I have several columns in a listview but I am just so dummb to think up a logical sorting method to both sort items out alphabetically and numerically. Because in case of numerical values
I'd like a column's content such as:
111
13
442
23
214
to be:
13
23
111
214
442
My current sorting class looks like this:
class itemsorter:IComparer
{
public int compare (object a, object b)
{
return string.compare(((lvitem)a).text,((lvitem)b).text));
}
}
Parse your Strings to numbers before doing the comparison, in which case you can simply return the difference of the 2 numbers as your result from the compare method.
As it sounds like you still want to sort both alphabetical and numerical values, this would have to be a combined, hybrid approach with the above - such that numbers are sorted against numbers, and alphabetical values with alphabetical. You'd just need to choose which takes precedence, such that either numerical or alphabetical values always come first - necessary to maintain a stable and reflexive sort. (For example, if a is a number, and b is a non-number, return 1. If a is a non-number, and b is a number, return -1. Else, they must be of equal types, and then you can defer to the type-specific sorting.)
As ziesemer said, you can take my sample code as below, hope this will give you a hand.
class itemsorter : IComparer
{
public int compare(object a, object b)
{
int resultA, resultB;
bool markA = int.TryParse(((lvitem)a).text, out resultA);
bool markB = int.TryParse(((lvitem)b).text, out resultB)
// They are number.
if (markA && markB)
{
if (resultA > resultB)
return 1;
else if (resultA < resultB)
return -1;
else
return 0;
}
// a can convert to number,
// b can't.
if (markA && !markB)
{
return 1;
}
// b can convert to number,
// a can't.
if(!markA && markB)
{
return -1;
}
}
}
Related
I'm working on an implementation of the A-star algorithm in C# in Unity.
I need to evaluate a collection of Node :
class Node
{
public Cell cell;
public Node previous;
public int f;
public int h;
public Node(Cell cell, Node previous = null, int f = 0, int h = 0)
{
this.cell = cell;
this.previous = previous;
this.f = f;
this.h = h;
}
}
I have a SortedSet which allows me to store several Node, sorted by h property. Though, I need to be able to store two nodes with the same h property. So I've implemented a specific IComparer, in a way that allow me sorting by h property, and triggerring equality only when two nodes are representing the exact same cell.
class ByHCost : IComparer<Node>
{
public int Compare(Node n1, Node n2)
{
int result = n1.h.CompareTo(n2.h);
result = (result == 0) ? 1 : result;
result = (n1.cell == n2.cell) ? 0 : result;
return result;
}
}
My problem : I have a hard time to remove things from my SortedSet (I named it openSet).Here is an example:
At some point in the algorithm, I need to remove a node from the list based on some criteria (NB: I use isCell127 variable to focus my debug on an unique cell)
int removedNodesNb = openSet.RemoveWhere((Node n) => {
bool isSame = n.cell == candidateNode.cell;
bool hasWorseCost = n.f > candidateNode.f;
if(isCell127)
{
Debug.Log(isSame && hasWorseCost); // the predicate match exactly one time and debug.log return true
}
return isSame && hasWorseCost;
});
if(isCell127)
{
Debug.Log($"removed {removedNodesNb}"); // 0 nodes where removed
}
Here, the removeWhere method seems to find a match, but doesn't remove the node.
I tried another way :
Node worseNode = openSet.SingleOrDefault(n => {
bool isSame = n.cell == candidateNode.cell;
bool hasWorseCost = n.f > candidateNode.f;
return isSame && hasWorseCost;
});
if(isCell127)
{
Debug.Log($"does worseNode exists ? {worseNode != null}"); // Debug returns true, it does exist.
}
if(worseNode != null)
{
if(isCell127)
{
Debug.Log($"openSet length {openSet.Count}"); // 10
}
openSet.Remove(worseNode);
if(isCell127)
{
Debug.Log($"openSet length {openSet.Count}"); // 10 - It should have been 9.
}
}
I think the problem is related to my pretty unusual IComparer, but I can't figure whats exatcly the problem.
Also, I would like to know if there is a significative performance improvment about using an auto SortedSet instead of a manually sorted List, especially in the A-star algorithm use case.
If i write your test you do:
n1.h < n2.h
n1.cell = n2.cell -> final result = 0
n1.h > n2.h
n1.cell = n2.cell -> final result = 0
n1.h = n2.h
n1.cell != n2.cell -> final result = 1
n1.h < n2.h
n1.cell != n2.cell -> final result = -1
n1.h > n2.h
n1.cell != n2.cell -> final result = 1
when you have equality on h value (test number 3) you choose to have always the same result -> 1. so its no good you have to have another test on cell to clarify the position bacause there is a confusion with other test which gives the same result (test number 5)
So i could test with sample, but i am pretty sure you break the Sort.
So if you clarify the test, i suggest you to use Linq with a list...its best performance.
I'll answer my own topic because I've a pretty complete one.
Comparison
The comparison of the IComparer interface needs to follow some rules. Like #frenchy said, my own comparison was broken. Here are math fundamentals of a comparison I totally forgot (I found them here):
1) A.CompareTo(A) must return zero.
2) If A.CompareTo(B) returns zero, then B.CompareTo(A) must return zero.
3) If A.CompareTo(B) returns zero and B.CompareTo(C) returns zero, then A.CompareTo(C) must return zero.
4) If A.CompareTo(B) returns a value other than zero, then B.CompareTo(A) must return a value of the opposite sign.
5) If A.CompareTo(B) returns a value x not equal to zero, and B.CompareTo(C) returns a value y of the same sign as x, then A.CompareTo(C) must return a value of the same sign as x and y.
6) By definition, any object compares greater than (or follows) null, and two null references compare equal to each other.
In my case, rule 4) - symetry - was broken.
I needed to store multiple node with the same h property, but also to sort by that h property. So, I needed to avoid equality when h property are the same.
What I decided to do, instead of a default value when h comparison lead to 0 (which broke 4th rule), is refine the comparison in a way that never lead to 0 with a unique value foreach node instance. Well, this implementation is probably not the best, maybe there is something better to do for a unique value, but here is what I did.
private class Node
{
private static int globalIncrement = 0;
public Cell cell;
public Node previous;
public int f;
public int h;
public int uid;
public Node(Cell cell, Node previous = null, int f = 0, int h = 0)
{
Node.globalIncrement++;
this.cell = cell;
this.previous = previous;
this.f = f;
this.h = h;
this.uid = Node.globalIncrement;
}
}
private class ByHCost : IComparer<Node>
{
public int Compare(Node n1, Node n2)
{
if(n1.cell == n2.cell)
{
return 0;
}
int result = n1.h.CompareTo(n2.h);
result = (result == 0) ? n1.uid.CompareTo(n2.uid) : result; // Here is the additional comparison which never lead to 0. Depending on use case and number of object, it would be better to use another system of unique values.
return result;
}
}
RemoveWhere method
RemoveWhere use a predicate to look into the collection so I didn't think it cares about comparison. But RemoveWhere use internally Remove method, which do care about the comparison. So, even if the RemoveWhere have found one element, if your comparison is inconstent, it will silently pass its way. That's a pretty weird implementation, no ?
Consider the following class
public class X
{
//Unique per set / never null
public ulong A { get; set; }
//Unique per set / never null
public string B { get; set; }
//Combination of C and D is Unique per set / both never null
public string C { get; set; }
public string D { get; set; }
public override bool Equals(object obj)
{
var x = (X)obj;
if (A == x.A || B==x.B)
return true;
if (C+D==x.C+x.D)
return true;
return false;
}
public override int GetHashCode()
{
return 0;
}
}
I can't think of writing a hash function in which the combination of comments over the properties above apply, just like in the Equals function, in that case is my best bet returning a 0 from the GetHashCode or am I missing something?
This is not possible. This is fundamental problem. In fact it is possible, but it is VERY hard problem to solve.
Explanation
Just think about it in reverse, in which cases your objects are NOT equal? From code I can see what they are equal by this expression:
return A == x.A || B==x.B || (C+D)==(x.C+x.D)
And not equal expression:
return A!=x.A && B!=x.B && (C+D)!=(x.C+x.D)
So your hash should be same for any particular value in equality expression and same for any particular value in not equality expression. Values can vary to infinity.
The only real possible solution for both expressions is constant value. But this solution is not optional in performance cause it will just evaporate every meaning of GetHashCode override.
Consider using IEqualityComperer interface, and equality alghorithms for task you are solving.
I think best solution to find equal objects is Indexing. You can see for example how databases are made, and how they use bit-indexing.
Why hashes is so cruel?
If it were possible, all databases in the world would easily hash everything in single hash table, and all problems with fast access will be solved.
For example, imagine your object not as object with properties but as entire object state (for example 32 boolean properties can be represented as integer).
Hash function calculates hash based on this state, but in your case you explicitely tell that some states from it's space is actually equal:
class X
{
bool A;
bool B;
}
Your space is:
A B
false false -> 0
false true -> 1
true false -> 2
true true -> 3
If you define equality like this:
bool Equal(X x) { return x.A == A || x.B == B; }
You basicaly define this state equality:
0 == 0
0 == 1
0 == 2
0 != 3
1 == 0
1 == 1
1 != 2
1 == 3
2 == 0
2 != 1
2 == 2
2 == 3
3 != 0
3 == 1
3 == 2
3 == 3
This sets should have same hash: {0,1,2} {0,1,3} {0,2,3} {1,2,3}
So, all your sets should be EQUAL in hash. This concludes that this is impossible to create Hash function better than constant value.
In this case, I would say that the hash code that defines an object as unique (i.e. overriding GetHashCode) shouldn't be the one used for your specific HashSet.
In other words, you should consider two instances of your class equal if their properties are all equal (not if any of the properties match). But then, if you want to group them by a certain criteria, use a specific implementation of IEqualityComparer<X>.
Also, strongly consider making the class immutable.
Apart from that, the only hash code I believe will really will work is constant. Anything trying to be smarter than that will fail:
// if any of the properties match, consider the class equal
public class AnyPropertyEqualityComparer : IEqualityComparer<X>
{
public bool Equals(X x, X y)
{
if (object.ReferenceEquals(x, y))
return true;
if (object.ReferenceEquals(y, null) ||
object.ReferenceEquals(x, null))
return false;
return (x.A == y.A ||
x.B == y.B ||
(x.C + x.D) == (y.C + y.D));
}
public int GetHashCode(X x)
{
return 42;
}
}
Since you will have to evaluate all properties in any case, a HashSet will not help much in this case and you might as well use a plain List<T> (in which case insertion of a list of items into a "hashset" will degrade to O(n*n).
You could consider creating an anonymous type and then returning the hashcode from that:
public override int GetHashCode()
{
// Check that an existing code hasn't already been returned
return new { A, B, C + D }.GetHashCode();
}
Make sure you create some automated tests to verify that objects with the same values return the same hashcode.
Bear in mind that once the hashcode is given out, you must continue to return that code and not a new one.
I have a collection which is a permutation of two unique orders, where OrderId is unique. Thus it contains the Order1 (Id = 1) and Order2 (Id = 2) as both 12 and 21. Now while processing a routing algorithm, few conditions are checked and while a combination is included in the final result, then its reverse has to be ignored and needn't be considered for processing. Now since the Id is an integer, I have created a following logic:
private static int GetPairKey(int firstOrderId, int secondOrderId)
{
var orderCombinationType = (firstOrderId < secondOrderId)
? new {max = secondOrderId, min = firstOrderId}
: new { max = firstOrderId, min = secondOrderId };
return (orderCombinationType.min.GetHashCode() ^ orderCombinationType.max.GetHashCode());
}
In the logic, I create a Dictionary<int,int>, where key is created using the method GetPairKey shown above, where I ensure that out of given combination they are arranged correctly, so that I get the same Hashcode, which can be inserted and checked for an entry in a Dictionary, while its value is dummy and its ignored.
However above logic seems to have a flaw and it doesn't work as expected for all the logic processing, what am I doing wrong in this case, shall I try something different to create a Hashcode. Is something like following code a better choice, please suggest
Tuple.Create(minOrderId,maxOrderId).GetHashCode, following is relevant code usage:
foreach (var pair in localSavingPairs)
{
var firstOrder = pair.FirstOrder;
var secondOrder = pair.SecondOrder;
if (processedOrderDictionary.ContainsKey(GetPairKey(firstOrder.Id, secondOrder.Id))) continue;
Adding to the Dictionary, is the following code:
processedOrderDictionary.Add(GetPairKey(firstOrder.Id, secondOrder.Id), 0); here the value 0 is dummy and is not used
You need a value that can uniquely represent every possible value.
That is different to a hash-code.
You could uniquely represent each value with a long or with a class or struct that contains all of the appropriate values. Since after a certain total size using long won't work any more, let's look at the other approach, which is more flexible and more extensible:
public class KeyPair : IEquatable<KeyPair>
{
public int Min { get; private set; }
public int Max { get; private set; }
public KeyPair(int first, int second)
{
if (first < second)
{
Min = first;
Max = second;
}
else
{
Min = second;
Max = first;
}
}
public bool Equals(KeyPair other)
{
return other != null && other.Min == Min && other.Max == Max;
}
public override bool Equals(object other)
{
return Equals(other as KeyPair);
}
public override int GetHashCode()
{
return unchecked(Max * 31 + Min);
}
}
Now, the GetHashCode() here will not be unique, but the KeyPair itself will be. Ideally the hashcodes will be very different to each other to better distribute these objects, but doing much better than the above depends on information about the actual values that will be seen in practice.
The dictionary will use that to find the item, but it will also use Equals to pick between those where the hash code is the same.
(You can experiment with this by having a version for which GetHashCode() always just returns 0. It will have very poor performance because collisions hurt performance and this will always collide, but it will still work).
First, 42.GetHashCode() returns 42. Second, 1 ^ 2 is identical to 2 ^ 1, so there's really no point in sorting numbers. Third, your "hash" function is very weak and produces a lot of collisions, which is why you're observing the flaws.
There are two options I can think of right now:
Use a slightly "stronger" hash function
Replace your Dictionary<int, int> key with Dictionary<string, int> with keys being your two sorted numbers separated by whatever character you prever -- e.g. 56-6472
Given that XOR is commutative (so (a ^ b) will always be the same as (b ^ a)) it seems to me that your ordering is misguided... I'd just
(new {firstOrderId, secondOrderId}).GetHashCode()
.Net will fix you up a good well-distributed hashing implementation for anonymous types.
I want to implement a custom string IComparer in C# and apply it to a ComboBox.
Actual Results
If I set the ComboBox's Sorted property to true, the output is :
A
AA
AAA
B
BB
BBB
Wanted Results
The wanted behavior of the sorting algorithm is the following (financial developers will understand why :) ) :
AAA
AA
A
BBB
BB
B
Question
Is it possible to do it ? Are sorting algorithms needed here ?
PS : I don't need a complete answer with code, i just need an idea of how it might be done ..
EDIT
This is about credit ratings. I've omitted something in my question. The ratings have to be sorted in this order :
XXX
XX+
XX
XX-
X+
X
X-
with X in ('A','B','C') and 'A' > 'B' > 'C'
Here's a mostly implemented version:
public class MyComparer : IComparer<string>
{
public int Compare(string x, string y)
{
//todo null checks on input
var pairs = x.Zip(y, (a, b) => new { x = a, y = b });
foreach (var pair in pairs)
{
int value = pair.x.CompareTo(pair.y);
if (value != 0)
return value;
}
//if we got here then either they are the same,
//or one starts with the other
return y.Length.CompareTo(x.Length); //note x and y are reversed here
}
}
So this uses Zip to get the pairs of chars from each corresponding string until one ends, returning the appropriate value if they aren't equal. If it makes it past that then one string start with the other. For a traditional string comparison we'd just compare the lengths in the same order as the input parameters. Since we're essentially reversing the order based on length, note that the x and y are swapped on the last line. That reverses the comparison logic.
Assuming this is for credit ratings, normally this is done by having a "sort order" column on the CreditRating class that you could use to sort the list before assigning it as the data source of the drop-down.
But, a quick workaround (based on the limited possible values) would be to sort by the first letter ascending, then by the length of the string descending:
if(left[0] != right[0])
return left[0].CompareTo(right[0]);
else
return right.Length - left.Length;
Another workaround if you want more control over the order is to create a list of possible values in the "right" order and then use that to sort the list:
public class MyComparer : IComparer<string>
{
private static readonly string[] Ratings = new [] {
"CC","C","CCC-","CCC","CCC+",
"B-","B","B+","BB-","BB","BB+","BBB-","BBB","BBB+",
"A-","A","A+","AA-","AA","AA+","AAA"};
// reverse the order so that any strings not found will be put at the end.
public int Compare(string left, string right)
{
return Array.IndexOf(Ratings, right).CompareTo(Array.IndexOf(Ratings, left));
}
}
Write the IComparer so that it takes strings but compares per character,
if A[0] == B[0] go to the next character.
if B[1] == null or A[1] < B[1], return A < B.
if A[1] == null or B[1] < A[1], return B < A.
if equal...continue as needed
public class foo {
int ID { get; set; }
byte[] sort { get; set; }
}
public class barMaster {
public void FooSource() {
return List<foo> FromDataSource;
}
public void display() {
List<foo> sortedFoo = FooSource().OrderBy(f => f.sort);
UIElement = sortedFoo;
}
I have a set of objects that contain a byte[] property that I want to OrderBy, however, OrderBy(byte[]) throws an error:
System.ArgumentException: At least one object must implement IComparable.
What can I do to OrderBy byte[] values?
As you've indicated that the arrays are of variable length (as it's a SQL Server hierarchy ID), you absolutely need to create a custom IComparer<byte[]> implementation.
The logic is simple:
Compare the first n bytes of each array byte-for-byte, where n is the number of bytes in the smaller of the two arrays. When a difference is detected between any byte, return the result of the comparison of the different bytes.
If the first n bytes are equal, return the comparison of the lengths of the two arrays.
This way, given a set of data like so:
00 01 02
00 01
01
When sorted, the results you'll get are:
00 01
00 01 02
01
That said, this is what your IComparer<byte[]> implementation will look like:
// I could be wrong in that this is called natural order.
class NaturalOrderByteArrayComparer : IComparer<byte[]>
{
public int Compare(byte[] x, byte[] y)
{
// Shortcuts: If both are null, they are the same.
if (x == null && y == null) return 0;
// If one is null and the other isn't, then the
// one that is null is "lesser".
if (x == null && y != null) return -1;
if (x != null && y == null) return 1;
// Both arrays are non-null. Find the shorter
// of the two lengths.
int bytesToCompare = Math.Min(x.Length, y.Length);
// Compare the bytes.
for (int index = 0; index < bytesToCompare; ++index)
{
// The x and y bytes.
byte xByte = x[index];
byte yByte = y[index];
// Compare result.
int compareResult = Comparer<byte>.Default.Compare(xByte, yByte);
// If not the same, then return the result of the
// comparison of the bytes, as they were the same
// up until now.
if (compareResult != 0) return compareResult;
// They are the same, continue.
}
// The first n bytes are the same. Compare lengths.
// If the lengths are the same, the arrays
// are the same.
if (x.Length == y.Length) return 0;
// Compare lengths.
return x.Length < y.Length ? -1 : 1;
}
}
As an aside, if your byte arrays were guaranteed to be the same length, as an alternative you can dynamically create the order by clause, sorting by the first element, then the second, etc, etc, like so:
static IEnumerable<foo> OrderBySortField(this IEnumerable<foo> items,
int sortLength)
{
// Validate parameters.
if (items == null) throw new ArgumentNullException("items");
if (sortLength < 0) throw
new ArgumentOutOfRangeException("sortLength", sortLength,
"The sortLength parameter must be a non-negative value.");
// Shortcut, if sortLength is zero, return the sequence, as-is.
if (sortLength == 0) return items;
// The ordered enumerable.
IOrderedEnumerable<foo> ordered = items.OrderBy(i => i.sort[0]);
// Cycle from the second index on.
for (int index = 1; index < sortLength; index++)
{
// Copy the index.
int indexCopy = index;
// Sort by the next item in the array.
ordered = ordered.ThenBy(i => i.sort[indexCopy]);
}
// Return the ordered enumerable.
return ordered;
}
And then you can simply call it like so:
// You have to supply the length of the array you're sorting on.
List<foo> sortedFoo = FooSource().
OrderBySortField(sortLength).ToList();
You can't order by the byte[] directly, since arrays don't implement IComparable. You would need to either order by the first byte (ie: OrderBy(f => f.sort[0]) or something else appropriate), or write your own IComparer<byte[]> and use that in the appropriate overload of OrderBy.
I know, it's an old question, but in a specific case, when the byte array contains a number (for example an IP address), the BitConverter class is available:
OrderBy(d => BitConverter.ToInt32(d.bytearray,0))
Source : https://learn.microsoft.com/en-us/dotnet/csharp/programming-guide/types/how-to-convert-a-byte-array-to-an-int
Unfortunately you cannot sort by a byte array as far as I can tell.
What you could do is have your foo class implement IComparable. Then in the overrideen compareTo method, write the comparision for the byte array as you like in your call. You can then replce the Order By with a simple sort:
FooSource().Sort();