Edit: It seems most people misunderstood my question.
I know how enum works, and I know binary. I'm wondering why the enums with the [Flags] attribute is designed the way it is.
Original post:
This might be a duplicate, but I didn't find any other posts, so here goes.
I bet there has been some good rationale behind it, I just find it a bit bug prone.
[Flag]
public enum Flagged
{
One, // 0
Two, // 1
Three, // 2
Four, // 3
}
Flagged f; // Defaults to Flagged.One = 0
f = Flagged.Four;
(f & Flagged.One) != 0; // Sure.. One defaults to 0
(f & Flagged.Two) != 0; // 3 & 1 == 1
(f & Flagged.Three) != 0; // 3 & 2 == 2
Wouldn't it have made more sense if it did something like this?
[Flag]
public enum Flagged
{
One = 1 << 0, // 1
Two = 1 << 1, // 2
Three = 1 << 2, // 4
Four = 1 << 3, // 8
}
Flagged f; // Defaults to 0
f = Flagged.Four;
(f & Flagged.One) != 0; // 8 & 1 == 0
(f & Flagged.Two) != 0; // 8 & 2 == 0
(f & Flagged.Three) != 0; // 8 & 4 == 0
(f & Flagged.Four) != 0; // 8 & 8 == 8
Of course.. I'm not quite sure how it should handle custom flags like this
[Flag]
public enum Flagged
{
One, // 1
Two, // 2
LessThanThree = One | Two,
Three, // 4? start from Two?
LessThanFour = Three | LessThanThree,
Three, // 8? start from Three?
}
The spec gives some guidelines
Define enumeration constants in powers of two, that is, 1, 2, 4, 8, and so on. This means the individual flags in combined enumeration constants do not overlap.
But this should perhaps be done automatically as I bet you would never want my first example to occur. Please enlighten me :)
1 << 1
is equal to2
as the1
is shifted by one position to the left!1 << 0
is equal to1
. – Jackquelin