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  • yield – Just yet another sexy c# keyword?

    - by George Mamaladze
    yield (see NSDN c# reference) operator came I guess with .NET 2.0 and I my feeling is that it’s not as wide used as it could (or should) be.   I am not going to talk here about necessarity and advantages of using iterator pattern when accessing custom sequences (just google it).   Let’s look at it from the clean code point of view. Let's see if it really helps us to keep our code understandable, reusable and testable.   Let’s say we want to iterate a tree and do something with it’s nodes, for instance calculate a sum of their values. So the most elegant way would be to build a recursive method performing a classic depth traversal returning the sum.           private int CalculateTreeSum(Node top)         {             int sumOfChildNodes = 0;             foreach (Node childNode in top.ChildNodes)             {                 sumOfChildNodes += CalculateTreeSum(childNode);             }             return top.Value + sumOfChildNodes;         }     “Do One Thing” Nevertheless it violates one of the most important rules “Do One Thing”. Our  method CalculateTreeSum does two things at the same time. It travels inside the tree and performs some computation – in this case calculates sum. Doing two things in one method is definitely a bad thing because of several reasons: ·          Understandability: Readability / refactoring ·          Reuseability: when overriding - no chance to override computation without copying iteration code and vice versa. ·          Testability: you are not able to test computation without constructing the tree and you are not able to test correctness of tree iteration.   I want to spend some more words on this last issue. How do you test the method CalculateTreeSum when it contains two in one: computation & iteration? The only chance is to construct a test tree and assert the result of the method call, in our case the sum against our expectation. And if the test fails you do not know wether was the computation algorithm wrong or was that the iteration? At the end to top it all off I tell you: according to Murphy’s Law the iteration will have a bug as well as the calculation. Both bugs in a combination will cause the sum to be accidentally exactly the same you expect and the test will PASS. J   Ok let’s use yield! That’s why it is generally a very good idea not to mix but isolate “things”. Ok let’s use yield!           private int CalculateTreeSumClean(Node top)         {             IEnumerable<Node> treeNodes = GetTreeNodes(top);             return CalculateSum(treeNodes);         }             private int CalculateSum(IEnumerable<Node> nodes)         {             int sumOfNodes = 0;             foreach (Node node in nodes)             {                 sumOfNodes += node.Value;             }             return sumOfNodes;         }           private IEnumerable<Node> GetTreeNodes(Node top)         {             yield return top;             foreach (Node childNode in top.ChildNodes)             {                 foreach (Node currentNode in GetTreeNodes(childNode))                 {                     yield return currentNode;                 }             }         }   Two methods does not know anything about each other. One contains calculation logic another jut the iteration logic. You can relpace the tree iteration algorithm from depth traversal to breath trevaersal or use stack or visitor pattern instead of recursion. This will not influence your calculation logic. And vice versa you can relace the sum with product or do whatever you want with node values, the calculateion algorithm is not aware of beeng working on some tree or graph.  How about not using yield? Now let’s ask the question – what if we do not have yield operator? The brief look at the generated code gives us an answer. The compiler generates a 150 lines long class to implement the iteration logic.       [CompilerGenerated]     private sealed class <GetTreeNodes>d__0 : IEnumerable<Node>, IEnumerable, IEnumerator<Node>, IEnumerator, IDisposable     {         ...        150 Lines of generated code        ...     }   Often we compromise code readability, cleanness, testability, etc. – to reduce number of classes, code lines, keystrokes and mouse clicks. This is the human nature - we are lazy. Knowing and using such a sexy construct like yield, allows us to be lazy, write very few lines of code and at the same time stay clean and do one thing in a method. That's why I generally welcome using staff like that.   Note: The above used recursive depth traversal algorithm is possibly the compact one but not the best one from the performance and memory utilization point of view. It was taken to emphasize on other primary aspects of this post.

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  • WPF ListBox not binding to INotifyCollectionChanged or INotifyPropertyChanged Events

    - by Gabe Anzelini
    I have the following test code: private class SomeItem{ public string Title{ get{ return "something"; } } public bool Completed { get { return false; } set { } } } private class SomeCollection : IEnumerable<SomeItem>, INotifyCollectionChanged { private IList<SomeItem> _items = new List<SomeItem>(); public void Add(SomeItem item) { _items.Add(item); CollectionChanged(this, new NotifyCollectionChangedEventArgs(NotifyCollectionChangedAction.Reset)); } #region IEnumerable<SomeItem> Members public IEnumerator<SomeItem> GetEnumerator() { return _items.GetEnumerator(); } #endregion #region IEnumerable Members System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator() { return _items.GetEnumerator(); } #endregion #region INotifyCollectionChanged Members public event NotifyCollectionChangedEventHandler CollectionChanged; #endregion } private SomeCollection collection = new SomeCollection(); private void Expander_Expanded(object sender, RoutedEventArgs e) { var expander = (Expander) sender; var list = expander.DataContext as ITaskList; var listBox = (ListBox)expander.Content; //list.Tasks.CollectionChanged += CollectionChanged; collection.Add(new SomeItem()); collection.Add(new SomeItem()); listBox.ItemsSource = collection; } and the XAML the outer listbox gets populated on load. when the expander gets expanded i then set the itemssource property of the inner listbox (the reason i do this hear instead of using binding is this operation is quite slow and i only want it to take place if the use chooses to view the items). The inner listbox renders fine, but it doesn't actually subscribe to the CollectionChanged event on the collection. I have tried this with ICollection instead of IEnumerable and adding INotifyPropertyChanged as well as replacing INotifyCollectionChanged with INotifyPropertyChanged. The only way I can actually get this to work is to gut my SomeCollection class and inherit from ObservableCollection. My reasoning for trying to role my own INotifyCollectionChanged instead of using ObservableCollection is because I am wrapping a COM collection in the real code. That collection will notify on add/change/remove and I am trying to convert these to INotify events for WPF. Hope this is clear enough (its late).

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  • What about optional generic type parameters in C# 5.0?

    - by Lars Corneliussen
    Just a thought. Wouldn't it be useful to have optional type parameters in C#? This would make life simpler. I'm tired of having multiple classes with the same name, but different type parameters. Also VS doesn't support this very vell (file names) :-) This would eliminate the need for a non-generic IEnumerable: interface IEnumerable<out T=object>{ IEnumerator<T> GetEnumerator() } What do you think?

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  • Examples of useful or non-trival dual interfaces

    - by Scott Weinstein
    Recently Erik Meijer and others have show how IObservable/IObserver is the dual of IEnumerable/IEnumerator. The fact that they are dual means that any operation on one interface is valid on the other, thus providing a theoretical foundation for the Reactive Extentions for .Net Do other dual interfaces exist? I'm interested in any example, not just .Net based.

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  • State machines in C#

    - by Sir Psycho
    Hi, I'm trying to work out what's going on with this code. I have two threads iterating over the range and I'm trying to understand what is happening when the second thread calls GetEnumerator(). This line in particular (T current = start;), seems to spawn a new 'instance' in this method by the second thread. Seeing that there is only one instance of the DateRange class, I'm trying to understand why this works. Thanks in advance. class Program { static void Main(string[] args) { var daterange = new DateRange(DateTime.Now, DateTime.Now.AddDays(10), new TimeSpan(24, 0, 0)); var ts1 = new ThreadStart(delegate { foreach (var date in daterange) { Console.WriteLine("Thread " + Thread.CurrentThread.ManagedThreadId + " " + date); } }); var ts2 = new ThreadStart(delegate { foreach (var date in daterange) { Console.WriteLine("Thread " + Thread.CurrentThread.ManagedThreadId + " " + date); } }); Thread t1 = new Thread(ts1); Thread t2 = new Thread(ts2); t1.Start(); Thread.Sleep(4000); t2.Start(); Console.Read(); } } public class DateRange : Range<DateTime> { public DateTime Start { get; private set; } public DateTime End { get; private set; } public TimeSpan SkipValue { get; private set; } public DateRange(DateTime start, DateTime end, TimeSpan skip) : base(start, end) { SkipValue = skip; } public override DateTime GetNextElement(DateTime current) { return current.Add(SkipValue); } } public abstract class Range<T> : IEnumerable<T> where T : IComparable<T> { readonly T start; readonly T end; public Range(T start, T end) { if (start.CompareTo(end) > 0) throw new ArgumentException("Start value greater than end value"); this.start = start; this.end = end; } public abstract T GetNextElement(T currentElement); public IEnumerator<T> GetEnumerator() { T current = start; do { Thread.Sleep(1000); yield return current; current = GetNextElement(current); } while (current.CompareTo(end) < 1); } System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator() { return GetEnumerator(); } }

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  • IList<T> and IReadOnlyList<T>

    - by Safak Gür
    My problem is that I have a method that can take a collection as parameter that, Has a Count property Has an integer indexer (get-only) And I don't know what type should this parameter be. I would choose IList<T> before .NET 4.5 since there is no other indexable collection interface for this and arrays implement it, which is a big plus. But .NET 4.5 introduces the new IReadOnlyList<T> interface and I want my method to support that, too. How can I write this method to support both IList<T> and IReadOnlyList<T> without violating the basic principles like DRY? Can I convert IList<T> to IReadOnlyList<T> somehow in an overload? What is the way to go here? Edit: Daniel's answer gave me some pretty ideas, I guess I'll go with this: public void Do<T>(IList<T> collection) { DoInternal(collection, collection.Count, i => collection[i]); } public void Do<T>(IReadOnlyList<T> collection) { DoInternal(collection, collection.Count, i => collection[i]); } private void DoInternal<T>(IEnumerable<T> collection, int count, Func<int, T> indexer) { // Stuff } Or I could just accept a ReadOnlyList<T> and provide an helper like this: public static class CollectionEx { public static IReadOnlyList<T> AsReadOnly<T>(this IList<T> collection) { if (collection == null) throw new ArgumentNullException("collection"); return new ReadOnlyWrapper<T>(collection); } private sealed class ReadOnlyWrapper<T> : IReadOnlyList<T> { private readonly IList<T> _Source; public int Count { get { return _Source.Count; } } public T this[int index] { get { return _Source[index]; } } public ReadOnlyWrapper(IList<T> source) { _Source = source; } public IEnumerator<T> GetEnumerator() { return _Source.GetEnumerator(); } IEnumerator IEnumerable.GetEnumerator() { return GetEnumerator(); } } } Then I could call Do(array.AsReadOnly())

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  • New features of C# 4.0

    This article covers New features of C# 4.0. Article has been divided into below sections. Introduction. Dynamic Lookup. Named and Optional Arguments. Features for COM interop. Variance. Relationship with Visual Basic. Resources. Other interested readings… 22 New Features of Visual Studio 2008 for .NET Professionals 50 New Features of SQL Server 2008 IIS 7.0 New features Introduction It is now close to a year since Microsoft Visual C# 3.0 shipped as part of Visual Studio 2008. In the VS Managed Languages team we are hard at work on creating the next version of the language (with the unsurprising working title of C# 4.0), and this document is a first public description of the planned language features as we currently see them. Please be advised that all this is in early stages of production and is subject to change. Part of the reason for sharing our plans in public so early is precisely to get the kind of feedback that will cause us to improve the final product before it rolls out. Simultaneously with the publication of this whitepaper, a first public CTP (community technology preview) of Visual Studio 2010 is going out as a Virtual PC image for everyone to try. Please use it to play and experiment with the features, and let us know of any thoughts you have. We ask for your understanding and patience working with very early bits, where especially new or newly implemented features do not have the quality or stability of a final product. The aim of the CTP is not to give you a productive work environment but to give you the best possible impression of what we are working on for the next release. The CTP contains a number of walkthroughs, some of which highlight the new language features of C# 4.0. Those are excellent for getting a hands-on guided tour through the details of some common scenarios for the features. You may consider this whitepaper a companion document to these walkthroughs, complementing them with a focus on the overall language features and how they work, as opposed to the specifics of the concrete scenarios. C# 4.0 The major theme for C# 4.0 is dynamic programming. Increasingly, objects are “dynamic” in the sense that their structure and behavior is not captured by a static type, or at least not one that the compiler knows about when compiling your program. Some examples include a. objects from dynamic programming languages, such as Python or Ruby b. COM objects accessed through IDispatch c. ordinary .NET types accessed through reflection d. objects with changing structure, such as HTML DOM objects While C# remains a statically typed language, we aim to vastly improve the interaction with such objects. A secondary theme is co-evolution with Visual Basic. Going forward we will aim to maintain the individual character of each language, but at the same time important new features should be introduced in both languages at the same time. They should be differentiated more by style and feel than by feature set. The new features in C# 4.0 fall into four groups: Dynamic lookup Dynamic lookup allows you to write method, operator and indexer calls, property and field accesses, and even object invocations which bypass the C# static type checking and instead gets resolved at runtime. Named and optional parameters Parameters in C# can now be specified as optional by providing a default value for them in a member declaration. When the member is invoked, optional arguments can be omitted. Furthermore, any argument can be passed by parameter name instead of position. COM specific interop features Dynamic lookup as well as named and optional parameters both help making programming against COM less painful than today. On top of that, however, we are adding a number of other small features that further improve the interop experience. Variance It used to be that an IEnumerable<string> wasn’t an IEnumerable<object>. Now it is – C# embraces type safe “co-and contravariance” and common BCL types are updated to take advantage of that. Dynamic Lookup Dynamic lookup allows you a unified approach to invoking things dynamically. With dynamic lookup, when you have an object in your hand you do not need to worry about whether it comes from COM, IronPython, the HTML DOM or reflection; you just apply operations to it and leave it to the runtime to figure out what exactly those operations mean for that particular object. This affords you enormous flexibility, and can greatly simplify your code, but it does come with a significant drawback: Static typing is not maintained for these operations. A dynamic object is assumed at compile time to support any operation, and only at runtime will you get an error if it wasn’t so. Oftentimes this will be no loss, because the object wouldn’t have a static type anyway, in other cases it is a tradeoff between brevity and safety. In order to facilitate this tradeoff, it is a design goal of C# to allow you to opt in or opt out of dynamic behavior on every single call. The dynamic type C# 4.0 introduces a new static type called dynamic. When you have an object of type dynamic you can “do things to it” that are resolved only at runtime: dynamic d = GetDynamicObject(…); d.M(7); The C# compiler allows you to call a method with any name and any arguments on d because it is of type dynamic. At runtime the actual object that d refers to will be examined to determine what it means to “call M with an int” on it. The type dynamic can be thought of as a special version of the type object, which signals that the object can be used dynamically. It is easy to opt in or out of dynamic behavior: any object can be implicitly converted to dynamic, “suspending belief” until runtime. Conversely, there is an “assignment conversion” from dynamic to any other type, which allows implicit conversion in assignment-like constructs: dynamic d = 7; // implicit conversion int i = d; // assignment conversion Dynamic operations Not only method calls, but also field and property accesses, indexer and operator calls and even delegate invocations can be dispatched dynamically: dynamic d = GetDynamicObject(…); d.M(7); // calling methods d.f = d.P; // getting and settings fields and properties d[“one”] = d[“two”]; // getting and setting thorugh indexers int i = d + 3; // calling operators string s = d(5,7); // invoking as a delegate The role of the C# compiler here is simply to package up the necessary information about “what is being done to d”, so that the runtime can pick it up and determine what the exact meaning of it is given an actual object d. Think of it as deferring part of the compiler’s job to runtime. The result of any dynamic operation is itself of type dynamic. Runtime lookup At runtime a dynamic operation is dispatched according to the nature of its target object d: COM objects If d is a COM object, the operation is dispatched dynamically through COM IDispatch. This allows calling to COM types that don’t have a Primary Interop Assembly (PIA), and relying on COM features that don’t have a counterpart in C#, such as indexed properties and default properties. Dynamic objects If d implements the interface IDynamicObject d itself is asked to perform the operation. Thus by implementing IDynamicObject a type can completely redefine the meaning of dynamic operations. This is used intensively by dynamic languages such as IronPython and IronRuby to implement their own dynamic object models. It will also be used by APIs, e.g. by the HTML DOM to allow direct access to the object’s properties using property syntax. Plain objects Otherwise d is a standard .NET object, and the operation will be dispatched using reflection on its type and a C# “runtime binder” which implements C#’s lookup and overload resolution semantics at runtime. This is essentially a part of the C# compiler running as a runtime component to “finish the work” on dynamic operations that was deferred by the static compiler. Example Assume the following code: dynamic d1 = new Foo(); dynamic d2 = new Bar(); string s; d1.M(s, d2, 3, null); Because the receiver of the call to M is dynamic, the C# compiler does not try to resolve the meaning of the call. Instead it stashes away information for the runtime about the call. This information (often referred to as the “payload”) is essentially equivalent to: “Perform an instance method call of M with the following arguments: 1. a string 2. a dynamic 3. a literal int 3 4. a literal object null” At runtime, assume that the actual type Foo of d1 is not a COM type and does not implement IDynamicObject. In this case the C# runtime binder picks up to finish the overload resolution job based on runtime type information, proceeding as follows: 1. Reflection is used to obtain the actual runtime types of the two objects, d1 and d2, that did not have a static type (or rather had the static type dynamic). The result is Foo for d1 and Bar for d2. 2. Method lookup and overload resolution is performed on the type Foo with the call M(string,Bar,3,null) using ordinary C# semantics. 3. If the method is found it is invoked; otherwise a runtime exception is thrown. Overload resolution with dynamic arguments Even if the receiver of a method call is of a static type, overload resolution can still happen at runtime. This can happen if one or more of the arguments have the type dynamic: Foo foo = new Foo(); dynamic d = new Bar(); var result = foo.M(d); The C# runtime binder will choose between the statically known overloads of M on Foo, based on the runtime type of d, namely Bar. The result is again of type dynamic. The Dynamic Language Runtime An important component in the underlying implementation of dynamic lookup is the Dynamic Language Runtime (DLR), which is a new API in .NET 4.0. The DLR provides most of the infrastructure behind not only C# dynamic lookup but also the implementation of several dynamic programming languages on .NET, such as IronPython and IronRuby. Through this common infrastructure a high degree of interoperability is ensured, but just as importantly the DLR provides excellent caching mechanisms which serve to greatly enhance the efficiency of runtime dispatch. To the user of dynamic lookup in C#, the DLR is invisible except for the improved efficiency. However, if you want to implement your own dynamically dispatched objects, the IDynamicObject interface allows you to interoperate with the DLR and plug in your own behavior. This is a rather advanced task, which requires you to understand a good deal more about the inner workings of the DLR. For API writers, however, it can definitely be worth the trouble in order to vastly improve the usability of e.g. a library representing an inherently dynamic domain. Open issues There are a few limitations and things that might work differently than you would expect. · The DLR allows objects to be created from objects that represent classes. However, the current implementation of C# doesn’t have syntax to support this. · Dynamic lookup will not be able to find extension methods. Whether extension methods apply or not depends on the static context of the call (i.e. which using clauses occur), and this context information is not currently kept as part of the payload. · Anonymous functions (i.e. lambda expressions) cannot appear as arguments to a dynamic method call. The compiler cannot bind (i.e. “understand”) an anonymous function without knowing what type it is converted to. One consequence of these limitations is that you cannot easily use LINQ queries over dynamic objects: dynamic collection = …; var result = collection.Select(e => e + 5); If the Select method is an extension method, dynamic lookup will not find it. Even if it is an instance method, the above does not compile, because a lambda expression cannot be passed as an argument to a dynamic operation. There are no plans to address these limitations in C# 4.0. Named and Optional Arguments Named and optional parameters are really two distinct features, but are often useful together. Optional parameters allow you to omit arguments to member invocations, whereas named arguments is a way to provide an argument using the name of the corresponding parameter instead of relying on its position in the parameter list. Some APIs, most notably COM interfaces such as the Office automation APIs, are written specifically with named and optional parameters in mind. Up until now it has been very painful to call into these APIs from C#, with sometimes as many as thirty arguments having to be explicitly passed, most of which have reasonable default values and could be omitted. Even in APIs for .NET however you sometimes find yourself compelled to write many overloads of a method with different combinations of parameters, in order to provide maximum usability to the callers. Optional parameters are a useful alternative for these situations. Optional parameters A parameter is declared optional simply by providing a default value for it: public void M(int x, int y = 5, int z = 7); Here y and z are optional parameters and can be omitted in calls: M(1, 2, 3); // ordinary call of M M(1, 2); // omitting z – equivalent to M(1, 2, 7) M(1); // omitting both y and z – equivalent to M(1, 5, 7) Named and optional arguments C# 4.0 does not permit you to omit arguments between commas as in M(1,,3). This could lead to highly unreadable comma-counting code. Instead any argument can be passed by name. Thus if you want to omit only y from a call of M you can write: M(1, z: 3); // passing z by name or M(x: 1, z: 3); // passing both x and z by name or even M(z: 3, x: 1); // reversing the order of arguments All forms are equivalent, except that arguments are always evaluated in the order they appear, so in the last example the 3 is evaluated before the 1. Optional and named arguments can be used not only with methods but also with indexers and constructors. Overload resolution Named and optional arguments affect overload resolution, but the changes are relatively simple: A signature is applicable if all its parameters are either optional or have exactly one corresponding argument (by name or position) in the call which is convertible to the parameter type. Betterness rules on conversions are only applied for arguments that are explicitly given – omitted optional arguments are ignored for betterness purposes. If two signatures are equally good, one that does not omit optional parameters is preferred. M(string s, int i = 1); M(object o); M(int i, string s = “Hello”); M(int i); M(5); Given these overloads, we can see the working of the rules above. M(string,int) is not applicable because 5 doesn’t convert to string. M(int,string) is applicable because its second parameter is optional, and so, obviously are M(object) and M(int). M(int,string) and M(int) are both better than M(object) because the conversion from 5 to int is better than the conversion from 5 to object. Finally M(int) is better than M(int,string) because no optional arguments are omitted. Thus the method that gets called is M(int). Features for COM interop Dynamic lookup as well as named and optional parameters greatly improve the experience of interoperating with COM APIs such as the Office Automation APIs. In order to remove even more of the speed bumps, a couple of small COM-specific features are also added to C# 4.0. Dynamic import Many COM methods accept and return variant types, which are represented in the PIAs as object. In the vast majority of cases, a programmer calling these methods already knows the static type of a returned object from context, but explicitly has to perform a cast on the returned value to make use of that knowledge. These casts are so common that they constitute a major nuisance. In order to facilitate a smoother experience, you can now choose to import these COM APIs in such a way that variants are instead represented using the type dynamic. In other words, from your point of view, COM signatures now have occurrences of dynamic instead of object in them. This means that you can easily access members directly off a returned object, or you can assign it to a strongly typed local variable without having to cast. To illustrate, you can now say excel.Cells[1, 1].Value = "Hello"; instead of ((Excel.Range)excel.Cells[1, 1]).Value2 = "Hello"; and Excel.Range range = excel.Cells[1, 1]; instead of Excel.Range range = (Excel.Range)excel.Cells[1, 1]; Compiling without PIAs Primary Interop Assemblies are large .NET assemblies generated from COM interfaces to facilitate strongly typed interoperability. They provide great support at design time, where your experience of the interop is as good as if the types where really defined in .NET. However, at runtime these large assemblies can easily bloat your program, and also cause versioning issues because they are distributed independently of your application. The no-PIA feature allows you to continue to use PIAs at design time without having them around at runtime. Instead, the C# compiler will bake the small part of the PIA that a program actually uses directly into its assembly. At runtime the PIA does not have to be loaded. Omitting ref Because of a different programming model, many COM APIs contain a lot of reference parameters. Contrary to refs in C#, these are typically not meant to mutate a passed-in argument for the subsequent benefit of the caller, but are simply another way of passing value parameters. It therefore seems unreasonable that a C# programmer should have to create temporary variables for all such ref parameters and pass these by reference. Instead, specifically for COM methods, the C# compiler will allow you to pass arguments by value to such a method, and will automatically generate temporary variables to hold the passed-in values, subsequently discarding these when the call returns. In this way the caller sees value semantics, and will not experience any side effects, but the called method still gets a reference. Open issues A few COM interface features still are not surfaced in C#. Most notably these include indexed properties and default properties. As mentioned above these will be respected if you access COM dynamically, but statically typed C# code will still not recognize them. There are currently no plans to address these remaining speed bumps in C# 4.0. Variance An aspect of generics that often comes across as surprising is that the following is illegal: IList<string> strings = new List<string>(); IList<object> objects = strings; The second assignment is disallowed because strings does not have the same element type as objects. There is a perfectly good reason for this. If it were allowed you could write: objects[0] = 5; string s = strings[0]; Allowing an int to be inserted into a list of strings and subsequently extracted as a string. This would be a breach of type safety. However, there are certain interfaces where the above cannot occur, notably where there is no way to insert an object into the collection. Such an interface is IEnumerable<T>. If instead you say: IEnumerable<object> objects = strings; There is no way we can put the wrong kind of thing into strings through objects, because objects doesn’t have a method that takes an element in. Variance is about allowing assignments such as this in cases where it is safe. The result is that a lot of situations that were previously surprising now just work. Covariance In .NET 4.0 the IEnumerable<T> interface will be declared in the following way: public interface IEnumerable<out T> : IEnumerable { IEnumerator<T> GetEnumerator(); } public interface IEnumerator<out T> : IEnumerator { bool MoveNext(); T Current { get; } } The “out” in these declarations signifies that the T can only occur in output position in the interface – the compiler will complain otherwise. In return for this restriction, the interface becomes “covariant” in T, which means that an IEnumerable<A> is considered an IEnumerable<B> if A has a reference conversion to B. As a result, any sequence of strings is also e.g. a sequence of objects. This is useful e.g. in many LINQ methods. Using the declarations above: var result = strings.Union(objects); // succeeds with an IEnumerable<object> This would previously have been disallowed, and you would have had to to some cumbersome wrapping to get the two sequences to have the same element type. Contravariance Type parameters can also have an “in” modifier, restricting them to occur only in input positions. An example is IComparer<T>: public interface IComparer<in T> { public int Compare(T left, T right); } The somewhat baffling result is that an IComparer<object> can in fact be considered an IComparer<string>! It makes sense when you think about it: If a comparer can compare any two objects, it can certainly also compare two strings. This property is referred to as contravariance. A generic type can have both in and out modifiers on its type parameters, as is the case with the Func<…> delegate types: public delegate TResult Func<in TArg, out TResult>(TArg arg); Obviously the argument only ever comes in, and the result only ever comes out. Therefore a Func<object,string> can in fact be used as a Func<string,object>. Limitations Variant type parameters can only be declared on interfaces and delegate types, due to a restriction in the CLR. Variance only applies when there is a reference conversion between the type arguments. For instance, an IEnumerable<int> is not an IEnumerable<object> because the conversion from int to object is a boxing conversion, not a reference conversion. Also please note that the CTP does not contain the new versions of the .NET types mentioned above. In order to experiment with variance you have to declare your own variant interfaces and delegate types. COM Example Here is a larger Office automation example that shows many of the new C# features in action. using System; using System.Diagnostics; using System.Linq; using Excel = Microsoft.Office.Interop.Excel; using Word = Microsoft.Office.Interop.Word; class Program { static void Main(string[] args) { var excel = new Excel.Application(); excel.Visible = true; excel.Workbooks.Add(); // optional arguments omitted excel.Cells[1, 1].Value = "Process Name"; // no casts; Value dynamically excel.Cells[1, 2].Value = "Memory Usage"; // accessed var processes = Process.GetProcesses() .OrderByDescending(p =&gt; p.WorkingSet) .Take(10); int i = 2; foreach (var p in processes) { excel.Cells[i, 1].Value = p.ProcessName; // no casts excel.Cells[i, 2].Value = p.WorkingSet; // no casts i++; } Excel.Range range = excel.Cells[1, 1]; // no casts Excel.Chart chart = excel.ActiveWorkbook.Charts. Add(After: excel.ActiveSheet); // named and optional arguments chart.ChartWizard( Source: range.CurrentRegion, Title: "Memory Usage in " + Environment.MachineName); //named+optional chart.ChartStyle = 45; chart.CopyPicture(Excel.XlPictureAppearance.xlScreen, Excel.XlCopyPictureFormat.xlBitmap, Excel.XlPictureAppearance.xlScreen); var word = new Word.Application(); word.Visible = true; word.Documents.Add(); // optional arguments word.Selection.Paste(); } } The code is much more terse and readable than the C# 3.0 counterpart. Note especially how the Value property is accessed dynamically. This is actually an indexed property, i.e. a property that takes an argument; something which C# does not understand. However the argument is optional. Since the access is dynamic, it goes through the runtime COM binder which knows to substitute the default value and call the indexed property. Thus, dynamic COM allows you to avoid accesses to the puzzling Value2 property of Excel ranges. Relationship with Visual Basic A number of the features introduced to C# 4.0 already exist or will be introduced in some form or other in Visual Basic: · Late binding in VB is similar in many ways to dynamic lookup in C#, and can be expected to make more use of the DLR in the future, leading to further parity with C#. · Named and optional arguments have been part of Visual Basic for a long time, and the C# version of the feature is explicitly engineered with maximal VB interoperability in mind. · NoPIA and variance are both being introduced to VB and C# at the same time. VB in turn is adding a number of features that have hitherto been a mainstay of C#. As a result future versions of C# and VB will have much better feature parity, for the benefit of everyone. Resources All available resources concerning C# 4.0 can be accessed through the C# Dev Center. Specifically, this white paper and other resources can be found at the Code Gallery site. Enjoy! span.fullpost {display:none;}

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  • A Nondeterministic Engine written in VB.NET 2010

    - by neil chen
    When I'm reading SICP (Structure and Interpretation of Computer Programs) recently, I'm very interested in the concept of an "Nondeterministic Algorithm". According to wikipedia:  In computer science, a nondeterministic algorithm is an algorithm with one or more choice points where multiple different continuations are possible, without any specification of which one will be taken. For example, here is an puzzle came from the SICP: Baker, Cooper, Fletcher, Miller, and Smith live on different floors of an apartment housethat contains only five floors. Baker does not live on the top floor. Cooper does not live onthe bottom floor. Fletcher does not live on either the top or the bottom floor. Miller lives ona higher floor than does Cooper. Smith does not live on a floor adjacent to Fletcher's.Fletcher does not live on a floor adjacent to Cooper's. Where does everyone live? After reading this I decided to build a simple nondeterministic calculation engine with .NET. The rough idea is that we can use an iterator to track each set of possible values of the parameters, and then we implement some logic inside the engine to automate the statemachine, so that we can try one combination of the values, then test it, and then move to the next. We also used a backtracking algorithm to go back when we are running out of choices at some point. Following is the core code of the engine itself: Code highlighting produced by Actipro CodeHighlighter (freeware)http://www.CodeHighlighter.com/--Public Class NonDeterministicEngine Private _paramDict As New List(Of Tuple(Of String, IEnumerator)) 'Private _predicateDict As New List(Of Tuple(Of Func(Of Object, Boolean), IEnumerable(Of String))) Private _predicateDict As New List(Of Tuple(Of Object, IList(Of String))) Public Sub AddParam(ByVal name As String, ByVal values As IEnumerable) _paramDict.Add(New Tuple(Of String, IEnumerator)(name, values.GetEnumerator())) End Sub Public Sub AddRequire(ByVal predicate As Func(Of Object, Boolean), ByVal paramNames As IList(Of String)) CheckParamCount(1, paramNames) _predicateDict.Add(New Tuple(Of Object, IList(Of String))(predicate, paramNames)) End Sub Public Sub AddRequire(ByVal predicate As Func(Of Object, Object, Boolean), ByVal paramNames As IList(Of String)) CheckParamCount(2, paramNames) _predicateDict.Add(New Tuple(Of Object, IList(Of String))(predicate, paramNames)) End Sub Public Sub AddRequire(ByVal predicate As Func(Of Object, Object, Object, Boolean), ByVal paramNames As IList(Of String)) CheckParamCount(3, paramNames) _predicateDict.Add(New Tuple(Of Object, IList(Of String))(predicate, paramNames)) End Sub Public Sub AddRequire(ByVal predicate As Func(Of Object, Object, Object, Object, Boolean), ByVal paramNames As IList(Of String)) CheckParamCount(4, paramNames) _predicateDict.Add(New Tuple(Of Object, IList(Of String))(predicate, paramNames)) End Sub Public Sub AddRequire(ByVal predicate As Func(Of Object, Object, Object, Object, Object, Boolean), ByVal paramNames As IList(Of String)) CheckParamCount(5, paramNames) _predicateDict.Add(New Tuple(Of Object, IList(Of String))(predicate, paramNames)) End Sub Public Sub AddRequire(ByVal predicate As Func(Of Object, Object, Object, Object, Object, Object, Boolean), ByVal paramNames As IList(Of String)) CheckParamCount(6, paramNames) _predicateDict.Add(New Tuple(Of Object, IList(Of String))(predicate, paramNames)) End Sub Public Sub AddRequire(ByVal predicate As Func(Of Object, Object, Object, Object, Object, Object, Object, Boolean), ByVal paramNames As IList(Of String)) CheckParamCount(7, paramNames) _predicateDict.Add(New Tuple(Of Object, IList(Of String))(predicate, paramNames)) End Sub Public Sub AddRequire(ByVal predicate As Func(Of Object, Object, Object, Object, Object, Object, Object, Object, Boolean), ByVal paramNames As IList(Of String)) CheckParamCount(8, paramNames) _predicateDict.Add(New Tuple(Of Object, IList(Of String))(predicate, paramNames)) End Sub Sub CheckParamCount(ByVal count As Integer, ByVal paramNames As IList(Of String)) If paramNames.Count <> count Then Throw New Exception("Parameter count does not match.") End If End Sub Public Property IterationOver As Boolean Private _firstTime As Boolean = True Public ReadOnly Property Current As Dictionary(Of String, Object) Get If IterationOver Then Return Nothing Else Dim _nextResult = New Dictionary(Of String, Object) For Each item In _paramDict Dim iter = item.Item2 _nextResult.Add(item.Item1, iter.Current) Next Return _nextResult End If End Get End Property Function MoveNext() As Boolean If IterationOver Then Return False End If If _firstTime Then For Each item In _paramDict Dim iter = item.Item2 iter.MoveNext() Next _firstTime = False Return True Else Dim canMoveNext = False Dim iterIndex = _paramDict.Count - 1 canMoveNext = _paramDict(iterIndex).Item2.MoveNext If canMoveNext Then Return True End If Do While Not canMoveNext iterIndex = iterIndex - 1 If iterIndex = -1 Then Return False IterationOver = True End If canMoveNext = _paramDict(iterIndex).Item2.MoveNext If canMoveNext Then For i = iterIndex + 1 To _paramDict.Count - 1 Dim iter = _paramDict(i).Item2 iter.Reset() iter.MoveNext() Next Return True End If Loop End If End Function Function GetNextResult() As Dictionary(Of String, Object) While MoveNext() Dim result = Current If Satisfy(result) Then Return result End If End While Return Nothing End Function Function Satisfy(ByVal result As Dictionary(Of String, Object)) As Boolean For Each item In _predicateDict Dim pred = item.Item1 Select Case item.Item2.Count Case 1 Dim p1 = DirectCast(pred, Func(Of Object, Boolean)) Dim v1 = result(item.Item2(0)) If Not p1(v1) Then Return False End If Case 2 Dim p2 = DirectCast(pred, Func(Of Object, Object, Boolean)) Dim v1 = result(item.Item2(0)) Dim v2 = result(item.Item2(1)) If Not p2(v1, v2) Then Return False End If Case 3 Dim p3 = DirectCast(pred, Func(Of Object, Object, Object, Boolean)) Dim v1 = result(item.Item2(0)) Dim v2 = result(item.Item2(1)) Dim v3 = result(item.Item2(2)) If Not p3(v1, v2, v3) Then Return False End If Case 4 Dim p4 = DirectCast(pred, Func(Of Object, Object, Object, Object, Boolean)) Dim v1 = result(item.Item2(0)) Dim v2 = result(item.Item2(1)) Dim v3 = result(item.Item2(2)) Dim v4 = result(item.Item2(3)) If Not p4(v1, v2, v3, v4) Then Return False End If Case 5 Dim p5 = DirectCast(pred, Func(Of Object, Object, Object, Object, Object, Boolean)) Dim v1 = result(item.Item2(0)) Dim v2 = result(item.Item2(1)) Dim v3 = result(item.Item2(2)) Dim v4 = result(item.Item2(3)) Dim v5 = result(item.Item2(4)) If Not p5(v1, v2, v3, v4, v5) Then Return False End If Case 6 Dim p6 = DirectCast(pred, Func(Of Object, Object, Object, Object, Object, Object, Boolean)) Dim v1 = result(item.Item2(0)) Dim v2 = result(item.Item2(1)) Dim v3 = result(item.Item2(2)) Dim v4 = result(item.Item2(3)) Dim v5 = result(item.Item2(4)) Dim v6 = result(item.Item2(5)) If Not p6(v1, v2, v3, v4, v5, v6) Then Return False End If Case 7 Dim p7 = DirectCast(pred, Func(Of Object, Object, Object, Object, Object, Object, Object, Boolean)) Dim v1 = result(item.Item2(0)) Dim v2 = result(item.Item2(1)) Dim v3 = result(item.Item2(2)) Dim v4 = result(item.Item2(3)) Dim v5 = result(item.Item2(4)) Dim v6 = result(item.Item2(5)) Dim v7 = result(item.Item2(6)) If Not p7(v1, v2, v3, v4, v5, v6, v7) Then Return False End If Case 8 Dim p8 = DirectCast(pred, Func(Of Object, Object, Object, Object, Object, Object, Object, Object, Boolean)) Dim v1 = result(item.Item2(0)) Dim v2 = result(item.Item2(1)) Dim v3 = result(item.Item2(2)) Dim v4 = result(item.Item2(3)) Dim v5 = result(item.Item2(4)) Dim v6 = result(item.Item2(5)) Dim v7 = result(item.Item2(6)) Dim v8 = result(item.Item2(7)) If Not p8(v1, v2, v3, v4, v5, v6, v7, v8) Then Return False End If Case Else Throw New NotSupportedException End Select Next Return True End FunctionEnd Class    And now we can use the engine to solve the problem we mentioned above:   Code highlighting produced by Actipro CodeHighlighter (freeware)http://www.CodeHighlighter.com/--Sub Test2() Dim engine = New NonDeterministicEngine() engine.AddParam("baker", {1, 2, 3, 4, 5}) engine.AddParam("cooper", {1, 2, 3, 4, 5}) engine.AddParam("fletcher", {1, 2, 3, 4, 5}) engine.AddParam("miller", {1, 2, 3, 4, 5}) engine.AddParam("smith", {1, 2, 3, 4, 5}) engine.AddRequire(Function(baker) As Boolean Return baker <> 5 End Function, {"baker"}) engine.AddRequire(Function(cooper) As Boolean Return cooper <> 1 End Function, {"cooper"}) engine.AddRequire(Function(fletcher) As Boolean Return fletcher <> 1 And fletcher <> 5 End Function, {"fletcher"}) engine.AddRequire(Function(miller, cooper) As Boolean 'Return miller = cooper + 1 Return miller > cooper End Function, {"miller", "cooper"}) engine.AddRequire(Function(smith, fletcher) As Boolean Return smith <> fletcher + 1 And smith <> fletcher - 1 End Function, {"smith", "fletcher"}) engine.AddRequire(Function(fletcher, cooper) As Boolean Return fletcher <> cooper + 1 And fletcher <> cooper - 1 End Function, {"fletcher", "cooper"}) engine.AddRequire(Function(a, b, c, d, e) As Boolean Return a <> b And a <> c And a <> d And a <> e And b <> c And b <> d And b <> e And c <> d And c <> e And d <> e End Function, {"baker", "cooper", "fletcher", "miller", "smith"}) Dim result = engine.GetNextResult() While Not result Is Nothing Console.WriteLine(String.Format("baker: {0}, cooper: {1}, fletcher: {2}, miller: {3}, smith: {4}", result("baker"), result("cooper"), result("fletcher"), result("miller"), result("smith"))) result = engine.GetNextResult() End While Console.WriteLine("Calculation ended.")End Sub   Also, this engine can solve the classic 8 queens puzzle and find out all 92 results for me.   Code highlighting produced by Actipro CodeHighlighter (freeware)http://www.CodeHighlighter.com/--Sub Test3() ' The 8-Queens problem. Dim engine = New NonDeterministicEngine() ' Let's assume that a - h represents the queens in row 1 to 8, then we just need to find out the column number for each of them. engine.AddParam("a", {1, 2, 3, 4, 5, 6, 7, 8}) engine.AddParam("b", {1, 2, 3, 4, 5, 6, 7, 8}) engine.AddParam("c", {1, 2, 3, 4, 5, 6, 7, 8}) engine.AddParam("d", {1, 2, 3, 4, 5, 6, 7, 8}) engine.AddParam("e", {1, 2, 3, 4, 5, 6, 7, 8}) engine.AddParam("f", {1, 2, 3, 4, 5, 6, 7, 8}) engine.AddParam("g", {1, 2, 3, 4, 5, 6, 7, 8}) engine.AddParam("h", {1, 2, 3, 4, 5, 6, 7, 8}) Dim NotInTheSameDiagonalLine = Function(cols As IList) As Boolean For i = 0 To cols.Count - 2 For j = i + 1 To cols.Count - 1 If j - i = Math.Abs(cols(j) - cols(i)) Then Return False End If Next Next Return True End Function engine.AddRequire(Function(a, b, c, d, e, f, g, h) As Boolean Return a <> b AndAlso a <> c AndAlso a <> d AndAlso a <> e AndAlso a <> f AndAlso a <> g AndAlso a <> h AndAlso b <> c AndAlso b <> d AndAlso b <> e AndAlso b <> f AndAlso b <> g AndAlso b <> h AndAlso c <> d AndAlso c <> e AndAlso c <> f AndAlso c <> g AndAlso c <> h AndAlso d <> e AndAlso d <> f AndAlso d <> g AndAlso d <> h AndAlso e <> f AndAlso e <> g AndAlso e <> h AndAlso f <> g AndAlso f <> h AndAlso g <> h AndAlso NotInTheSameDiagonalLine({a, b, c, d, e, f, g, h}) End Function, {"a", "b", "c", "d", "e", "f", "g", "h"}) Dim result = engine.GetNextResult() While Not result Is Nothing Console.WriteLine("(1,{0}), (2,{1}), (3,{2}), (4,{3}), (5,{4}), (6,{5}), (7,{6}), (8,{7})", result("a"), result("b"), result("c"), result("d"), result("e"), result("f"), result("g"), result("h")) result = engine.GetNextResult() End While Console.WriteLine("Calculation ended.")End Sub (Chinese version of the post: http://www.cnblogs.com/RChen/archive/2010/05/17/1737587.html) Cheers,  

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  • Is it possible to implement an infinite IEnumerable without using yield with only C# code?

    - by sinelaw
    This isn't a practical problem, it's more of a riddle. Problem I'm curious to know if there's a way to implement something equivalent to the following, but without using yield: IEnumerable<T> Infinite<T>() { while (true) { yield return default(T); } } Rules You can't use the yield keyword Use only C# itself directly - no IL code, no constructing dynamic assemblies etc. You can only use the basic .NET lib (only mscorlib.dll, System.Core.dll? not sure what else to include). However if you find a solution with some of the other .NET assemblies (WPF?!), I'm also interested. Don't implement IEnumerable or IEnumerator. Notes The closest I've come yet: IEnumerable<int> infinite = null; infinite = new int[1].SelectMany(x => new int[1].Concat(infinite)); This is "correct" but hits a StackOverflowException after 14399 iterations through the enumerable (not quite infinite). I'm thinking there might be no way to do this due to the CLR's lack of tail recursion optimization. A proof would be nice :)

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  • C#/.NET Little Wonders: Constraining Generics with Where Clause

    - by James Michael Hare
    Back when I was primarily a C++ developer, I loved C++ templates.  The power of writing very reusable generic classes brought the art of programming to a brand new level.  Unfortunately, when .NET 1.0 came about, they didn’t have a template equivalent.  With .NET 2.0 however, we finally got generics, which once again let us spread our wings and program more generically in the world of .NET However, C# generics behave in some ways very differently from their C++ template cousins.  There is a handy clause, however, that helps you navigate these waters to make your generics more powerful. The Problem – C# Assumes Lowest Common Denominator In C++, you can create a template and do nearly anything syntactically possible on the template parameter, and C++ will not check if the method/fields/operations invoked are valid until you declare a realization of the type.  Let me illustrate with a C++ example: 1: // compiles fine, C++ makes no assumptions as to T 2: template <typename T> 3: class ReverseComparer 4: { 5: public: 6: int Compare(const T& lhs, const T& rhs) 7: { 8: return rhs.CompareTo(lhs); 9: } 10: }; Notice that we are invoking a method CompareTo() off of template type T.  Because we don’t know at this point what type T is, C++ makes no assumptions and there are no errors. C++ tends to take the path of not checking the template type usage until the method is actually invoked with a specific type, which differs from the behavior of C#: 1: // this will NOT compile! C# assumes lowest common denominator. 2: public class ReverseComparer<T> 3: { 4: public int Compare(T lhs, T rhs) 5: { 6: return lhs.CompareTo(rhs); 7: } 8: } So why does C# give us a compiler error even when we don’t yet know what type T is?  This is because C# took a different path in how they made generics.  Unless you specify otherwise, for the purposes of the code inside the generic method, T is basically treated like an object (notice I didn’t say T is an object). That means that any operations, fields, methods, properties, etc that you attempt to use of type T must be available at the lowest common denominator type: object.  Now, while object has the broadest applicability, it also has the fewest specific.  So how do we allow our generic type placeholder to do things more than just what object can do? Solution: Constraint the Type With Where Clause So how do we get around this in C#?  The answer is to constrain the generic type placeholder with the where clause.  Basically, the where clause allows you to specify additional constraints on what the actual type used to fill the generic type placeholder must support. You might think that narrowing the scope of a generic means a weaker generic.  In reality, though it limits the number of types that can be used with the generic, it also gives the generic more power to deal with those types.  In effect these constraints says that if the type meets the given constraint, you can perform the activities that pertain to that constraint with the generic placeholders. Constraining Generic Type to Interface or Superclass One of the handiest where clause constraints is the ability to specify the type generic type must implement a certain interface or be inherited from a certain base class. For example, you can’t call CompareTo() in our first C# generic without constraints, but if we constrain T to IComparable<T>, we can: 1: public class ReverseComparer<T> 2: where T : IComparable<T> 3: { 4: public int Compare(T lhs, T rhs) 5: { 6: return lhs.CompareTo(rhs); 7: } 8: } Now that we’ve constrained T to an implementation of IComparable<T>, this means that our variables of generic type T may now call any members specified in IComparable<T> as well.  This means that the call to CompareTo() is now legal. If you constrain your type, also, you will get compiler warnings if you attempt to use a type that doesn’t meet the constraint.  This is much better than the syntax error you would get within C++ template code itself when you used a type not supported by a C++ template. Constraining Generic Type to Only Reference Types Sometimes, you want to assign an instance of a generic type to null, but you can’t do this without constraints, because you have no guarantee that the type used to realize the generic is not a value type, where null is meaningless. Well, we can fix this by specifying the class constraint in the where clause.  By declaring that a generic type must be a class, we are saying that it is a reference type, and this allows us to assign null to instances of that type: 1: public static class ObjectExtensions 2: { 3: public static TOut Maybe<TIn, TOut>(this TIn value, Func<TIn, TOut> accessor) 4: where TOut : class 5: where TIn : class 6: { 7: return (value != null) ? accessor(value) : null; 8: } 9: } In the example above, we want to be able to access a property off of a reference, and if that reference is null, pass the null on down the line.  To do this, both the input type and the output type must be reference types (yes, nullable value types could also be considered applicable at a logical level, but there’s not a direct constraint for those). Constraining Generic Type to only Value Types Similarly to constraining a generic type to be a reference type, you can also constrain a generic type to be a value type.  To do this you use the struct constraint which specifies that the generic type must be a value type (primitive, struct, enum, etc). Consider the following method, that will convert anything that is IConvertible (int, double, string, etc) to the value type you specify, or null if the instance is null. 1: public static T? ConvertToNullable<T>(IConvertible value) 2: where T : struct 3: { 4: T? result = null; 5:  6: if (value != null) 7: { 8: result = (T)Convert.ChangeType(value, typeof(T)); 9: } 10:  11: return result; 12: } Because T was constrained to be a value type, we can use T? (System.Nullable<T>) where we could not do this if T was a reference type. Constraining Generic Type to Require Default Constructor You can also constrain a type to require existence of a default constructor.  Because by default C# doesn’t know what constructors a generic type placeholder does or does not have available, it can’t typically allow you to call one.  That said, if you give it the new() constraint, it will mean that the type used to realize the generic type must have a default (no argument) constructor. Let’s assume you have a generic adapter class that, given some mappings, will adapt an item from type TFrom to type TTo.  Because it must create a new instance of type TTo in the process, we need to specify that TTo has a default constructor: 1: // Given a set of Action<TFrom,TTo> mappings will map TFrom to TTo 2: public class Adapter<TFrom, TTo> : IEnumerable<Action<TFrom, TTo>> 3: where TTo : class, new() 4: { 5: // The list of translations from TFrom to TTo 6: public List<Action<TFrom, TTo>> Translations { get; private set; } 7:  8: // Construct with empty translation and reverse translation sets. 9: public Adapter() 10: { 11: // did this instead of auto-properties to allow simple use of initializers 12: Translations = new List<Action<TFrom, TTo>>(); 13: } 14:  15: // Add a translator to the collection, useful for initializer list 16: public void Add(Action<TFrom, TTo> translation) 17: { 18: Translations.Add(translation); 19: } 20:  21: // Add a translator that first checks a predicate to determine if the translation 22: // should be performed, then translates if the predicate returns true 23: public void Add(Predicate<TFrom> conditional, Action<TFrom, TTo> translation) 24: { 25: Translations.Add((from, to) => 26: { 27: if (conditional(from)) 28: { 29: translation(from, to); 30: } 31: }); 32: } 33:  34: // Translates an object forward from TFrom object to TTo object. 35: public TTo Adapt(TFrom sourceObject) 36: { 37: var resultObject = new TTo(); 38:  39: // Process each translation 40: Translations.ForEach(t => t(sourceObject, resultObject)); 41:  42: return resultObject; 43: } 44:  45: // Returns an enumerator that iterates through the collection. 46: public IEnumerator<Action<TFrom, TTo>> GetEnumerator() 47: { 48: return Translations.GetEnumerator(); 49: } 50:  51: // Returns an enumerator that iterates through a collection. 52: IEnumerator IEnumerable.GetEnumerator() 53: { 54: return GetEnumerator(); 55: } 56: } Notice, however, you can’t specify any other constructor, you can only specify that the type has a default (no argument) constructor. Summary The where clause is an excellent tool that gives your .NET generics even more power to perform tasks higher than just the base "object level" behavior.  There are a few things you cannot specify with constraints (currently) though: Cannot specify the generic type must be an enum. Cannot specify the generic type must have a certain property or method without specifying a base class or interface – that is, you can’t say that the generic must have a Start() method. Cannot specify that the generic type allows arithmetic operations. Cannot specify that the generic type requires a specific non-default constructor. In addition, you cannot overload a template definition with different, opposing constraints.  For example you can’t define a Adapter<T> where T : struct and Adapter<T> where T : class.  Hopefully, in the future we will get some of these things to make the where clause even more useful, but until then what we have is extremely valuable in making our generics more user friendly and more powerful!   Technorati Tags: C#,.NET,Little Wonders,BlackRabbitCoder,where,generics

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  • can't spot the error. Trying to increment

    - by Kevin Jensen Petersen
    I really can't spot the error, or the misspelling. This script should increase the variable currentTime with 1 every second, as long as i am holding the Space button down. This is Unity C#. using UnityEngine; using System.Collections; public class GameTimer : MonoBehaviour { //Timer private bool isTimeDone; public GUIText counter; public int currentTime; private bool starting; //Each message will be shown random each 20 seconds. public string[] messages; public GUIText msg; //To check if this is the end private bool end; void Update () { counter.guiText.text = currentTime.ToString(); if(Input.GetKey(KeyCode.Space)) { if(starting == false) { starting = true; } if(end == false) { if(isTimeDone) { StartCoroutine(timer()); } } else { msg.guiText.text = "You think you can do better? Press 'R' to Try again!"; if(Input.GetKeyDown(KeyCode.R)) { Application.LoadLevel(Application.loadedLevel); } } } if(!Input.GetKey(KeyCode.Space) & starting) { end = true; } } IEnumerator timer() { isTimeDone = false; yield return new WaitForSeconds(1); currentTime++; isTimeDone = true; } }

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  • Shooter in iOS and a visible Aim line before shooting

    - by London2423
    I have to questions. I am trying to develop a game that is iOS but I did it first in my computer so I can tested there. I was able to must of it for PC but I am having a very hard time with iOS port The problem I do have is that I don't know how to shout in iOS. To be more specific how to line render in iOS This is the script I use in my computer using UnityEngine; using System.Collections; public class NewBehaviourScript : MonoBehaviour { LineRenderer line; void Start () { line = gameObject.GetComponent<LineRenderer>(); line.enabled = false; } void Update () { if (Input.GetButtonDown ("Fire1")) { StopCoroutine ("FireLaser"); StartCoroutine ("FireLaser"); } } IEnumerator FireLaser () { line.enabled = true; while (Input.GetButton("Fire1")) { Ray ray = new Ray(transform.position, transform.forward); RaycastHit hit; line.SetPosition (0, ray.origin); if (Physics.Raycast (ray, out hit,100)) { line.SetPosition(1,hit.point); if (hit.rigidbody) { hit.rigidbody.AddForceAtPosition(transform.forward * 5, hit.point); } } else line.SetPosition (1, ray.GetPoint (100)); yield return null; } line.enabled = false; { } } } Which part I have to change for iOS? I already did in the iOS the touch giu event so my player move around in the xcode/Iphone but I need some help with the shouting part. The second part of the question is where I do have to insert or change the script in order to first aim and I DO see the line of aim and then shout. Now the player can only shout. It can not aim at the gameobject, see the the line coming out of the gun aiming at the object and then shout? How I can do that. Everyone tell me Line render but that's what i did Thank you

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  • C# yield in nested method

    - by Fastidious
    If I step through the following code the call to ReturnOne() is skipped. static IEnumerable<int> OneThroughFive() { ReturnOne(); yield return 2; yield return 3; yield return 4; yield return 5; } static IEnumerator<int> ReturnOne() { yield return 1; } I can only assume that the compiler is stripping it out because what I'm doing is not valid. I'd like the ability to isolate my enumeration into various methods. Is this possible?

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  • Coroutines in C#

    - by eyal
    I am looking to implement co-routines (user schedualed threads) in c#. When using c++ I was previously using fibers. As I see on the internet fibers do not exist in C#. I would like to get simillar functionality. Is there any "right" way to implement coroutines in c#? I have thought of implementing this using threads that aqcuire a single exection mutex + 1 one schedualer thread which releases this mutex for each coroutine. But this seems very costly (it forces a context switch between each coroutine) I have also seen the yeild iterator functionality, but as I understand you can't yeild within an internal function (only in the original ienumerator function). So this does me little good.

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  • Code to apply expression tree directly to List

    - by Gamma Vega
    Is there a method call in Linq that will apply a expression tree directly on a List<V>? For instance, if I have a expression tree that is built on Order type, and i have a collection of List<Order> items on which i need to apply this expression. I am looking something similar to: class OrderListStore : IQueryable<V>, <other interfaces required to implement custom linq provider> { List<Order> orders; public Expression Expression { get { return Expression.Constant(this); } } IEnumerator<V> IEnumerable<V>.GetEnumerator() { //Here I need to have a method that will take the existing expression //and directly apply on list something like this .. Expression.Translate(orders); } } Any help in this regard is highly appreciated.

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  • How to avoid code duplication for one-off methods with a slightly different signature

    - by Sean
    I am wrapping a number of functions from a vender API in C#. Each of the wrapping functions will fit the pattern: public IEnumerator<IValues> GetAggregateValues(string pointID, DateTime startDate, DateTime endDate, TimeSpan period) { // Validate Data // Break up Requesting Time-Span // Make Requests // Read Results (through another method call } 5 of the 6 requests are aggregate data pulls and have the same signature, so it makes sense to put them in one method and pass the aggregate type to avoid duplication of code. The 6th method however follows the exact same pattern with the same result-set, but is not an aggregate, so no time period is passed to the function (changing the signature). Is there an elegant way to handle this kind of situation without coding a one-off function to handle the non-aggregate request?

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  • Cloned Cached item has memory issues

    - by ioWint
    Hi there, we are having values stored in Cache-Enterprise library Caching Block. The accessors of the cached item, which is a List, modify the values. We didnt want the Cached Items to get affected. Hence first we returned a new List(IEnumerator of the CachedItem) This made sure accessors adding and removing items had little effect on the original Cached item. But we found, all the instances of the List we returned to accessors were ALIVE! Object relational Graph showed a relationship between this list and the EnterpriseLibrary.CacheItem. So we changed the return to be a newly cloned List. For this we used a LINQ say (from item in Data select new DataClass(item) ).ToList() even when you do as above, the ORG shows there is a relationship between this list and the CacheItem. Cant we do anything to create a CLONE of the List item which is present in the Enterprise library cache, which DOESNT have ANY relationship with CACHE?!

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  • Does the chunk of the System.Collections.Concurrent.Partitioner need to be thread safe?

    - by Scott Chamberlain
    I am working with the Parallel libraries in .net 4 and I am creating a Partitioner and the example shown in the MSDN only has a chunk size of 1 (every time a new result is retrieved it hits the data source instead of the local cache. The version I am writing will pull 10000 SQL rows at a time then feed the rows from the cache until it is empty then pull another batch. Each partition in the Partitioner has its own chunk. I know every time I call to the IEnumerator in from the SQL data-source that needs to be thread safe but for use in a Parallel.ForEach do I need to make every call to the cache for the chunking thread safe?

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  • /clr option in c++

    - by muhammad-aslam
    hello friendzz plz give me a solution for this error "fatal error C1190: managed targeted code requires a '/clr' option" HOw can i resolve this problem?? My configuration is .. Visual studio 2008 windows 7 Here is the code (i got by using net resources) using using namespace System; using namespace System::IO; int main() { // Create a reference to the current directory. DirectoryInfo* di = new DirectoryInfo(Environment::CurrentDirectory); // Create an array representing the files in the current directory. FileInfo* fi[] = di-GetFiles(); Console::WriteLine(S"The following files exist in the current directory:"); // Print out the names of the files in the current directory. Collections::IEnumerator* myEnum = fi-GetEnumerator(); while (myEnum-MoveNext()) { FileInfo* fiTemp = __try_cast(myEnum-Current); Console::WriteLine(fiTemp-Name); } } PLZZZZZZZZ

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  • Generic Lists copying references rather than creating a copiedList

    - by Dean
    I was developing a small function when trying to run an enumerator across a list and then carry out some action. (Below is an idea of what I was trying to do. When trying to remove I got a "Collection cannot be modified" which after I had actually woken up I realised that tempList must have just been assigned myLists reference rather than a copy of myLists. After that I tried to find a way to say tempList = myList.copy However nothing seems to exist?? I ended up writing a small for loop that then just added each item from myLsit into tempList but I would have thought there would have been another mechanism (like clone??) So my question(s): is my assumption about tempList receiving a reference to myList correct How should a list be copied to another list? private myList as List (Of something) sub new() myList.add(new Something) end sub sub myCalledFunction() dim tempList as new List (Of Something) tempList = myList Using i as IEnumerator = myList.getEnumarator while i.moveNext 'if some critria is met then tempList.remove(i.current) end end using end sub

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  • C# - implementing GetEnumerator() for a collection inherited from List<string>

    - by Vojtech
    Hi, I am trying to implement FilePathCollection. Its items would be simple file names (without a path - such as "image.jpg"). Once the collection is used via foreach cycle, it should return the full path created by concatenating with "baseDirectory". How can I do that? public class FilePathCollection : List<string> { string baseDirectory; public FileCollection(string baseDirectory) { this.baseDirectory = baseDirectory; } new public System.Collections.IEnumerator GetEnumerator() { foreach (string value in this._list) //this does not work because _list is private yield return baseDirectory + value; } } Thanks in advance! :-)

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  • Help me understand the code snippet in c#

    - by Benny
    I am reading this blog: Pipes and filters pattern I am confused by this code snippet: public class Pipeline<T> { private readonly List<IOperation<T>> operations = new List<IOperation<T>>(); public Pipeline<T> Register(IOperation<T> operation) { operations.Add(operation); return this; } public void Execute() { IEnumerable<T> current = new List<T>(); foreach (IOperation<T> operation in operations) { current = operation.Execute(current); } IEnumerator<T> enumerator = current.GetEnumerator(); while (enumerator.MoveNext()); } } what is the purpose of this statement: while (enumerator.MoveNext());? seems this code is a noop.

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  • Inheriting from List<T> in .NET (vb or C#)

    - by Tony
    I have been delved in C++ world for a while, but now I'm in .NET world again, VB and C# and I wondered if you have a class that represents a collection of something, and you want the ability to use this in a foreach loop, etc... is it better to implement IEnumerable and IEnumerator yourself or should you inherit from the List<T> where T is the object type in it's singular form? I know in C++ for example, inheriting from a container is considered a bad idea. But what about .NET.

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  • How to load stacking chunks on the fly?

    - by Brettetete
    I'm currently working on an infinite world, mostly inspired by minecraft. A Chunk consists of 16x16x16 blocks. A block(cube) is 1x1x1. This runs very smoothly with a ViewRange of 12 Chunks (12x16) on my computer. Fine. When I change the Chunk height to 256 this becomes - obviously - incredible laggy. So what I basically want to do is stacking chunks. That means my world could be [8,16,8] Chunks large. The question is now how to generate chunks on the fly? At the moment I generate not existing chunks circular around my position (near to far). Since I don't stack chunks yet, this is not very complex. As important side note here: I also want to have biomes, with different min/max height. So in Biome Flatlands the highest layer with blocks would be 8 (8x16) - in Biome Mountains the highest layer with blocks would be 14 (14x16). Just as example. What I could do would be loading 1 Chunk above and below me for example. But here the problem would be, that transitions between different bioms could be larger than one chunk on y. My current chunk loading in action For the completeness here my current chunk loading "algorithm" private IEnumerator UpdateChunks(){ for (int i = 1; i < VIEW_RANGE; i += ChunkWidth) { float vr = i; for (float x = transform.position.x - vr; x < transform.position.x + vr; x += ChunkWidth) { for (float z = transform.position.z - vr; z < transform.position.z + vr; z += ChunkWidth) { _pos.Set(x, 0, z); // no y, yet _pos.x = Mathf.Floor(_pos.x/ChunkWidth)*ChunkWidth; _pos.z = Mathf.Floor(_pos.z/ChunkWidth)*ChunkWidth; Chunk chunk = Chunk.FindChunk(_pos); // If Chunk is already created, continue if (chunk != null) continue; // Create a new Chunk.. chunk = (Chunk) Instantiate(ChunkFab, _pos, Quaternion.identity); } } // Skip to next frame yield return 0; } }

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