Implementing GetHashCode for IEqualityComparer<T> with conditional equality - c#

I'm wondering if anyone as any suggestions for this problem.
I'm using intersect and except (Linq) with a custom IEqualityComparer in order to query the set differences and set intersections of two sequences of ISyncableUsers.
public interface ISyncableUser
{
string Guid { get; }
string UserPrincipalName { get; }
}
The logic behind whether two ISyncableUsers are equal is conditional. The conditions center around whether either of the two properties, Guid and UserPrincipalName, have values. The best way to explain this logic is with code. Below is my implementation of the Equals method of my customer IEqualityComparer.
public bool Equals(ISyncableUser userA, ISyncableUser userB)
{
if (userA == null && userB == null)
{
return true;
}
if (userA == null)
{
return false;
}
if (userB == null)
{
return false;
}
if ((!string.IsNullOrWhiteSpace(userA.Guid) && !string.IsNullOrWhiteSpace(userB.Guid)) &&
userA.Guid == userB.Guid)
{
return true;
}
if (UsersHaveUpn(userA, userB))
{
if (userB.UserPrincipalName.Equals(userA.UserPrincipalName, StringComparison.InvariantCultureIgnoreCase))
{
return true;
}
}
return false;
}
private bool UsersHaveUpn(ISyncableUser userA, ISyncableUser userB)
{
return !string.IsNullOrWhiteSpace(userA.UserPrincipalName)
&& !string.IsNullOrWhiteSpace(userB.UserPrincipalName);
}
The problem I'm having, is with implementing GetHashCode so that the above conditional equality, represented above, is respected. The only way I've been able to get the intersect and except calls to work as expected is to simple always return the same value from GetHashCode(), forcing a call to Equals.
public int GetHashCode(ISyncableUser obj)
{
return 0;
}
This works but the performance penalty is huge, as expected. (I've tested this with non-conditional equality. With two sets containing 50000 objects, a proper hashcode implementation allows execution of intercept and except in about 40ms. A hashcode implementation that always returns 0 takes approximately 144000ms (yes, 2.4 minutes!))
So, how would I go about implementing a GetHashCode() in the scenario above?
Any thoughts would be more than welcome!

If I'm reading this correctly, your equality relation is not transitive. Picture the following three ISyncableUsers:
A { Guid: "1", UserPrincipalName: "2" }
B { Guid: "2", UserPrincipalName: "2" }
C { Guid: "2", UserPrincipalName: "1" }
A == B because they have the same UserPrincipalName
B == C because they have the same Guid
A != C because they don't share either.
From the spec,
The Equals method is reflexive, symmetric, and transitive. That is, it returns true if used to compare an object with itself; true for two objects x and y if it is true for y and x; and true for two objects x and z if it is true for x and y and also true for y and z.
If your equality relation isn't consistent, there's no way you can implement a hash code that backs it up.
From another point of view: you're essentially looking for three functions:
G mapping GUIDs to ints (if you know the GUID but the UPN is blank)
U mapping UPNs to ints (if you know the UPN but the GUID is blank)
P mapping (guid, upn) pairs to ints (if you know both)
such that G(g) == U(u) == P(g, u) for all g and u. This is only possible if you ignore g and u completely.

If we suppose that your Equals implementation is correct, i.e. it's reflective, transitive and symmetric then the basic implementation for your GetHashCode function should look like this:
public int GetHashCode(ISyncableUser obj)
{
if (obj == null)
{
return SOME_CONSTANT;
}
if (!string.IsNullOrWhiteSpace(obj.UserPrincipalName) &&
<can have user object with different guid and the same name>)
{
return GetHashCode(obj.UserPrincipalName);
}
return GetHashCode(obj.Guid);
}
You should also understand that you've got rather intricate dependencies between your objects.
Indeed, let's take two ISyncableUser objects: 'u1' and 'u2', such that u1.Guid != u2.Guid, but u1.UserPrincipalName == u2.UserPrincipalName and names are not empty. Requirements for Equality imposes that for any 'ISyncableUser' object 'u' such that u.Guid == u1.Guid, the condition u.UserPrincipalName == u1.UserPrincipalName should be also true. This reasoning dictates GetHashCode implementation, for each user object it should be based either on it's name or guid.

One way would be to maintain a dictionary of hashcodes for usernames and GUIDS.
You could generate this dictionary at the start once for all users, which would probably the cleanest solution.
You could add or update an entry in the Constructor of each user.
Or, you could maintain that dictionary inside the GetHashCode function. This means your GetHashCode function has more work to do and is not free of side-effects. Getting this to work with multiple threads or parallel-linq will need some more carefull work. So I don't know whether I would recommend this approach.
Nevertheless, here is my attempt:
private Dictionary<string, int> _guidHash =
new Dictionary<string, int>();
private Dictionary<string, int> _nameHash =
new Dictionary<string, int>(StringComparer.OrdinalIgnoreCase);
public int GetHashCode(ISyncableUser obj)
{
int hash = 0;
if (obj==null) return hash;
if (!String.IsNullOrWhiteSpace(obj.Guid)
&& _guidHash.TryGetValue(obj.Guid, out hash))
return hash;
if (!String.IsNullOrWhiteSpace(obj.UserPrincipalName)
&& _nameHash.TryGetValue(obj.UserPrincipalName, out hash))
return hash;
hash = RuntimeHelpers.GetHashCode(obj);
// or use some other method to generate an unique hashcode here
if (!String.IsNullOrWhiteSpace(obj.Guid))
_guidHash.Add(obj.Guid, hash);
if (!String.IsNullOrWhiteSpace(obj.UserPrincipalName))
_nameHash.Add(obj.UserPrincipalName, hash);
return hash;
}
Note that this will fail if the ISyncableUser objects do not play nice and exhibit cases like in Rawling's answer. I am assuming that users with the same GUID will have the same name or no name at all, and users with the same principalName have the same GUID or no GUID at all. (I think the given Equals implementation has the same limitations)

Related

I need a way get rid of using && operator so much

I need to compare two objects of the same type but with a lot of prop
return string.Equals(x.Name, y.Name) &&
x.Price == y.Price &&
string.Equals(x.Species, y.Species) &&
x.AgeEnforced == y.AgeEnforced &&
x.MinimumAge == y.MinimumAge &&
string.Equals(x.WeightRange, y.WeightRange) &&
x.MinimumWeight == y.MinimumWeight
The list goes on up to 14 props
A hint on how can I lose && operator?
If your class has 14 properties and all of them have to be compared to ensure equality, all of these checks have to be made somewhere. No matter if you put them into a (maybe static) helper method, the Equals-method, a class that implements IEqualityComparer (IMHO the best choice), an extension method or whatever else comes to your mind, you have to write down all of these checks once.
Instead of writing these checks on yourself you can use some reflection stuff (or a library that makes use of it) by iterating over all properties, but that's normally not the best choice, cause it is slower and equality checks are tend to be called very often (sort, hashset, etc.). So take the pain and write the checks down.
If you think these are too many checks, then maybe your object is to fat and has to much properties. Maybe it needs a deeper hierarchy by using classes which are representing a part of the whole thing and you have a top class that has as property a child class and then you write the compare method for each child class individually and the top class just calls these comparers for its child classes.
Answer to A hint on how can i lose && operator?
if (string.Equals(x.Name, y.Name) == false) return false;
if (x.Price != y.Price) return false
// ... others
return true;
This code must be somewhere. If this is only place where this code exist this is ok in my opinion. Bu if it exists in many places then you can move it to some helper fuction or override Equals() method in your object. MSDN info.
Example how to oveeride and use Equals():
public class MyObject
{
public string Name { get; set; }
public decimal Price { get; set; }
public override bool Equals(object obj)
{
MyObject o = obj as MyObject;
if (o == null)
return false;
if (this.Name != o.Name)
return false;
return true;
}
/// <summary>
/// Serves as the default hash function.
/// </summary>
/// <returns>
/// A hash code for the current object.
/// </returns>
public override int GetHashCode()
{
return base.GetHashCode();
}
}
public class Program
{
static public void Main()
{
MyObject o1 = new MyObject()
{
Name = "a",
Price = 1
};
MyObject o2 = new MyObject()
{
Name = "b",
Price = 1
};
MyObject o3 = new MyObject()
{
Name = "a",
Price = 1
};
Console.WriteLine("o1 == o2: {0}", o1.Equals(o2));
Console.WriteLine("o1 == o3: {0}", o1.Equals(o3));
Console.ReadKey();
}
}
Result is:
o1 == o2: False
o1 == o3: True
For me, && or || are pretty short already. Your problem lies not in the operator itself, but in the way you are doing the comparison of 14+ properties.
Instead of writing all the property-comparisons by hand, you can try automating it.
var props_string = new List<Func<MyObject, string>>();
props_string.Add(foo => foo.Name);
props_string.Add(foo => foo.Species);
//..
var props_double = new List<Func<MyObject, double>>();
props_double.Add(foo => foo.Price);
//..
Now, having them listed, you can ran a loop over it
MyObject first = ...;
MyObject second = ...;
bool areEqual = true;
foreach(var prop in props_string)
if(!string.Equals(prop(first), prop(second)))
areEqual = false;
foreach(var prop in props_double)
if(prop(first) != prop(second))
areEqual = false;
return areEqual;
The positive side is that even if there were 100 properties, one or two (or more) loops would fly over it.
Please note that this code is not optimized and pretty naive.
More natural would be a fast-exit on first difference:
foreach(var prop in props_double)
if(prop(first) != prop(second))
return false;
..and/or observing that string.equals and double!=double can all be packed as the same object.Equals method (so you don't need separate props_string, props_double etc)
..and/or observing that you don't really need to list all properties, you can get them from Reflection, so you don't need to 'define' the 100 properties in these lists. (But then, you often have some special properties that you don't want to include.. so your reflection-way would need a way to detect and skip them..)
..and/or observing that if you used struct instead of class you would get full memberwise object.Equals comparison for free. (But then, structs differ from classes in many other things..)
..and/or(...)
All these 'optimizations' are highly dependent on what you have in the rest of the 14+ comparisons. It looks fun and smart at first, but the more the types of properties vary and the more types of comparisons you need to do (string.equals with case-insensitive maybe?) the worse it will get. Sometimes 14 times &&, or 14 times if(x==y)return false isn't really that bad.
Please don't get me wrong: I do not advise you to use the way I show here. I just show you that it is possible. Don't use it unless absolutely relevant and necessary. Doing it this way may cost you much more time than you would want to.
This seems as a correct way how to do the compare.
If your aim is to be able to easily check if two different instances are equal you can override Equals() and GetHashCode().
You will be able to do:
x.Equals(y)
You can also override operator ==. In which case you can do:
x == y
Check MSDN for details and example.
Also there is no reason for you (unless you want to use any extra parameters) to use
string.Equals(x.Name, y.Name)
use simply
x.Name == y.Name

C# List comparison between custom objects

Pair<BoardLocation, BoardLocation> loc = new Pair<BoardLocation, BoardLocation>( this.getLocation(), l );
if(!this.getPlayer().getMoves().Contains( loc )) {
this.getPlayer().addMove( loc );
}
I'm using a Type I have created called "Pair" but, I'm trying to use the contains function in C# that would compare the two types but, I have used override in the Type "Pair" itself to compare the "ToString()" of both Pair objects being compared. So there are 4 strings being compared. The two Keys and two value. If the two Keys are equal, then the two values are compared. The reason why this makes sense is the Key is the originating(key) location for the location(value) being attacked. If the key and value are the same then the object should not be added.
public override bool Equals( object obj ) {
Pair<K, V> objNode = (Pair<K, V>)obj;
if(this.value.ToString().CompareTo( objNode.value.ToString() ) == 0) {
if(this.key.ToString().CompareTo( objNode.key.ToString() ) == 0) {
return true;
} else
return false;
} else {
return false;
}
}
The question is, Is there a better way to do this that doesn't involve stupid amounts of code or creating new objects for dealing with this. Of course if any ideas involve these, I am all ears. The part that confuses me about this is, perhaps I dont understand what is going on but, I was hoping that C# offered a method that just equivalence of values and not the object memory locations and etc.
I've just ported this from Java as well, and it works exactly the same but, I'm asking this question for C# because I'm hoping there was a better way for me to compare these objects without using ToString() with generic Types.
You can definitely make this code a lot simpler by using && and just returning the value of equality comparisons, instead of all those if statements and return true; or return false; statements.
public override bool Equals (object obj) {
// Safety first: handle the case where the other object isn't
// of the same type, or obj is null. In both cases we should
// return false, rather than throwing an exception
Pair<K, V> otherPair = objNode as Pair<K, V>;
if (otherPair == null) {
return false;
}
return key.ToString() == otherPair.key.ToString() &&
value.ToString() == otherPair.value.ToString();
}
In Java you could use equals rather than compareTo.
Note that these aren't exactly the same as == (and Equals) use an ordinal comparison rather than a culture-sensitive one - but I suspect that's what you want anyway.
I would personally shy away from comparing the values by ToString() representations. I would use the natural equality comparisons of the key and value types instead:
public override bool Equals (object obj) {
// Safety first: handle the case where the other object isn't
// of the same type, or obj is null. In both cases we should
// return false, rather than throwing an exception
Pair<K, V> otherPair = objNode as Pair<K, V>;
if (otherPair == null) {
return false;
}
return EqualityComparer<K>.Default.Equals(key, otherPair.key) &&
EqualityComparer<K>.Default.Equals(value, otherPair.value);
}
(As Avner notes, you could just use Tuple of course...)
As noted in comments, I'd also strongly recommend that you start using properties and C# naming conventions, e.g.:
if (!Player.Moves.Contains(loc)) {
Player.AddMove(loc);
}
The simplest way to improve this is to use, instead of your custom Pair class, an instance of the built-in Tuple<T1,T2> class.
The Tuple class, in addition to giving you an easy way to bundle several values together, automatically implements structural equality, meaning that a Tuple object is equal to another if:
It is a Tuple object.
Its two components are of the same types as the current instance.
Its two components are equal to those of the current instance. Equality is determined by the default object equality comparer for each component.
(from MSDN)
This means that instead of your Pair having to compare its values, you're delegating the responsibility to the types held in the Tuple.

Specific Comparer For Distinct

I have to implement specific comparer for Distinct :
public class MyModuleComparer : IEqualityComparer<GenDictionnaireMenu>
{
public bool Equals(GenDictionnaireMenu x, GenDictionnaireMenu y)
{
//Check whether the compared objects reference the same data.
if (Object.ReferenceEquals(x, y)) return true;
//Check whether any of the compared objects is null.
if (Object.ReferenceEquals(x, null) || Object.ReferenceEquals(y, null))
return false;
return x.LibelleModule == y.LibelleModule;
}
public int GetHashCode(GenDictionnaireMenu obj)
{
return obj == null ? 0 : (int)obj.CodeDictionnaireMenu;
}
}
and I use it when I call Distinct like this :
Dim list = ListDictionnaire.Distinct(New MyModuleComparer()).ToList
the problem is that I have the same object having the same LibelleModule in "list" like this :
object1 = code : 1, LibelleModule : "Gestion administrative" , LIBELLE_SOUS_MODULE1: "Congé"
object2 = code : 2, LibelleModule : "Gestion administrative" , LIBELLE_SOUS_MODULE1: "Congé"
object3 = code : 3, LibelleModule : "Gestion administrative" , LIBELLE_SOUS_MODULE1: "Gestion carrière"
please any suggestions!
You must provide a different GetHashCode implementation.
Distinct() first calls the light GetHashCode function, and only calls Equals if there is a collision, i.e. if GetHashCode produces the same result for two instances of GenDictionnaireMenu.
Here is the GetHashCode definition:
Two objects that are equal return hash codes that are equal. However,
the reverse is not true: equal hash codes do not imply object
equality.
That's why Equals is never called (CodeDictionnaireMenu is different for all your instances), and that's why two of your instances are considered to be identical.
EDIT:
Well it's a bit complicated actually. See the MSDN doc for all the details.
One of the main rule is:
If two objects compare as equal, the GetHashCode method for each
object must return the same value. However, if two objects do not
compare as equal, the GetHashCode methods for the two objects do not
have to return different values.
So if your items compare as equal when having the same LibelleModule property, then their hash code should be identical. In your case the hash code is always different even if LibelleModule is the same.
So, one possible hash code could be:
public int GetHashCode(GenDictionnaireMenu obj)
{
return obj.LibelleModule != null ? obj.LibelleModule.GetHashCode() : 0;
}

Best way to compare two Dictionary<T> for equality

Is this the best way to create a comparer for the equality of two dictionaries? This needs to be exact. Note that Entity.Columns is a dictionary of KeyValuePair(string, object) :
public class EntityColumnCompare : IEqualityComparer<Entity>
{
public bool Equals(Entity a, Entity b)
{
var aCol = a.Columns.OrderBy(KeyValuePair => KeyValuePair.Key);
var bCol = b.Columns.OrderBy(KeyValuePAir => KeyValuePAir.Key);
if (aCol.SequenceEqual(bCol))
return true;
else
return false;
}
public int GetHashCode(Entity obj)
{
return obj.Columns.GetHashCode();
}
}
Also not too sure about the GetHashCode implementation.
Thanks!
Here's what I would do:
public bool Equals(Entity a, Entity b)
{
if (a.Columns.Count != b.Columns.Count)
return false; // Different number of items
foreach(var kvp in a.Columns)
{
object bValue;
if (!b.Columns.TryGetValue(kvp.Key, out bValue))
return false; // key missing in b
if (!Equals(kvp.Value, bValue))
return false; // value is different
}
return true;
}
That way you don't need to order the entries (which is a O(n log n) operation) : you only need to enumerate the entries in the first dictionary (O(n)) and try to retrieve values by key in the second dictionary (O(1)), so the overall complexity is O(n).
Also, note that your GetHashCode method is incorrect: in most cases it will return different values for different dictionary instances, even if they have the same content. And if the hashcode is different, Equals will never be called... You have several options to implement it correctly, none of them ideal:
build the hashcode from the content of the dictionary: would be the best option, but it's slow, and GetHashCode needs to be fast
always return the same value, that way Equals will always be called: very bad if you want to use this comparer in a hashtable/dictionary/hashset, because all instances will fall in the same bucket, resulting in O(n) access instead of O(1)
return the Count of the dictionary (as suggested by digEmAll): it won't give a great distribution, but still better than always returning the same value, and it satisfies the constraint for GetHashCode (i.e. objects that are considered equal should have the same hashcode; two "equal" dictionaries have the same number of items, so it works)
Something like this comes to mind, but there might be something more efficient:
public static bool Equals<TKey, TValue>(IDictionary<TKey, TValue> x,
IDictionary<TKey, TValue> y)
{
return x.Keys.Intersect(y.Keys).Count == x.Keys.Count &&
x.Keys.All(key => Object.Equals(x[key], y[key]));
}
It seems good to me, perhaps not the fastest but working.
You just need to change the GetHashCode implementation that is wrong.
For example you could return obj.Columns.Count.GetHashCode()

C# Distinct on IEnumerable<T> with custom IEqualityComparer

Here's what I'm trying to do. I'm querying an XML file using LINQ to XML, which gives me an IEnumerable<T> object, where T is my "Village" class, filled with the results of this query. Some results are duplicated, so I would like to perform a Distinct() on the IEnumerable object, like so:
public IEnumerable<Village> GetAllAlliances()
{
try
{
IEnumerable<Village> alliances =
from alliance in xmlDoc.Elements("Village")
where alliance.Element("AllianceName").Value != String.Empty
orderby alliance.Element("AllianceName").Value
select new Village
{
AllianceName = alliance.Element("AllianceName").Value
};
// TODO: make it work...
return alliances.Distinct(new AllianceComparer());
}
catch (Exception ex)
{
throw new Exception("GetAllAlliances", ex);
}
}
As the default comparer would not work for the Village object, I implemented a custom one, as seen here in the AllianceComparer class:
public class AllianceComparer : IEqualityComparer<Village>
{
#region IEqualityComparer<Village> Members
bool IEqualityComparer<Village>.Equals(Village x, Village y)
{
// Check whether the compared objects reference the same data.
if (Object.ReferenceEquals(x, y))
return true;
// Check whether any of the compared objects is null.
if (Object.ReferenceEquals(x, null) || Object.ReferenceEquals(y, null))
return false;
return x.AllianceName == y.AllianceName;
}
int IEqualityComparer<Village>.GetHashCode(Village obj)
{
return obj.GetHashCode();
}
#endregion
}
The Distinct() method doesn't work, as I have exactly the same number of results with or without it. Another thing, and I don't know if it's usually possible, but I cannot step into AllianceComparer.Equals() to see what could be the problem.
I've found examples of this on the Internet, but I can't seem to make my implementation work.
Hopefully, someone here might see what could be wrong here!
Thanks in advance!
The problem is with your GetHashCode. You should alter it to return the hash code of AllianceName instead.
int IEqualityComparer<Village>.GetHashCode(Village obj)
{
return obj.AllianceName.GetHashCode();
}
The thing is, if Equals returns true, the objects should have the same hash code which is not the case for different Village objects with same AllianceName. Since Distinct works by building a hash table internally, you'll end up with equal objects that won't be matched at all due to different hash codes.
Similarly, to compare two files, if the hash of two files are not the same, you don't need to check the files themselves at all. They will be different. Otherwise, you'll continue to check to see if they are really the same or not. That's exactly what the hash table that Distinct uses behaves.
Or change the line
return alliances.Distinct(new AllianceComparer());
to
return alliances.Select(v => v.AllianceName).Distinct();

Categories