Blue, Cyan, Yellow, Orange, Purple, Magenta
}
public PlayerColor GetNextFreeColor(PlayerColor oldColor) {
PlayerColor newColor = (PlayerColor)((int)(oldColor + 1) % 8);
return newColor;
}
This solution worked for me.
Based on best answer from Yahya Hussein here is edit of his code for Previous element in Enum
public static class Extensions
{
public static T Previous<T>(this T src) where T : struct
{
if (!typeof(T).IsEnum) throw new ArgumentException(String.Format("Argument {0} is not an Enum", typeof(T).FullName));
T[] Arr = (T[])Enum.GetValues(src.GetType());
int j = Array.IndexOf<T>(Arr, src) - 1;
return (j < 0) ? Arr[Array.Length - 1] : Arr[j];
}
}
enum Level
{
Easy,
Medium,
Expert
};
public static void Main()
{
var difficulty = Level.Easy;
var level = (int)difficulty;
Console.WriteLine(difficulty);
Console.WriteLine(level);
Console.WriteLine("promote level");
level++;
Console.WriteLine(level);
difficulty = (Level)level;
Console.WriteLine(difficulty);
}
You can add and remove integers to an enum to obtain the next value. The only problem is that integer operations on the enum will not check the validity of the enum itself, thus could set "invalid" values.
But you can combine the ++enum and the Enum.IsDefined() to obtain a simple way to get next and previous values of your enum. This would be inefficient in your case since the integer values are not continuous, but if you have continuous integers then it works nicely, and one can check when the ++enum is out of range. Check the next example.
public enum level
{
a = 0,
b = 1,
c = 2,
d = 3,
e = 4
}
private static void Main(string[] args)
{
var levelValue = level.a;
Console.WriteLine(levelValue);
++levelValue;
Console.WriteLine(levelValue);
++levelValue;
Console.WriteLine(levelValue);
++levelValue;
Console.WriteLine(levelValue);
++levelValue;
Console.WriteLine(levelValue);
++levelValue;
Console.WriteLine(Enum.IsDefined(typeof(Program.level), levelValue));
Console.WriteLine(levelValue);
--levelValue;
Console.WriteLine(levelValue);
--levelValue;
Console.WriteLine(levelValue);
--levelValue;
Console.WriteLine(levelValue);
--levelValue;
Console.WriteLine(levelValue);
--levelValue;
Console.WriteLine(Enum.IsDefined(typeof(Program.level), levelValue));
Console.WriteLine(levelValue);
--levelValue;
Console.WriteLine(Enum.IsDefined(typeof(Program.level), levelValue));
Console.WriteLine(levelValue);
}
The output for this would be:
a
b
c
d
e
False
5
e
d
c
b
True
a
False
-1

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