C# IStructuralEquatable Temel Özellikleri - Genel Bakış

It's normally expected that if you implement IEquatable.Equals you will also override Object.Equals to be consistent. In this case how would you support both reference and structural equality?

Now, when we call Equals ourselves it will directly call our new fancy Equals that takes in a ScreenMetrics, which is great.

That is right! When we override Equals we must also override and implement GetHashCode. I am no HashCode expert, but in the same article from Sergey is a snippet of using a ValueTuple to simplify this entire call to 1 line of code just like our fancy ValueTuple Equality above.

Does anyone know what happens if you do hamiş implement iequtalable when using generic collections? 2

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Structural equality means that two objects are equal because they have equal values. It differs from reference equality, which indicates that two object references are equal because they reference the same physical object. The IStructuralEquatable interface enables you to implement customized comparisons to check for the structural equality of collection objects.

So, I am apparently wrong as unequal objects may have equal hash codes. But isn't GetHashCode returning a somewhat randomly distributed takım of values a requirement?

The following example creates two identical 3-tuple objects whose components consist of three Double values. The value of the second component is Double.NaN. The example then calls the Tuple.Equals method, and it calls the IStructuralEquatable.Equals method three times. The first time, it passes C# IStructuralEquatable Kullanımı the default equality comparer that is returned by the EqualityComparer.

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I had the same question. When I ran LBushkin's example I was surprised to see that I got a different answer! Even though that answer saf 8 upvotes, it is wrong. After a lot of 'reflector'ing, here is my take on things.

C# IStructuralEquatable Defines methods to support the comparison of objects for structural equality.

Bu örgüya kadar oluşturduğumuz tüm nesnelerin Heap kısmında bulunduğunu söylemiştik. Oysa Stack kısmında struct gestaltsında nesneleri tutabilmekteyiz.

Are the bonuses for infernal war machine weapon stations static, or are they affected by their user?

Burada uyanıklık ederseniz şayet ms.x ve ms.y değaksiyonmeyeceğinden dolayı bir Deep Copy kelam konusudur. Eğer referans tipli dokumalar olsalardı adidaki kadar bir sonuç elde edilecekti ve Shallow Copy sav konusu olacaktı.

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