1009 lines
27 KiB
C
1009 lines
27 KiB
C
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/**
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@file Table.h
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Templated hash table class.
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@maintainer Morgan McGuire, http://graphics.cs.williams.edu
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@created 2001-04-22
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@edited 2013-01-22
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Copyright 2000-2013, Morgan McGuire.
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All rights reserved.
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*/
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#ifndef G3D_Table_h
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#define G3D_Table_h
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#include <cstddef>
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#include <string>
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#include "G3D/platform.h"
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#include "G3D/Array.h"
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#include "G3D/debug.h"
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#include "G3D/System.h"
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#include "G3D/g3dmath.h"
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#include "G3D/EqualsTrait.h"
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#include "G3D/HashTrait.h"
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#include "G3D/MemoryManager.h"
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#ifdef _MSC_VER
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# pragma warning (push)
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// Debug name too long warning
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# pragma warning (disable : 4786)
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#endif
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namespace G3D {
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/**
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An unordered data structure mapping keys to values.
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There are two ways of definining custom hash functions (G3D provides built-in ones for most classes):
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<pre>
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class Foo {
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public:
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std::string name;
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int index;
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static size_t hashCode(const Foo& key) {
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return HashTrait<std::string>::hashCode(key.name) + key.index;
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}
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};
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template<> struct HashTrait<class Foo> {
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static size_t hashCode(const Foo& key) { return HashTrait<std::string>::hashCode(key.name) + key.index; }
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};
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// Use Foo::hashCode
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Table<Foo, std::string, Foo> fooTable1;
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// Use HashTrait<Foo>
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Table<Foo, std::string> fooTable2;
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</pre>
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Key must be a pointer, an int, a std::string or provide overloads for:
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<PRE>
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template<> struct HashTrait<class Key> {
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static size_t hashCode(const Key& key) { return reinterpret_cast<size_t>( ... ); }
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};
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</PRE>
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and one of
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<PRE>
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template<> struct EqualsTrait<class Key>{
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static bool equals(const Key& a, const Key& b) { return ... ; }
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};
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bool operator==(const Key&, const Key&);
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</PRE>
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G3D pre-defines HashTrait specializations for common types (like <CODE>int</CODE> and <CODE>std::string</CODE>).
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If you use a Table with a different type you must write those functions yourself. For example,
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an enum would use:
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<PRE>
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template<> struct HashTrait<MyEnum> {
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static size_t hashCode(const MyEnum& key) const { return reinterpret_cast<size_t>( key ); }
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};
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</PRE>
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And rely on the default enum operator==.
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Periodically check that debugGetLoad() is low (> 0.1). When it gets near
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1.0 your hash function is badly designed and maps too many inputs to
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the same output.
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*/
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template<class Key, class Value, class HashFunc = HashTrait<Key>, class EqualsFunc = EqualsTrait<Key> >
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class Table {
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public:
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/**
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The pairs returned by iterator.
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*/
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class Entry {
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public:
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Key key;
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Value value;
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Entry() {}
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Entry(const Key& k) : key(k) {}
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Entry(const Key& k, const Value& v) : key(k), value(v) {}
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bool operator==(const Entry &peer) const { return (key == peer.key && value == peer.value); }
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bool operator!=(const Entry &peer) const { return !operator==(peer); }
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};
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private:
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typedef Table<Key, Value, HashFunc, EqualsFunc> ThisType;
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/**
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Linked list nodes used internally by HashTable.
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*/
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class Node {
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public:
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Entry entry;
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size_t hashCode;
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Node* next;
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private:
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// Private to require use of the allocator
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Node(const Key& k, const Value& v, size_t h, Node* n)
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: entry(k, v), hashCode(h), next(n) {
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debugAssert((next == NULL) || isValidHeapPointer(next));
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}
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Node(const Key& k, size_t h, Node* n)
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: entry(k), hashCode(h), next(n) {
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debugAssert((next == NULL) || isValidHeapPointer(next));
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}
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public:
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static Node* create(const Key& k, const Value& v, size_t h, Node* n, MemoryManager::Ref& mm) {
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Node* node = (Node*)mm->alloc(sizeof(Node));
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return new (node) Node(k, v, h, n);
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}
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static Node* create(const Key& k, size_t hashCode, Node* n, MemoryManager::Ref& mm) {
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Node* node = (Node*)mm->alloc(sizeof(Node));
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return new (node) Node(k, hashCode, n);
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}
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static void destroy(Node* n, MemoryManager::Ref& mm) {
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n->~Node();
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mm->free(n);
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}
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/**
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Clones a whole chain;
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*/
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Node* clone(MemoryManager::Ref& mm) {
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return create(this->entry.key, this->entry.value, hashCode, (next == NULL) ? NULL : next->clone(mm), mm);
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}
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};
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void checkIntegrity() const {
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# ifdef G3D_DEBUG
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debugAssert(m_bucket == NULL || isValidHeapPointer(m_bucket));
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for (size_t b = 0; b < m_numBuckets; ++b) {
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Node* node = m_bucket[b];
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debugAssert(node == NULL || isValidHeapPointer(node));
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while (node != NULL) {
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debugAssert(node == NULL || isValidHeapPointer(node));
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node = node->next;
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}
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}
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# endif
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}
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/** Number of elements in the table.*/
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size_t m_size;
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/**
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Array of Node*.
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We don't use Array<Node*> because Table is lower-level than Array.
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Some elements may be NULL.
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*/
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Node** m_bucket;
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/**
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Length of the m_bucket array.
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*/
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size_t m_numBuckets;
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MemoryManager::Ref m_memoryManager;
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void* alloc(size_t s) const {
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return m_memoryManager->alloc(s);
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}
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void free(void* p) const {
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return m_memoryManager->free(p);
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}
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/**
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Re-hashes for a larger m_bucket size.
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*/
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void resize(size_t newSize) {
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// Hang onto the old m_bucket array
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Node** oldBucket = m_bucket;
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// Allocate a new m_bucket array with the new size
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m_bucket = (Node**)alloc(sizeof(Node*) * newSize);
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alwaysAssertM(m_bucket != NULL, "MemoryManager::alloc returned NULL. Out of memory.");
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// Set all pointers to NULL
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System::memset(m_bucket, 0, newSize * sizeof(Node*));
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// Move each node to its new hash location
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for (size_t b = 0; b < m_numBuckets; ++b) {
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Node* node = oldBucket[b];
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// There is a linked list of nodes at this m_bucket
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while (node != NULL) {
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// Hang onto the old next pointer
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Node* nextNode = node->next;
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// Insert at the head of the list for m_bucket[i]
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size_t i = node->hashCode % newSize;
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node->next = m_bucket[i];
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m_bucket[i] = node;
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// Move on to the next node
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node = nextNode;
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}
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// Drop the old pointer for cleanliness when debugging
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oldBucket[b] = NULL;
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}
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// Delete the old storage
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free(oldBucket);
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this->m_numBuckets = newSize;
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checkIntegrity();
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}
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void copyFrom(const ThisType& h) {
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if (&h == this) {
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return;
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}
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debugAssert(m_bucket == NULL);
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m_size = h.m_size;
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m_numBuckets = h.m_numBuckets;
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m_bucket = (Node**)alloc(sizeof(Node*) * m_numBuckets);
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// No need to NULL elements since we're about to overwrite them
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for (size_t b = 0; b < m_numBuckets; ++b) {
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if (h.m_bucket[b] != NULL) {
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m_bucket[b] = h.m_bucket[b]->clone(m_memoryManager);
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} else {
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m_bucket[b] = NULL;
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}
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}
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checkIntegrity();
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}
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/**
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Frees the heap structures for the nodes.
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*/
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void freeMemory() {
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checkIntegrity();
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for (size_t b = 0; b < m_numBuckets; ++b) {
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Node* node = m_bucket[b];
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while (node != NULL) {
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Node* next = node->next;
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Node::destroy(node, m_memoryManager);
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node = next;
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}
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m_bucket[b] = NULL;
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}
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free(m_bucket);
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m_bucket = NULL;
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m_numBuckets = 0;
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m_size = 0;
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}
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public:
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/**
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Creates an empty hash table using the default MemoryManager.
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*/
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Table() : m_bucket(NULL) {
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m_memoryManager = MemoryManager::create();
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m_numBuckets = 0;
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m_size = 0;
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m_bucket = NULL;
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checkIntegrity();
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}
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/** Changes the internal memory manager to m */
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void clearAndSetMemoryManager(const MemoryManager::Ref& m) {
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clear();
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debugAssert(m_bucket == NULL);
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m_memoryManager = m;
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}
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/**
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Recommends that the table resize to anticipate at least this number of elements.
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*/
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void setSizeHint(size_t n) {
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size_t s = n * 3;
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if (s > m_numBuckets) {
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resize(s);
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}
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}
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/**
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Destroys all of the memory allocated by the table, but does <B>not</B>
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call delete on keys or values if they are pointers. If you want to
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deallocate things that the table points at, use getKeys() and Array::deleteAll()
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to delete them.
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*/
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virtual ~Table() {
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freeMemory();
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}
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/** Uses the default memory manager */
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Table(const ThisType& h) {
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m_memoryManager = MemoryManager::create();
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m_numBuckets = 0;
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m_size = 0;
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m_bucket = NULL;
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this->copyFrom(h);
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checkIntegrity();
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}
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Table& operator=(const ThisType& h) {
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// No need to copy if the argument is this
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if (this != &h) {
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// Free the existing nodes
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freeMemory();
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this->copyFrom(h);
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checkIntegrity();
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}
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return *this;
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}
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/**
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Returns the length of the deepest m_bucket.
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*/
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size_t debugGetDeepestBucketSize() const {
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size_t deepest = 0;
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for (size_t b = 0; b < m_numBuckets; ++b) {
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size_t count = 0;
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Node* node = m_bucket[b];
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while (node != NULL) {
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node = node->next;
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++count;
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}
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if (count > deepest) {
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deepest = count;
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}
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}
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return deepest;
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}
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/**
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Returns the average size of non-empty buckets.
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*/
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float debugGetAverageBucketSize() const {
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uint64 num = 0;
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for (size_t b = 0; b < m_numBuckets; ++b) {
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Node* node = m_bucket[b];
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if (node != NULL) {
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++num;
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}
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}
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return (float)((double)size() / num);
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}
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/**
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A small load (close to zero) means the hash table is acting very
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efficiently most of the time. A large load (close to 1) means
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the hash table is acting poorly-- all operations will be very slow.
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A large load will result from a bad hash function that maps too
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many keys to the same code.
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*/
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double debugGetLoad() const {
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return (double)size() / m_numBuckets;
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}
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/**
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Returns the number of buckets.
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*/
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size_t debugGetNumBuckets() const {
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return m_numBuckets;
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}
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/**
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C++ STL style iterator variable. See begin().
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*/
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class Iterator {
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private:
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friend class Table<Key, Value, HashFunc, EqualsFunc>;
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/**
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Bucket index.
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*/
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size_t index;
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/**
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Linked list node.
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*/
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Node* node;
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size_t m_numBuckets;
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Node** m_bucket;
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bool isDone;
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/**
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Creates the end iterator.
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*/
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Iterator() : index(0), node(NULL), m_bucket(NULL) {
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isDone = true;
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}
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Iterator(size_t numBuckets, Node** m_bucket) :
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index(0),
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node(NULL),
|
||
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m_numBuckets(numBuckets),
|
||
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m_bucket(m_bucket) {
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||
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if (m_numBuckets == 0) {
|
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// Empty table
|
||
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isDone = true;
|
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return;
|
||
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}
|
||
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|
||
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# ifdef G3D_DEBUG
|
||
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for (unsigned int i = 0; i < m_numBuckets; ++i) {
|
||
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debugAssert((m_bucket[i] == NULL) || isValidHeapPointer(m_bucket[i]));
|
||
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}
|
||
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# endif
|
||
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||
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index = 0;
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node = m_bucket[index];
|
||
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debugAssert((node == NULL) || isValidHeapPointer(node));
|
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isDone = false;
|
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findNext();
|
||
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debugAssert((node == NULL) || isValidHeapPointer(node));
|
||
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}
|
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||
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/**
|
||
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If node is NULL, then finds the next element by searching through the bucket array.
|
||
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Sets isDone if no more nodes are available.
|
||
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*/
|
||
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void findNext() {
|
||
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while (node == NULL) {
|
||
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++index;
|
||
|
if (index >= m_numBuckets) {
|
||
|
m_bucket = NULL;
|
||
|
index = 0;
|
||
|
isDone = true;
|
||
|
return;
|
||
|
} else {
|
||
|
node = m_bucket[index];
|
||
|
debugAssert((node == NULL) || isValidHeapPointer(node));
|
||
|
}
|
||
|
}
|
||
|
debugAssert(isValidHeapPointer(node));
|
||
|
}
|
||
|
|
||
|
public:
|
||
|
inline bool operator!=(const Iterator& other) const {
|
||
|
return !(*this == other);
|
||
|
}
|
||
|
|
||
|
bool operator==(const Iterator& other) const {
|
||
|
if (other.isDone || isDone) {
|
||
|
// Common case; check against isDone.
|
||
|
return (isDone == other.isDone);
|
||
|
} else {
|
||
|
return (node == other.node) && (index == other.index);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
Pre increment.
|
||
|
*/
|
||
|
Iterator& operator++() {
|
||
|
debugAssert(! isDone);
|
||
|
debugAssert(node != NULL);
|
||
|
debugAssert(isValidHeapPointer(node));
|
||
|
debugAssert((node->next == NULL) || isValidHeapPointer(node->next));
|
||
|
node = node->next;
|
||
|
findNext();
|
||
|
debugAssert(isDone || isValidHeapPointer(node));
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
Post increment (slower than preincrement).
|
||
|
*/
|
||
|
Iterator operator++(int) {
|
||
|
Iterator old = *this;
|
||
|
++(*this);
|
||
|
return old;
|
||
|
}
|
||
|
|
||
|
const Entry& operator*() const {
|
||
|
return node->entry;
|
||
|
}
|
||
|
|
||
|
const Value& value() const {
|
||
|
return node->entry.value;
|
||
|
}
|
||
|
|
||
|
const Key& key() const {
|
||
|
return node->entry.key;
|
||
|
}
|
||
|
|
||
|
Entry* operator->() const {
|
||
|
debugAssert(isValidHeapPointer(node));
|
||
|
return &(node->entry);
|
||
|
}
|
||
|
|
||
|
operator Entry*() const {
|
||
|
debugAssert(isValidHeapPointer(node));
|
||
|
return &(node->entry);
|
||
|
}
|
||
|
|
||
|
bool isValid() const {
|
||
|
return ! isDone;
|
||
|
}
|
||
|
|
||
|
/** @deprecated Use isValid */
|
||
|
bool hasMore() const {
|
||
|
return ! isDone;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
|
||
|
/**
|
||
|
C++ STL style iterator method. Returns the first Entry, which
|
||
|
contains a key and value. Use preincrement (++entry) to get to
|
||
|
the next element. Do not modify the table while iterating.
|
||
|
*/
|
||
|
Iterator begin() const {
|
||
|
return Iterator(m_numBuckets, m_bucket);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
C++ STL style iterator method. Returns one after the last iterator
|
||
|
element.
|
||
|
*/
|
||
|
const Iterator end() const {
|
||
|
return Iterator();
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
Removes all elements. Guaranteed to free all memory associated with
|
||
|
the table.
|
||
|
*/
|
||
|
void clear() {
|
||
|
freeMemory();
|
||
|
m_numBuckets = 0;
|
||
|
m_size = 0;
|
||
|
m_bucket = NULL;
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
Returns the number of keys.
|
||
|
*/
|
||
|
size_t size() const {
|
||
|
return m_size;
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
If you insert a pointer into the key or value of a table, you are
|
||
|
responsible for deallocating the object eventually. Inserting
|
||
|
key into a table is O(1), but may cause a potentially slow rehashing.
|
||
|
*/
|
||
|
void set(const Key& key, const Value& value) {
|
||
|
getCreateEntry(key).value = value;
|
||
|
}
|
||
|
|
||
|
private:
|
||
|
|
||
|
/** Helper for remove() and getRemove() */
|
||
|
bool remove(const Key& key, Key& removedKey, Value& removedValue, bool updateRemoved) {
|
||
|
if (m_numBuckets == 0) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
const size_t code = HashFunc::hashCode(key);
|
||
|
const size_t b = code % m_numBuckets;
|
||
|
|
||
|
// Go to the m_bucket
|
||
|
Node* n = m_bucket[b];
|
||
|
|
||
|
if (n == NULL) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
Node* previous = NULL;
|
||
|
|
||
|
// Try to find the node
|
||
|
do {
|
||
|
if ((code == n->hashCode) && EqualsFunc::equals(n->entry.key, key)) {
|
||
|
// This is the node; remove it
|
||
|
|
||
|
// Replace the previous's next pointer
|
||
|
if (previous == NULL) {
|
||
|
m_bucket[b] = n->next;
|
||
|
} else {
|
||
|
previous->next = n->next;
|
||
|
}
|
||
|
|
||
|
if (updateRemoved) {
|
||
|
removedKey = n->entry.key;
|
||
|
removedValue = n->entry.value;
|
||
|
}
|
||
|
// Delete the node
|
||
|
Node::destroy(n, m_memoryManager);
|
||
|
--m_size;
|
||
|
|
||
|
//checkIntegrity();
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
previous = n;
|
||
|
n = n->next;
|
||
|
} while (n != NULL);
|
||
|
|
||
|
//checkIntegrity();
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
public:
|
||
|
|
||
|
/** If @a member is present, sets @a removed to the element
|
||
|
being removed and returns true. Otherwise returns false
|
||
|
and does not write to @a removed. */
|
||
|
bool getRemove(const Key& key, Key& removedKey, Value& removedValue) {
|
||
|
return remove(key, removedKey, removedValue, true);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
Removes an element from the table if it is present.
|
||
|
@return true if the element was found and removed, otherwise false
|
||
|
*/
|
||
|
bool remove(const Key& key) {
|
||
|
Key x;
|
||
|
Value v;
|
||
|
return remove(key, x, v, false);
|
||
|
}
|
||
|
|
||
|
private:
|
||
|
|
||
|
Entry* getEntryPointer(const Key& key) const {
|
||
|
if (m_numBuckets == 0) {
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
size_t code = HashFunc::hashCode(key);
|
||
|
size_t b = code % m_numBuckets;
|
||
|
|
||
|
Node* node = m_bucket[b];
|
||
|
|
||
|
while (node != NULL) {
|
||
|
if ((node->hashCode == code) && EqualsFunc::equals(node->entry.key, key)) {
|
||
|
return &(node->entry);
|
||
|
}
|
||
|
node = node->next;
|
||
|
}
|
||
|
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
public:
|
||
|
|
||
|
/** If a value that is EqualsFunc to @a member is present, returns a pointer to the
|
||
|
version stored in the data structure, otherwise returns NULL.
|
||
|
*/
|
||
|
const Key* getKeyPointer(const Key& key) const {
|
||
|
const Entry* e = getEntryPointer(key);
|
||
|
if (e == NULL) {
|
||
|
return NULL;
|
||
|
} else {
|
||
|
return &(e->key);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
Returns the value associated with key.
|
||
|
@deprecated Use get(key, val) or getPointer(key)
|
||
|
*/
|
||
|
Value& get(const Key& key) const {
|
||
|
Entry* e = getEntryPointer(key);
|
||
|
debugAssertM(e != NULL, "Key not found");
|
||
|
return e->value;
|
||
|
}
|
||
|
|
||
|
|
||
|
/** Returns a pointer to the element if it exists, or NULL if it does not.
|
||
|
Note that if your value type <i>is</i> a pointer, the return value is
|
||
|
a pointer to a pointer. Do not remove the element while holding this
|
||
|
pointer.
|
||
|
|
||
|
It is easy to accidentally mis-use this method. Consider making
|
||
|
a Table<Value*> and using get(key, val) instead, which makes you manage
|
||
|
the memory for the values yourself and is less likely to result in
|
||
|
pointer errors.
|
||
|
*/
|
||
|
Value* getPointer(const Key& key) const {
|
||
|
if (m_numBuckets == 0) {
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
size_t code = HashFunc::hashCode(key);
|
||
|
size_t b = code % m_numBuckets;
|
||
|
|
||
|
Node* node = m_bucket[b];
|
||
|
|
||
|
while (node != NULL) {
|
||
|
if ((node->hashCode == code) && EqualsFunc::equals(node->entry.key, key)) {
|
||
|
// found key
|
||
|
return &(node->entry.value);
|
||
|
}
|
||
|
node = node->next;
|
||
|
}
|
||
|
|
||
|
// Failed to find key
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
If the key is present in the table, val is set to the associated value and returns true.
|
||
|
If the key is not present, returns false.
|
||
|
*/
|
||
|
bool get(const Key& key, Value& val) const {
|
||
|
Value* v = getPointer(key);
|
||
|
if (v != NULL) {
|
||
|
val = *v;
|
||
|
return true;
|
||
|
} else {
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/** Called by getCreate() and set()
|
||
|
|
||
|
\param created Set to true if the entry was created by this method.
|
||
|
*/
|
||
|
Entry& getCreateEntry(const Key& key, bool& created) {
|
||
|
created = false;
|
||
|
|
||
|
if (m_numBuckets == 0) {
|
||
|
resize(10);
|
||
|
}
|
||
|
|
||
|
size_t code = HashFunc::hashCode(key);
|
||
|
size_t b = code % m_numBuckets;
|
||
|
|
||
|
// Go to the m_bucket
|
||
|
Node* n = m_bucket[b];
|
||
|
|
||
|
// No m_bucket, so this must be the first
|
||
|
if (n == NULL) {
|
||
|
m_bucket[b] = Node::create(key, code, NULL, m_memoryManager);
|
||
|
++m_size;
|
||
|
created = true;
|
||
|
//checkIntegrity();
|
||
|
return m_bucket[b]->entry;
|
||
|
}
|
||
|
|
||
|
size_t bucketLength = 1;
|
||
|
|
||
|
// Sometimes a bad hash code will cause all elements
|
||
|
// to collide. Detect this case and don't rehash when
|
||
|
// it occurs; nothing good will come from the rehashing.
|
||
|
bool allSameCode = true;
|
||
|
|
||
|
// Try to find the node
|
||
|
do {
|
||
|
allSameCode = allSameCode && (code == n->hashCode);
|
||
|
|
||
|
if ((code == n->hashCode) && EqualsFunc::equals(n->entry.key, key)) {
|
||
|
// This is the a pre-existing node
|
||
|
//checkIntegrity();
|
||
|
return n->entry;
|
||
|
}
|
||
|
|
||
|
n = n->next;
|
||
|
++bucketLength;
|
||
|
} while (n != NULL);
|
||
|
|
||
|
// Allow the load factor to rise as the table gets huge
|
||
|
const int bucketsPerElement =
|
||
|
(m_size > 50000) ? 3 :
|
||
|
((m_size > 10000) ? 5 :
|
||
|
((m_size > 5000) ? 10 : 15));
|
||
|
|
||
|
const size_t maxBucketLength = 3;
|
||
|
// (Don't bother changing the size of the table if all entries
|
||
|
// have the same hashcode--they'll still collide)
|
||
|
if ((bucketLength > maxBucketLength) &&
|
||
|
! allSameCode &&
|
||
|
(m_numBuckets < m_size * bucketsPerElement)) {
|
||
|
|
||
|
// This m_bucket was really large; rehash if all elements
|
||
|
// don't have the same hashcode the number of buckets is
|
||
|
// reasonable.
|
||
|
|
||
|
// Back off the scale factor as the number of buckets gets
|
||
|
// large
|
||
|
float f = 3.0f;
|
||
|
if (m_numBuckets > 1000000) {
|
||
|
f = 1.5f;
|
||
|
} else if (m_numBuckets > 100000) {
|
||
|
f = 2.0f;
|
||
|
}
|
||
|
int newSize = iMax((int)(m_numBuckets * f) + 1, (int)(m_size * f));
|
||
|
resize(newSize);
|
||
|
}
|
||
|
|
||
|
// Not found; insert at the head.
|
||
|
b = code % m_numBuckets;
|
||
|
m_bucket[b] = Node::create(key, code, m_bucket[b], m_memoryManager);
|
||
|
++m_size;
|
||
|
created = true;
|
||
|
|
||
|
//checkIntegrity();
|
||
|
return m_bucket[b]->entry;
|
||
|
}
|
||
|
|
||
|
Entry& getCreateEntry(const Key& key) {
|
||
|
bool ignore;
|
||
|
return getCreateEntry(key, ignore);
|
||
|
}
|
||
|
|
||
|
|
||
|
/** Returns the current value that key maps to, creating it if necessary.*/
|
||
|
Value& getCreate(const Key& key) {
|
||
|
return getCreateEntry(key).value;
|
||
|
}
|
||
|
|
||
|
/** \param created True if the element was created. */
|
||
|
Value& getCreate(const Key& key, bool& created) {
|
||
|
return getCreateEntry(key, created).value;
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
Returns true if key is in the table.
|
||
|
*/
|
||
|
bool containsKey(const Key& key) const {
|
||
|
if (m_numBuckets == 0) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
size_t code = HashFunc::hashCode(key);
|
||
|
size_t b = code % m_numBuckets;
|
||
|
|
||
|
Node* node = m_bucket[b];
|
||
|
|
||
|
while (node != NULL) {
|
||
|
if ((node->hashCode == code) && EqualsFunc::equals(node->entry.key, key)) {
|
||
|
return true;
|
||
|
}
|
||
|
node = node->next;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
Short syntax for get.
|
||
|
*/
|
||
|
inline Value& operator[](const Key &key) const {
|
||
|
return get(key);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
Returns an array of all of the keys in the table.
|
||
|
You can iterate over the keys to get the values.
|
||
|
@deprecated
|
||
|
*/
|
||
|
Array<Key> getKeys() const {
|
||
|
Array<Key> keyArray;
|
||
|
getKeys(keyArray);
|
||
|
return keyArray;
|
||
|
}
|
||
|
|
||
|
void getKeys(Array<Key>& keyArray) const {
|
||
|
keyArray.resize(0, DONT_SHRINK_UNDERLYING_ARRAY);
|
||
|
for (size_t i = 0; i < m_numBuckets; ++i) {
|
||
|
Node* node = m_bucket[i];
|
||
|
while (node != NULL) {
|
||
|
keyArray.append(node->entry.key);
|
||
|
node = node->next;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/** Will contain duplicate values if they exist in the table. This array is parallel to the one returned by getKeys() if the table has not been modified. */
|
||
|
void getValues(Array<Value>& valueArray) const {
|
||
|
valueArray.resize(0, DONT_SHRINK_UNDERLYING_ARRAY);
|
||
|
for (size_t i = 0; i < m_numBuckets; ++i) {
|
||
|
Node* node = m_bucket[i];
|
||
|
while (node != NULL) {
|
||
|
valueArray.append(node->entry.value);
|
||
|
node = node->next;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
Calls delete on all of the keys and then clears the table.
|
||
|
*/
|
||
|
void deleteKeys() {
|
||
|
for (size_t i = 0; i < m_numBuckets; ++i) {
|
||
|
Node* node = m_bucket[i];
|
||
|
while (node != NULL) {
|
||
|
delete node->entry.key;
|
||
|
node->entry.key = NULL;
|
||
|
node = node->next;
|
||
|
}
|
||
|
}
|
||
|
clear();
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
Calls delete on all of the values. This is unsafe--
|
||
|
do not call unless you know that each value appears
|
||
|
at most once.
|
||
|
|
||
|
Does not clear the table, so you are left with a table
|
||
|
of NULL pointers.
|
||
|
*/
|
||
|
void deleteValues() {
|
||
|
for (size_t i = 0; i < m_numBuckets; ++i) {
|
||
|
Node* node = m_bucket[i];
|
||
|
while (node != NULL) {
|
||
|
delete node->entry.value;
|
||
|
node->entry.value = NULL;
|
||
|
node = node->next;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
template<class H, class E>
|
||
|
bool operator==(const Table<Key, Value, H, E>& other) const {
|
||
|
if (size() != other.size()) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
for (Iterator it = begin(); it.hasMore(); ++it) {
|
||
|
const Value* v = other.getPointer(it->key);
|
||
|
if ((v == NULL) || (*v != it->value)) {
|
||
|
// Either the key did not exist or the value was not the same
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// this and other have the same number of keys, so we don't
|
||
|
// have to check for extra keys in other.
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
template<class H, class E>
|
||
|
bool operator!=(const Table<Key, Value, H, E>& other) const {
|
||
|
return ! (*this == other);
|
||
|
}
|
||
|
|
||
|
void debugPrintStatus() {
|
||
|
debugPrintf("Deepest bucket size = %d\n", (int)debugGetDeepestBucketSize());
|
||
|
debugPrintf("Average bucket size = %g\n", debugGetAverageBucketSize());
|
||
|
debugPrintf("Load factor = %g\n", debugGetLoad());
|
||
|
}
|
||
|
};
|
||
|
|
||
|
} // namespace
|
||
|
|
||
|
#ifdef _MSC_VER
|
||
|
# pragma warning (pop)
|
||
|
#endif
|
||
|
|
||
|
#endif
|