X-Git-Url: http://nitlanguage.org diff --git a/lib/more_collections.nit b/lib/more_collections.nit index 9d54445..9fb05bb 100644 --- a/lib/more_collections.nit +++ b/lib/more_collections.nit @@ -13,7 +13,9 @@ # 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]]` # @@ -29,15 +31,16 @@ module more_collections # assert m.has_key("four") # assert m["four"] == ['i', 'i', 'i', 'i'] # assert m["zzz"] == new Array[Char] -class MultiHashMap[K: Object, V] +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 @@ -51,7 +54,16 @@ class MultiHashMap[K: Object, V] end # Simple way to store an `HashMap[K1, HashMap[K2, V]]` -class HashMap2[K1: Object, K2: Object, 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`. @@ -59,29 +71,54 @@ class HashMap2[K1: Object, K2: Object, V] 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] +# +# ~~~~ +# 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`. @@ -89,8 +126,8 @@ class HashMap3[K1: Object, K2: Object, K3: Object, V] 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 @@ -98,19 +135,75 @@ 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. -class DefaultMap[K: Object, V] +# +# ~~~~ +# 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. @@ -118,3 +211,332 @@ class DefaultMap[K: Object, 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