Custom comparison of HashSets - c#

I'm trying to create a custom comparer for my class:
using System.Collections.Generic;
namespace i.changed.namespaces.DataStructures
{
public class Edge
{
public Cords startPoint, endPont;
public double length;
//more code here that doesnt matter
}
public class EdgeComparer : IEqualityComparer<Edge>
{
public bool Equals(Edge x, Edge y)
{
//Check whether the objects are the same object.
if (x.Equals(y)) return true;
return x.startPoint.Equals(y.startPoint) && x.endPont.Equals(y.endPont) && (x.length - y.length < 0.0001);
}
public int GetHashCode(Edge obj)
{
int hash = 17;
hash = hash * 23 + obj.length.GetHashCode();
hash = hash * 23 + obj.startPoint.GetHashCode();
hash = hash *23 + obj.endPont.GetHashCode();
return hash;
}
}
}
I'm using this class in another object:
using i.changed.namespaces.DataStructures;
namespace i.changed.namespaces
public class MyClass
{
HashSet<Edge> Edges, NewEdges;
public MyClass()
{
NewEdges = new HashSet<Edge>();
Edges = new HashSet<Edge>();
}
and at some point I want to get a union of this hashsets:
newEdges.UnionWith(Edges);
but it looks like it's never using my EdgeComparer this way. What am I doing wrong?

HashSet<T> provides constructor where you can pass your custom implementation of the IEqualityComparer<T>. If you pass it, then it will be used otherwise HashSet<T> will be constructed using default IEqualityComparer<T>.
The solution for your problem is to modify your code slightly and pass your EdgeComparer into the HasSet<Edge> constructor
public MyClass()
{
NewEdges = new HashSet<Edge>(new EdgeComparer());
Edges = new HashSet<Edge>(new EdgeComparer());
}

Related

C# Triangle type calculation and area calculation

I am trying to solve or be pointed in the right direction. I am having difficulty determining where to place my Area formula in the Triangle Class (not the main). Area can only have a 'get' and not a 'set'.
Next issue is identifying the type of triangle based on the inputed side and if it is a 'right' triangle, appending the 'type' with '-right' for example (isosceles-right). I have an enum for the triangle types.
I'm not looking for the direct answer to solve this but rather some help and coaching to help better build my skills
Here is the class structure I have generated so far in C#, please keep in mind it is not complete.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using TriangleCheck;
namespace TriangleCheck
{
public class Triangle
{
private StringBuilder _ErrorMsg;
private int[] _Sides;
private const int _nSides = 3;
private int _Area;
public Triangle(int[] Sides)
{
//Track amunt of errors recieved.
int nErrors = 0;
//Make sure ErrorMsg is cleared
_ErrorMsg = new StringBuilder();
//Did I get _nSides? If not, append to ErrorMsg and throw exception
if(Sides.Length != _nSides)
{
_ErrorMsg.Append(string.Format("Expected {0} sides but recieved {1}", _nSides, Sides.Length));
nErrors += 1;
}
//Is each side positive? If not, append to ErrorMsg and throw exception
for (int i = 0; i < Sides.Length; i++)
{
if (Sides[i] <= 0)
{
_ErrorMsg.Append(string.Format("{0} side is not a postive integer", Sides[i]));
nErrors += 1;
}
}
//Set input from user to private property _Sides
_Sides = Sides;
_Area = Area;
}
public int Area
{
get { return _Area; }
private set
{
int parameter =
}
}
public string ErrorMsg
{
get
{ return ErrorMsg.ToString();}
}
public bool IsRight
{
get
{
return ;
}
}
public int Sides
{
get
{ return _Sides; }
set
{
if (value > 0)
{
_Sides = value;
}
else
throw new ArgumentOutOfRangeException("Value must be postive!");
}
}
public TriangleTypes TriangleTypes
{
get
{
throw new System.NotImplementedException();
}
set
{
}
}
public void ScaleUp(int[] ScaleFactor)
{
throw new System.NotImplementedException();
}
public override string ToString()
{
return "A Triangle with sides " + _Sides + " is Type: " + TriangleTypes + " with Area:" + Area;
}
}
}
You mention that you can't set the Area property... it looks like you're trying to enforce that by making a private set, but why not just exclude the set leaving it as a read-only property?
The Area formula could go a couple places; the key is that it is derived from the sides but only matters when someone asks for it. So you could reasonably:
Apply the formula and update internal state every time sides changes
Apply the formula and return the value every time someone does a get operation on Area
Remember the point of getter and setter being functions is that they could contain logic to execute (to fully update internal state in setter, or to calculate the value of a read-only derived property).
More sophisticated patterns exist if performance of the area calculation were very worrisome, but I wouldn't get into that at this point.
As for determining if the triangle is right... if it is, which side must be the hypotenuse? What relationship do you know between the length of the hypotenuse and the lengths of the other sides, if the triangle is right?
using System;
namespace ConsoleApp
{
class Program
{
static void Main()
{
var t = new Triangle(2, 3, 5);
//var Triangle = new Triangle(2); // won't compile as no Triangle constructor can be found that takes 1 integer
//var Triangle = new Triangle(2, 3, 5, 7); // won't compile as no Triangle constructor can be found that takes 4 integers
//var Triangle = new Triangle(2, -3, 5); // won't compile as the 2nd value is negative - and we've asked for unsigned for all 3 values
Console.WriteLine("The triangle ({0}, {1}, {2}) has an area of {3}.", t.A, t.B, t.C, t.area());
Console.ReadKey();
}
}
public class Triangle
{
public uint A { get; set; }
public uint B { get; set; }
public uint C { get; set; }
public Triangle(uint a, uint b, uint c)
{
this.A = a;
this.B = b;
this.C = c;
}
public uint area()
{
return A * B * C; // this needs fixing ...
}
}
}
Isn't this roughly what you are trying to achieve with your Triangle class - a way of stopping it being used incorrectly with too few or incorrect types of arguments. This one only allows 3 positive (uint) integers. Nothing else will comple - which is what you want. Sorry if I have misunderstood.

How to make Dictionary find object key by value

In my application i need to use custom object as a key for dictionary.
The problem is compare by reference,
like we all know when using value types the compare work comparing by values but in objects it's compare by reference so even if the objects are equal they sored in different places in memory heap so it returns false
to do it right i need to override Equals and GetHashCode methods (i think correct me if i'm wrong)
i override the Equals Method and it's working:
bool IsEqual = dictionaryList.Keys.First().Equals(compareKey); returns true.
what i didn't know is how to override the GetHashCode method (and if i need) to my case.
Exception that i get :
The given key was not present in the dictionary. -
The given key was not present in the dictionary.
How can i solve that issue or maybe i doing it completely in wrong way...
Thank's
using System;
using System.IO;
using System.Threading;
using System.Linq;
using System.Collections.Generic;
public sealed class Program
{
public class Options
{
public string x { get; set; }
public string y { get; set; }
}
public class Data
{
public string myData { get; set; }
}
public class KeyClass
{
public int KeyNumber { get; set; }
public List<Options> Options { get; set; }
public override bool Equals(object obj)
{
KeyClass keyClass = obj as KeyClass;
bool IsKeyNumberEqual = (KeyNumber == keyClass.KeyNumber);
bool IsOptionsEqual = true;
if (!(Options.Count == keyClass.Options.Count) || !IsKeyNumberEqual)
{
IsOptionsEqual = false;
}
else
{
for (int i = 0; i < Options.Count; i++)
{
if (!(Options[i].x == keyClass.Options[i].x) ||
!(Options[i].y == keyClass.Options[i].y))
{
IsOptionsEqual = false;
break;
}
}
}
return (IsKeyNumberEqual && IsOptionsEqual);
}
}
public static void Main()
{
try
{
List<Options> optionsList = new List<Options>();
optionsList.Add(new Options() { x = "x1", y = "y1" });
optionsList.Add(new Options() { x = "x2", y = "y2" });
Data someData = new Data() { myData = "someData" };
Data getData = new Data();
KeyClass dictionaryKey = new KeyClass() { KeyNumber = 1, Options = optionsList };
KeyClass compareKey = new KeyClass() { KeyNumber = 1, Options = optionsList };
Dictionary<KeyClass, Data> dictionaryList = new Dictionary<KeyClass, Data>();
dictionaryList.Add(dictionaryKey, someData);
bool IsEqual = dictionaryList.Keys.First().Equals(compareKey);
getData = dictionaryList[compareKey];
}
catch (Exception ex)
{
string exMessage = ex.Message;
}
}
}
to do it right i need to override Equals and GetHashCode methods (i think correct me if i'm wrong)
You're correct. .NET requires that two objects that compare as equal have the same hash code. This is not limited to dictionaries.
The trivial implementation is to make every object return the same hash code. But although two different objects are allowed to have the same hash code, you should keep this to a minimum. When you have a lot of hash collisions, performance of dictionaries and other containers will be worse.
A slightly better implementation would be to return KeyNumber (or KeyNumber.GetHashCode()). This can be a good enough implementation if you almost never have identical key numbers, if identical key numbers is a very strong indication that the options will be identical as well.
The best implementation would be to combine the hash codes of KeyNumber and all your Options values, as in Matthew Watson's answer.
You need to write a GetHashCode() that includes everything that contributes to the Equals() method.
For example:
public override int GetHashCode()
{
unchecked
{
int hash = KeyNumber * 397;
foreach (var opt in Options)
{
hash = hash*23 + opt.x.GetHashCode();
hash = hash*23 + opt.y.GetHashCode();
}
return hash;
}
}
If you implement GetHashCode() for your Options class, for example:
public class Options
{
public readonly string x;
public readonly string y;
public override int GetHashCode()
{
return x.GetHashCode() ^ y.GetHashCode();
}
}
Then you can write GetHashCode() more simply:
public override int GetHashCode()
{
unchecked
{
int hash = KeyNumber * 397;
foreach (var opt in Options)
hash = hash*23 + opt.GetHashCode();
return hash;
}
}
One important thing I forgot to mention earlier:
It is MOST IMPORTANT that none of your fields that contribute to equality or hash code are changed after the object has been put into the dictionary.
If you change any of them after adding the object to the dictionary, it's likely that you will no longer be able to retrieve the object from the dictionary.
The best way to ensure this is to use only immutable fields for equality and hash code.

Example usage of HashSet<T>.CreateSetComparer

I am aware of the HashSet<T>.SetEquals method, but when and how should CreateSetComparer be used?
The documentation states: "checks for equality at only one level; however, you can chain together comparers at additional levels to perform deeper equality testing"
What would be a simple example of that?
In particular, if each item in the sets I am comparing also contains a HashSet , what would be the correct usage of CreateSetComparer?
Here is my starting point. I'd like to know if the CreateSetComparer method is applicable and how to properly use it:
public class Foo : IEquatable<Foo>
{
public string Label { get; set; }
public string Value { get; set; }
public override string ToString() {return String.Format("{0}:{1}", Label, Value); }
// assume for this example that Label and Value are immutable once set;
public override int GetHashCode(){ return ToString().GetHashCode(); }
// simplified equality check; assume it meets my needs for this example;
public bool Equals(Foo other){ return String.Equals(this.ToString(), other.ToString()); }
}
public class FooGroup : IEquatable<FooGroup>
{
public int GroupIndex {get; set;}
public HashSet<Foo> FooCollection {get; set;}
// -----------------------------
// Does HashSet.CreateSetComparer somehow eliminate or simplify the following code?
// -----------------------------
public override int GetHashCode()
{
int hash = GroupIndex;
foreach(Foo f in FooCollection)
hash = hash ^ (f.GetHashCode() & 0x7FFFFFFF);
return hash;
}
public bool Equals(FooGroup other)
{
// ignore missing null checks for this example
return this.GroupIndex == other.GroupIndex && this.FooCollection.SetEquals(other.FooCollection);
}
}
public class GroupCollection : IEquatable<GroupCollection>
{
public string CollectionLabel {get; set;}
public HashSet<FooGroup> AllGroups {get; set;}
// -----------------------------
// Does HashSet.CreateSetComparer somehow eliminate or simplify the following code?
// -----------------------------
public override int GetHashCode()
{
int hash = CollectionLabel.GetHashCode();
foreach(FooGroup g in AllGroups)
hash = hash ^ (g.GetHashCode() & 0x7FFFFFFF);
return hash;
}
public bool Equals(GroupCollection other)
{
// ignore missing null checks for this example
return String.Equals(this.CollectionLabel, other.CollectionLabel) && this.AllGroups.SetEquals(other.AllGroups);
}
}
Ignoring arguments about system design and such, a simplified use-case would be: imagine I have pulled a complex set of data that looks like this:
var newSetA = new GroupCollection{ ... }
var oldSetA = new GroupCollection{ ... }
I simply want to check:
if (newSetA.Equals(oldSetA))
Process(newSetA);
Let's start with the question of "when would the CreateSetComparer" be useful? You already have quite an idea here:
In particular, if each item in the sets I am comparing also contains a HashSet , what would be the correct usage of CreateSetComparer?
Well, for example, the next example demonstrates the default behaviour when HashSet uses its default comparer (comparing only by references):
var set1 = new HashSet<HashSet<int>>{
new HashSet<int>{2,3,4},
new HashSet<int>{7,8,9}
};
var set2 = new HashSet<HashSet<int>>{
new HashSet<int>{2,3,4},
new HashSet<int>{7,8,9},
};
set1.SetEquals(set2).Dump(); // false :-(
set1.SequenceEqual(set2).Dump(); // false
set1.SequenceEqual(set2, HashSet<int>.CreateSetComparer()).Dump(); // true
It's also possible to use CreateSetComparer with SetEquals, like so:
// the order of elements in the set has been change.
var set1 = new HashSet<HashSet<int>>(HashSet<int>.CreateSetComparer()){
new HashSet<int>{2,3,4},
new HashSet<int>{7,8,9}
};
var set2 = new HashSet<HashSet<int>>{
new HashSet<int>{7,8,9},
new HashSet<int>{2,3,4},
};
set1.SetEquals(set2).Dump(); // true :-)
set1.SequenceEqual(set2).Dump(); // false
set1.SequenceEqual(set2, HashSet<int>.CreateSetComparer()).Dump(); // false
That is the usual usage, however the CreateSetComparer provides GetHashCode which you could exploit, although this is not necessarily shorter / cleaner, what you already do.
// -----------------------------
// Does HashSet.CreateSetComparer somehow eliminate or simplify the following code?
// -----------------------------
private IEqualityComparer<HashSet<FooGroup>> _ecomparer =
HashSet<FooGroup>.CreateSetComparer();
public override int GetHashCode()
{
int hash = CollectionLabel.GetHashCode();
hash ^= _ecomparer.GetHashCode(AllGroups);
return hash;
}
I've used it when providing to a Dictionary with "multiple" keys in which the order does not matter:
var dict = new Dictionary<HashSet<int>, string>(HashSet<int>.CreateSetComparer());
dict[new HashSet<int> { 1, 2 }] = "foo";
dict[new HashSet<int> { 2, 1 }].Dump();
You can provide a nicer API by wrapping it with a params indexer:
public class MultiKeyDictionary<TKey, TValue> : IDictionary<HashSet<TKey>, TValue>
{
private readonly IDictionary<HashSet<TKey>, TValue> _dict;
public MultiKeyDictionary()
{
_dict = new Dictionary<HashSet<TKey>, TValue>(HashSet<TKey>.CreateSetComparer());
}
public TValue this[params TKey[] keys]
{
get { return _dict[new HashSet<TKey>(keys)]; }
set { _dict[new HashSet<TKey>(keys)] = value; }
}
...
}
var dict = new MultiKeyDictionary<int, string>();
dict[1, 2] = "foo";
dict[2, 1].Dump();

c# program of Indexers

there is an error in this program.can anyone fix that?
Error is :TempRecord already defines a member called 'this' with the same parameters value
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace ConsoleApplication6
{
class TempRecord
{
// Array of temperature values
private float[] temps = new float[10] { 56.2F, 56.7F, 56.5F, 56.9F, 58.8F,
61.3F, 65.9F, 62.1F, 59.2F, 57.5F };
private int[] d= new int[10]{4,5,5,4,4,43,2,2,5,3};
// To enable client code to validate input
// when accessing your indexer.
//public int Length
//{
// get { return temps.Length; }
//}
// Indexer declaration.
// If index is out of range, the temps array will throw the exception.
public float this[int index]
{
get
{
return temps[index];
}
set
{
temps[index] = value;
}
}
public int this[int index]//error:TempRecord already defines a member called 'this' with the same parameters value
{
get
{
return d[index];
}
set
{
d[index] = value;
}
}
}
class Program
{
static void Main(string[] args)
{
TempRecord tempRecord = new TempRecord();
// Use the indexer's set accessor
tempRecord[3] = 58.3F;
tempRecord[5] = 60.1F;
// Use the indexer's get accessor
for (int i = 0; i < 10; i++)
{
System.Console.WriteLine("Element #{0} = {1}", i, tempRecord[i]);
}
Console.WriteLine(tempRecord[2]);
// Keep the console window open in debug mode.
System.Console.WriteLine("Press any key to exit.");
System.Console.ReadKey();
}
}
}
You have two members named this, that take the same parameters. That's not allowed in C# (or other .Net languages, as far as I'm aware).
You'd think you'd be able to do this if both members return different types, as yours do. But that would present the compiler with ambiguity. Which member would be called if you had code like this?
object x = tempRecord[3];
Make one or both indexers a method.
What you're trying to do is have 2 indexers with the same parameters and different return types. This is not legal in C#. You'll need to move at least one of them into a function
public int GetD(int index) {
return d[index];
}
public void SetD(int index, int value) {
d[index] = value;
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace ConsoleApplication6
{
class TempRecord
{
// Array of temperature values
private float[] temps = new float[10] { 56.2F, 56.7F, 56.5F, 56.9F, 58.8F, 61.3F, 65.9F, 62.1F, 59.2F, 57.5F }; private int[] d = new int[10] { 4, 5, 5, 4, 4, 43, 2, 2, 5, 3 };
public int Length //
{
get { return temps.Length; }
}
public float this[int index]
{
get { return temps[index]; }
set { temps[index] = value; }
}
}
class Program
{
static void Main(string[] args)
{
TempRecord tempRecord = new TempRecord();
tempRecord[3] = 58.3F;
tempRecord[5] = 60.1F;
for (int i = 0; i < 10; i++)
{
System.Console.WriteLine("Element #{0} = {1}", i, tempRecord[i]);
}
Console.WriteLine(tempRecord[2]);
System.Console.WriteLine("Press any key to exit.");
System.Console.ReadKey();
}
}
}
If you are trying some concept similar to overloading of functions, I'd like to say it never works with just a change in return type. Similar is the case of data members, where you have tried to use this with the same arguments but different return types.
The best method would be however (even for readability sake) making separate functions for the exclusive events that are being performed above.
I deleted the second data member above, replace it with the something like the foll. I think you better use temprecord.d[index Value] to access & use the member d from main.
public int d[int index]
{
get
{
return d[index];
}
set
{
d[index] = value;
}
}

Fastest way to copy a KeyedCollection

I'm working on a C# object copy constructor, part of which involves copying the contents of a KeyedCollection into a new KeyedCollection. This is what I have implemented currently:
class MyKeyedCollection : KeyedCollection<uint, DataObject>
{
protected override uint GetKeyForItem( DataObject do )
{
return do.Key;
}
}
class MyObject
{
private MyKeyedCollection kc;
// Copy constructor
public MyObject( MyObject that )
{
this.kc = new MyKeyedCollection();
foreach ( DataObject do in that.kc )
{
this.kc.Add( do );
}
}
}
This does the correct thing -- the collection is copied as expected. The problem is that it's also a bit slow. I'm guessing that the problem is that each .Add(do) requires a uniqueness check on the existing data, even though I know it's coming from a source that guarantees uniqueness.
How can I make this copy constructor as fast as possible?
Ok, how about a solution with a little unsafe code? Just for fun?
WARNINGS! This is coded for windows OS and 32 bit, but there is no reason this technique can't be modified to work for 64 bit or other OS's. Finally, I tested this on 3.5 framework. I think it will work on 2.0 and 3.0 but I didn't test. If Redmond changes the number, type, or order of instance variables between the revisions or patches, then this won't work.
But this is fast!!!
This hacks into the KeyedCollection, its underlying List<> and Dictionary<> and copies all the internal data and properties. Its a hack because to do this you have to access private internal variables. I basicly made some structures for KeyedCollection, List, and Dictionary that are those classes' private variables in the right order. I simply point an these structures to where the classes are and voila...you can mess with the private variables!! I used the RedGate reflector to see what all the code was doing so I could figure out what to copy. Then its just a matter of copying some value types and using Array.Copy in a couple places.
The result is CopyKeyedCollection<,>, CopyDict<> and CopyList<>. You get a function that can quick copy a Dictionary<> and one that can quick copy a List<> for free!
One thing I noticed when working this all out was that KeyedCollection contains a list and a dictionary all pointing to the same data! I thought this was wasteful at first, but commentors pointed out KeyedCollection is expressly for the case where you need an ordered list and a dictionary at the same time.
Anyway, i'm an assembly/c programmer who was forced to use vb for awhile, so I am not afraid of doing hacks like this. I'm new to C#, so tell me if I have violated any rules or if you think this is cool.
By the way, I researched the garbage collection, and this should work just fine with the GC. I think it would be prudent if I added a little code to fix some memory for for the ms we spend copying. You guys tell me. I'll add some comments if anyone requests em.
using System;
using System.Collections.Generic;
using System.Text;
using System.Runtime.InteropServices;
using System.Collections.ObjectModel;
using System.Reflection;
namespace CopyCollection {
class CFoo {
public int Key;
public string Name;
}
class MyKeyedCollection : KeyedCollection<int, CFoo> {
public MyKeyedCollection() : base(null, 10) { }
protected override int GetKeyForItem(CFoo foo) {
return foo.Key;
}
}
class MyObject {
public MyKeyedCollection kc;
// Copy constructor
public MyObject(MyObject that) {
this.kc = new MyKeyedCollection();
if (that != null) {
CollectionTools.CopyKeyedCollection<int, CFoo>(that.kc, this.kc);
}
}
}
class Program {
static void Main(string[] args) {
MyObject mobj1 = new MyObject(null);
for (int i = 0; i < 7; ++i)
mobj1.kc.Add(new CFoo() { Key = i, Name = i.ToString() });
// Copy mobj1
MyObject mobj2 = new MyObject(mobj1);
// add a bunch more items to mobj2
for (int i = 8; i < 712324; ++i)
mobj2.kc.Add(new CFoo() { Key = i, Name = i.ToString() });
// copy mobj2
MyObject mobj3 = new MyObject(mobj2);
// put a breakpoint after here, and look at mobj's and see that it worked!
// you can delete stuff out of mobj1 or mobj2 and see the items still in mobj3,
}
}
public static class CollectionTools {
public unsafe static KeyedCollection<TKey, TValue> CopyKeyedCollection<TKey, TValue>(
KeyedCollection<TKey, TValue> src,
KeyedCollection<TKey, TValue> dst) {
object osrc = src;
// pointer to a structure that is a template for the instance variables
// of KeyedCollection<TKey, TValue>
TKeyedCollection* psrc = (TKeyedCollection*)(*((int*)&psrc + 1));
object odst = dst;
TKeyedCollection* pdst = (TKeyedCollection*)(*((int*)&pdst + 1));
object srcObj = null;
object dstObj = null;
int* i = (int*)&i; // helps me find the stack
i[2] = (int)psrc->_01_items;
dstObj = CopyList<TValue>(srcObj as List<TValue>);
pdst->_01_items = (uint)i[1];
// there is no dictionary if the # items < threshold
if (psrc->_04_dict != 0) {
i[2] = (int)psrc->_04_dict;
dstObj = CopyDict<TKey, TValue>(srcObj as Dictionary<TKey, TValue>);
pdst->_04_dict = (uint)i[1];
}
pdst->_03_comparer = psrc->_03_comparer;
pdst->_05_keyCount = psrc->_05_keyCount;
pdst->_06_threshold = psrc->_06_threshold;
return dst;
}
public unsafe static List<TValue> CopyList<TValue>(
List<TValue> src) {
object osrc = src;
// pointer to a structure that is a template for
// the instance variables of List<>
TList* psrc = (TList*)(*((int*)&psrc + 1));
object srcArray = null;
object dstArray = null;
int* i = (int*)&i; // helps me find things on stack
i[2] = (int)psrc->_01_items;
int capacity = (srcArray as Array).Length;
List<TValue> dst = new List<TValue>(capacity);
TList* pdst = (TList*)(*((int*)&pdst + 1));
i[1] = (int)pdst->_01_items;
Array.Copy(srcArray as Array, dstArray as Array, capacity);
pdst->_03_size = psrc->_03_size;
return dst;
}
public unsafe static Dictionary<TKey, TValue> CopyDict<TKey, TValue>(
Dictionary<TKey, TValue> src) {
object osrc = src;
// pointer to a structure that is a template for the instance
// variables of Dictionary<TKey, TValue>
TDictionary* psrc = (TDictionary*)(*((int*)&psrc + 1));
object srcArray = null;
object dstArray = null;
int* i = (int*)&i; // helps me find the stack
i[2] = (int)psrc->_01_buckets;
int capacity = (srcArray as Array).Length;
Dictionary<TKey, TValue> dst = new Dictionary<TKey, TValue>(capacity);
TDictionary* pdst = (TDictionary*)(*((int*)&pdst + 1));
i[1] = (int)pdst->_01_buckets;
Array.Copy(srcArray as Array, dstArray as Array, capacity);
i[2] = (int)psrc->_02_entries;
i[1] = (int)pdst->_02_entries;
Array.Copy(srcArray as Array, dstArray as Array, capacity);
pdst->_03_comparer = psrc->_03_comparer;
pdst->_04_m_siInfo = psrc->_04_m_siInfo;
pdst->_08_count = psrc->_08_count;
pdst->_10_freeList = psrc->_10_freeList;
pdst->_11_freeCount = psrc->_11_freeCount;
return dst;
}
// these are the structs that map to the private variables in the classes
// i use uint for classes, since they are just pointers
// statics and constants are not in the instance data.
// I used the memory dump of visual studio to get these mapped right.
// everything with a * I copy. I Used RedGate reflector to look through all
// the code to decide what needed to be copied.
struct TKeyedCollection {
public uint _00_MethodInfo; // pointer to cool type info
// Collection
public uint _01_items; // * IList<T>
public uint _02_syncRoot; // object
// KeyedCollection
public uint _03_comparer; // IEqualityComparer<TKey>
public uint _04_dict; // * Dictionary<TKey, TItem>
public int _05_keyCount; // *
public int _06_threshold; // *
// const int defaultThreshold = 0;
}
struct TList {
public uint _00_MethodInfo; //
public uint _01_items; // * T[]
public uint _02_syncRoot; // object
public int _03_size; // *
public int _04_version; //
}
struct TDictionary {
// Fields
public uint _00_MethodInfo; //
public uint _01_buckets; // * int[]
public uint _02_entries; // * Entry<TKey, TValue>[]
public uint _03_comparer; // IEqualityComparer<TKey>
public uint _04_m_siInfo; // SerializationInfo
public uint _05__syncRoot; // object
public uint _06_keys; // KeyCollection<TKey, TValue>
public uint _07_values; // ValueCollection<TKey, TValue>
public int _08_count; // *
public int _09_version;
public int _10_freeList; // *
public int _11_freeCount; // *
}
}
}
I just ran a test adding 10,000,000 items and to various collections, and the KeyedCollection took about 7x as long as a list, but only about 50% longer than a Dictionary object. Considering that the KeyedCollection is a combination of these two, the performance of Add is perfectly reasonable, and the duplicate-key check it runs is clearly not taking that much time. You might want to run a similar test on your KeyedCollection, and if it's going significantly slower, you can start looking elsewhere (check your MyObject.Key getter to make sure you're not getting overhead from that).
Old Response
Have you tried:
this.kc = that.kc.MemberwiseClone() as MyKeyedCollection;
More info on MemberwiseClone here.
You could try to serialize the object and then deserialize it into a new object - I cannot tell if this will gain any performance but it might.
If you are doing this a lot it suggests you should instead be using immutable collections.
These are structures which you do not modify directly but instead 'modifications' return a new object which may use the old objects state but reflect the changes you made.
Various immutable dictionaries/sets/tree based maps are available for .Net (many in f# however as it is more amenable to this style of development)
Eric Lippert has some excellent articles on this and the AVL Tree should be close to exactly what you want.
///
/// Clones Any Object.
/// &lt/summary>
/// &ltparam name="objectToClone">The object to clone.&lt/param>
/// &ltreturn>The Clone&lt/returns>
public static T Clone&ltT&gt(T objectToClone)
{
T cloned_obj = default(T);
if ((!Object.ReferenceEquals(objectToClone, null)) && (typeof(T).IsSerializable))
{
System.Runtime.Serialization.Formatters.Binary.BinaryFormatter bin_formatter = null;
Byte[] obj_bytes = null;
using (MemoryStream memory_stream = new MemoryStream(1000))
{
bin_formatter = new System.Runtime.Serialization.Formatters.Binary.BinaryFormatter();
try
{
bin_formatter.Serialize(memory_stream, objectToClone);
}
catch (SerializationException) { }
obj_bytes = memory_stream.ToArray();
}
using (MemoryStream memory_stream = new MemoryStream(obj_bytes))
{
try
{
cloned_obj = (T)bin_formatter.Deserialize(memory_stream);
}
catch (SerializationException) { }
}
}
return cloned_obj;
}
Note: The objectToClone must be Serializable, otherwise you will hit the exceptions and null will be returned.
You will also need to create your own IDataObject because DataObject is not Serializable:
[Serializable]
public class MyDataObject : IDataObject
{
public int mData;
public MyDataObject(int data)
{
mData = data;
}
#region IDataObject Members
public object GetData(Type format)
{
return mData;
}
#endregion
}

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