# HashSet使用散列表实现,其内部实现和Dictionary类似,可以看作是一个只有key没有value的Dictionary
【散列映射】
# 就是通过hashCode获得散列桶(buckets)的索引
# 使用了除留余数法(实现起来简单),以及散列桶数组的长度使用了素数的大小(素数使得索引分布更均匀)
var hashCode = _comparer.GetHashCode(item) & 0x7FFFFFFF
var targetBucket = hashCode % _buckets.Length;
【散列冲突】
# 不同的元素hashCode相同时,就发生了散列冲突
# 使用了拉链法,当不同元素hashCode相同时,就会被分配到相同的散列桶上,散列桶维护了一个单向链表,发生冲突有新元素分配过来时,就成为新的链表头
然后散列桶会指向这个新的链表头
# 所以,假设10个元素的hashCode都一样,那其基本就相当于退化成一个链表了。所以选一个好的hashCode生成函数是很重要的
【扩容】
# 使用素数大小的桶(buckets)容量,就是3, 7, 11, 17, 23, 29, 37...这样的大小递增
# 至于为啥使用素数,就是素数可以使得散列分布更均匀,不会集中在第1个桶或者某个桶。至于分布更均匀的证明可以自己去查阅相关资料。
【初始容量】
# 对于明确知道会用到多少个元素的,最好要在创建时提供下初始容量,减少频繁扩容带来的性能损耗。
比如:会往Set中添加1000个元素,如果使用默认初始容量,那添加的过程中将发生n次的扩容,最好new HashSet(1000)
【HashSet源码】
# 删掉了参数检测,断言,迭代器,以及一些非重要的函数
# 代码也做了部分调整,_buckets值存放那块和Dictionary保持一致
# 加上了部分自己理解的注释(语言比较随意,易于自己理解)
# 添加,删除,是否包含,扩容部分
public partial class HashSetSrc<T> {
// store lower 31 bits of hash code
private const int Lower31BitMask = 0x7FFFFFFF;
// cutoff point, above which we won't do stackallocs. This corresponds to 100 integers.
private const int StackAllocThreshold = 100;
private int[] _buckets;
private Slot[] _slots;
private int _count;
private int _slotsTail; //slots数组的尾游标, 指向后一个位置: 先操作再加减
private int _freeList; //空闲slots也是一个单向链表, 其值总是为链表头, 取元素总是从链表头取
private IEqualityComparer<T> _comparer;
private int _version;
public HashSet(int capacity, IEqualityComparer<T> comparer) {
if (comparer == null)
comparer = EqualityComparer<T>.Default;
_comparer = comparer;
_slotsTail = 0;
_count = 0;
_freeList = -1;
_version = 0;
if (capacity > 0)
Initialize(capacity);
}
public void Clear() {
if (_slotsTail > 0) {
// clear the elements so that the gc can reclaim the references.
// clear only up to m_lastIndex for m_slots
Array.Clear(_slots, 0, _slotsTail);
for (int i = 0; i < _buckets.Length; i++) _buckets[i] = -1; //Array.Clear(_buckets, 0, _buckets.Length);
_slotsTail = 0;
_count = 0;
_freeList = -1;
}
_version++;
}
public bool Contains(T item) {
if (_buckets != null) {
int hashCode = InternalGetHashCode(item);
var targetBucket = hashCode % _buckets.Length;
var listHeadIndex = _buckets[targetBucket]; //链表头元素在slots中的索引
//每个桶对应一个单向链表, 遍历链表
for (int i = listHeadIndex; i >= 0; i = _slots[i].next) {
if (_slots[i].hashCode == hashCode && _comparer.Equals(_slots[i].value, item)) {
return true;
}
}
}
// either _buckets is null or wasn't found
return false;
}
public bool Remove(T item) {
if (_buckets != null) {
int hashCode = InternalGetHashCode(item);
int targetBucket = hashCode % _buckets.Length;
int last = -1;
var listHeadIndex = _buckets[targetBucket]; //链表头元素在slots中的索引
//每个桶对应一个单向链表, 遍历链表
for (int i = listHeadIndex; i >= 0; last = i, i = _slots[i].next) {
if (_slots[i].hashCode == hashCode && _comparer.Equals(_slots[i].value, item)) {
if (last < 0) { //相当于删除链表头
_buckets[targetBucket] = _slots[i].next;
}
else { //相当于在链表中间删除, 重新建立前后关系
_slots[last].next = _slots[i].next;
}
_slots[i].hashCode = -1;
_slots[i].value = default(T);
_slots[i].next = _freeList;
_count--;
_version++;
if (_count == 0) {
_slotsTail = 0;
_freeList = -1;
}
else {
_freeList = i;
}
return true;
}
}
}
// either _buckets is null or wasn't found
return false;
}
public int Count {
get { return _count; }
}
public bool Add(T item) {
return AddIfNotPresent(item);
}
private void Initialize(int capacity) {
int size = HashHelpers.GetPrime(capacity);
_buckets = new int[size];
for (var i = 0; i < size; ++i) _buckets[i] = -1; //-1表示还没有存放值
_slots = new Slot[size];
}
private void IncreaseCapacity() {
int newSize = HashHelpers.ExpandPrime(_count);
SetCapacity(newSize, false);
}
//_buckets和_slots同时扩容
private void SetCapacity(int newSize, bool forceNewHashCodes) {
Slot[] newSlots = new Slot[newSize];
if (_slots != null) {
Array.Copy(_slots, 0, newSlots, 0, _slotsTail);
}
if(forceNewHashCodes) {
for(int i = 0; i < _slotsTail; i++) {
if(newSlots[i].hashCode != -1) {
newSlots[i].hashCode = InternalGetHashCode(newSlots[i].value);
}
}
}
int[] newBuckets = new int[newSize];
for (int i = 0; i < newSize; ++i) newBuckets[i] = -1;
for (int i = 0; i < _slotsTail; i++) {
int targetBucket = newSlots[i].hashCode % newSize;
var oldListHeadIndex = newBuckets[targetBucket];
newSlots[i].next = oldListHeadIndex; //链接到新表头后面
newBuckets[targetBucket] = i;
}
_slots = newSlots;
_buckets = newBuckets;
}
private bool AddIfNotPresent(T value) {
if (_buckets == null) {
Initialize(0);
}
int hashCode = InternalGetHashCode(value);
int targetBucket = hashCode % _buckets.Length;
#if FEATURE_RANDOMIZED_STRING_HASHING && !FEATURE_NETCORE
int collisionCount = 0;
#endif
var listHeadIndex = _buckets[targetBucket]; //链表头元素在slots中的索引
//每个桶对应一个单向链表, 遍历链表
for (int i = listHeadIndex; i >= 0; i = _slots[i].next) {
if (_slots[i].hashCode == hashCode && _comparer.Equals(_slots[i].value, value)) {
return false; //已存在
}
#if FEATURE_RANDOMIZED_STRING_HASHING && !FEATURE_NETCORE
collisionCount++;
#endif
}
int index;
if (_freeList >= 0) {
index = _freeList;
_freeList = _slots[index].next;
}
else {
if (_slotsTail == _slots.Length) {
IncreaseCapacity();
// this will change during resize
targetBucket = hashCode % _buckets.Length;
}
index = _slotsTail;
_slotsTail++;
}
_slots[index].hashCode = hashCode;
_slots[index].value = value;
_slots[index].next = _buckets[targetBucket];
_buckets[targetBucket] = index; //新添加条目总是加在链表头
_count++;
_version++;
#if FEATURE_RANDOMIZED_STRING_HASHING && !FEATURE_NETCORE
if(collisionCount > HashHelpers.HashCollisionThreshold && HashHelpers.IsWellKnownEqualityComparer(m_comparer)) {
m_comparer = (IEqualityComparer<T>) HashHelpers.GetRandomizedEqualityComparer(m_comparer);
SetCapacity(_buckets.Length, true);
}
#endif // FEATURE_RANDOMIZED_STRING_HASHING
return true;
}
}
# 合集,交集,差集,是否子集,是否真子集,是否超集,是否真超集,是否有重叠部分
public partial class HashSetSrc<T> {
//并集, 加上别人的所有元素
public void UnionWith(IEnumerable<T> other) {
//把另一个集合的所有元素添加进来
foreach (T item in other) {
AddIfNotPresent(item);
}
}
//交集, 自己有_别人没有的删除; 或对方有_自己也有的保留
public void IntersectWith(IEnumerable<T> other) {
// intersection of anything with empty set is empty set, so return if count is 0
if (_count == 0) {
return;
}
// if other is empty, intersection is empty set; remove all elements and we're done
// can only figure this out if implements ICollection<T>. (IEnumerable<T> has no count)
ICollection<T> otherAsCollection = other as ICollection<T>;
if (otherAsCollection != null) {
if (otherAsCollection.Count == 0) {
Clear();
return;
}
HashSet<T> otherAsSet = other as HashSet<T>;
// faster if other is a hashset using same equality comparer; so check
// that other is a hashset using the same equality comparer.
if (otherAsSet != null && AreEqualityComparersEqual(this, otherAsSet)) {
IntersectWithHashSetWithSameEC(otherAsSet);
return;
}
}
IntersectWithEnumerable(other);
}
//差集, 减掉别人的所有元素
public void ExceptWith(IEnumerable<T> other) {
// this is already the enpty set; return
if (_count == 0) {
return;
}
// special case if other is this; a set minus itself is the empty set
if (other == this) {
Clear();
return;
}
// remove every element in other from this
foreach (T element in other) {
Remove(element);
}
}
//异或, 相同的删除, 不相同的添加
public void SymmetricExceptWith(IEnumerable<T> other) {
// if set is empty, then symmetric difference is other
if (_count == 0) {
UnionWith(other);
return;
}
// special case this; the symmetric difference of a set with itself is the empty set
if (other == this) {
Clear();
return;
}
HashSet<T> otherAsSet = other as HashSet<T>;
// If other is a HashSet, it has unique elements according to its equality comparer,
// but if they're using different equality comparers, then assumption of uniqueness
// will fail. So first check if other is a hashset using the same equality comparer;
// symmetric except is a lot faster and avoids bit array allocations if we can assume
// uniqueness
if (otherAsSet != null && AreEqualityComparersEqual(this, otherAsSet)) {
SymmetricExceptWithUniqueHashSet(otherAsSet);
}
else {
SymmetricExceptWithEnumerable(other);
}
}
//是否为子集, 自己的元素other中都有
public bool IsSubsetOf(IEnumerable<T> other) {
// The empty set is a subset of any set
if (_count == 0) {
return true;
}
HashSet<T> otherAsSet = other as HashSet<T>;
// faster if other has unique elements according to this equality comparer; so check
// that other is a hashset using the same equality comparer.
if (otherAsSet != null && AreEqualityComparersEqual(this, otherAsSet)) {
// if this has more elements then it can't be a subset
if (_count > otherAsSet.Count) {
return false;
}
// already checked that we're using same equality comparer. simply check that
// each element in this is contained in other.
return IsSubsetOfHashSetWithSameEC(otherAsSet);
}
else {
ElementCount result = CheckUniqueAndUnfoundElements(other, false);
return (result.uniqueCount == _count && result.unfoundCount >= 0);
}
}
//真子集
public bool IsProperSubsetOf(IEnumerable<T> other) {
ICollection<T> otherAsCollection = other as ICollection<T>;
if (otherAsCollection != null) {
// the empty set is a proper subset of anything but the empty set
if (_count == 0) {
return otherAsCollection.Count > 0;
}
HashSet<T> otherAsSet = other as HashSet<T>;
// faster if other is a hashset (and we're using same equality comparer)
if (otherAsSet != null && AreEqualityComparersEqual(this, otherAsSet)) {
if (_count >= otherAsSet.Count) {
return false;
}
// this has strictly less than number of items in other, so the following
// check suffices for proper subset.
return IsSubsetOfHashSetWithSameEC(otherAsSet);
}
}
ElementCount result = CheckUniqueAndUnfoundElements(other, false);
return (result.uniqueCount == _count && result.unfoundCount > 0);
}
//超集, 别人的所有元素, 自己都有
public bool IsSupersetOf(IEnumerable<T> other) {
// try to fall out early based on counts
ICollection<T> otherAsCollection = other as ICollection<T>;
if (otherAsCollection != null) {
// if other is the empty set then this is a superset
if (otherAsCollection.Count == 0) {
return true;
}
HashSet<T> otherAsSet = other as HashSet<T>;
// try to compare based on counts alone if other is a hashset with
// same equality comparer
if (otherAsSet != null && AreEqualityComparersEqual(this, otherAsSet)) {
if (otherAsSet.Count > _count) {
return false;
}
}
}
return ContainsAllElements(other);
}
//真超集, 别人的所有元素, 自己都有
public bool IsProperSupersetOf(IEnumerable<T> other) {
// the empty set isn't a proper superset of any set.
if (_count == 0) {
return false;
}
ICollection<T> otherAsCollection = other as ICollection<T>;
if (otherAsCollection != null) {
// if other is the empty set then this is a superset
if (otherAsCollection.Count == 0) {
// note that this has at least one element, based on above check
return true;
}
HashSet<T> otherAsSet = other as HashSet<T>;
// faster if other is a hashset with the same equality comparer
if (otherAsSet != null && AreEqualityComparersEqual(this, otherAsSet)) {
if (otherAsSet.Count >= _count) {
return false;
}
// now perform element check
return ContainsAllElements(otherAsSet);
}
}
// couldn't fall out in the above cases; do it the long way
ElementCount result = CheckUniqueAndUnfoundElements(other, true);
return (result.uniqueCount < _count && result.unfoundCount == 0);
}
//是否存在重叠, 我有一个别人的元素就ok
public bool Overlaps(IEnumerable<T> other) {
if (_count == 0) {
return false;
}
foreach (T element in other) {
if (Contains(element)) {
return true;
}
}
return false;
}
public bool IsSetEquals(IEnumerable<T> other) {
HashSet<T> otherAsSet = other as HashSet<T>;
// faster if other is a hashset and we're using same equality comparer
if (otherAsSet != null && AreEqualityComparersEqual(this, otherAsSet)) {
// attempt to return early: since both contain unique elements, if they have
// different counts, then they can't be equal
if (_count != otherAsSet.Count) {
return false;
}
// already confirmed that the sets have the same number of distinct elements, so if
// one is a superset of the other then they must be equal
return ContainsAllElements(otherAsSet);
}
else {
ICollection<T> otherAsCollection = other as ICollection<T>;
if (otherAsCollection != null) {
// if this count is 0 but other contains at least one element, they can't be equal
if (_count == 0 && otherAsCollection.Count > 0) {
return false;
}
}
ElementCount result = CheckUniqueAndUnfoundElements(other, true);
return (result.uniqueCount == _count && result.unfoundCount == 0);
}
}
public int RemoveWhere(Predicate<T> match) {
int numRemoved = 0;
for (int i = 0; i < _slotsTail; i++) {
if (_slots[i].hashCode >= 0) {
// cache value in case delegate removes it
T value = _slots[i].value;
if (match(value)) {
// check again that remove actually removed it
if (Remove(value)) {
numRemoved++;
}
}
}
}
return numRemoved;
}
public IEqualityComparer<T> Comparer {
get { return _comparer; }
}
//去除多余的
public void TrimExcess() {
if (_count == 0) {
// if count is zero, clear references
_buckets = null;
_slots = null;
_version++;
}
else {
// similar to IncreaseCapacity but moves down elements in case add/remove/etc
// caused fragmentation
int newSize = HashHelpers.GetPrime(_count);
Slot[] newSlots = new Slot[newSize];
int[] newBuckets = new int[newSize];
for (int i = 0; i < newBuckets.Length; i++) newBuckets[i] = -1;
// move down slots and rehash at the same time. newIndex keeps track of current
// position in newSlots array
int newIndex = 0;
for (int i = 0; i < _slotsTail; i++) {
if (_slots[i].hashCode >= 0) {
var slot = _slots[i];
newSlots[newIndex] = slot;
// rehash
int targetBucket = slot.hashCode % newSize;
var oldListHeadIndex = newBuckets[targetBucket];
slot.next = oldListHeadIndex; //链接到新表头后面
newBuckets[targetBucket] = newIndex;
newIndex++;
}
}
_slotsTail = newIndex;
_slots = newSlots;
_buckets = newBuckets;
_freeList = -1;
}
}
//用自己的比较器(遍历别人的元素调用自己的方法),
private bool ContainsAllElements(IEnumerable<T> other) {
foreach (T element in other) {
if (!Contains(element)) {
return false;
}
}
return true;
}
//相同的EqualityComparer<T>, 可以用别人的比较器(遍历自己的元素调用other的方法),
private bool IsSubsetOfHashSetWithSameEC(HashSet<T> other) {
foreach (T item in this) {
if (!other.Contains(item)) {
return false;
}
}
return true;
}
//相同的EqualityComparer<T>, 可以用别人的比较器(遍历自己的元素调用other的方法),
//遍历自己的元素, 别人没有的删除
private void IntersectWithHashSetWithSameEC(HashSet<T> other) {
//如果对方没有, 就从自己这边删除
for (int i = 0; i < _slotsTail; i++) {
if (_slots[i].hashCode >= 0) {
T item = _slots[i].value;
if (!other.Contains(item)) {
Remove(item);
}
}
}
}
//EqualityComparer<T>不同时, 只能用自己的比较器(遍历别人的元素调用自己的方法),
//遍历对方的元素, 自己也有的保留
[System.Security.SecuritySafeCritical]
private unsafe void IntersectWithEnumerable(IEnumerable<T> other) {
//使用bit来作为bool使用
int originalLastIndex = _slotsTail;
int intArrayLength = BitHelper.ToIntArrayLength(originalLastIndex); //x bits需要多少个int, 比如: 10bits需要1个int
BitHelper bitHelper;
if (intArrayLength <= StackAllocThreshold) {
int* bitArrayPtr = stackalloc int[intArrayLength];
bitHelper = new BitHelper(bitArrayPtr, intArrayLength);
}
else {
int[] bitArray = new int[intArrayLength];
bitHelper = new BitHelper(bitArray, intArrayLength);
}
//如果对方没有, 就从自己这边删除
// mark if contains: find index of in slots array and mark corresponding element in bit array
foreach (T item in other) {
int index = InternalIndexOf(item);
if (index >= 0) {
bitHelper.MarkBit(index);
}
}
// if anything unmarked, remove it. Perf can be optimized here if BitHelper had a
// FindFirstUnmarked method.
for (int i = 0; i < originalLastIndex; i++) {
if (_slots[i].hashCode >= 0 && !bitHelper.IsMarked(i)) {
Remove(_slots[i].value);
}
}
}
private int InternalIndexOf(T item) {
int hashCode = InternalGetHashCode(item);
var targetBucket = hashCode % _buckets.Length;
//每个桶对应一个单向链表, 遍历链表
var listHeadIndex = _buckets[targetBucket]; //链表头元素在slots中的索引
for (int i = listHeadIndex; i >= 0; i = _slots[i].next) {
if ((_slots[i].hashCode) == hashCode && _comparer.Equals(_slots[i].value, item)) {
return i;
}
}
// wasn't found
return -1;
}
//用自己的比较器(遍历别人的元素调用自己的方法),
//遍历对方的元素, 相同的删除, 不相同的添加;
//可以用的别人的比较器SameEC那种么?
private void SymmetricExceptWithUniqueHashSet(HashSet<T> other) {
foreach (T item in other) {
if (!Remove(item)) {
AddIfNotPresent(item);
}
}
}
//用自己的比较器(遍历别人的元素调用自己的方法),
//遍历对方的元素, 相同的删除, 不相同的添加;
[System.Security.SecuritySafeCritical]
private unsafe void SymmetricExceptWithEnumerable(IEnumerable<T> other) {
//使用bit来作为bool使用
int originalLastIndex = _slotsTail;
int intArrayLength = BitHelper.ToIntArrayLength(originalLastIndex);
BitHelper itemsToRemove;
BitHelper itemsAddedFromOther;
if (intArrayLength <= StackAllocThreshold / 2) {
int* itemsToRemovePtr = stackalloc int[intArrayLength];
itemsToRemove = new BitHelper(itemsToRemovePtr, intArrayLength);
int* itemsAddedFromOtherPtr = stackalloc int[intArrayLength];
itemsAddedFromOther = new BitHelper(itemsAddedFromOtherPtr, intArrayLength);
}
else {
int[] itemsToRemoveArray = new int[intArrayLength];
itemsToRemove = new BitHelper(itemsToRemoveArray, intArrayLength);
int[] itemsAddedFromOtherArray = new int[intArrayLength];
itemsAddedFromOther = new BitHelper(itemsAddedFromOtherArray, intArrayLength);
}
foreach (T item in other) {
int location = 0;
bool added = AddOrGetLocation(item, out location);
if (added) { //不相同的添加
// wasn't already present in collection; flag it as something not to remove
// *NOTE* if location is out of range, we should ignore. BitHelper will
// detect that it's out of bounds and not try to mark it. But it's
// expected that location could be out of bounds because adding the item
// will increase m_lastIndex as soon as all the free spots are filled.
itemsAddedFromOther.MarkBit(location);
}
else { //相同的删除
// already there...if not added from other, mark for remove.
// *NOTE* Even though BitHelper will check that location is in range, we want
// to check here. There's no point in checking items beyond originalLastIndex
// because they could not have been in the original collection
if (location < originalLastIndex
&& !itemsAddedFromOther.IsMarked(location) //像List这种允许有2个甚至多个"two"的
) {
itemsToRemove.MarkBit(location);
}
}
}
//不相同的添加, 相同的删除
// if anything marked, remove it
for (int i = 0; i < originalLastIndex; i++) {
if (itemsToRemove.IsMarked(i)) {
Remove(_slots[i].value);
}
}
}
//不存在时, 添加并返回true; 已存在时, 返回false;
private bool AddOrGetLocation(T value, out int location) {
int hashCode = InternalGetHashCode(value);
int targetBucket = hashCode % _buckets.Length;
var listHeadIndex = _buckets[targetBucket]; //链表头元素在slots中的索引
for (int i = listHeadIndex; i >= 0; i = _slots[i].next) {
if (_slots[i].hashCode == hashCode && _comparer.Equals(_slots[i].value, value)) {
location = i;
return false; //already present
}
}
int index;
if (_freeList >= 0) {
index = _freeList;
_freeList = _slots[index].next;
}
else {
if (_slotsTail == _slots.Length) {
IncreaseCapacity();
// this will change during resize
targetBucket = hashCode % _buckets.Length;
}
index = _slotsTail;
_slotsTail++;
}
_slots[index].hashCode = hashCode;
_slots[index].value = value;
var oldListHeadIndex = _buckets[targetBucket];
_slots[index].next = oldListHeadIndex;
_buckets[targetBucket] = index;
_count++;
_version++;
location = index;
return true;
}
//EqualityComparer<T>不同时, 只能用自己的比较器(遍历别人的元素调用自己的方法),
[System.Security.SecuritySafeCritical]
private unsafe ElementCount CheckUniqueAndUnfoundElements(IEnumerable<T> other, bool returnIfUnfound) {
ElementCount result;
// need special case in case this has no elements.
if (_count == 0) {
int numElementsInOther = 0;
foreach (T item in other) {
numElementsInOther++;
// break right away, all we want to know is whether other has 0 or 1 elements
break;
}
result.uniqueCount = 0;
result.unfoundCount = numElementsInOther;
return result;
}
//使用bit来作为bool使用
int originalLastIndex = _slotsTail;
int intArrayLength = BitHelper.ToIntArrayLength(originalLastIndex);
BitHelper bitHelper;
if (intArrayLength <= StackAllocThreshold) {
int* bitArrayPtr = stackalloc int[intArrayLength];
bitHelper = new BitHelper(bitArrayPtr, intArrayLength);
}
else {
int[] bitArray = new int[intArrayLength];
bitHelper = new BitHelper(bitArray, intArrayLength);
}
// 别人有, 自己没有
int unfoundCount = 0;
// 别人有自己也有
int uniqueFoundCount = 0;
foreach (T item in other) {
int index = InternalIndexOf(item);
if (index >= 0) { //别人有自己也有
if (!bitHelper.IsMarked(index)) {
// item hasn't been seen yet
bitHelper.MarkBit(index);
uniqueFoundCount++;
}
}
else { //别人有自己没有
unfoundCount++;
if (returnIfUnfound) {
break;
}
}
}
result.uniqueCount = uniqueFoundCount;
result.unfoundCount = unfoundCount;
return result;
}
private static bool AreEqualityComparersEqual(HashSet<T> set1, HashSet<T> set2) {
return set1.Comparer.Equals(set2.Comparer);
}
private int InternalGetHashCode(T item) {
if (item == null)
return 0;
return _comparer.GetHashCode(item) & Lower31BitMask; //符号位置为0, -1 & Lower31BitMask会变为正数
}
// used for set checking operations (using enumerables) that rely on counting
internal struct ElementCount {
/// 别人有自己也有的数量
internal int uniqueCount;
/// 别人有, 自己没有的数量
internal int unfoundCount;
}
internal struct Slot {
internal int hashCode; // Lower 31 bits of hash code, -1 if unused
internal int next; // Index of next entry, -1 if last
internal T value;
}
}
【关于奇数和素数】
# 奇数: 不能被2整除的
1,3,5,7,9
# 素数(质数): 只能被1和自己整除的
2,3,5,7,11
# 不要混淆了
【参考】
浅析C# Dictionary实现原理_Phil Arist的博客-CSDN博客_c# dictionary
C# HashSet源码分享 自定义HashSet - 走看看 (zoukankan.com)
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