c# implicit operator a matrix with parameters - c#

I have this class:
public class SmartTable : DataTable
{
public string this[int Row, int Column] { ... }
public string this[int Row, string Column] { ... }
}
and i want to add an implicit operator on THIS[,]
then i could use:
string s = smartT[a,b];
or
int i = smartT[a,b];
I googled this but even I don't know how to search it.
I tried (based on IntelliSense) declare something like:
public static implicit operator int[int r, int c](...) {...}
or
public static implicit operator int (SmartTable sm, int a, int b)
and don't work.
Thanks
=== Edit ===
This is a DataTable, and a table have strings, integers, ...
I want to avoid put Convert.To--(...) every time i use this table...
If I try to put a Field on a int, is because it's a integer field...
A solution I'm using is create iGet(int C, int R), sGet(...), dGet(...)

If you can change your SmartTable design to return or work with a custom class instead of the primitive string type, then you can add your own implicit conversions to int or string.
public class SmartTable : DataTable
{
//dummy/hard-coded values here for demonstration purposes
public DataValue this[int Row, int Column] { get { return new DataValue() {Value="3"}; } set { } }
public DataValue this[int Row, string Column] { get { return new DataValue() {Value="3"}; } set { } }
}
public class DataValue
{
public string Value;
public static implicit operator int(DataValue datavalue)
{
return Int32.Parse(datavalue.Value);
}
public static implicit operator string(DataValue datavalue)
{
return datavalue.Value;
}
}
And some usage:
string s = smartT[0, 0];
int i = smartT[0, 0];
Console.WriteLine(s);//"3"
Console.WriteLine(i);//3
Note that this kinda flies in the face of using implicit operators. For example, if your DataValue.Value is non-convertable to int (for example, if it were "Hello World!") it would throw an exception which is generally against the best practices and unexpected for developers leveraging your API.

Related

C# type safe union [duplicate]

[Note: This question had the original title "C (ish) style union in C#"
but as Jeff's comment informed me, apparently this structure is called a 'discriminated union']
Excuse the verbosity of this question.
There are a couple of similar sounding questions to mine already in SO but they seem to concentrate on the memory saving benefits of the union or using it for interop.
Here is an example of such a question.
My desire to have a union type thing is somewhat different.
I am writing some code at the moment which generates objects that look a bit like this
public class ValueWrapper
{
public DateTime ValueCreationDate;
// ... other meta data about the value
public object ValueA;
public object ValueB;
}
Pretty complicated stuff I think you will agree. The thing is that ValueA can only be of a few certain types (let's say string, int and Foo (which is a class) and ValueB can be another small set of types. I don't like treating these values as objects (I want the warm snugly feeling of coding with a bit of type safety).
So I thought about writing a trivial little wrapper class to express the fact that ValueA logically is a reference to a particular type. I called the class Union because what I am trying to achieve reminded me of the union concept in C.
public class Union<A, B, C>
{
private readonly Type type;
public readonly A a;
public readonly B b;
public readonly C c;
public A A{get {return a;}}
public B B{get {return b;}}
public C C{get {return c;}}
public Union(A a)
{
type = typeof(A);
this.a = a;
}
public Union(B b)
{
type = typeof(B);
this.b = b;
}
public Union(C c)
{
type = typeof(C);
this.c = c;
}
/// <summary>
/// Returns true if the union contains a value of type T
/// </summary>
/// <remarks>The type of T must exactly match the type</remarks>
public bool Is<T>()
{
return typeof(T) == type;
}
/// <summary>
/// Returns the union value cast to the given type.
/// </summary>
/// <remarks>If the type of T does not exactly match either X or Y, then the value <c>default(T)</c> is returned.</remarks>
public T As<T>()
{
if(Is<A>())
{
return (T)(object)a; // Is this boxing and unboxing unavoidable if I want the union to hold value types and reference types?
//return (T)x; // This will not compile: Error = "Cannot cast expression of type 'X' to 'T'."
}
if(Is<B>())
{
return (T)(object)b;
}
if(Is<C>())
{
return (T)(object)c;
}
return default(T);
}
}
Using this class ValueWrapper now looks like this
public class ValueWrapper2
{
public DateTime ValueCreationDate;
public Union<int, string, Foo> ValueA;
public Union<double, Bar, Foo> ValueB;
}
which is something like what I wanted to achieve but I am missing one fairly crucial element - that is compiler enforced type checking when calling the Is and As functions as the following code demonstrates
public void DoSomething()
{
if(ValueA.Is<string>())
{
var s = ValueA.As<string>();
// .... do somethng
}
if(ValueA.Is<char>()) // I would really like this to be a compile error
{
char c = ValueA.As<char>();
}
}
IMO It is not valid to ask ValueA if it is a char since its definition clearly says it is not - this is a programming error and I would like the compiler to pick up on this. [Also if I could get this correct then (hopefully) I would get intellisense too - which would be a boon.]
In order to achieve this I would want to tell the compiler that the type T can be one of A, B or C
public bool Is<T>() where T : A
or T : B // Yes I know this is not legal!
or T : C
{
return typeof(T) == type;
}
Does anyone have any idea if what I want to achieve is possible? Or am I just plain stupid for writing this class in the first place?
I don't really like the type-checking and type-casting solutions provided above, so here's 100% type-safe union which will throw compilation errors if you attempt to use the wrong datatype:
using System;
namespace Juliet
{
class Program
{
static void Main(string[] args)
{
Union3<int, char, string>[] unions = new Union3<int,char,string>[]
{
new Union3<int, char, string>.Case1(5),
new Union3<int, char, string>.Case2('x'),
new Union3<int, char, string>.Case3("Juliet")
};
foreach (Union3<int, char, string> union in unions)
{
string value = union.Match(
num => num.ToString(),
character => new string(new char[] { character }),
word => word);
Console.WriteLine("Matched union with value '{0}'", value);
}
Console.ReadLine();
}
}
public abstract class Union3<A, B, C>
{
public abstract T Match<T>(Func<A, T> f, Func<B, T> g, Func<C, T> h);
// private ctor ensures no external classes can inherit
private Union3() { }
public sealed class Case1 : Union3<A, B, C>
{
public readonly A Item;
public Case1(A item) : base() { this.Item = item; }
public override T Match<T>(Func<A, T> f, Func<B, T> g, Func<C, T> h)
{
return f(Item);
}
}
public sealed class Case2 : Union3<A, B, C>
{
public readonly B Item;
public Case2(B item) { this.Item = item; }
public override T Match<T>(Func<A, T> f, Func<B, T> g, Func<C, T> h)
{
return g(Item);
}
}
public sealed class Case3 : Union3<A, B, C>
{
public readonly C Item;
public Case3(C item) { this.Item = item; }
public override T Match<T>(Func<A, T> f, Func<B, T> g, Func<C, T> h)
{
return h(Item);
}
}
}
}
I like the direction of the accepted solution but it doesn't scale well for unions of more than three items (e.g. a union of 9 items would require 9 class definitions).
Here is another approach that is also 100% type-safe at compile-time, but that is easy to grow to large unions.
public class UnionBase<A>
{
dynamic value;
public UnionBase(A a) { value = a; }
protected UnionBase(object x) { value = x; }
protected T InternalMatch<T>(params Delegate[] ds)
{
var vt = value.GetType();
foreach (var d in ds)
{
var mi = d.Method;
// These are always true if InternalMatch is used correctly.
Debug.Assert(mi.GetParameters().Length == 1);
Debug.Assert(typeof(T).IsAssignableFrom(mi.ReturnType));
var pt = mi.GetParameters()[0].ParameterType;
if (pt.IsAssignableFrom(vt))
return (T)mi.Invoke(null, new object[] { value });
}
throw new Exception("No appropriate matching function was provided");
}
public T Match<T>(Func<A, T> fa) { return InternalMatch<T>(fa); }
}
public class Union<A, B> : UnionBase<A>
{
public Union(A a) : base(a) { }
public Union(B b) : base(b) { }
protected Union(object x) : base(x) { }
public T Match<T>(Func<A, T> fa, Func<B, T> fb) { return InternalMatch<T>(fa, fb); }
}
public class Union<A, B, C> : Union<A, B>
{
public Union(A a) : base(a) { }
public Union(B b) : base(b) { }
public Union(C c) : base(c) { }
protected Union(object x) : base(x) { }
public T Match<T>(Func<A, T> fa, Func<B, T> fb, Func<C, T> fc) { return InternalMatch<T>(fa, fb, fc); }
}
public class Union<A, B, C, D> : Union<A, B, C>
{
public Union(A a) : base(a) { }
public Union(B b) : base(b) { }
public Union(C c) : base(c) { }
public Union(D d) : base(d) { }
protected Union(object x) : base(x) { }
public T Match<T>(Func<A, T> fa, Func<B, T> fb, Func<C, T> fc, Func<D, T> fd) { return InternalMatch<T>(fa, fb, fc, fd); }
}
public class Union<A, B, C, D, E> : Union<A, B, C, D>
{
public Union(A a) : base(a) { }
public Union(B b) : base(b) { }
public Union(C c) : base(c) { }
public Union(D d) : base(d) { }
public Union(E e) : base(e) { }
protected Union(object x) : base(x) { }
public T Match<T>(Func<A, T> fa, Func<B, T> fb, Func<C, T> fc, Func<D, T> fd, Func<E, T> fe) { return InternalMatch<T>(fa, fb, fc, fd, fe); }
}
public class DiscriminatedUnionTest : IExample
{
public Union<int, bool, string, int[]> MakeUnion(int n)
{
return new Union<int, bool, string, int[]>(n);
}
public Union<int, bool, string, int[]> MakeUnion(bool b)
{
return new Union<int, bool, string, int[]>(b);
}
public Union<int, bool, string, int[]> MakeUnion(string s)
{
return new Union<int, bool, string, int[]>(s);
}
public Union<int, bool, string, int[]> MakeUnion(params int[] xs)
{
return new Union<int, bool, string, int[]>(xs);
}
public void Print(Union<int, bool, string, int[]> union)
{
var text = union.Match(
n => "This is an int " + n.ToString(),
b => "This is a boolean " + b.ToString(),
s => "This is a string" + s,
xs => "This is an array of ints " + String.Join(", ", xs));
Console.WriteLine(text);
}
public void Run()
{
Print(MakeUnion(1));
Print(MakeUnion(true));
Print(MakeUnion("forty-two"));
Print(MakeUnion(0, 1, 1, 2, 3, 5, 8));
}
}
I wrote some blog posts on this subject that might be useful:
Union Types in C#
Implementing Tic-Tac-Toe Using State Classes
Let's say you have a shopping cart scenario with three states: "Empty", "Active" and "Paid", each with different behavior.
You create have a ICartState interface that all states have in common (and it could just be an empty marker interface)
You create three classes that implement that interface. (The classes do not have to be in an inheritance relationship)
The interface contains a "fold" method, whereby you pass a lambda in for each state or case that you need to handle.
You could use the F# runtime from C# but as a lighter weight alternative, I have written a little T4 template for generating code like this.
Here's the interface:
partial interface ICartState
{
ICartState Transition(
Func<CartStateEmpty, ICartState> cartStateEmpty,
Func<CartStateActive, ICartState> cartStateActive,
Func<CartStatePaid, ICartState> cartStatePaid
);
}
And here's the implementation:
class CartStateEmpty : ICartState
{
ICartState ICartState.Transition(
Func<CartStateEmpty, ICartState> cartStateEmpty,
Func<CartStateActive, ICartState> cartStateActive,
Func<CartStatePaid, ICartState> cartStatePaid
)
{
// I'm the empty state, so invoke cartStateEmpty
return cartStateEmpty(this);
}
}
class CartStateActive : ICartState
{
ICartState ICartState.Transition(
Func<CartStateEmpty, ICartState> cartStateEmpty,
Func<CartStateActive, ICartState> cartStateActive,
Func<CartStatePaid, ICartState> cartStatePaid
)
{
// I'm the active state, so invoke cartStateActive
return cartStateActive(this);
}
}
class CartStatePaid : ICartState
{
ICartState ICartState.Transition(
Func<CartStateEmpty, ICartState> cartStateEmpty,
Func<CartStateActive, ICartState> cartStateActive,
Func<CartStatePaid, ICartState> cartStatePaid
)
{
// I'm the paid state, so invoke cartStatePaid
return cartStatePaid(this);
}
}
Now let's say you extend the CartStateEmpty and CartStateActive with an AddItem method which is not implemented by CartStatePaid.
And also let's say that CartStateActive has a Pay method that the other states dont have.
Then here's some code that shows it in use -- adding two items and then paying for the cart:
public ICartState AddProduct(ICartState currentState, Product product)
{
return currentState.Transition(
cartStateEmpty => cartStateEmpty.AddItem(product),
cartStateActive => cartStateActive.AddItem(product),
cartStatePaid => cartStatePaid // not allowed in this case
);
}
public void Example()
{
var currentState = new CartStateEmpty() as ICartState;
//add some products
currentState = AddProduct(currentState, Product.ProductX);
currentState = AddProduct(currentState, Product.ProductY);
//pay
const decimal paidAmount = 12.34m;
currentState = currentState.Transition(
cartStateEmpty => cartStateEmpty, // not allowed in this case
cartStateActive => cartStateActive.Pay(paidAmount),
cartStatePaid => cartStatePaid // not allowed in this case
);
}
Note that this code is completely typesafe -- no casting or conditionals anywhere, and compiler errors if you try to pay for an empty cart, say.
I have written a library for doing this at https://github.com/mcintyre321/OneOf
Install-Package OneOf
It has the generic types in it for doing DUs e.g. OneOf<T0, T1> all the way to
OneOf<T0, ..., T9>. Each of those has a .Match, and a .Switch statement which you can use for compiler safe typed behaviour, e.g.:
```
OneOf<string, ColorName, Color> backgroundColor = getBackground();
Color c = backgroundColor.Match(
str => CssHelper.GetColorFromString(str),
name => new Color(name),
col => col
);
```
I am not sure I fully understand your goal. In C, a union is a structure that uses the same memory locations for more than one field. For example:
typedef union
{
float real;
int scalar;
} floatOrScalar;
The floatOrScalar union could be used as a float, or an int, but they both consume the same memory space. Changing one changes the other. You can achieve the same thing with a struct in C#:
[StructLayout(LayoutKind.Explicit)]
struct FloatOrScalar
{
[FieldOffset(0)]
public float Real;
[FieldOffset(0)]
public int Scalar;
}
The above structure uses 32bits total, rather than 64bits. This is only possible with a struct. Your example above is a class, and given the nature of the CLR, makes no guarantee about memory efficiency. If you change a Union<A, B, C> from one type to another, you are not necessarily reusing memory...most likely, you are allocating a new type on the heap and dropping a different pointer in the backing object field. Contrary to a real union, your approach may actually cause more heap thrashing than you would otherwise get if you did not use your Union type.
char foo = 'B';
bool bar = foo is int;
This results in a warning, not an error. If you're looking for your Is and As functions to be analogs for the C# operators, then you shouldn't be restricting them in that way anyhow.
If you allow multiple types, you cannot achieve type safety (unless the types are related).
You can't and won't achieve any kind of type safety, you could only achieve byte-value-safety using FieldOffset.
It would make much more sense to have a generic ValueWrapper<T1, T2> with T1 ValueA and T2 ValueB, ...
P.S.: when talking about type-safety I mean compile-time type-safety.
If you need a code wrapper (performing bussiness logic on modifications you can use something along the lines of:
public class Wrapper
{
public ValueHolder<int> v1 = 5;
public ValueHolder<byte> v2 = 8;
}
public struct ValueHolder<T>
where T : struct
{
private T value;
public ValueHolder(T value) { this.value = value; }
public static implicit operator T(ValueHolder<T> valueHolder) { return valueHolder.value; }
public static implicit operator ValueHolder<T>(T value) { return new ValueHolder<T>(value); }
}
For an easy way out you could use (it has performance issues, but it is very simple):
public class Wrapper
{
private object v1;
private object v2;
public T GetValue1<T>() { if (v1.GetType() != typeof(T)) throw new InvalidCastException(); return (T)v1; }
public void SetValue1<T>(T value) { v1 = value; }
public T GetValue2<T>() { if (v2.GetType() != typeof(T)) throw new InvalidCastException(); return (T)v2; }
public void SetValue2<T>(T value) { v2 = value; }
}
//usage:
Wrapper wrapper = new Wrapper();
wrapper.SetValue1("aaaa");
wrapper.SetValue2(456);
string s = wrapper.GetValue1<string>();
DateTime dt = wrapper.GetValue1<DateTime>();//InvalidCastException
Here is my attempt. It does compile time checking of types, using generic type constraints.
class Union {
public interface AllowedType<T> { };
internal object val;
internal System.Type type;
}
static class UnionEx {
public static T As<U,T>(this U x) where U : Union, Union.AllowedType<T> {
return x.type == typeof(T) ?(T)x.val : default(T);
}
public static void Set<U,T>(this U x, T newval) where U : Union, Union.AllowedType<T> {
x.val = newval;
x.type = typeof(T);
}
public static bool Is<U,T>(this U x) where U : Union, Union.AllowedType<T> {
return x.type == typeof(T);
}
}
class MyType : Union, Union.AllowedType<int>, Union.AllowedType<string> {}
class TestIt
{
static void Main()
{
MyType bla = new MyType();
bla.Set(234);
System.Console.WriteLine(bla.As<MyType,int>());
System.Console.WriteLine(bla.Is<MyType,string>());
System.Console.WriteLine(bla.Is<MyType,int>());
bla.Set("test");
System.Console.WriteLine(bla.As<MyType,string>());
System.Console.WriteLine(bla.Is<MyType,string>());
System.Console.WriteLine(bla.Is<MyType,int>());
// compile time errors!
// bla.Set('a');
// bla.Is<MyType,char>()
}
}
It could use some prettying-up. Especially, I couldn't figure out how to get rid of the type parameters to As/Is/Set (isn't there a way to specify one type parameter and let C# figure the other one?)
So I've hit this same problem many times, and I just came up with a solution that gets the syntax I want (at the expense of some ugliness in the implementation of the Union type.)
To recap: we want this sort of usage at the call site.
Union<int, string> u;
u = 1492;
int yearColumbusDiscoveredAmerica = u;
u = "hello world";
string traditionalGreeting = u;
var answers = new SortedList<string, Union<int, string, DateTime>>();
answers["life, the universe, and everything"] = 42;
answers["D-Day"] = new DateTime(1944, 6, 6);
answers["C#"] = "is awesome";
We want the following examples to fail to compile, however, so that we get a modicum of type safety.
DateTime dateTimeColumbusDiscoveredAmerica = u;
Foo fooInstance = u;
For extra credit, let's also not take up more space than absolutely needed.
With all that said, here's my implementation for two generic type parameters. The implementation for three, four, and so on type parameters is straight-forward.
public abstract class Union<T1, T2>
{
public abstract int TypeSlot
{
get;
}
public virtual T1 AsT1()
{
throw new TypeAccessException(string.Format(
"Cannot treat this instance as a {0} instance.", typeof(T1).Name));
}
public virtual T2 AsT2()
{
throw new TypeAccessException(string.Format(
"Cannot treat this instance as a {0} instance.", typeof(T2).Name));
}
public static implicit operator Union<T1, T2>(T1 data)
{
return new FromT1(data);
}
public static implicit operator Union<T1, T2>(T2 data)
{
return new FromT2(data);
}
public static implicit operator Union<T1, T2>(Tuple<T1, T2> data)
{
return new FromTuple(data);
}
public static implicit operator T1(Union<T1, T2> source)
{
return source.AsT1();
}
public static implicit operator T2(Union<T1, T2> source)
{
return source.AsT2();
}
private class FromT1 : Union<T1, T2>
{
private readonly T1 data;
public FromT1(T1 data)
{
this.data = data;
}
public override int TypeSlot
{
get { return 1; }
}
public override T1 AsT1()
{
return this.data;
}
public override string ToString()
{
return this.data.ToString();
}
public override int GetHashCode()
{
return this.data.GetHashCode();
}
}
private class FromT2 : Union<T1, T2>
{
private readonly T2 data;
public FromT2(T2 data)
{
this.data = data;
}
public override int TypeSlot
{
get { return 2; }
}
public override T2 AsT2()
{
return this.data;
}
public override string ToString()
{
return this.data.ToString();
}
public override int GetHashCode()
{
return this.data.GetHashCode();
}
}
private class FromTuple : Union<T1, T2>
{
private readonly Tuple<T1, T2> data;
public FromTuple(Tuple<T1, T2> data)
{
this.data = data;
}
public override int TypeSlot
{
get { return 0; }
}
public override T1 AsT1()
{
return this.data.Item1;
}
public override T2 AsT2()
{
return this.data.Item2;
}
public override string ToString()
{
return this.data.ToString();
}
public override int GetHashCode()
{
return this.data.GetHashCode();
}
}
}
And my attempt on minimal yet extensible solution using nesting of Union/Either type.
Also usage of default parameters in Match method naturally enables "Either X Or Default" scenario.
using System;
using System.Reflection;
using NUnit.Framework;
namespace Playground
{
[TestFixture]
public class EitherTests
{
[Test]
public void Test_Either_of_Property_or_FieldInfo()
{
var some = new Some(false);
var field = some.GetType().GetField("X");
var property = some.GetType().GetProperty("Y");
Assert.NotNull(field);
Assert.NotNull(property);
var info = Either<PropertyInfo, FieldInfo>.Of(field);
var infoType = info.Match(p => p.PropertyType, f => f.FieldType);
Assert.That(infoType, Is.EqualTo(typeof(bool)));
}
[Test]
public void Either_of_three_cases_using_nesting()
{
var some = new Some(false);
var field = some.GetType().GetField("X");
var parameter = some.GetType().GetConstructors()[0].GetParameters()[0];
Assert.NotNull(field);
Assert.NotNull(parameter);
var info = Either<ParameterInfo, Either<PropertyInfo, FieldInfo>>.Of(parameter);
var name = info.Match(_ => _.Name, _ => _.Name, _ => _.Name);
Assert.That(name, Is.EqualTo("a"));
}
public class Some
{
public bool X;
public string Y { get; set; }
public Some(bool a)
{
X = a;
}
}
}
public static class Either
{
public static T Match<A, B, C, T>(
this Either<A, Either<B, C>> source,
Func<A, T> a = null, Func<B, T> b = null, Func<C, T> c = null)
{
return source.Match(a, bc => bc.Match(b, c));
}
}
public abstract class Either<A, B>
{
public static Either<A, B> Of(A a)
{
return new CaseA(a);
}
public static Either<A, B> Of(B b)
{
return new CaseB(b);
}
public abstract T Match<T>(Func<A, T> a = null, Func<B, T> b = null);
private sealed class CaseA : Either<A, B>
{
private readonly A _item;
public CaseA(A item) { _item = item; }
public override T Match<T>(Func<A, T> a = null, Func<B, T> b = null)
{
return a == null ? default(T) : a(_item);
}
}
private sealed class CaseB : Either<A, B>
{
private readonly B _item;
public CaseB(B item) { _item = item; }
public override T Match<T>(Func<A, T> a = null, Func<B, T> b = null)
{
return b == null ? default(T) : b(_item);
}
}
}
}
You could throw exceptions once there's an attempt to access variables that haven't been initialized, ie if it's created with an A parameter and later on there's an attempt to access B or C, it could throw, say, UnsupportedOperationException. You'd need a getter to make it work though.
The C# Language Design Team discussed discriminated unions in January 2017 https://github.com/dotnet/csharplang/blob/master/meetings/2017/LDM-2017-01-10.md#discriminated-unions-via-closed-types
You can vote for the feature request at https://github.com/dotnet/csharplang/issues/113
You can export a pseudo-pattern matching function, like I use for the Either type in my Sasa library. There's currently runtime overhead, but I eventually plan to add a CIL analysis to inline all the delegates into a true case statement.
It's not possible to do with exactly the syntax you've used but with a bit more verbosity and copy/paste it's easy to make overload resolution do the job for you:
// this code is ok
var u = new Union("");
if (u.Value(Is.OfType()))
{
u.Value(Get.ForType());
}
// and this one will not compile
if (u.Value(Is.OfType()))
{
u.Value(Get.ForType());
}
By now it should be pretty obvious how to implement it:
public class Union
{
private readonly Type type;
public readonly A a;
public readonly B b;
public readonly C c;
public Union(A a)
{
type = typeof(A);
this.a = a;
}
public Union(B b)
{
type = typeof(B);
this.b = b;
}
public Union(C c)
{
type = typeof(C);
this.c = c;
}
public bool Value(TypeTestSelector _)
{
return typeof(A) == type;
}
public bool Value(TypeTestSelector _)
{
return typeof(B) == type;
}
public bool Value(TypeTestSelector _)
{
return typeof(C) == type;
}
public A Value(GetValueTypeSelector _)
{
return a;
}
public B Value(GetValueTypeSelector _)
{
return b;
}
public C Value(GetValueTypeSelector _)
{
return c;
}
}
public static class Is
{
public static TypeTestSelector OfType()
{
return null;
}
}
public class TypeTestSelector
{
}
public static class Get
{
public static GetValueTypeSelector ForType()
{
return null;
}
}
public class GetValueTypeSelector
{
}
There are no checks for extracting the value of the wrong type, e.g.:
var u = Union(10);
string s = u.Value(Get.ForType());
So you might consider adding necessary checks and throw exceptions in such cases.
I am currently trying to create a Julia Runtime in .NET. Julia has types like Union{Int, String}... Etc. I am currently trying to simulate this .NET (without doing weird IL that would not be able to be called from c#).
Here is a compile time implementation of a union of structures. I will be creating more unions for object unions, and cross object and struct unions (this will be the most complex case).
public struct Union<T1,T2> where T1 : struct where T2 : struct{
private byte type;
[FieldOffset(1)] private T1 a1;
[FieldOffset(1)] private T2 a2;
public T1 A1 {
get => a1;
set {
a1 = value;
type = 1;
}
}
public T2 A2 {
get => a2;
set {
a2 = value;
type = 2;
}
}
public Union(int _ = 0) {
type = 0;
a1 = default;
a2 = default;
}
public Union(T1 a) : this() => A1 = a;
public Union(T2 a) : this() => A2 = a;
public bool HasValue => type < 1 || type > 2;
public bool IsNull => !HasValue;
public bool IsT1 => type == 1;
public bool IsT2 => type == 2;
public Type GetType() {
switch (type) {
case 1: return typeof(T1);
case 2: return typeof(T2);
default: return null;
}
}
}
You can use the above like the following:
Union<int, long> myUnion(5); \\Set int inside
myUnion.a2 = 5;
Type theTypeInside = myUnion.GetType(); //long
myUnion.a1 = 5;
theTypeInside = myUnion.GetType(); //int
I will also be creating dynamic union generators or aligned unions for the cross object and struct union.
Take a look at:Generated Struct Union Output to see the current compile time unions I am using.
If you want to create a union of any size take a look at Generator for Struct Unions
If anyone has any improvements for the above let me know! Implementing julia into .NET is an extraordinarily hard task!
I use own of Union Type.
Consider an example to make it clearer.
Imagine we have Contact class:
public class Contact
{
public string Name { get; set; }
public string EmailAddress { get; set; }
public string PostalAdrress { get; set; }
}
These are all defined as simple strings, but really are they just strings?
Of course not. The Name can consist of First Name and Last Name. Or is an Email just a set of symbols? I know that at least it should contain # and it is necessarily.
Let's improve us domain model
public class PersonalName
{
public PersonalName(string firstName, string lastName) { ... }
public string Name() { return _fistName + " " _lastName; }
}
public class EmailAddress
{
public EmailAddress(string email) { ... }
}
public class PostalAdrress
{
public PostalAdrress(string address, string city, int zip) { ... }
}
In this classes will be validations during creating and we will eventually have valid models. Consturctor in PersonaName class require FirstName and LastName at the same time. This means that after the creation, it can not have invalid state.
And contact class respectively
public class Contact
{
public PersonalName Name { get; set; }
public EmailAdress EmailAddress { get; set; }
public PostalAddress PostalAddress { get; set; }
}
In this case we have same problem, object of Contact class may be in invalid state. I mean it may have EmailAddress but haven't Name
var contact = new Contact { EmailAddress = new EmailAddress("foo#bar.com") };
Let's fix it and create Contact class with constructor which requires PersonalName, EmailAddress and PostalAddress:
public class Contact
{
public Contact(
PersonalName personalName,
EmailAddress emailAddress,
PostalAddress postalAddress
)
{
...
}
}
But here we have another problem. What if Person have only EmailAdress and haven't PostalAddress?
If we think about it there we realize that there are three possibilities of valid state of Contact class object:
A contact only has an email address
A contact only has a postal address
A contact has both an email address and a postal address
Let's write out domain models. For the beginning we will create Contact Info class which state will be corresponding with above cases.
public class ContactInfo
{
public ContactInfo(EmailAddress emailAddress) { ... }
public ContactInfo(PostalAddress postalAddress) { ... }
public ContactInfo(Tuple<EmailAddress,PostalAddress> emailAndPostalAddress) { ... }
}
And Contact class:
public class Contact
{
public Contact(
PersonalName personalName,
ContactInfo contactInfo
)
{
...
}
}
Let's try use it:
var contact = new Contact(
new PersonalName("James", "Bond"),
new ContactInfo(
new EmailAddress("agent#007.com")
)
);
Console.WriteLine(contact.PersonalName()); // James Bond
Console.WriteLine(contact.ContactInfo().???) // here we have problem, because ContactInfo have three possible state and if we want print it we would write `if` cases
Let's add Match method in ContactInfo class
public class ContactInfo
{
// constructor
public TResult Match<TResult>(
Func<EmailAddress,TResult> f1,
Func<PostalAddress,TResult> f2,
Func<Tuple<EmailAddress,PostalAddress>> f3
)
{
if (_emailAddress != null)
{
return f1(_emailAddress);
}
else if(_postalAddress != null)
{
...
}
...
}
}
In the match method, we can write this code, because the state of the contact class is controlled with constructors and it may have only one of the possible states.
Let's create an auxiliary class, so that each time do not write as many code.
public abstract class Union<T1,T2,T3>
where T1 : class
where T2 : class
where T3 : class
{
private readonly T1 _t1;
private readonly T2 _t2;
private readonly T3 _t3;
public Union(T1 t1) { _t1 = t1; }
public Union(T2 t2) { _t2 = t2; }
public Union(T3 t3) { _t3 = t3; }
public TResult Match<TResult>(
Func<T1, TResult> f1,
Func<T2, TResult> f2,
Func<T3, TResult> f3
)
{
if (_t1 != null)
{
return f1(_t1);
}
else if (_t2 != null)
{
return f2(_t2);
}
else if (_t3 != null)
{
return f3(_t3);
}
throw new Exception("can't match");
}
}
We can have such a class in advance for several types, as is done with delegates Func, Action. 4-6 generic type parameters will be in full for Union class.
Let's rewrite ContactInfo class:
public sealed class ContactInfo : Union<
EmailAddress,
PostalAddress,
Tuple<EmaiAddress,PostalAddress>
>
{
public Contact(EmailAddress emailAddress) : base(emailAddress) { }
public Contact(PostalAddress postalAddress) : base(postalAddress) { }
public Contact(Tuple<EmaiAddress, PostalAddress> emailAndPostalAddress) : base(emailAndPostalAddress) { }
}
Here the compiler will ask override for at least one constructor. If we forget to override the rest of the constructors we can't create object of ContactInfo class with another state. This will protect us from runtime exceptions during Matching.
var contact = new Contact(
new PersonalName("James", "Bond"),
new ContactInfo(
new EmailAddress("agent#007.com")
)
);
Console.WriteLine(contact.PersonalName()); // James Bond
Console
.WriteLine(
contact
.ContactInfo()
.Match(
(emailAddress) => emailAddress.Address,
(postalAddress) => postalAddress.City + " " postalAddress.Zip.ToString(),
(emailAndPostalAddress) => emailAndPostalAddress.Item1.Name + emailAndPostalAddress.Item2.City + " " emailAndPostalAddress.Item2.Zip.ToString()
)
);
That's all.
I hope you enjoyed.
Example taken from the site F# for fun and profit

How to pass a class as optional parameter to a method?

I have searched around here for similar problems, but couldn't find a solution for my problem.
MyClass holds several data and does some type casting between different types.
How can i avoid this Error:
A value of type 'string' cannot be used as default parameter
because there are no standard conversions to type Program.MyClass?
I have tried Func and declared multiple function overload to be able to pass multiple argument and handle default parameter. There should be a better way to achieve this. Hopefully you could help.
To clarify my problem i have made this code:
using System;
public class Program
{
public class MyClass {
public string Value { get; set; }
public MyClass()
{
Value = "";
}
public MyClass(string s)
{
Value = s;
}
public override string ToString()
{
return this.Value;
}
}
// Causes CS1750
// A value of type 'string' cannot be used as default parameter
// because there are no standard conversions to type 'Program.MyClass'
public static string test2(string a, MyClass b = " with default text")
{
return a + b;
}
public static string test(string a, string b = " with default text")
{
return a + b;
}
public static void Main()
{
Console.WriteLine(test("test1"));
Console.WriteLine(test("test1", " with my text"));
}
}
That's not quite possible. As the error message states, you require a standard conversion: https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/language-specification/conversions#standard-conversions
All we can do is to define an implicit conversion operator for the class: https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/operators/user-defined-conversion-operators
In your case, it would be something like:
public static implicit operator MyClass(string val) => new MyClass(val);
And replace your test method with something like this:
public static string test(string a, MyClass b = null)
{
b = b ?? " with default text";
return a + b;
}
Also note that both your test methods have the same signature if only one argument is provided, so the compiler won't know which one to use, remove the default value for the 2nd test method.
use null for default value, and replace it with default value inside method:
public static string test2(string a, MyClass b = null)
{
if (b == null) return a + " with default text";
return a + b.Value;
}
Add an implicit conversion operator between string and MyClass
public class MyClass
{
public string Value { get; set; }
public MyClass() : this(string.Empty) { }
public MyClass(string s)
{
Value = s;
}
public override string ToString() => this.Value;
public static implicit operator string(MyClass item) => item.Value;
public static implicit operator MyClass(string value) => new MyClass(value)l;
}
You should change 2 steps (In case apply for whole class)
1. Initial default value on Constructor
public MyClass()
{
Value = " with default text";
}
2. Change default params of the method
public static string test(string a, MyClass b)
{
return a + b;
}
BTW, This post is helpful for you.
UPDATED: Set default value for only within function
The code above just suit in case applying for whole class.
If you wanna set default value for only within function, You can try the code below
public static string test2(string a, MyClass b = null)
{
var defaultValue = " with default text";
return a + (b == null ? defaultValue : b.Value);
}

C# Create default value for class, e.g. through reflection

Let's say I have a class A:
public class A
{
private int value;
public A() => value = 0;
public A(int value) => this.value = value;
}
And I have some method, with a parameter list where some are defaulted:
public void SomeMethod(int i, float f, string s = "", A a = null)
Now is there some way, e.g. through reflection, to be more smart about this parameter list? I would like to be able to do something like the following, so I don't need to check for null everywhere:
public void SomeMethod(int i, float f, string s = "", A a = Default) // should use the empty constructor!
Is this possible with C#?
You could use method overloading
public void SomeMethod(A a, int i, float f, string s = "") { }
public void SomeMethod(int i, float f, string s = "")
{
SomeMethod(new A(), i, f, s);
}
[CONCLUSION]
It is not possible in C#. The default operator returns null for all reference types, and for value types it initializes all data fields using default operator. So in my case, I can actually omit this problem using a struct instead of a class:
public struct A
{
private int value;
public A(int value) => this.value = value;
}
public void SomeMethod(int i, float f, string s = "", A a = default)
And then the input value will be a : A{value = 0}.
A general solution for using a class does not exist in C#, since default values are required to be determinable by compile time and must thus be constant expressions. Only valid constant expressions in C# are primitives, value types, and strings.

Using Generics to Multiply Integers

I have a class called GenericItem (first time using generics), suppose i wanted to multiply two items if they were of the type integer, as you can see I am trying it in the method returnCounterMultiply, but it does not allow me to multiply them although i am trying to convert them and also checking if they are of type integer.
namespace Components
{
public class GenericItem<T>
{
private T data;
private T counter;
public T Data
{
get { return data; }
set { data = value; }
}
public GenericItem(){}
public GenericItem(T _data)
{
data = _data;
}
public T returnCounterMultiply(T value)
{
int c = 0;
int d = 0;
if (counter.GetType() == typeof(int) && value.GetType() == typeof(int))
{
//cant multiply two of type T, why if i am converting to int?.
return (T)Convert.ChangeType(counter, typeof(Int32)) * (T)Convert.ChangeType(value, typeof(Int32));
}
return value;
}
}
}
I would appreciate some explanation on this as this is the first time I am working on it (this is just a sample class for understanding this GENERICS INTRO and this GENERICS CLASSES, but still having trouble understanding it.
I don't see what your trying to achieve, but if you have to do it I think you have to use an interface:
public interface IMultiplyable<T>
{
T Multiply(T x);
}
public class Int : IMultiplyable<Int>
{
private int _data { get; set; }
public Int(int data)
{
_data = data;
}
public Int Multiply(Int x)
{
return new Int(_data * x._data);
}
public override string ToString()
{
return _data.ToString();
}
}
public class GenericItem<T> where T : IMultiplyable<T>
{
private T data;
private T counter;
public T Data
{
get { return data; }
set { data = value; }
}
public GenericItem() { }
public GenericItem(T _data)
{
data = _data;
}
public T returnCounterMultiply(T value)
{
return Data.Multiply(value);
}
public override string ToString()
{
return Data.ToString();
}
}
Usage:
var a = new GenericItem<Int>(new Int(4));
MessageBox.Show(a.returnCounterMultiply(new Int(5)).ToString()); //20
In my opinion, using generics in this case is an overkill.
It would be nice that generic constraints support something like:
// T parameter is a type which overloads "+" operator...
where T : +
In your concrete case, I would argue you're going in the wrong way. Why don't you just create a class to implement such math operations where properties are typed as int?
Generics work better when T parameter (or any other parameter, of course...) can be constrained to receive types which have:
A public parameterless constructor.
Inherits or implements a class/interface
You need to constraint that T must be a class and not a struct...
When you go into a problem when using generics requires a type conversion, I believe you defeated the point of generics!
You can do something like this:
public class GenericItem<T>
{
private T data;
public T Data
{
get { return data; }
set { data = value; }
}
public GenericItem(){}
public GenericItem(T _data)
{
data = _data;
}
private Dictionary<Type, Delegate> operations =
new Dictionary<Type, Delegate>()
{
{ typeof(int), (Func<int, int, int>)((x, y) => x * y) },
{ typeof(string), (Func<string, string, string>)((x, y) => x + " " + y) },
};
public T returnCounterMultiply(T value)
{
if (operations.ContainsKey(typeof(T)))
{
var operation = (Func<T, T, T>)(operations[typeof(T)]);
return operation(data, value);
}
return value;
}
}
You just need to define, in the dictionary, one operation per valid types you're going to want to use and it just works without any converting of types (except to cast to the Func).
I had these test results:
var gii = new GenericItem<int>(42);
var xi = gii.returnCounterMultiply(2);
// xi == 84
var gis = new GenericItem<string>("Foo");
var xs = gis.returnCounterMultiply("Bar");
// xs == "Foo Bar"
Your problem has nothing to do with generics but with basic C# casting priority:
//cant multiply two of type T, why if i am converting to int?.
return
(T)Convert.ChangeType(counter, typeof(Int32))
*
(T)Convert.ChangeType(value,typeof(Int32));
You do not multiply int but T - and T being a generic type you can only use methods that are ddefined in your generics contraint, which you have none, so no multiply on it.
If you want to multiply int, then do so:
(T) (
((Int32)Convert.ChangeType(counter, typeof(Int32)))
*
((Int32)Convert.ChangeType(value,typeof(Int32)))
);
See the difference?
Basically in your code you deal with T in the multiplication, here I deal with Int32. And factually if T is a Int32 (as you tested before in the IF statement) you can just skip the convert and cast:
(T) (
((Int32)counter)
*
((Int32)value)
);
Now, generics are a bad example for maths as you can not use operations on generics - sadly. This is an abuse of the concept, but I take it was meant as a learning exercise and thus focused on that part on my answer.
I too tried this once and had to find out that there is no pretty way to do it with generics. You cannot do it as generic as in C++.
As an alternative, you may wrap your data types and use a common interface:
interface IMathOps
{
object Value { get; }
void Add(IMathOps other);
// other methods for substraction etc.
}
class IntWrapper : IMathOps
{
public int value;
public void Add(IMathOps other)
{
if(other is IntWrapper)
{
this.value += (int)other.Value;
}
}
public object Value { get { return this.value; } }
}
// class FloatWrapper : IMathOps ...
I think you should use where (generic type constraint). So it will give error at compile time if T is not int.
public T returnCounterMultiply(T value) where T : int
{
int c = 0;
int d = 0;
return c*d;
}

How to compare values of two objects in C#

I created a struct
public struct MyCalender : IComparable<MyCalender>
{
public int CompareTo(PersianDate other)
{
return DateTime.Compare(this, other);
}
.
.
.
.
.
}
I new two object of this in a other UserControl, and i want compare they.
I use this code but i get error.
MyCalender value = new MyCalender(2010,11,12);
MyCalender value2 = new MyCalender(2010,11,12);
if (value < value2) ==> geterror
IComparable exposes CompareTo. < and > must be overloaded separately:
class Foo : IComparable<Foo>
{
private static readonly Foo Min = new Foo(Int32.MinValue);
private readonly int value;
public Foo(int value)
{
this.value = value;
}
public int CompareTo(Foo other)
{
return this.value.CompareTo((other ?? Min).value);
}
public static bool operator <(Foo a, Foo b)
{
return (a ?? Min).CompareTo(b) < 0;
}
public static bool operator >(Foo a, Foo b)
{
return (a ?? Min).CompareTo(b) > 0;
}
}
I edited the code so that it does not fail when comparing against null. To keep it brief I used a shortcut that works unless value is Int32.MinValue for a proper Foo. Strictly speaking you'd have to check for null explicitly to get the contract right:
By definition, any object compares greater than (or follows) null, and
two null references compare equal to each other.
Besides, implementing IComparable<T> means that CompareTo(T value) takes a parameter of T. Therefore MyCalendar : IComparable<MyCalender> should implement a method CompareTo(MyCalendar other) rather than PersianDate (or implement IComparable<PersianDate>).
You should either use CompareTo method that you already implemented instead of > in the line you posted or you need to overload > and < operators for your specific class. For instance:
public static bool operator >(MyCalendar c1, MyCalendar c2)
{
return c1.CompareTo(c2) > 0;
}
public static bool operator <(MyCalendar c1, MyCalendar c2)
{
return c1.CompareTo(c2) < 0;
}
But keep in mind that you have to overload both of them.
if comparing just a datetime object,
would something like
DateTime A = DateTime.Now, B = DateTime.Now.AddMinutes(1);
var isqual = A.Date.CompareTo(B.Date);
do the trick?
or something like:
class Calender
{
public DateTime datetime { get; set;}
}
class DateComparer : Calender, IComparable<Calender>
{
public int CompareTo(Calender other)
{
return other.datetime.Date.CompareTo(this.datetime.Date);
}
}

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