Programming in C#
Equality
What does it mean for to variables to be equal:
Numeric types – easy
Strings – some caveats
Employee records - ?
Equality
Two basic types of equality:
Value equality
Two variables are equal if they have the same value
(mean the same thing).
Referential equality
Two variables are equal if they refer to the same instance (pointer or storage equality).
Difference:
Are two 2008 Lamborghini Gallardo’s equal?
Theoretically, it depends on the context .
Default Equality
As expected, all value types have valuebased equality.
double a = 1.2; double b = 1.2; bool areEqual = a == b; // true.
Strings also have value equality.
string name = “Crawfis” ; string instructor = “Crawfis” ; bool areEqual = a == b; // true.
Default Equality
What is the default equality for classes?
In C++ there is none.
In C# there is. It is referential equality.
class foo {…}; foo A = new foo(); foo B = new foo(); bool areEqual = A == B; // false .
object C = A; // C refers to the same instance as A.
bool areEqual = C == A; // true .
Default Equality
Subtleties: int [] a = {0,1,2,3}; int [] b = {0,1,2,3}; int [] a = {0,1,2,3}; int [] b = a; int [] a = null ; int [] b = null ; a == b => false a == b => true a == b => true!
Default Equality
The default equality for structs is simply the pairwise comparison between each of its fields.
That is, two structs are equal if all of their fields are equal.
Value-based field are compared by value.
Reference fields are compared by reference
(by default).
Testing for Equality
There are actually five protocols or methods that you can use to test for equality.
They may provide different results!!!
Witness one says they are the same.
Witness two says they are different.
Testing for Equality
Operators for equality (== and !=).
Recall that all operators are defined as static methods for a type.
If there are different types on each side of the conditional, the compiler decides which type to use.
All types have these operators defined.
Unlike C++.
Testing for Equality
The Object.Equals method exists for all types.
It is virtual and hence can be overridden.
Determines at runtime which type’s
Equals method is called (Polymorphic).
int x = 5; object y = 5; x == y => compile time error x.Equals(y) => true y.Equals(x) => true
Note: x is boxed!
Testing for Equality
Why have both of these?
If a variable is null, calling Equals on it will result in a run-time exception.
There is overhead associated with virtual function calls (and all function calls).
The == operator can be statically inlined.
Sometimes we want different behavior:
We both own the same car (equals) but mine is not yours (not equals).
Testing for Equality
There are also two static methods in the object class.
static bool object .Equals( object o1, object o2);
Simply calls o1.Equals if o1 != null .
static bool object .ReferenceEquals( object o1, object o2);
Since Equals can be overridden, this provides a forced reference equality check.
Note: object.ReferenceEquals(5,5) = false!
The IEquatable<T> interface
Although the System.Object.Equals method can be applied to any type it will force a boxing of value types.
The IEquatable<T> interface allows value types which implement the interface to be called using a.Equals(b) without the boxing.
Used as a generic constraint on user classes: class Test<T> where T : IEquatable<T>
Overriding Equality
In general, do not change the default behavior (semantics).
Implementing the default behavior for structs and the IComparable<T> interface can avoid boxing and provide good performance improvements.
Some immutable types may want different semantics: string, DateTime
Overriding Equality
But what if I have Employee records and I want to check if two instances are equal?
Do not build this into the Employee class.
Use plug-in comparison classes to dynamically specify the behavior you want.
This is what is used in the collection classes.
Equality Semantics
If you override the semantics, then you must also override the hash code algorithm.
There are several rules that you should make sure you follow for each of ==,
Equals, and GetHashCode.
If you override one of these you should probably override them all.
Overriding GetHashCode
Rules for GetHashCode:
Consistency – it must return the same value if called repeated on the same object.
Even if you change the object!!!!
Base it on an immutable value of the object.
Equality – it must return the same value on two objects for which Equals returns true.
Robust – it should not throw exceptions.
Efficient – GetHashCode should generate a random distribution among all inputs.
Overriding GetHashCode
For reference types, each instance has a unique hash-code based on the storage location.
Can add it to a Collection (Dictionary), change the contents, and still get it back out using the hash code.
If you override the hash code based on content rather than storage location, then the instance may need to be removed from the Dictionary, changed and added back.
Overriding GetHashCode
Structs and value types are different, since they are never changed in-place, they are copied out, modified and copied back in.
Hence this problem exists regardless of whether you override GetHashCode.
struct X { public int x; }
Dictionary < X , int > test = new Dictionary < X , int >();
X t1 = new X (); test[t1] = 5; t1.x = 3; test[t1] = 4;
Adds a new entry to the dictionary
Overriding Equals
Rules for overriding equals:
An object should equal itself (reflexive).
An object can not equal null
Since it is an instance method call.
Unless it is a Nullable type.
Equality is commutative and transitive.
a == b => b == a; b == c => a ==c;
Equality operations are repeatable
Equality is robust – no exceptions.
Overriding == and !=
You should always override == for value types for efficiency.
You should never (or rarely) override it for reference types.
Rules for overriding ==
a != b should be equal to !(a == b).
It should have the same semantics as
Equals.
Hence the previous rules apply.
Example - Craps
{ namespace OSU.Gambling.Craps
struct DiceRoll : IEquatable < DiceRoll >
{
{ internal DiceRoll( int die1, int die2) this .die1 = die1; this .die2 = die2;
} private int die1, die2;
Example - Craps
Alas structs
I’ve never played this game.
{ namespace
I really want to
OSU.Gambling.Craps
constructor this constructor struct DiceRoll : IEquatable < DiceRoll >
{
{ internal DiceRoll( int die1, int die2) this .die1 = die1; this .die2 = die2;
} private int die1, die2;
Requires two dice.
Example - Craps public int Die1 { get { return die1+1; } } public int Die2 { get { return die2+1; } }
Add one to allow for a default value of zero.
Error checking should be done to ensure that die1 and die2 lie between 0 and 5.
Example - Craps
}
{ public bool Equals( DiceRoll other) return die1 == other.die1 && die2 == other.die2
|| die1 == other.die2 && die2 == other.die1;
{
} public override bool Equals( object other) if (!(other is DiceRoll )) return false ; return Equals(( DiceRoll )other); // unbox the struct and compare.
Example - Craps
}
{ public static bool operator ==( DiceRoll die1, DiceRoll die2) return die1.Equals(die2);
{
} public static bool operator !=( DiceRoll die1, DiceRoll die2) return !die1.Equals(die2);
Example - Craps
}
{ public override int GetHashCode() return die1*11 + die2;
}
{ public override int GetHashCode() if (die1 > die2) return 11 * die1 + die2; else return 11 * die2 + die1;
Example - Craps
}
{ public override int GetHashCode() return die1*11 + die2;
}
{ public override int GetHashCode() if (die1 > die2) return 11 * die1 + die2; else return 11 * die2 + die1;
Example - Craps
}
}
{ public static DiceRoll RollDice()
DiceRoll roll = new DiceRoll (); roll.die1 = random.Next(0,5); roll.die2 = random.Next(0,5); return roll;
}
{ private static readonly Random random; static DiceRoll() random = new Random (System.
DateTime .Now.Millisecond);
Design Principle
The previous code illustrated a good design principle you should follow:
Ensure that zero is a valid state for all value types.
Dice only have values from 1 to 6, so to make 0 a valid state we add one on the output.
Avoiding all of this
The previous example can be made trivial and avoid all of this by simply requiring that die1 always be greater than die2 in the implementation.
Control the creation.
Works theoretically, but you may want the die to look more random for presentation purposes.
Example2 – Craps class
…
{ public class DiceRoll : IEquatable < DiceRoll >
}
{ public bool Equals( DiceRoll other) if (other == null ) return false ; return (die1 == other.die1 && die2 == other.die2)
|| (die1 == other.die2 && die2 == other.die1);
Example2 – Craps class
{ public override bool Equals( object other) if (other == null ) return false ; if ( object .ReferenceEquals( this , other)) return true ; if ( this .GetType() != other.GetType()) return false ; return Equals(other as DiceRoll );
}
…
Example2 – Craps class
}
{
… public static DiceRoll RollDice() return new DiceRoll (random.Next(0,5), random.Next(0,5));
The only way to create a DiceRoll now.
Programming in C#
Comparison
Comparing two instances of a type has many of the same properties and pitfalls as testing for equality.
Equality is generally more fussy.
Only two protocols for a type providing its own comparison:
The IComparable interface
The > and < operators
IComparable
The IComparable<T> and IComparable interfaces allow for sorting or ordering of a collection.
They are used in the Array.Sort method.
} public interface IComparable <T>{ int CompareTo (T other); // -1 if this < other, 0 if this == other, 1 if this > other
5.CompareTo(7) => -1
“World”.CompareTo(“Hello”) => 1
32.CompareTo(8*4) => 0
IComparable
Classes implementing IComparable are
Values types like Int32, Double, DateTime,
…
The class Enum as base class of all enumeration types
The class String
Defines a type to be is-a IComparable.
The > and < operators
Value types that have a clear context independent concept of less than and greater than should implement the < and
> operators.
These are compiled statically into the code, making value types more efficient.
Programming in C#
(proposed course for 459 Programming in C#)
IComparer
IComparer is used to provide pluggable (or interchangable) comparisons.
Used with a type, not part of the type.
} public interface IComparer { int Compare ( object x, object y); // -1 if x < y, 0 if x == y, 1 if x > y
IComparer implementations:
Comparer, CaseInsensitiveComparer: for string comparisons
Custom IComparer
Creation of table of strings: string[][] Table = { new string[] {"John", "Dow", "programmer"}, new string[] {"Bob", "Smith", "agent"}, new string[] {"Jane", "Dow", "assistant"}, new string[] {"Jack", "Sparrow", "manager"}
};
Printing the table: foreach (string[] Row in Table) {
Console.WriteLine( String.Join
(", ", Row));
}
Custom IComparer
Comparer for single table (array) column: class ArrayComparer<T> : IComparer<T[]> where T : IComparable<T> { private int m_Index; public ArrayComparer( int index) { this>index = index;
} public int Compare(T[] x, T[] y) { return x[index ].CompareTo( y[index ] );
}
}
Printing the table:
Array.Sort(Employees, new ArrayComparer< string >(2));
} foreach (string[] Row in Employees) {
Console.WriteLine(String.Join(", ", Row));
Bob, Smith, agent
Jane, Dow, assistant
Jack, Sparrow, manager
John, Dow, programmer
Custom IComparer
Implement IComparable and IComparable<T>
} public interface IComparable { int CompareTo(object obj); // -1: this < obj, 0: this == obj, 1: this > obj
} public interface IComparable<T> { int CompareTo(T obj); // -1: this < obj, 0: this == obj, 1: this > obj class Fraction : IComparable, IComparable<Fraction> { private int n, d;
} public int CompareTo(object o) { return CompareTo((Fraction) o);
}
} public int CompareTo(Fraction f) { return n*f.d
– f.n*d