I’ll try to explain this the best I can. I’m having quite a bit of difficulty trying to figure out this logic.
Basically, I have a collection that includes thousands of objects which are each made up of a Parent and a Child property.
So, roughly, this:
public class MyObject{
public string Parent { get; set; }
public string Child { get; set; }
}
What I’m trying to figure out is how to build this out into a plain TreeView control. I need to build the relationships but I can’t figure out how to because they can be mixed. I can probably explain this better with what the tree should look like:
So if I have the following items inside of my collection:
0. Parent: "A", Child: "B"
1. Parent: "B", Child: "C"
2. Parent: "B", Child: "D"
I would want my tree to look this like:
-A
--B
---C
-A
--B
---D
-B
--C
-B
--D
How can I do this in C#? I would need it to support up to N relationships as we have some branches I would expect to reach about 50 nodes deep.
UPDATE
This problem actually turned out to be considerably more complex than I originally realized, given the requirement of repeating the entire tree for each path. I’ve simply deleted the old code as I don’t want to add any further confusion.
I do want to keep it on record that using a recursive data structure makes this easier:
You’ll see very clearly why this is easier after reading the implementation code below:
First of all, I realized that the dictionary will contain keys for intermediate nodes as well as just the root nodes, so we don’t need two recursive calls in the recursive
AddToTreemethod in order to get the “B” nodes as roots; the initial walk in thePopulateTreemethod already does it.What we do need to guard against is adding leaf nodes in the initial walk; using the data structure in question, these are detectable by checking whether or not there is a key in the parent dictionary. With a recursive data structure, this would be way easier: Just check for
Parent == null. But, a recursive structure is not what we have, so the code above is what we have to use.The
AddTreeNodeis mostly a utility method, so we don’t have to keep repeating this null-checking logic later.The real ugliness is in the second, recursive
AddToTreemethod. Because we are trying to create a unique copy of every single subtree, we can’t simply add a tree node and then recurse with that node as the parent. “A” only has one child here, “B”, but “B” has two children, “C” and “D”. There needs to be two copies of “A”, but there’s no way to know about that when “A” is originally passed to theAddToTreemethod.So what we actually have to do is not create any nodes until the final stage, and store a temporary path, for which I’ve chosen
IEnumerable<string>because it’s immutable and therefore impossible to mess up. When there are more children to add, this method simply adds to the path and recurses; when there are no more children, it walks the entire saved path and adds a node for each.This is extremely inefficient because we are now creating a new enumerable on every invocation of
AddToTree. For large numbers of nodes, it is likely to chew up a lot of memory. This works, but it would be a lot more efficient with a recursive data structure. Using the example structure at the top, you wouldn’t have to save the path at all or create the dictionary; when no children are left, simply walk up the path in awhileloop using theParentreference.Anyway, I guess that’s academic because this isn’t a recursive object, but I thought it was worth pointing out anyway as something to keep in mind for future designs. The code above will produce exactly the results you want, I’ve gone ahead and tested it on a real TreeView.
UPDATE 2 – So it turns out that the version above is pretty brutal with respect to memory/stack, most likely a result of creating all those
IEnumerable<string>instances. Although it’s not great design, we can remove that particular issue by changing to a mutableList<string>. The following snippet shows the differences: