C# Unity A dictionary with one Key corresponding to multiple values

C# Unity A dictionary with one Key corresponding to multiple values

1. Purpose

C# does not provide a container with a key corresponding to multiple values. You need to encapsulate it yourself. There are many ways to implement it. You can use a linked list to implement it (just divide a linked list into regions). However, this is more complicated, but frequent insertion is better than using a List. Better ones do not need to dynamically expand the length. If you have the opportunity, you can share how to use a linked list to achieve a more efficient way of one Key corresponding to multiple values. Today I will share a simple, quick and easy to understand method.

2.OneToManyDic

c# uses a dictionary that provides a key corresponding to a value, and can be expanded on it (inherit Dictionary)

public class OneToManyDic<TKey, TValue> : Dictionary<TKey, List<TValue>> where TKey : notnull

In order to avoid frequent creation of List during Remove, use Queue queue to cache List.

        private readonly Queue<List<TValue>> _cacheQueue = new Queue<List<TValue>>(); // 缓存list
        private readonly int _recyclingLimit = 120;
        public OneToManyDic()
        {
    
    

        }
        /// <summary>
        /// 设置最大缓存数量
        /// </summary>
        /// <param name="recyclingLimit">
        /// 1:防止数据量过大、所以超过recyclingLimit的数据还是走GC.
        /// 2:设置成0不控制数量,全部缓存
        /// </param>
        public OneToManyDic(int recyclingLimit)
        {
    
    
            _recyclingLimit = recyclingLimit;
        }

3. Complete code

public class OneToManyDic<TKey, TValue> : Dictionary<TKey, List<TValue>> where TKey : notnull
    {
    
    
        private readonly Queue<List<TValue>> _cacheQueue = new Queue<List<TValue>>(); // 缓存list
        private readonly int _recyclingLimit = 120;
        public OneToManyDic()
        {
    
    

        }
        /// <summary>
        /// 设置最大缓存数量
        /// </summary>
        /// <param name="recyclingLimit">
        /// 1:防止数据量过大、所以超过recyclingLimit的数据还是走GC.
        /// 2:设置成0不控制数量,全部缓存
        /// </param>
        public OneToManyDic(int recyclingLimit)
        {
    
    
            _recyclingLimit = recyclingLimit;
        }

        public bool Contains(TKey key, TValue value)
        {
    
    
            TryGetValue(key, out var list);

            return list != null && list.Contains(value);
        }

        public void Add(TKey key, TValue value)
        {
    
    
            if (!TryGetValue(key, out var list))
            {
    
    
                list = Fetch();
                list.Add(value);
                Add(key, list);
                return;
            }
            list.Add(value);
        }

        public TValue? First(TKey key)
        {
    
    
            return !TryGetValue(key, out var list) ? default : list.FirstOrDefault();
        }

        public bool RemoveValue(TKey key, TValue value)
        {
    
    
            if (!TryGetValue(key, out var list))
            {
    
    
                return true;
            }

            var isRemove = list.Remove(value);

            if (list.Count == 0)
            {
    
    
                isRemove = RemoveByKey(key);
            }

            return isRemove;
        }

        public bool RemoveByKey(TKey key)
        {
    
    
            if (!TryGetValue(key, out var list))
            {
    
    
                return false;
            }

            Remove(key);
            Recycle(list);
            return true;
        }

        public List<TValue>? GetValues(TKey key)
        {
    
    
            return TryGetValue(key, out var list) ? list : null;
        }

        public new void Clear()
        {
    
    
            foreach (var keyValuePair in this) Recycle(keyValuePair.Value);

            base.Clear();
        }

        private List<TValue> Fetch()
        {
    
    
            return _cacheQueue.Count <= 0 ? new List<TValue>() : _cacheQueue.Dequeue();
        }

        private void Recycle(List<TValue> list)
        {
    
    
            list.Clear();

            if (_recyclingLimit != 0 && _cacheQueue.Count > _recyclingLimit) return;

            _cacheQueue.Enqueue(list);
        }
    }

3. Test the code

OneToManyDic<int, string> dic = new OneToManyDic<int, string>();
dic.Add(1, "zzs");
dic.Add(1, "666");
dic.Add(2, "777");
dic.Add(2, "888");
dic.Add(2, "999");

Console.WriteLine(dic.Count);
Console.WriteLine(dic.GetValues(1)?.Count);
Console.WriteLine(dic.GetValues(2)?.Count);

Console.ReadKey();

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Origin blog.csdn.net/zzzsss123333/article/details/132524280