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Fabulous Adventures In Coding
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Fabulous Adventures In Coding
Covariance and Contravariance in C#, Part Eight: Syntax Options
Posted
over 5 years ago
by
Eric Lippert
66
Comments
As I discussed last time, were we to introduce interface and delegate variance in a hypothetical future version of C# we would need a syntax for it. Here are some possibilities that immediately come to mind. Option 1: interface IFoo<+T, -U>...
Fabulous Adventures In Coding
Covariance and Contravariance in C# Part Seven: Why Do We Need A Syntax At All?
Posted
over 5 years ago
by
Eric Lippert
21
Comments
Suppose we were to implement generic interface and delegate variance in a hypothetical future version of C#. What, hypothetically, would the syntax look like? There are a bunch of options that we could hypothetically consider. Before I get into options...
Fabulous Adventures In Coding
Covariance and Contravariance in C#, Part Six: Interface Variance
Posted
over 5 years ago
by
Eric Lippert
12
Comments
Over the last few posts I’ve discussed how it is possible to treat a delegate as contravariant in its arguments and covariant in its return type. A delegate is basically just an object which represents a single function call; we can do this same kind...
Fabulous Adventures In Coding
Covariance and Contravariance In C#, Part Five: Higher Order Functions Hurt My Brain
Posted
over 5 years ago
by
Eric Lippert
19
Comments
Last time I discussed how we could in a hypothetical future version of C# allow delegate types to be covariant in their return type and contravariant in their formal parameter types. For example, we could have a contravariant action delegate: delegate...
Fabulous Adventures In Coding
Covariance and Contravariance in C#, Part Four: Real Delegate Variance
Posted
over 5 years ago
by
Eric Lippert
8
Comments
In the last two posts I discussed the two kinds of variance that C# already has -- array covariance and member-group-to-delegate conversion covariance (on return types) and contravariance (on formal parameter types). Today I want to generalize the...
Fabulous Adventures In Coding
Covariance and Contravariance in C#, Part Three: Method Group Conversion Variance
Posted
over 5 years ago
by
Eric Lippert
13
Comments
Last time I discussed how array covariance is broken in C# (and Java, and a number of other languages as well.) Today, a non-broken kind of variance supported by C# 2.0: conversions from method groups to delegates. This is a more complicated kind of variance...
Fabulous Adventures In Coding
Covariance and Contravariance in C#, Part Two: Array Covariance
Posted
over 5 years ago
by
Eric Lippert
19
Comments
C# implements variance in two ways. Today, the broken way. Ever since C# 1.0, arrays where the element type is a reference type are covariant . This is perfectly legal: Animal[] animals = new Giraffe[10]; Since Giraffe is smaller than Animal...
Fabulous Adventures In Coding
Covariance and Contravariance in C#, Part One
Posted
over 5 years ago
by
Eric Lippert
22
Comments
I have been wanting for a long time to do a series of articles about covariance and contravariance (which I will shorten to “variance” for the rest of this series.) I’ll start by defining some terms, then describe what variance features C# 2.0 and...
Fabulous Adventures In Coding
Packet Gnomes
Posted
over 5 years ago
by
Eric Lippert
19
Comments
The other morning I got the following question from a reader: I have created a client-server application in C# using asynchronous socket methods [... blah blah blah, a long description of a scenario in which the socket misses packets under certain...
Fabulous Adventures In Coding
Path Finding Using A* in C# 3.0, Part Four
Posted
over 5 years ago
by
Eric Lippert
11
Comments
Finally we are ready to translate our pseudocode into C# 3.0. What do we need to make the algorithm run? We need a start node, a destination node, a function which tells us the exact distance between two neighbours, and a function which tells us the...
Fabulous Adventures In Coding
Path Finding Using A* in C# 3.0, Part Three
Posted
over 5 years ago
by
Eric Lippert
14
Comments
In order to make the A* algorithm work we need to get the lowest-estimated-cost-path-discovered-so-far out of the list of paths under consideration. The standard data structure for doing so is called a “priority queue”. Priority queues are so-called because...
Fabulous Adventures In Coding
Path Finding Using A* in C# 3.0, Part Two
Posted
over 5 years ago
by
Eric Lippert
25
Comments
In order to implement the A* algorithm in C# 3.0 I am going to need to implement some custom data structures. Today we’ll consider how to implement the “path”. You’ll notice in my description of the algorithm that the only operations we perform on...
Fabulous Adventures In Coding
Path Finding Using A* in C# 3.0, Part One
Posted
over 5 years ago
by
Eric Lippert
9
Comments
As we get into the home stretch for the Orcas release I’ve been spending a little time lately just playing around implementing some “classic” algorithms and data structures in C#. The one I implemented today is the famous A* algorithm. Surely you’ve...
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