# 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
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
+
+# Keep track of the best elements according to a distance value.
+#
+# ~~~
+# var bests = new BestDistance[String](5)
+# bests.update(10, "Too big")
+# assert bests.best_items.is_empty
+# bests.update(5, "Just fine")
+# bests.update(5, "Another one")
+# assert bests.best_items.has_exactly(["Just fine", "Another one"])
+# bests.update(2, "A better one")
+# bests.update(4, "Not good enough")
+# assert bests.best_distance == 2
+# assert bests.best_items.has_exactly(["A better one"])
+# ~~~
+class BestDistance[E]
+ # Current smallest distance
+ var best_distance: Int is writable
+
+ # Known elements with the smallest distance
+ var best_items = new Set[E] is writable
+
+ # Register a `candidate` with a `distance`
+ #
+ # * To high, it is ignored.
+ # * Equal to the current best, it is added
+ # * Better that them, is is the new best element
+ #
+ # Return `true` if the candidate is kept (alone or with other)
+ # returns `false` if the candidate is ignored.
+ fun update(distance: Int, candidate: E): Bool
+ do
+ if distance > best_distance then return false
+ if distance < best_distance then
+ best_distance = distance
+ best_items.clear
+ end
+ best_items.add candidate
+ return true
+ end
end