README: document nit_env.sh
[nit.git] / lib / more_collections.nit
index aad9f4c..9fb05bb 100644 (file)
 # limitations under the License.
 
 # Highly specific, but useful, collections-related classes.
-module more_collections
+module more_collections is serialize
+
+import serialization
 
 # Simple way to store an `HashMap[K, Array[V]]`
-class MultiHashMap[K: Object, V]
+#
+# Unlike standard HashMap, MultiHashMap provides a new
+# empty array on the first access on a unknown key.
+#
+#     var m = new MultiHashMap[String, Char]
+#     assert not m.has_key("four")
+#     m["four"].add('i')
+#     m["four"].add('i')
+#     m["four"].add('i')
+#     m["four"].add('i')
+#     assert m.has_key("four")
+#     assert m["four"] == ['i', 'i', 'i', 'i']
+#     assert m["zzz"] == new Array[Char]
+class MultiHashMap[K, V]
        super HashMap[K, Array[V]]
 
        # Add `v` to the array associated with `k`.
        # If there is no array associated, then create it.
        fun add_one(k: K, v: V)
        do
-               if self.has_key(k) then
-                       self[k].add(v)
+               var x = self.get_or_null(k)
+               if x != null then
+                       x.add(v)
                else
                        self[k] = [v]
                end
        end
 
-       init do end
+       redef fun provide_default_value(key) do
+               var res = new Array[V]
+               self[key] = res
+               return res
+       end
 end
 
 # Simple way to store an `HashMap[K1, HashMap[K2, V]]`
-class HashMap2[K1: Object, K2: Object, V]
-       private var level1: HashMap[K1, HashMap[K2, V]] = new HashMap[K1, HashMap[K2, V]]
+#
+# ~~~~
+# var hm2 = new HashMap2[Int, String, Float]
+# hm2[1, "one"] = 1.0
+# hm2[2, "two"] = 2.0
+# assert hm2[1, "one"] == 1.0
+# assert hm2[2, "not-two"] == null
+# ~~~~
+class HashMap2[K1, K2, V]
+
+       private var level1 = new HashMap[K1, HashMap[K2, V]]
 
        # Return the value associated to the keys `k1` and `k2`.
        # Return `null` if no such a value.
        fun [](k1: K1, k2: K2): nullable V
        do
                var level1 = self.level1
-               if not level1.has_key(k1) then return null
-               var level2 = level1[k1]
-               if not level2.has_key(k2) then return null
-               return level2[k2]
+               var level2 = level1.get_or_null(k1)
+               if level2 == null then return null
+               return level2.get_or_null(k2)
        end
 
        # Set `v` the value associated to the keys `k1` and `k2`.
        fun []=(k1: K1, k2: K2, v: V)
        do
                var level1 = self.level1
-               var level2: HashMap[K2, V]
-               if not level1.has_key(k1) then
+               var level2 = level1.get_or_null(k1)
+               if level2 == null then
                        level2 = new HashMap[K2, V]
                        level1[k1] = level2
-               else
-                       level2 = level1[k1]
                end
                level2[k2] = v
        end
+
+       # Remove the item at `k1` and `k2`
+       fun remove_at(k1: K1, k2: K2)
+       do
+               var level1 = self.level1
+               var level2 = level1.get_or_null(k1)
+               if level2 == null then return
+               level2.keys.remove(k2)
+       end
+
+       # Is there a value at `k1, k2`?
+       fun has(k1: K1, k2: K2): Bool
+       do
+               if not level1.keys.has(k1) then return false
+               return level1[k1].keys.has(k2)
+       end
+
+       # Remove all items
+       fun clear do level1.clear
 end
 
 # Simple way to store an `HashMap[K1, HashMap[K2, HashMap[K3, V]]]`
-class HashMap3[K1: Object, K2: Object, K3: Object, V]
-       private var level1: HashMap[K1, HashMap2[K2, K3, V]] = new HashMap[K1, HashMap2[K2, K3, V]]
+#
+# ~~~~
+# var hm3 = new HashMap3[Int, String, Int, Float]
+# hm3[1, "one", 11] = 1.0
+# hm3[2, "two", 22] = 2.0
+# assert hm3[1, "one", 11] == 1.0
+# assert hm3[2, "not-two", 22] == null
+# ~~~~
+class HashMap3[K1, K2, K3, V]
+
+       private var level1 = new HashMap[K1, HashMap2[K2, K3, V]]
 
        # Return the value associated to the keys `k1`, `k2`, and `k3`.
        # Return `null` if no such a value.
        fun [](k1: K1, k2: K2, k3: K3): nullable V
        do
                var level1 = self.level1
-               if not level1.has_key(k1) then return null
-               var level2 = level1[k1]
+               var level2 = level1.get_or_null(k1)
+               if level2 == null then return null
                return level2[k2, k3]
        end
 
@@ -81,13 +135,408 @@ class HashMap3[K1: Object, K2: Object, K3: Object, V]
        fun []=(k1: K1, k2: K2, k3: K3, v: V)
        do
                var level1 = self.level1
-               var level2: HashMap2[K2, K3, V]
-               if not level1.has_key(k1) then
+               var level2 = level1.get_or_null(k1)
+               if level2 == null then
                        level2 = new HashMap2[K2, K3, V]
                        level1[k1] = level2
-               else
-                       level2 = level1[k1]
                end
                level2[k2, k3] = v
        end
+
+       # Remove the item at `k1`, `k2` and `k3`
+       fun remove_at(k1: K1, k2: K2, k3: K3)
+       do
+               var level1 = self.level1
+               var level2 = level1.get_or_null(k1)
+               if level2 == null then return
+               level2.remove_at(k2, k3)
+       end
+
+       # Is there a value at `k1, k2, k3`?
+       fun has(k1: K1, k2: K2, k3: K3): Bool
+       do
+               if not level1.keys.has(k1) then return false
+               return level1[k1].has(k2, k3)
+       end
+
+       # Remove all items
+       fun clear do level1.clear
+end
+
+# A map with a default value.
+#
+# ~~~~
+# var dm = new DefaultMap[String, Int](10)
+# assert dm["a"] == 10
+# ~~~~
+#
+# The default value is used when the key is not present.
+# And getting a default value does not register the key.
+#
+# ~~~~
+# assert dm["a"] == 10
+# assert dm.length == 0
+# assert dm.has_key("a") == false
+# ~~~~
+#
+# It also means that removed key retrieve the default value.
+#
+# ~~~~
+# dm["a"] = 2
+# assert dm["a"] == 2
+# dm.keys.remove("a")
+# assert dm["a"] == 10
+# ~~~~
+#
+# Warning: the default value is used as is, so using mutable object might
+# cause side-effects.
+#
+# ~~~~
+# var dma = new DefaultMap[String, Array[Int]](new Array[Int])
+#
+# dma["a"].add(65)
+# assert dma["a"] == [65]
+# assert dma.default == [65]
+# assert dma["c"] == [65]
+#
+# dma["b"] += [66]
+# assert dma["b"] == [65, 66]
+# assert dma.default == [65]
+# ~~~~
+class DefaultMap[K, V]
+       super HashMap[K, V]
+
+       # The default value.
+       var default: V
+
+       redef fun provide_default_value(key) do return default
+end
+
+# An unrolled linked list
+#
+# A sequence implemented as a linked list of arrays.
+#
+# This data structure is similar to the `List` but it can benefit from
+# better cache performance, lower data overhead for the nodes metadata and
+# it spares the GC to allocate many small nodes.
+class UnrolledList[E]
+       super Sequence[E]
+
+       # Desired capacity for each nodes
+       #
+       # By default at `32`, it can be increased for very large lists.
+       #
+       # It can be modified anytime, but newly created nodes may still be assigned
+       # the same capacity of old nodes when created by `insert`.
+       var nodes_length = 32 is writable
+
+       private var head_node: UnrolledNode[E] = new UnrolledNode[E](nodes_length)
+
+       private var tail_node: UnrolledNode[E] = head_node
+
+       redef var length = 0
+
+       redef fun clear
+       do
+               head_node = new UnrolledNode[E](nodes_length)
+               tail_node = head_node
+               length = 0
+       end
+
+       # Out parameter of `node_at`
+       private var index_within_node = 0
+
+       private fun node_at(index: Int): UnrolledNode[E]
+       do
+               assert index >= 0 and index < length
+
+               var node = head_node
+               while index >= node.length do
+                       index -= node.length
+                       node = node.next.as(not null)
+               end
+
+               index_within_node = index
+               return node
+       end
+
+       private fun insert_node(node: UnrolledNode[E], prev, next: nullable UnrolledNode[E])
+       do
+               if prev != null then
+                       prev.next = node
+               else head_node = node
+
+               if next != null then
+                       next.prev = node
+               else tail_node = node
+
+               node.next = next
+               node.prev = prev
+       end
+
+       redef fun [](index)
+       do
+               var node = node_at(index)
+               index = index_within_node + node.head_index
+               return node.items[index]
+       end
+
+       redef fun []=(index, value)
+       do
+               var node = node_at(index)
+               index = index_within_node + node.head_index
+               node.items[index] = value
+       end
+
+       redef fun push(item)
+       do
+               var node = tail_node
+               if not node.full then
+                       if node.tail_index < node.capacity then
+                               # There's room at the tail
+                               node.tail_index += 1
+                       else
+                               # Move everything over by `d`
+                               assert node.head_index > 0
+                               var d = node.head_index / 2 + 1
+                               node.move_head(node.length, d)
+                               for i in d.times do node.items[node.tail_index - i] = null
+                               node.head_index -= d
+                               node.tail_index += -d+1
+                       end
+                       node.items[node.tail_index-1] = item
+               else
+                       # New node!
+                       node = new UnrolledNode[E](nodes_length)
+                       insert_node(node, tail_node, null)
+                       node.tail_index = 1
+                       node.items[0] = item
+               end
+               length += 1
+       end
+
+       redef fun unshift(item)
+       do
+               var node = head_node
+               if not node.full then
+                       if node.head_index > 0 then
+                               # There's room at the head
+                               node.head_index -= 1
+                       else
+                               # Move everything over by `d`
+                               assert node.tail_index < node.capacity
+                               var d = (node.capacity-node.tail_index) / 2 + 1
+                               node.move_tail(0, d)
+                               for i in d.times do node.items[node.head_index+i] = null
+                               node.head_index += d-1
+                               node.tail_index += d
+                       end
+                       node.items[node.head_index] = item
+               else
+                       # New node!
+                       node = new UnrolledNode[E](nodes_length)
+                       insert_node(node, null, head_node)
+                       node.head_index = node.capacity-1
+                       node.tail_index = node.capacity
+                       node.items[node.capacity-1] = item
+               end
+               length += 1
+       end
+
+       redef fun pop
+       do
+               assert not_empty
+
+               var node = tail_node
+               while node.length == 0 do
+                       # Delete empty node
+                       var nullable_node = node.prev
+                       assert is_not_empty: nullable_node != null
+                       node = nullable_node
+                       node.next = null
+                       self.tail_node = node
+               end
+
+               var item = node.items[node.tail_index-1]
+               node.tail_index -= 1
+               length -= 1
+               return item
+       end
+
+       redef fun shift
+       do
+               assert not_empty
+
+               var node = head_node
+               while node.length == 0 do
+                       # Delete empty node
+                       var nullable_node = node.next
+                       assert is_not_empty: nullable_node != null
+                       node = nullable_node
+                       node.prev = null
+                       self.head_node = node
+               end
+
+               var item = node.items[node.head_index]
+               node.head_index += 1
+               length -= 1
+               return item
+       end
+
+       redef fun insert(item, index)
+       do
+               if index == length then
+                       push item
+                       return
+               end
+
+               var node = node_at(index)
+               index = index_within_node
+               if node.full then
+                       # Move half to a new node
+                       var new_node = new UnrolledNode[E](nodes_length.max(node.capacity))
+
+                       # Plug in the new node
+                       var next_node = node.next
+                       insert_node(new_node, node, next_node)
+
+                       # Move items at and after `index` to the new node
+                       var to_displace = node.length-index
+                       var offset = (new_node.capacity-to_displace)/2
+                       for i in [0..to_displace[ do
+                               new_node.items[offset+i] = node.items[index+i]
+                               node.items[index+i] = null
+                       end
+                       new_node.head_index = offset
+                       new_node.tail_index = offset + to_displace
+                       node.tail_index -= to_displace
+
+                       # Store `item`
+                       if index > node.capacity / 2 then
+                               new_node.items[offset-1] = item
+                               new_node.head_index -= 1
+                       else
+                               node.items[node.head_index+index] = item
+                               node.tail_index += 1
+                       end
+               else
+                       if node.tail_index < node.capacity then
+                               # Move items towards the tail
+                               node.move_tail(index, 1)
+                               node.tail_index += 1
+                               node.items[node.head_index + index] = item
+                       else
+                               # Move items towards the head
+                               node.move_head(index, 1)
+                               node.items[node.head_index + index-1] = item
+                               node.head_index -= 1
+                       end
+               end
+               length += 1
+       end
+
+       redef fun remove_at(index)
+       do
+               var node = node_at(index)
+               index = index_within_node + node.head_index
+
+               # Shift left all the elements after `index`
+               for i in [index+1 .. node.tail_index[ do
+                       node.items[i-1] = node.items[i]
+               end
+               node.tail_index -= 1
+               node.items[node.tail_index] = null
+
+               length -= 1
+
+               var next_node = node.next
+               var prev_node = node.prev
+               if node.is_empty and (next_node != null or prev_node != null) then
+                       # Empty and non-head or tail node, delete
+                       if next_node != null then
+                               next_node.prev = node.prev
+                       else tail_node = prev_node.as(not null)
+
+                       if prev_node != null then
+                               prev_node.next = node.next
+                       else head_node = next_node.as(not null)
+               end
+       end
+
+       redef fun iterator do return new UnrolledIterator[E](self)
+end
+
+# Node composing an `UnrolledList`
+#
+# Stores the elements in the `items` array. The elements in the `items` array
+# begin at `head_index` and end right before `tail_index`. The data is contiguous,
+# but there can be empty cells at the beginning and the end of the array.
+private class UnrolledNode[E]
+
+       var prev: nullable UnrolledNode[E] = null
+
+       var next: nullable UnrolledNode[E] = null
+
+       # Desired length of `items`
+       var capacity: Int
+
+       # `Array` of items in this node, filled with `null`
+       var items = new Array[nullable E].filled_with(null, capacity) is lazy
+
+       # Index of the first element in `items`
+       var head_index = 0
+
+       # Index after the last element in `items`
+       var tail_index = 0
+
+       fun length: Int do return tail_index - head_index
+
+       fun full: Bool do return length == capacity
+
+       fun is_empty: Bool do return tail_index == head_index
+
+       # Move towards the head all elements before `index` of `displace` cells
+       fun move_tail(index, displace: Int)
+       do
+               for i in [tail_index-1..head_index+index].step(-1) do
+                       items[i+displace] = items[i]
+               end
+       end
+
+       # Move towards the tail all elements at and after `index` of `displace` cells
+       fun move_head(index, displace: Int)
+       do
+               for i in [head_index..head_index+index[ do
+                       items[i-displace] = items[i]
+               end
+       end
+end
+
+private class UnrolledIterator[E]
+       super IndexedIterator[E]
+
+       var list: UnrolledList[E]
+
+       var node: nullable UnrolledNode[E] = list.head_node is lazy
+
+       # Index of the current `item`
+       redef var index = 0
+
+       # Index within the current `node`
+       var index_in_node: Int = node.head_index is lazy
+
+       redef fun item do return node.items[index_in_node]
+
+       redef fun is_ok do return index < list.length
+
+       redef fun next
+       do
+               index += 1
+               index_in_node += 1
+
+               if index_in_node >= node.tail_index then
+                       node = node.next
+                       if node != null then index_in_node = node.head_index
+               end
+       end
 end