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Source/array.m
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910
Source/array.m
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/* A (pretty good) implementation of a sparse array.
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* Copyright (C) 1994, 1995, 1996 Free Software Foundation, Inc.
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*
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* Author: Albin L. Jones <Albin.L.Jones@Dartmouth.EDU>
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* Created: Thu Mar 2 02:28:50 EST 1994
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* Updated: Tue Mar 12 02:42:33 EST 1996
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* Serial: 96.03.12.13
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*
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* This file is part of the GNU Objective C Class Library.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the Free
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* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. */
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/**** Included Headers *******************************************************/
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#include <Foundation/NSZone.h>
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#include <objects/callbacks.h>
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#include <objects/array.h>
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#include <objects/hash.h>
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/**** Function Implementations ***********************************************/
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/** Background functions **/
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static inline size_t
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_objects_array_fold_index(size_t index, size_t slot_count)
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{
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return (slot_count ? (index % slot_count) : 0);
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}
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static inline size_t
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_objects_array_internal_index(objects_array_t *array, size_t index)
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{
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return _objects_array_fold_index (index, array->slot_count);
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}
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static inline objects_array_slot_t *
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_objects_array_slot_for_index(objects_array_t *array, size_t index)
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{
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return (array->slots + _objects_array_internal_index (array, index));
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}
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static inline objects_array_bucket_t *
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_objects_array_bucket_for_index (objects_array_t *array, size_t index)
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{
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objects_array_slot_t *slot;
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objects_array_bucket_t *bucket;
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/* First, we translate the index into a bucket index to find our
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* candidate for the bucket. */
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slot = _objects_array_slot_for_index (array, index);
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bucket = *slot;
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/* But we need to check to see whether this is really the bucket we
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* wanted. */
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if (bucket != 0 && bucket->index == index)
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/* Bucket `index' exists, and we've got it, so... */
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return bucket;
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else
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/* Either no bucket or some other bucket is where bucket `index'
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* would be, if it existed. So... */
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return 0;
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}
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static inline objects_array_bucket_t *
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_objects_array_new_bucket (objects_array_t *array, size_t index, const void *element)
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{
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objects_array_bucket_t *bucket;
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bucket = (objects_array_bucket_t *) NSZoneMalloc(objects_array_zone(array),
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sizeof(objects_array_bucket_t));
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if (bucket != 0)
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{
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objects_retain(objects_array_element_callbacks(array), element, array);
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bucket->index = index;
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bucket->element = element;
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}
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return bucket;
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}
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static inline void
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_objects_array_free_bucket(objects_array_t *array,
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objects_array_bucket_t *bucket)
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{
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if (bucket != 0)
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{
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objects_release(objects_array_element_callbacks (array),
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(void *)(bucket->element),
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array);
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NSZoneFree(objects_array_zone(array), bucket);
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}
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return;
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}
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static inline objects_array_slot_t *
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_objects_array_new_slots(objects_array_t *array, size_t slot_count)
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{
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return (objects_array_slot_t *) NSZoneCalloc(objects_array_zone(array),
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slot_count,
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sizeof(objects_array_slot_t));
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}
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static inline void
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_objects_array_free_slots(objects_array_t *array,
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objects_array_slot_t *slots)
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{
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if (slots != 0)
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NSZoneFree(objects_array_zone(array), slots);
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return;
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}
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static inline void
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_objects_array_empty_slot (objects_array_t *array, objects_array_slot_t * slot)
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{
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if (*slot != 0)
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{
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/* Get rid of the bucket. */
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_objects_array_free_bucket (array, *slot);
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/* Mark the slot as empty. */
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*slot = 0;
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/* Keep the element count accurate */
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--(array->element_count);
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}
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/* And return. */
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return;
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}
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static inline void
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_objects_array_insert_bucket(objects_array_t *array,
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objects_array_bucket_t * bucket)
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{
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objects_array_slot_t *slot;
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slot = _objects_array_slot_for_index (array, bucket->index);
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/* We're adding a bucket, so the current set of sorted slots is now
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* invalidated. */
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if (array->sorted_slots != 0)
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{
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_objects_array_free_slots (array, array->sorted_slots);
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array->sorted_slots = 0;
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}
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if ((*slot) == 0)
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{
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/* There's nothing there, so we can put `bucket' there. */
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*slot = bucket;
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/* Increment the array's bucket counter. */
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++(array->element_count);
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return;
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}
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if ((*slot)->index == bucket->index)
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{
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/* There's a bucket there, and it has the same index as `bucket'.
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* So we get rid of the old one, and put the new one in its
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* place. */
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_objects_array_free_bucket (array, *slot);
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*slot = bucket;
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return;
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}
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else
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{
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/* Now we get to fiddle around with things to make the world a
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* better place... */
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size_t new_slot_count;
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objects_array_slot_t *new_slots; /* This guy holds the buckets while we
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* muck about with them. */
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size_t d; /* Just a counter */
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/* FIXME: I *really* wish I had a way of generating
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* statistically better initial values for this variable. So
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* I'll run a few tests and see... And is there a better
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* algorithm, e.g., a better collection of sizes in the sense
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* that the likelyhood of fitting everything in earlier is
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* high? Well, enough mumbling. */
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/* At any rate, we're guaranteed to need at least this many. */
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new_slot_count = array->element_count + 1;
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do
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{
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/* First we make a new pile of slots for the buckets. */
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new_slots = _objects_array_new_slots (array, new_slot_count);
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if (new_slots == 0)
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/* FIXME: Make this a *little* more friendly. */
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abort();
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/* Then we put the new bucket in the pile. */
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new_slots[_objects_array_fold_index (bucket->index,
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new_slot_count)] = bucket;
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/* Now loop and try to place the others. Upon collision
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* with a previously inserted bucket, try again with more
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* `new_slots'. */
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for (d = 0; d < array->slot_count; ++d)
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{
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if (array->slots[d] != 0)
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{
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size_t i;
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i = _objects_array_fold_index (array->slots[d]->index,
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new_slot_count);
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if (new_slots[i] == 0)
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{
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new_slots[i] = array->slots[d];
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}
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else
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{
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/* A collision. Clean up and try again. */
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/* Free the current set of new buckets. */
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_objects_array_free_slots (array, new_slots);
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/* Bump up the number of new buckets. */
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++new_slot_count;
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/* Break out of the `for' loop. */
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break;
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}
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}
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}
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}
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while (d < array->slot_count);
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if (array->slots != 0)
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_objects_array_free_slots (array, array->slots);
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array->slots = new_slots;
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array->slot_count = new_slot_count;
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++(array->element_count);
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return;
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}
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}
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static inline int
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_objects_array_compare_slots (const objects_array_slot_t *slot1,
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const objects_array_slot_t *slot2)
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{
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if (slot1 == slot2)
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return 0;
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if (*slot1 == 0)
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return 1;
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if (*slot2 == 0)
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return -1;
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if ((*slot1)->index < (*slot2)->index)
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return -1;
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else if ((*slot1)->index > (*slot2)->index)
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return 1;
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else
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return 0;
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}
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typedef int (*qsort_compare_func_t) (const void *, const void *);
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static inline void
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_objects_array_make_sorted_slots (objects_array_t *array)
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{
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objects_array_slot_t *new_slots;
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/* If there're already some sorted slots, then they're valid, and
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* we're done. */
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if (array->sorted_slots != 0)
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return;
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/* Make some new slots. */
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new_slots = _objects_array_new_slots (array, array->slot_count);
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/* Copy the pointers to buckets into the new slots. */
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memcpy (new_slots, array->slots, (array->slot_count
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* sizeof (objects_array_slot_t)));
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/* Sort the new slots. */
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qsort (new_slots, array->slot_count, sizeof (objects_array_slot_t),
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(qsort_compare_func_t) _objects_array_compare_slots);
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/* Put the newly sorted slots in the `sorted_slots' element of the
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* array structure. */
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array->sorted_slots = new_slots;
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return;
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}
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static inline objects_array_bucket_t *
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_objects_array_enumerator_next_bucket (objects_array_enumerator_t *enumerator)
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{
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if (enumerator->is_sorted)
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{
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||||
if (enumerator->is_ascending)
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||||
{
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||||
if (enumerator->array->sorted_slots == 0)
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return 0;
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||||
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if (enumerator->index < enumerator->array->element_count)
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||||
{
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||||
objects_array_bucket_t *bucket;
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bucket = enumerator->array->sorted_slots[enumerator->index];
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++(enumerator->index);
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||||
return bucket;
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||||
}
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||||
else
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||||
return 0;
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||||
}
|
||||
else
|
||||
{
|
||||
if (enumerator->array->sorted_slots == 0)
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||||
return 0;
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||||
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||||
if (enumerator->index > 0)
|
||||
{
|
||||
objects_array_bucket_t *bucket;
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||||
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||||
--(enumerator->index);
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||||
bucket = enumerator->array->sorted_slots[enumerator->index];
|
||||
return bucket;
|
||||
}
|
||||
else
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
objects_array_bucket_t *bucket;
|
||||
|
||||
if (enumerator->array->slots == 0)
|
||||
return 0;
|
||||
|
||||
for (bucket = 0;
|
||||
(enumerator->index < enumerator->array->slot_count
|
||||
&& bucket == 0);
|
||||
++(enumerator->index))
|
||||
{
|
||||
bucket = enumerator->array->slots[enumerator->index];
|
||||
}
|
||||
|
||||
return bucket;
|
||||
}
|
||||
}
|
||||
|
||||
/** Statistics **/
|
||||
|
||||
size_t
|
||||
objects_array_count(objects_array_t *array)
|
||||
{
|
||||
return array->element_count;
|
||||
}
|
||||
|
||||
size_t
|
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objects_array_capacity (objects_array_t *array)
|
||||
{
|
||||
return array->slot_count;
|
||||
}
|
||||
|
||||
int
|
||||
objects_array_check(objects_array_t *array)
|
||||
{
|
||||
/* FIXME: Code this. */
|
||||
return 0;
|
||||
}
|
||||
|
||||
int
|
||||
objects_array_is_empty(objects_array_t *array)
|
||||
{
|
||||
return objects_array_count (array) != 0;
|
||||
}
|
||||
|
||||
/** Emptying **/
|
||||
|
||||
void
|
||||
objects_array_empty(objects_array_t *array)
|
||||
{
|
||||
size_t c;
|
||||
|
||||
/* Just empty each slot out, one by one. */
|
||||
for (c = 0; c < array->slot_count; ++c)
|
||||
_objects_array_empty_slot (array, array->slots + c);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
/** Creating **/
|
||||
|
||||
objects_array_t *
|
||||
objects_array_alloc_with_zone(NSZone *zone)
|
||||
{
|
||||
objects_array_t *array;
|
||||
|
||||
/* Get a new array. */
|
||||
array = _objects_array_alloc_with_zone(zone);
|
||||
|
||||
return array;
|
||||
}
|
||||
|
||||
objects_array_t *
|
||||
objects_array_alloc(void)
|
||||
{
|
||||
return objects_array_alloc_with_zone(0);
|
||||
}
|
||||
|
||||
objects_array_t *
|
||||
objects_array_with_zone(NSZone *zone)
|
||||
{
|
||||
return objects_array_init(objects_array_alloc_with_zone(zone));
|
||||
}
|
||||
|
||||
objects_array_t *
|
||||
objects_array_with_zone_with_callbacks(NSZone *zone,
|
||||
objects_callbacks_t callbacks)
|
||||
{
|
||||
return objects_array_init_with_callbacks(objects_array_alloc_with_zone(zone),
|
||||
callbacks);
|
||||
}
|
||||
|
||||
objects_array_t *
|
||||
objects_array_with_callbacks(objects_callbacks_t callbacks)
|
||||
{
|
||||
return objects_array_init_with_callbacks(objects_array_alloc(), callbacks);
|
||||
}
|
||||
|
||||
objects_array_t *
|
||||
objects_array_of_char_p(void)
|
||||
{
|
||||
return objects_array_with_callbacks(objects_callbacks_for_char_p);
|
||||
}
|
||||
|
||||
objects_array_t *
|
||||
objects_array_of_non_owned_void_p(void)
|
||||
{
|
||||
return objects_array_with_callbacks(objects_callbacks_for_non_owned_void_p);
|
||||
}
|
||||
|
||||
objects_array_t *
|
||||
objects_array_of_owned_void_p(void)
|
||||
{
|
||||
return objects_array_with_callbacks(objects_callbacks_for_owned_void_p);
|
||||
}
|
||||
|
||||
objects_array_t *
|
||||
objects_array_of_int(void)
|
||||
{
|
||||
return objects_array_with_callbacks(objects_callbacks_for_int);
|
||||
}
|
||||
|
||||
objects_array_t *
|
||||
objects_array_of_id(void)
|
||||
{
|
||||
return objects_array_with_callbacks(objects_callbacks_for_id);
|
||||
}
|
||||
|
||||
/** Initializing **/
|
||||
|
||||
objects_array_t *
|
||||
objects_array_init_with_callbacks(objects_array_t *array,
|
||||
objects_callbacks_t callbacks)
|
||||
{
|
||||
if (array != 0)
|
||||
{
|
||||
/* The default capacity is 15. */
|
||||
size_t capacity = 15;
|
||||
|
||||
/* Record the element callbacks. */
|
||||
array->callbacks = objects_callbacks_standardize(callbacks);
|
||||
|
||||
/* Initialize ARRAY's information. */
|
||||
array->element_count = 0;
|
||||
array->slot_count = capacity + 1;
|
||||
|
||||
/* Make some new slots. */
|
||||
array->slots = _objects_array_new_slots(array, capacity + 1);
|
||||
|
||||
/* Get the sorted slots ready for later use. */
|
||||
array->sorted_slots = 0;
|
||||
}
|
||||
|
||||
return array;
|
||||
}
|
||||
|
||||
objects_array_t *
|
||||
objects_array_init (objects_array_t *array)
|
||||
{
|
||||
return objects_array_init_with_callbacks (array,
|
||||
objects_callbacks_standard());
|
||||
}
|
||||
|
||||
objects_array_t *
|
||||
objects_array_init_from_array (objects_array_t *array, objects_array_t *old_array)
|
||||
{
|
||||
objects_array_enumerator_t enumerator;
|
||||
size_t index;
|
||||
const void *element;
|
||||
|
||||
/* Initialize ARRAY in the usual way. */
|
||||
objects_array_init_with_callbacks (array,
|
||||
objects_array_element_callbacks (old_array));
|
||||
|
||||
/* Get an enumerator for OLD_ARRAY. */
|
||||
enumerator = objects_array_enumerator (old_array);
|
||||
|
||||
/* Step through OLD_ARRAY's elements, putting them at the proper
|
||||
* index in ARRAY. */
|
||||
while (objects_array_enumerator_next_index_and_element (&enumerator,
|
||||
&index, &element))
|
||||
{
|
||||
objects_array_at_index_put_element (array, index, element);
|
||||
}
|
||||
|
||||
return array;
|
||||
}
|
||||
|
||||
/** Destroying **/
|
||||
|
||||
void
|
||||
objects_array_dealloc(objects_array_t *array)
|
||||
{
|
||||
if (array != 0)
|
||||
{
|
||||
/* Empty out ARRAY. */
|
||||
objects_array_empty (array);
|
||||
|
||||
/* Free up its slots. */
|
||||
_objects_array_free_slots (array, array->slots);
|
||||
|
||||
/* FIXME: What about ARRAY's sorted slots? */
|
||||
|
||||
/* Free up ARRAY itself. */
|
||||
_objects_array_dealloc (array);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
/** Searching **/
|
||||
|
||||
const void *
|
||||
objects_array_element_at_index (objects_array_t *array, size_t index)
|
||||
{
|
||||
objects_array_bucket_t *bucket = _objects_array_bucket_for_index (array, index);
|
||||
|
||||
if (bucket != 0)
|
||||
return bucket->element;
|
||||
else
|
||||
/* If `bucket' is 0, then the requested index is unused. */
|
||||
/* There's no bucket, so... */
|
||||
return objects_array_not_an_element_marker (array);
|
||||
}
|
||||
|
||||
size_t
|
||||
objects_array_index_of_element (objects_array_t *array, const void *element)
|
||||
{
|
||||
size_t i;
|
||||
|
||||
for (i = 0; i < array->slot_count; ++i)
|
||||
{
|
||||
objects_array_bucket_t *bucket = array->slots[i];
|
||||
|
||||
if (bucket != 0)
|
||||
if (objects_is_equal (objects_array_element_callbacks (array),
|
||||
bucket->element,
|
||||
element,
|
||||
array))
|
||||
return bucket->index;
|
||||
}
|
||||
|
||||
return i;
|
||||
}
|
||||
|
||||
int
|
||||
objects_array_contains_element (objects_array_t *array, const void *element)
|
||||
{
|
||||
/* Note that this search is quite inefficient. */
|
||||
return objects_array_index_of_element (array, element) < (array->slot_count);
|
||||
}
|
||||
|
||||
const void **
|
||||
objects_array_all_elements (objects_array_t *array)
|
||||
{
|
||||
objects_array_enumerator_t enumerator;
|
||||
const void **elements;
|
||||
size_t count, i;
|
||||
|
||||
count = objects_array_count (array);
|
||||
|
||||
/* Set aside space to hold the elements. */
|
||||
elements = (const void **)NSZoneCalloc(objects_array_zone(array),
|
||||
count + 1,
|
||||
sizeof(const void *));
|
||||
|
||||
enumerator = objects_array_enumerator(array);
|
||||
|
||||
for (i = 0; i < count; ++i)
|
||||
objects_array_enumerator_next_element (&enumerator, elements + i);
|
||||
|
||||
elements[i] = objects_array_not_an_element_marker(array);
|
||||
|
||||
/* We're done, so heave it back. */
|
||||
return elements;
|
||||
}
|
||||
|
||||
const void **
|
||||
objects_array_all_elements_ascending (objects_array_t *array)
|
||||
{
|
||||
objects_array_enumerator_t enumerator;
|
||||
const void **elements;
|
||||
size_t count, i;
|
||||
|
||||
count = objects_array_count (array);
|
||||
|
||||
/* Set aside space to hold the elements. */
|
||||
elements = (const void **)NSZoneCalloc(objects_array_zone(array),
|
||||
count + 1,
|
||||
sizeof(const void *));
|
||||
|
||||
enumerator = objects_array_ascending_enumerator (array);
|
||||
|
||||
for (i = 0; i < count; ++i)
|
||||
objects_array_enumerator_next_element (&enumerator, elements + i);
|
||||
|
||||
elements[i] = objects_array_not_an_element_marker (array);
|
||||
|
||||
/* We're done, so heave it back. */
|
||||
return elements;
|
||||
}
|
||||
|
||||
const void **
|
||||
objects_array_all_elements_descending (objects_array_t *array)
|
||||
{
|
||||
objects_array_enumerator_t enumerator;
|
||||
const void **elements;
|
||||
size_t count, i;
|
||||
|
||||
count = objects_array_count (array);
|
||||
|
||||
/* Set aside space to hold the elements. */
|
||||
elements = (const void **)NSZoneCalloc(objects_array_zone(array),
|
||||
count + 1,
|
||||
sizeof(const void *));
|
||||
|
||||
enumerator = objects_array_descending_enumerator (array);
|
||||
|
||||
for (i = 0; i < count; ++i)
|
||||
objects_array_enumerator_next_element (&enumerator, elements + i);
|
||||
|
||||
elements[i] = objects_array_not_an_element_marker (array);
|
||||
|
||||
/* We're done, so heave it back. */
|
||||
return elements;
|
||||
}
|
||||
|
||||
/** Removing **/
|
||||
|
||||
void
|
||||
objects_array_remove_element_at_index (objects_array_t *array, size_t index)
|
||||
{
|
||||
objects_array_bucket_t *bucket;
|
||||
|
||||
/* Get the bucket that might be there. */
|
||||
bucket = _objects_array_bucket_for_index (array, index);
|
||||
|
||||
/* If there's a bucket at the index, then we empty its slot out. */
|
||||
if (bucket != 0)
|
||||
_objects_array_empty_slot (array, _objects_array_slot_for_index (array, index));
|
||||
|
||||
/* Finally, we return. */
|
||||
return;
|
||||
}
|
||||
|
||||
void
|
||||
objects_array_remove_element_known_present (objects_array_t *array,
|
||||
const void *element)
|
||||
{
|
||||
objects_array_remove_element_at_index (array,
|
||||
objects_array_index_of_element (array,
|
||||
element));
|
||||
return;
|
||||
}
|
||||
|
||||
void
|
||||
objects_array_remove_element (objects_array_t *array, const void *element)
|
||||
{
|
||||
if (objects_array_contains_element (array, element))
|
||||
objects_array_remove_element_known_present (array, element);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
/** Adding **/
|
||||
|
||||
const void *
|
||||
objects_array_at_index_put_element (objects_array_t *array,
|
||||
size_t index,
|
||||
const void *element)
|
||||
{
|
||||
objects_array_bucket_t *bucket;
|
||||
|
||||
/* Clean out anything that's already there. */
|
||||
objects_array_remove_element_at_index (array, index);
|
||||
|
||||
/* Make a bucket for our information. */
|
||||
bucket = _objects_array_new_bucket (array, index, element);
|
||||
|
||||
/* Put our bucket in the array. */
|
||||
_objects_array_insert_bucket (array, bucket);
|
||||
|
||||
return element;
|
||||
}
|
||||
|
||||
/** Enumerating **/
|
||||
|
||||
objects_array_enumerator_t
|
||||
objects_array_ascending_enumerator (objects_array_t *array)
|
||||
{
|
||||
objects_array_enumerator_t enumerator;
|
||||
|
||||
enumerator.array = array;
|
||||
enumerator.is_sorted = 1;
|
||||
enumerator.is_ascending = 1;
|
||||
enumerator.index = 0;
|
||||
|
||||
_objects_array_make_sorted_slots (array);
|
||||
|
||||
return enumerator;
|
||||
}
|
||||
|
||||
objects_array_enumerator_t
|
||||
objects_array_descending_enumerator (objects_array_t *array)
|
||||
{
|
||||
objects_array_enumerator_t enumerator;
|
||||
|
||||
enumerator.array = array;
|
||||
enumerator.is_sorted = 1;
|
||||
enumerator.is_ascending = 0;
|
||||
/* The `+ 1' is so that we have `0' as a known ending condition.
|
||||
* See `_objects_array_enumerator_next_bucket()'. */
|
||||
enumerator.index = array->element_count + 1;
|
||||
|
||||
_objects_array_make_sorted_slots (array);
|
||||
|
||||
return enumerator;
|
||||
}
|
||||
|
||||
objects_array_enumerator_t
|
||||
objects_array_enumerator (objects_array_t *array)
|
||||
{
|
||||
objects_array_enumerator_t enumerator;
|
||||
|
||||
enumerator.array = array;
|
||||
enumerator.is_sorted = 0;
|
||||
enumerator.is_ascending = 0;
|
||||
enumerator.index = 0;
|
||||
|
||||
return enumerator;
|
||||
}
|
||||
|
||||
int
|
||||
objects_array_enumerator_next_index_and_element (objects_array_enumerator_t * enumerator,
|
||||
size_t * index,
|
||||
const void **element)
|
||||
{
|
||||
objects_array_bucket_t *bucket;
|
||||
|
||||
bucket = _objects_array_enumerator_next_bucket (enumerator);
|
||||
|
||||
if (bucket != 0)
|
||||
{
|
||||
if (element != 0)
|
||||
*element = bucket->element;
|
||||
if (index != 0)
|
||||
*index = bucket->index;
|
||||
return 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (element != 0)
|
||||
*element = objects_array_not_an_element_marker (enumerator->array);
|
||||
if (index != 0)
|
||||
*index = 0;
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
int
|
||||
objects_array_enumerator_next_element (objects_array_enumerator_t * enumerator,
|
||||
const void **element)
|
||||
{
|
||||
return objects_array_enumerator_next_index_and_element (enumerator,
|
||||
0,
|
||||
element);
|
||||
}
|
||||
|
||||
int
|
||||
objects_array_enumerator_next_index (objects_array_enumerator_t * enumerator,
|
||||
size_t * index)
|
||||
{
|
||||
return objects_array_enumerator_next_index_and_element (enumerator,
|
||||
index,
|
||||
0);
|
||||
}
|
||||
|
||||
/** Comparing **/
|
||||
|
||||
int
|
||||
objects_array_is_equal_to_array (objects_array_t *array1, objects_array_t *array2)
|
||||
{
|
||||
size_t a, b;
|
||||
const void *m, *n;
|
||||
objects_array_enumerator_t e, f;
|
||||
|
||||
a = objects_array_count (array1);
|
||||
b = objects_array_count (array2);
|
||||
|
||||
if (a < b)
|
||||
return (b - a);
|
||||
if (a > b)
|
||||
return (a - b);
|
||||
|
||||
/* Get ascending enumerators for each of the two arrays. */
|
||||
e = objects_array_ascending_enumerator (array1);
|
||||
e = objects_array_ascending_enumerator (array1);
|
||||
|
||||
while (objects_array_enumerator_next_index_and_element (&e, &a, &m)
|
||||
&& objects_array_enumerator_next_index_and_element (&f, &b, &n))
|
||||
{
|
||||
int c, d;
|
||||
|
||||
if (a < b)
|
||||
return (b - a);
|
||||
if (a > b)
|
||||
return (a - b);
|
||||
|
||||
c = objects_compare (objects_array_element_callbacks (array1), m, n, array1);
|
||||
if (c != 0)
|
||||
return c;
|
||||
|
||||
d = objects_compare (objects_array_element_callbacks (array2), n, m, array2);
|
||||
if (d != 0)
|
||||
return d;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/** Mapping **/
|
||||
|
||||
objects_array_t *
|
||||
objects_array_map_elements(objects_array_t *array,
|
||||
const void *(*fcn) (const void *, const void *),
|
||||
const void *user_data)
|
||||
{
|
||||
/* FIXME: Code this. */
|
||||
return array;
|
||||
}
|
||||
|
||||
/** Miscellaneous **/
|
||||
|
||||
objects_hash_t *
|
||||
objects_hash_init_from_array (objects_hash_t * hash, objects_array_t *array)
|
||||
{
|
||||
objects_array_enumerator_t enumerator;
|
||||
const void *element;
|
||||
|
||||
/* NOTE: If ARRAY contains multiple elements of the same equivalence
|
||||
* class, it is indeterminate which will end up in HASH. This
|
||||
* shouldn't matter, though. */
|
||||
enumerator = objects_array_enumerator (array);
|
||||
|
||||
/* Just walk through ARRAY's elements and add them to HASH. */
|
||||
while (objects_array_enumerator_next_element (&enumerator, &element))
|
||||
objects_hash_add_element (hash, element);
|
||||
|
||||
return hash;
|
||||
}
|
||||
|
||||
// objects_chash_t *
|
||||
// objects_chash_init_from_array (objects_chash_t * chash, objects_array_t *array)
|
||||
// {
|
||||
// objects_array_enumerator_t enumerator;
|
||||
// const void *element;
|
||||
//
|
||||
// /* NOTE: If ARRAY contains multiple elements of the same equivalence
|
||||
// * class, it is indeterminate which will end up in CHASH. This
|
||||
// * shouldn't matter, though. */
|
||||
// enumerator = objects_array_enumerator (array);
|
||||
//
|
||||
// /* Just walk through ARRAY's elements and add them to CHASH. */
|
||||
// while (objects_array_enumerator_next_element (&enumerator, &element))
|
||||
// objects_chash_add_element (chash, element);
|
||||
//
|
||||
// return chash;
|
||||
// }
|
||||
|
Loading…
Add table
Add a link
Reference in a new issue