Is it worth using?
Yes. If I have "a number" in front of me, I want to know what that is. Any time of the day. Besides, that's what we usually do. We organize data into a meaningful entity -class, struct, you name it. Doubles into coordinates, strings into names and address etc. Why units should be any different?
Has someone else already done better?
Depends on how one defines "better". There are some libraries out there but I haven't tried them so I don't have an opinion. Besides it spoils the fun of trying it myself :)
Now about the implementation. I would like to start with the obvious: it's futile to try replicate the [<Measure>]
system of F# in C#. Why? Because once F# allows you to use /
^
(or anything else for that matter) directly on another type, the game is lost. Good luck doing that in C# on a struct
or class
. The level of metaprogramming required for such a task does not exist and I'm afraid it is not going to be added any time soon -in my opinion. That's why you lack the dimensional analysis that Matthew Crumley mentioned in his answer.
Let's take the example from fsharpforfunandprofit.com: you have Newton
s defined as [<Measure>] type N = kg m/sec^2
. Now you have the square
function that that the author created that will return a N^2
which sounds "wrong", absurd and useless. Unless you want to perform arithmetic operations where at some point during the evaluation process, you might get something "meaningless" until you multiply it with some other unit and you get a meaningful result. Or even worse, you might want to use constants. For example the gas constant R
which is 8.31446261815324
J /(K mol)
. If you define the appropriate units, then F# is ready to consume the R constant. C# is not. You need to specify another type just for that and still you won't be able to do any operation you want on that constant.
That doesn't mean that you shouldn't try. I did and I am quite happy with the results. I started SharpConvert around 3 years ago, after I got inspired by this very question. The trigger was this story: once I had to fix a nasty bug for the RADAR simulator that I develop: an aircraft was plunging in the earth instead of following the predefined glide path. That didn't make me happy as you could guess and after 2 hours of debugging, I realized that somewhere in my calculations, I was treating kilometers as nautical miles. Until that point I was like "oh well I will just be 'careful'" which is at least naive for any non trivial task.
In your code there would be a couple of things I would do different.
First I would turn UnitDouble<T>
and IUnit
implementations into structs. A unit is just that, a number and if you want them to be treated like numbers, a struct is a more appropriate approach.
Then I would avoid the new T()
in the methods. It does not invoke the constructor, it uses Activator.CreateInstance<T>()
and for number crunching it will be bad as it will add overhead. That depends though on the implementation, for a simple units converter application it won't harm. For time critical context avoid like the plague. And don't take me wrong, I used it myself as I didn't know better and I run some simple benchmarks the other day and such a call might double the execution time -at least in my case. More details in Dissecting the new() constraint in C#: a perfect example of a leaky abstraction
I would also change Convert<T, R>()
and make it a member function. I prefer writing
var c = new Unit<Length.mm>(123);
var e = c.Convert<Length.m>();
rather than
var e = Length.Convert<Length.mm, Length.m>(c);
Last but not least I would use specific unit "shells" for each physical quantity (length time etc) instead of the UnitDouble, as it will be easier to add physical quantity specific functions and operator overloads. It will also allow you to create a Speed<TLength, TTime>
shell instead of another Unit<T1, T2>
or even Unit<T1, T2, T3>
class. So it would look like that:
public readonly struct Length<T> where T : struct, ILength
{
private static readonly double SiFactor = new T().ToSiFactor;
public Length(double value)
{
if (value < 0) throw new ArgumentException(nameof(value));
Value = value;
}
public double Value { get; }
public static Length<T> operator +(Length<T> first, Length<T> second)
{
return new Length<T>(first.Value + second.Value);
}
public static Length<T> operator -(Length<T> first, Length<T> second)
{
// I don't know any application where negative length makes sense,
// if it does feel free to remove Abs() and the exception in the constructor
return new Length<T>(System.Math.Abs(first.Value - second.Value));
}
// You can add more like
// public static Area<T> operator *(Length<T> x, Length<T> y)
// or
//public static Volume<T> operator *(Length<T> x, Length<T> y, Length<T> z)
// etc
public Length<R> To<R>() where R : struct, ILength
{
//notice how I got rid of the Activator invocations by moving them in a static field;
//double mult = new T().ToSiFactor;
//double div = new R().ToSiFactor;
return new Length<R>(Value * SiFactor / Length<R>.SiFactor);
}
}
Notice also that, in order to save us from the dreaded Activator call, I stored the result of new T().ToSiFactor
in SiFactor. It might seem awkward at first, but as Length is generic, Length<mm>
will have its own copy, Length<Km>
its own, and so on and so forth. Please note that ToSiFactor
is the toBase
of your approach.
The problem that I see is that as long as you are in the realm of simple units and up to the first derivative of time, things are simple. If you try to do something more complex, then you can see the drawbacks of this approach. Typing
var accel = new Acceleration<m, s, s>(1.2);
will not be as clear and "smooth" as
let accel = 1.2<m/sec^2>
And regardless of the approach, you will have to specify every math operation you will need with hefty operator overloading, while in F# you have this for free, even if the results are not meaningful as I was writing at the beginning.
The last drawback (or advantage depending on how you see it) of this design, is that it can't be unit agnostic. If there are cases that you need "just a Length" you can't have it. You need to know each time if your Length is millimeters, statute mile or foot. I took the opposite approach in SharpConvert and LengthUnit
derives from UnitBase
and Meters Kilometers etc derive from this. That's why I couldn't go down the struct
path by the way. That way you can have:
LengthUnit l1 = new Meters(12);
LengthUnit l2 = new Feet(15.4);
LengthUnit sum = l1 + l2;
sum
will be meters but one shouldn't care as long as they want to use it in the next operation. If they want to display it, then they can call sum.To<Kilometers>()
or whatever unit. To be honest, I don't know if not "locking" the variable to a specific unit has any advantages. It might worth investigating it at some point.