Une bibliothèque de structures et d'algorithmes de données génériques intrusifs dans ANSI C
Ce référentiel est un projet continu d'implémentation de structures de données intrusives génériques et d'algorithmes dans ANSI C. Je trouve que j'utilise souvent les mêmes constructions qui nécessitent beaucoup de code BULERLAT, j'ai donc réalisé ce référentiel pour organiser ces constructions et permettre une intégration facile de ces constructions en projets existants.
Ma philosophie de conception avec ce référentiel est d'offrir une API minimaliste pour chaque structure de données, contenant tous les outils nécessaires pour créer facilement des constructions plus complexes / niche. La portabilité est prioritaire, donc seul ANSI C est utilisé, et aucune paire d'en-tête / source ne s'appuie sur une autre paire d'en-tête / source. De plus, pour promouvoir être utilisé dans les systèmes intégrés, des algorithmes itératifs sont utilisés exclusivement sur des algorithmes récursifs, et chaque structure de données est intrusive (pour une meilleure localité de la mémoire).
N'hésitez pas à utiliser ces structures et algorithmes de données à votre manière. Le code est concédé sous licence ISC (une version simplifiée de la licence BSD qui est fonctionnellement identique); Ainsi, il peut légitimement être réutilisé dans n'importe quel projet, qu'il soit propriétaire ou open source.
Chaque en-tête est fortement documenté et devrait, espérons-le, répondre à toutes les questions concernant les fonctionnalités. Une explication approfondie sur le fonctionnement de chaque structure de données est située en haut du fichier d'en-tête.
// Define your struct somewhere.
struct Object {
int some_value ;
...
// Don't forget to embed the ListNode!
ListNode node ;
};
...
// Create some Object variables.
struct Object obj1 , obj2 ;
obj1 . some_value = 1 ;
obj2 . some_value = 2 ;
// Create your List.
List my_list ;
list_init ( & my_list );
// Populate your List. Notice how the API abstracts itself and only cares about the ListNode.
list_insert_back ( & my_list , & obj1 . node );
list_insert_back ( & my_list , & obj2 . node );
// Let's see what is stored in the List:
int i = 1 ;
ListNode * n ;
list_for_each ( n , & my_list ) {
if ( i == 1 ) {
assert ( n == & obj1 . node );
} else if ( i == 2 ){
assert ( n == & obj2 . node );
}
++ i ;
}
...
// Let's get the ListNode at the front of the List.
ListNode * front_node_ptr = list_front ( & my_list );
// Getting the "node" member from an Object variable is easy: ("obj1.node"),
// but how do you get the Object variable when you only have the "node" member?
// Solution: the macro "list_entry":
struct Object * obj_ptr = list_entry ( front_node_ptr , struct Object , node );
assert ( obj_ptr == & obj1 ); // Define your struct somewhere.
struct Object {
int key ;
...
// Don't forget to embed the RBTreeNode!
RBTreeNode node ;
};
...
// You must define a compare function which compares a key with the key of a RBTreeNode.
int compare ( const void * some_key , const RBTreeNode * some_node ) {
return * ( const int * ) some_key - rbtree_entry ( some_node , struct Object , node ) -> key ;
}
// You can OPTIONALLY define a collide function which handles key collisions. When a key
// collision happens, no matter what, the old RBTreeNode will be replaced by the new
// RBTreeNode. If this function is defined, then it will be called after the old
// RBTreeNode is replaced in the RBTree. This function is great if you need to free up
// resources in the Object variable pertaining to the discarded RBTreeNode. This function
// is also great for enabling multi-key functionality in the RBTree.
void collide ( const RBTreeNode * old_node , const RBTreeNode * new_node , void * auxiliary_data ) {
// When a RBTree is created, we can give it auxiliary data to hold onto. This data is then
// passed to this function for usage. This data, for example, could be a memory pool struct
// that is needed to free up the resources used by the Object variable pertaining to the
// old_node parameter.
...
}
...
// Create some Object variables.
struct Object obj1 , obj2 ;
obj1 . key = 1 ;
obj2 . key = 2 ;
// Create you RBTree. In this case we don't have any auxiliary data that needs to be used
// in the collide function, so we just pass NULL. As previously mentioned, the collide
// function itself is optional. If you don't need to do any special resource management,
// just pass "NULL" in place of "collide" in the initialize function.
RBTree my_rbtree ;
rbtree_init ( & my_rbtree , compare , collide , NULL );
// Populate your RBTree. Notice how the API abstracts itself and only cares about the
// RBTreeNode and its key. Because red black trees are always ordered in some way, order
// of insertion will never affect the inorderness of the tree.
rbtree_insert ( & my_rbtree , & obj2 . key , & obj2 . node );
rbtree_insert ( & my_rbtree , & obj1 . key , & obj1 . node );
// Because of the way our compare function is designed, the RBTree stores its RBTreeNodes
// inorder from smallest key to greatest key. Let's see what is stored in the RBTree:
int i = 1 ;
RBTreeNode * n ;
rbtree_for_each ( n , & my_rbtree ) {
if ( i == 1 ) {
assert ( n == & obj1 . node );
} else if ( i == 2 ) {
assert ( n == & obj2 . node );
}
++ i ;
}
...
// Let's get the RBTreeNode with the greatest key.
RBTreeNode * greatest_node_ptr = rbtree_last ( & my_rbtree );
// Getting the "node" member from an Object variable is easy: ("obj1.node"),
// but how do you get the Object variable when you only have the "node" member?
// Solution: the macro "rbtree_entry":
struct Object * obj_ptr = rbtree_entry ( greatest_node_ptr , struct Object , node );
assert ( obj_ptr == & obj2 ); // Define your struct somewhere.
struct Object {
int key ;
...
// Don't forget to embed the HashTableNode!
HashTableNode node ;
};
...
// You must define a hash function which takes in a key and returns its hashcode. In this
// case we aren't going to do anything fancy since this is just an example.
size_t hash ( const void * key ) {
return * ( const int * ) key ;
}
// You must define an equal function which determines if a key is equal to the key of a HashTableNode.
int equal ( const void * some_key , const HashTableNode * some_node ) {
return * ( const int * ) some_key == hashtable_entry ( some_node , struct Object , node ) -> key ;
}
// You can OPTIONALLY define a collide function which handles key collisions. When a key
// collision happens, no matter what, the old HashTableNode will be replaced by the new
// HashTableNode. If this function is defined, then it will be called after the old
// HashTableNode is replaced in the HashTable. This function is great if you need to free up
// resources in the Object variable pertaining to the discarded HashTableNode. This function
// is also great for enabling multi-key functionality in the HashTable.
void collide ( const HashTableNode * old_node , const HashTableNode * new_node , void * auxiliary_data ) {
// When a HashTable is created, we can give it auxiliary data to hold onto. This data is then
// passed to this function for usage. This data, for example, could be a memory pool struct
// that is needed to free up the resources used by the Object variable pertaining to the
// old_node parameter.
...
}
...
// Create some Object variables.
struct Object obj1 , obj2 ;
obj1 . key = 1 ;
obj2 . key = 2 ;
// You must create a bucket array which is an array of pointers to HashTableNodes. This
// array is used by the HashTable for the duration of its lifetime. In this case we will
// have 50 buckets in the bucket array.
HashTableNode * bucket_array [ 50 ];
// Create you HashTable. In this case we don't have any auxiliary data that needs to be used
// in the collide function, so we just pass NULL. As previously mentioned, the collide
// function itself is optional. If you don't need to do any special resource management,
// just pass "NULL" in place of "collide" in the initialize function.
HashTable my_hashtable ;
hashtable_init ( & my_hashtable , bucket_array , 50 , hash , equal , collide , NULL );
// Populate your HashTable. Notice how the API abstracts itself and only cares about the
// HashTableNode and its key.
hashtable_insert ( & my_hashtable , & obj1 . key , & obj1 . node );
hashtable_insert ( & my_hashtable , & obj2 . key , & obj2 . node );
// HashTable provides no guarantee on the ordering of HashTableNodes in the bucket array.
// Let's see what is stored in the HashTable:
int sum_of_keys = 0 , bucket_index ;
HashTableNode * n ;
hashtable_for_each ( n , bucket_index , & my_hashtable ) {
sum_of_keys += hashtable_entry ( n , struct Object , node ) -> key ;
}
assert ( sum_of_keys == 3 );
...
// Let's get the HashTableNode with the key that equals 1.
int key = 1 ;
HashTableNode * node_ptr = hashtable_lookup_key ( & my_hashtable , & key );
// Getting the "node" member from an Object variable is easy: ("obj1.node"),
// but how do you get the Object variable when you only have the "node" member?
// Solution: the macro "hashtable_entry":
struct Object * obj_ptr = hashtable_entry ( node_ptr , struct Object , node );
assert ( obj_ptr == & obj1 ); // Define your struct somewhere.
struct Object {
int some_value ;
...
// Don't forget to embed the StackNode!
StackNode node ;
};
...
// Create some Object variables.
struct Object obj1 , obj2 ;
obj1 . some_value = 1 ;
obj2 . some_value = 2 ;
// Create your Stack.
Stack my_stack ;
stack_init ( & my_stack );
// Populate your Stack. Notice how the API abstracts itself and only cares about the StackNode.
stack_push ( & my_stack , & obj1 . node );
stack_push ( & my_stack , & obj2 . node );
// Let's see what is stored in the Stack:
int i = 1 ;
StackNode * n ;
stack_for_each ( n , & my_stack ) {
if ( i == 1 ) {
assert ( n == & obj2 . node );
} else if ( i == 2 ){
assert ( n == & obj1 . node );
}
++ i ;
}
...
// Let's get the StackNode at the top of the Stack.
StackNode * top_node_ptr = stack_peek ( & my_stack );
// Getting the "node" member from an Object variable is easy: ("obj1.node"),
// but how do you get the Object variable when you only have the "node" member?
// Solution: the macro "stack_entry":
struct Object * obj_ptr = stack_entry ( top_node_ptr , struct Object , node );
assert ( obj_ptr == & obj2 ); // Define your struct somewhere.
struct Object {
int some_value ;
...
// Don't forget to embed the QueueNode!
QueueNode node ;
};
...
// Create some Object variables.
struct Object obj1 , obj2 ;
obj1 . some_value = 1 ;
obj2 . some_value = 2 ;
// Create your Queue.
Queue my_queue ;
queue_init ( & my_queue );
// Populate your Queue. Notice how the API abstracts itself and only cares about the QueueNode.
queue_push ( & my_queue , & obj1 . node );
queue_push ( & my_queue , & obj2 . node );
// Let's see what is stored in the Queue:
int i = 1 ;
QueueNode * n ;
queue_for_each ( n , & my_queue ) {
if ( i == 1 ) {
assert ( n == & obj1 . node );
} else if ( i == 2 ){
assert ( n == & obj2 . node );
}
++ i ;
}
...
// Let's get the QueueNode at the front of the Queue.
QueueNode * front_node_ptr = queue_peek ( & my_queue );
// Getting the "node" member from an Object variable is easy: ("obj1.node"),
// but how do you get the Object variable when you only have the "node" member?
// Solution: the macro "queue_entry":
struct Object * obj_ptr = queue_entry ( front_node_ptr , struct Object , node );
assert ( obj_ptr == & obj1 );Cette bibliothèque est écrite dans ANSI C, donc le code devrait fonctionner avec à peu près tous les compilateurs. Chaque paire d'en-tête / source est indépendante des autres. Cela facilite l'utilisation d'une structure de données individuelle. Faites simplement glisser et déposez directement la paire d'en-tête / source dans votre projet et assurez-vous de compiler le fichier source avec vos autres fichiers.
Vous devez avoir le compilateur GNU disponible pour exécuter les tests. Assurez-vous que tous les fichiers sont également téléchargés concernant cette bibliothèque.
Exécutez simplement cette commande une fois dans le répertoire "Tests" pour exécuter tous les tests:
make
Exemple:
cd tests/
make
gcc test_list.c ../src/list.c -o test_list -Wall -Wextra -Werror -pedantic-errors -std=c89
./test_list C89
PASSED: List C89
rm -f test_list
gcc test_list.c ../src/list.c -o test_list -Wall -Wextra -Werror -std=gnu89
./test_list GNU89
PASSED: List GNU89
rm -f test_list
g++ test_list.c ../src/list.c -o test_list -Wall -Wextra -Werror -pedantic-errors -std=c++11
./test_list C++11
PASSED: List C++11
rm -f test_list
g++ test_list.c ../src/list.c -o test_list -Wall -Wextra -Werror -std=gnu++11
./test_list GNU++11
PASSED: List GNU++11
rm -f test_list
gcc test_rbtree.c ../src/rbtree.c -o test_rbtree -Wall -Wextra -Werror -pedantic-errors -std=c89
./test_rbtree C89
PASSED: RBTree C89
rm -f test_rbtree
gcc test_rbtree.c ../src/rbtree.c -o test_rbtree -Wall -Wextra -Werror -std=gnu89
./test_rbtree GNU89
PASSED: RBTree GNU89
etc... (this goes on for a while)
Les contributions sont les bienvenues!
Si vous avez une demande de fonctionnalité ou si vous avez trouvé un bogue, n'hésitez pas à ouvrir un nouveau problème. Si vous souhaitez contribuer du code, veuillez documenter soigneusement et assurez-vous d'écrire un test pour chaque fonction / macro. Je vais aider à finaliser le code et vous contribuerai à vous assurer que les conventions utilisées sont cohérentes.