cdsa
1.0.0
ANSI C中的通用侵入數據結構和算法的庫
該存儲庫是一個正在進行的項目,它是在ANSI C中實施通用的侵入性數據結構和算法。我發現我經常使用需要大量樣板代碼的相同構造,因此我使這個存儲庫既是組織這些結構又可以簡化這些構造的整合到現有項目中。
我使用此存儲庫的設計理念是為每種數據結構提供一個簡約的API,其中包含所有可輕鬆構建更複雜/利基構建體所需的工具。可移植性是當務之急,因此僅使用ANSI C,並且不依賴另一個標頭/源對。此外,為了促進在嵌入式系統中使用,迭代算法專門用於遞歸算法,並且每個數據結構都是侵入性的(用於更好的存儲位置)。
隨意以自己的方式使用這些數據結構和算法。該代碼是根據ISC許可證(在功能上相同的BSD許可證的簡化版本)獲得許可的;因此,無論是專有還是開源,它都可以合法地重複使用。
每個標頭都記錄在案,並希望回答有關功能的所有問題。關於每個數據結構的運作方式的深入說明位於標題文件的頂部。
// 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 );該庫是用ANSI C編寫的,因此代碼應與每個編譯器一起使用。每個標頭/源對獨立於其他。這使得使用單個數據結構變得容易。只需將標頭/源對拖放到項目中,並確保與其他文件一起編譯源文件。
您必須使用GNU編譯器來運行測試。確保您也下載了與此庫有關的所有文件。
只需在“測試”目錄中運行此命令一次即可運行所有測試:
make
例子:
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)
歡迎捐款!
如果您有功能請求或找到錯誤,請隨時打開新問題。如果您想貢獻代碼,請徹底記錄並確保為每個功能/宏編寫測試。我將幫助確定代碼,並將幫助確保使用的約定是一致的。