server/dep/include/g3dlite/G3D/Table.h
2009-04-29 04:03:59 +04:00

695 lines
17 KiB
C++

/**
@file Table.h
Templated hash table class.
@maintainer Morgan McGuire, matrix@graphics3d.com
@created 2001-04-22
@edited 2006-10-14
Copyright 2000-2006, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_TABLE_H
#define G3D_TABLE_H
#include "G3D/platform.h"
#include "G3D/Array.h"
#include "G3D/debug.h"
#include "G3D/System.h"
#include "G3D/g3dmath.h"
#include "G3D/Crypto.h"
#include <cstddef>
#include <string>
#ifdef G3D_WIN32
# pragma warning (push)
// Debug name too long warning
# pragma warning (disable : 4786)
#endif
template<typename Key>
struct GHashCode{};
template <>
struct GHashCode<int>
{
size_t operator()(int key) const { return static_cast<size_t>(key); }
};
template <>
struct GHashCode<G3D::uint32>
{
size_t operator()(G3D::uint32 key) const { return static_cast<size_t>(key); }
};
template <>
struct GHashCode<G3D::uint64>
{
size_t operator()(G3D::uint64 key) const { return static_cast<size_t>(key); }
};
template <>
struct GHashCode<void*>
{
size_t operator()(const void* key) const { return reinterpret_cast<size_t>(key); }
};
template<class T>
struct GHashCode<T*>
{
size_t operator()(const T* key) const { return reinterpret_cast<size_t>(key); }
};
template <>
struct GHashCode<const std::string>
{
size_t operator()(const std::string& key) const { return static_cast<size_t>(G3D::Crypto::crc32(key.c_str(), key.size())); }
};
template <>
struct GHashCode<std::string>
{
size_t operator()(const std::string& key) const { return static_cast<size_t>(G3D::Crypto::crc32(key.c_str(), key.size())); }
};
namespace G3D {
/**
An unordered data structure mapping keys to values.
Key must be a pointer, an int, a std::string, a class with a hashCode() method,
or provide overloads for:
<PRE>
template<> struct GHashCode<class Key> {
size_t operator()(Key key) const { return reinterpret_cast<size_t>( ... ); }
};
bool operator==(const Key&, const Key&);
</PRE>
G3D pre-defines GHashCode functions for common types (like <CODE>int</CODE> and <CODE>std::string</CODE>).
If you use a Table with a different type you must write those functions yourself. For example,
an enum would use:
<PRE>
template<> struct GHashCode<MyEnum> {
size_t operator()(MyEnum key) const { return reinterpret_cast<size_t>( key ); }
};
</PRE>
And rely on the default enum operator==.
Periodically check that debugGetLoad() is low (> 0.1). When it gets near
1.0 your hash function is badly designed and maps too many inputs to
the same output.
*/
template<class Key, class Value, class HashFunc = GHashCode<Key> >
class Table {
public:
/**
The pairs returned by iterator.
*/
class Entry {
public:
Key key;
Value value;
};
private:
/**
Linked list nodes used internally by HashTable.
*/
class Node {
public:
size_t hashCode;
Entry entry;
Node* next;
/** Provide pooled allocation for speed. */
inline void* operator new (size_t size) {
return System::malloc(size);
}
inline void operator delete (void* p) {
System::free(p);
}
Node(Key key, Value value, size_t hashCode, Node* next) {
this->entry.key = key;
this->entry.value = value;
this->hashCode = hashCode;
this->next = next;
}
/**
Clones a whole chain;
*/
Node* clone() {
return new Node(this->entry.key, this->entry.value, hashCode, (next == NULL) ? NULL : next->clone());
}
};
HashFunc m_HashFunc;
/**
Number of elements in the table.
*/
size_t _size;
/**
Array of Node*.
We don't use Array<Node*> because Table is lower level.
Some elements may be NULL.
*/
Node** bucket;
/**
Length of the bucket array.
*/
size_t numBuckets;
/**
Re-hashes for a larger bucket size.
*/
void resize(size_t numBuckets) {
Node** oldBucket = bucket;
bucket = (Node**)System::alignedMalloc(sizeof(Node*) * numBuckets, 16);
System::memset(bucket, 0, sizeof(Node*) * numBuckets);
for (size_t b = 0; b < this->numBuckets; b++) {
Node* node = oldBucket[b];
while (node != NULL) {
Node* nextNode = node->next;
// insert at the head of the list for bucket[i]
size_t i = node->hashCode % numBuckets;
node->next = bucket[i];
bucket[i] = node;
node = nextNode;
}
}
System::alignedFree(oldBucket);
this->numBuckets = numBuckets;
}
void copyFrom(const Table<Key, Value>& h) {
this->_size = h._size;
this->numBuckets = h.numBuckets;
this->bucket = (Node**)System::alignedMalloc(sizeof(Node*) * numBuckets, 16);
System::memset(this->bucket, 0, sizeof(Node*) * numBuckets);
for (size_t b = 0; b < this->numBuckets; b++) {
if (h.bucket[b] != NULL) {
bucket[b] = h.bucket[b]->clone();
}
}
}
/**
Frees the heap structures for the nodes.
*/
void freeMemory() {
for (size_t b = 0; b < numBuckets; b++) {
Node* node = bucket[b];
while (node != NULL) {
Node* next = node->next;
delete node;
node = next;
}
}
System::alignedFree(bucket);
bucket = NULL;
numBuckets = 0;
_size = 0;
}
public:
/**
Creates an empty hash table. This causes some heap allocation to occur.
*/
Table() {
numBuckets = 10;
_size = 0;
bucket = (Node**)System::alignedMalloc(sizeof(Node*) * numBuckets, 16);
System::memset(bucket, 0, sizeof(Node*) * numBuckets);
}
/**
Destroys all of the memory allocated by the table, but does <B>not</B>
call delete on keys or values if they are pointers. If you want to
deallocate things that the table points at, use getKeys() and Array::deleteAll()
to delete them.
*/
virtual ~Table() {
freeMemory();
}
Table(const Table<Key, Value>& h) {
this->copyFrom(h);
}
Table& operator=(const Table<Key, Value>& h) {
// No need to copy if the argument is this
if (this != &h) {
// Free the existing nodes
freeMemory();
this->copyFrom(h);
}
return *this;
}
/**
Returns the length of the deepest bucket.
*/
size_t debugGetDeepestBucketSize() const {
size_t deepest = 0;
for (size_t b = 0; b < numBuckets; b++) {
size_t count = 0;
Node* node = bucket[b];
while (node != NULL) {
node = node->next;
++count;
}
if (count > deepest) {
deepest = count;
}
}
return deepest;
}
/**
A small load (close to zero) means the hash table is acting very
efficiently most of the time. A large load (close to 1) means
the hash table is acting poorly-- all operations will be very slow.
A large load will result from a bad hash function that maps too
many keys to the same code.
*/
double debugGetLoad() const {
return debugGetDeepestBucketSize() / (double)size();
}
/**
Returns the number of buckets.
*/
size_t debugGetNumBuckets() const {
return numBuckets;
}
/**
C++ STL style iterator variable. See begin().
*/
class Iterator {
private:
friend class Table<Key, Value>;
/**
Bucket index.
*/
size_t index;
/**
Linked list node.
*/
Node* node;
Table<Key, Value>* table;
size_t numBuckets;
Node** bucket;
bool isDone;
/**
Creates the end iterator.
*/
Iterator(const Table<Key, Value>* table) : table(const_cast<Table<Key, Value>*>(table)) {
isDone = true;
}
Iterator(const Table<Key, Value>* table, size_t numBuckets, Node** bucket) :
table(const_cast<Table<Key, Value>*>(table)),
numBuckets(numBuckets),
bucket(bucket) {
if (numBuckets == 0) {
// Empty table
isDone = true;
return;
}
index = 0;
node = bucket[index];
isDone = false;
findNext();
}
/**
Finds the next element, setting isDone if one can't be found.
Looks at the current element first.
*/
void findNext() {
while (node == NULL) {
index++;
if (index >= numBuckets) {
isDone = true;
break;
} else {
node = bucket[index];
}
}
}
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) && (other.table == table);
} else {
return
(table == other.table) &&
(node == other.node) &&
(index == other.index);
}
}
/**
Pre increment.
*/
Iterator& operator++() {
node = node->next;
findNext();
return *this;
}
/**
Post increment (slower than preincrement).
*/
Iterator operator++(int) {
Iterator old = *this;
++(*this);
return old;
}
const Entry& operator*() const {
return node->entry;
}
Entry* operator->() const {
return &(node->entry);
}
operator Entry*() const {
return &(node->entry);
}
};
/**
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(this, numBuckets, bucket);
}
/**
C++ STL style iterator method. Returns one after the last iterator
element.
*/
const Iterator end() const {
return Iterator(this);
}
/**
Removes all elements
*/
void clear() {
freeMemory();
numBuckets = 20;
_size = 0;
bucket = (Node**)System::alignedMalloc(sizeof(Node*) * numBuckets, 16);
System::memset(bucket, 0, sizeof(Node*) * numBuckets);
}
/**
Returns the number of keys.
*/
size_t size() const {
return _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) {
size_t code = m_HashFunc(key);
size_t b = code % numBuckets;
// Go to the bucket
Node* n = bucket[b];
// No bucket, so this must be the first
if (n == NULL) {
bucket[b] = new Node(key, value, code, NULL);
++_size;
return;
}
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) && (n->entry.key == key)) {
// Replace the existing node.
n->entry.value = value;
return;
}
n = n->next;
++bucketLength;
} while (n != NULL);
const size_t maxBucketLength = 5;
if ((bucketLength > maxBucketLength) & ! allSameCode && (numBuckets < _size * 20)) {
// This bucket was really large; rehash if all elements
// don't have the same hashcode the number of buckets is reasonable.
resize(numBuckets * 2 + 1);
}
// Not found; insert at the head.
b = code % numBuckets;
bucket[b] = new Node(key, value, code, bucket[b]);
++_size;
}
/**
Removes an element from the table if it is present. It is an error
to remove an element that isn't present.
*/
void remove(const Key& key) {
size_t code = m_HashFunc(key);
size_t b = code % numBuckets;
// Go to the bucket
Node* n = bucket[b];
// Make sure it was found
alwaysAssertM(n != NULL, "Tried to remove a key that was not in the table.");
Node* previous = NULL;
// Try to find the node
do {
if ((code == n->hashCode) && (n->entry.key == key)) {
// This is the node; remove it
if (previous == NULL) {
bucket[b] = n->next;
} else {
previous->next = n->next;
}
// Delete the node
delete n;
--_size;
return;
}
previous = n;
n = n->next;
} while (n != NULL);
alwaysAssertM(false, "Tried to remove a key that was not in the table.");
}
/**
Returns the value associated with key.
@deprecated Use get(key, val) or
*/
Value& get(const Key& key) const {
size_t code = m_HashFunc(key);
size_t b = code % numBuckets;
Node* node = bucket[b];
while (node != NULL) {
if ((node->hashCode == code) && (node->entry.key == key)) {
return node->entry.value;
}
node = node->next;
}
debugAssertM(false, "Key not found");
// The next line is here just to make
// a compiler warning go away.
return node->entry.value;
}
/**
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 {
size_t code = m_HashFunc(key);
size_t b = code % numBuckets;
Node* node = bucket[b];
while (node != NULL) {
if ((node->hashCode == code) && (node->entry.key == key)) {
// found key
val = node->entry.value;
return true;
}
node = node->next;
}
// Failed to find key
return false;
}
/**
Returns true if key is in the table.
*/
bool containsKey(const Key& key) const {
size_t code = m_HashFunc(key);
size_t b = code % numBuckets;
Node* node = bucket[b];
while (node != NULL) {
if ((node->hashCode == code) && (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.
*/
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 < numBuckets; i++) {
Node* node = bucket[i];
while (node != NULL) {
keyArray.append(node->entry.key);
node = node->next;
}
}
}
/**
Calls delete on all of the keys. Does not clear the table,
however, so you are left with a table of dangling pointers.
Same as <CODE>getKeys().deleteAll();</CODE>
To delete all of the values, you may want something like
<PRE>
Array<Key> keys = table.getKeys();
Set<Value> value;
for (int k = 0; k < keys.length(); k++) {
value.insert(keys[k]);
}
value.getMembers().deleteAll();
keys.deleteAll();
</PRE>
*/
void deleteKeys() {
getKeys().deleteAll();
}
/**
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 dangling pointers.
*/
void deleteValues() {
for (int i = 0; i < numBuckets; i++) {
Node* node = bucket[i];
while (node != NULL) {
delete node->entry.value;
node = node->next;
}
}
}
};
} // namespace
#ifdef G3D_WIN32
# pragma warning (pop)
#endif
#endif