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/* -*- Mode:C++; c-basic-offset:8; tab-width:8; indent-tabs-mode:t -*- */
/*
* Copyright (c) 1993 Regents of the University of California.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* 3. All advertising materials mentioning features or use of this software
* must display the following acknowledgement:
* This product includes software developed by the Computer Systems
* Engineering Group at Lawrence Berkeley Laboratory.
* 4. Neither the name of the University nor of the Laboratory may be used
* to endorse or promote products derived from this software without
* specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
* SUCH DAMAGE.
*
* Author:
* Mohit Talwar (mohit@catarina.usc.edu)
*
* $Header: /cvsroot/nsnam/ns-2/rap/raplist.cc,v 1.4 2005/09/18 23:33:34 tomh Exp $
*
* This is taken from UCB Nachos project
*
* list.cc
*
* Routines to manage a singly-linked list of "things".
*
* A "ListElement" is allocated for each item to be put on the
* list; it is de-allocated when the item is removed. This means
* we don't need to keep a "next" pointer in every object we
* want to put on a list.
*/
#include "utilities.h"
#include "raplist.h"
//----------------------------------------------------------------------
// ListElement::ListElement
// Initialize a List element, so it can be added somewhere on a List.
//
// "itemPtr" is the item to be put on the List. It can be a pointer
// to anything.
// "sortKey" is the priority of the item, if any.
//----------------------------------------------------------------------
ListElement::ListElement(void *itemPtr, float sortKey)
{
item = itemPtr;
key = sortKey;
next = NULL; // assume we'll put it at the end of the List
}
//----------------------------------------------------------------------
// List::List
// Initialize a List, empty to start with.
// Elements can now be added to the List.
//----------------------------------------------------------------------
List::List()
{
size = 0;
first = last = NULL;
}
//----------------------------------------------------------------------
// List::~List
// Prepare a List for deallocation. If the List still contains any
// ListElements, de-allocate them. However, note that we do *not*
// de-allocate the "items" on the List -- this module allocates
// and de-allocates the ListElements to keep track of each item,
// but a given item may be on multiple Lists, so we can't
// de-allocate them here.
//----------------------------------------------------------------------
List::~List()
{
while (Remove() != NULL)
; // delete all the List elements
}
//----------------------------------------------------------------------
// List::Append
// Append an "item" to the end of the List.
//
// Allocate a ListElement to keep track of the item.
// If the List is empty, then this will be the only element.
// Otherwise, put it at the end.
//
// "item" is the thing to put on the List, it can be a pointer to
// anything.
//----------------------------------------------------------------------
void List::Append(void *item)
{
ListElement *element = new ListElement(item, 0);
if (IsEmpty())
{ // List is empty
first = element;
last = element;
}
else
{ // else put it after last
last->next = element;
last = element;
}
size++;
}
//----------------------------------------------------------------------
// List::Prepend
// Put an "item" on the front of the List.
//
// Allocate a ListElement to keep track of the item.
// If the List is empty, then this will be the only element.
// Otherwise, put it at the beginning.
//
// "item" is the thing to put on the List, it can be a pointer to
// anything.
//----------------------------------------------------------------------
void List::Prepend(void *item)
{
ListElement *element = new ListElement(item, 0);
if (IsEmpty())
{ // List is empty
first = element;
last = element;
}
else
{ // else put it before first
element->next = first;
first = element;
}
size++;
}
//----------------------------------------------------------------------
// List::Remove
// Remove the first "item" from the front of the List.
//
// Returns:
// Pointer to removed item, NULL if nothing on the List.
//----------------------------------------------------------------------
void *List::Remove()
{
return SortedRemove(NULL); // Same as SortedRemove, but ignore the key
}
//----------------------------------------------------------------------
// List::Mapcar
// Apply a function to each item on the List, by walking through
// the List, one element at a time.
//
// Unlike LISP, this mapcar does not return anything!
//
// "func" is the procedure to apply to each element of the List.
//----------------------------------------------------------------------
void List::Mapcar(VoidFunctionPtr func)
{
for (ListElement *ptr = first; ptr != NULL; ptr = ptr->next)
(*func)((long)ptr->item);
}
//----------------------------------------------------------------------
// List::IsEmpty
// Returns TRUE if the List is empty (has no items).
//----------------------------------------------------------------------
int List::IsEmpty()
{
if (first == NULL)
return TRUE;
else
return FALSE;
}
//----------------------------------------------------------------------
// List::SortedInsert
// Insert an "item" into a List, so that the List elements are
// sorted in increasing order by "sortKey".
//
// Allocate a ListElement to keep track of the item.
// If the List is empty, then this will be the only element.
// Otherwise, walk through the List, one element at a time,
// to find where the new item should be placed.
//
// "item" is the thing to put on the List, it can be a pointer to
// anything.
// "sortKey" is the priority of the item.
//----------------------------------------------------------------------
void List::SortedInsert(void *item, float sortKey)
{
ListElement *element = new ListElement(item, sortKey);
ListElement *ptr; // keep track
if (IsEmpty())
{ // List is empty, put in front
first = element;
last = element;
}
else if (sortKey < first->key)
{ // item goes on front of List
element->next = first;
first = element;
}
else
{ // look for first elt in List bigger than item
for (ptr = first; ptr->next != NULL; ptr = ptr->next) {
if (sortKey < ptr->next->key)
{
element->next = ptr->next;
ptr->next = element;
return;
}
}
last->next = element; // item goes at end of List
last = element;
}
size++;
}
//----------------------------------------------------------------------
// List::SortedRemove
// Remove the first "item" from the front of a sorted List.
//
// Returns:
// Pointer to removed item, NULL if nothing on the List.
// Sets *keyPtr to the priority value of the removed item
// (this is needed by interrupt.cc, for instance).
//
// "keyPtr" is a pointer to the location in which to store the
// priority of the removed item.
//----------------------------------------------------------------------
void *List::SortedRemove(float *keyPtr)
{
ListElement *element = first;
void *thing;
if (IsEmpty())
return NULL;
thing = first->item;
if (first == last)
{ // List had one item, now has none
first = NULL;
last = NULL;
}
else
first = element->next;
if (keyPtr != NULL)
*keyPtr = element->key;
delete element;
size--;
return thing;
}
//----------------------------------------------------------------------
// List::MinKey
// Return the key of the item in the front of a sorted List.
//
// Returns :
// -1 if List is empty
//----------------------------------------------------------------------
float List::MinKey()
{
if (IsEmpty())
return -1;
else
return first->key;
}
//----------------------------------------------------------------------
// List::SetInsert
// Insert "key" into a List, so that the List elements are unique.
//
// Returns :
// TRUE if "key" inserted, FALSE o/w
//
// Caveat :
// Does not allocate space for key! Provided by calling function.
// If FALSE, calling function should delete allocated space.
//
// "key" is the thing to put on the List.
// "eq" is the comparison function used to compare two items.
//----------------------------------------------------------------------
int List::SetInsert(void *key, CompareFunction eq)
{
if (IsPresent(key, eq))
return FALSE;
Prepend(key);
return TRUE;
}
//----------------------------------------------------------------------
// List::SetRemove
// Remove "key" from List.
//
// Returns :
// handle to "key" in list if removed, NULL o/w
//
// Caveat :
// if not NULL, Calling function should delete allocated space.
//
// "key" is the item to be removed.
// "eq" is the comparison function used to compare two items.
//----------------------------------------------------------------------
void *List::SetRemove(void *key, CompareFunction eq)
{
ListElement *prev, *curr;
void *thing;
if (!IsPresent(key, eq))
return NULL;
for (prev = NULL, curr = first;
curr != NULL;
prev = curr, curr = curr->next)
if ((*eq)(key, curr->item))
break;
assert(curr != NULL); // Since its present we'd better find it
if (curr == first)
first = curr->next;
else
prev->next = curr->next;
if (curr == last)
last = prev;
thing = curr->item;
delete curr;
size--;
return thing;
}
//----------------------------------------------------------------------
// List::IsPresent
// Is "key" there in the Set
//
// Returns :
// handle to the "key" in list (NULL if not found)
//
// "key" is the item to be searched.
// "eq" is the comparison function used to compare two items.
//----------------------------------------------------------------------
void *List::IsPresent(void *key, CompareFunction eq)
{
ListElement *ptr;
for (ptr = first; ptr != NULL; ptr = ptr->next) // Check all items
if ((*eq)(key, ptr->item))
return ptr->item;
return NULL;
}
//----------------------------------------------------------------------
// List::Purge
// Remove all elements with (key eq "key") from the Set
//
// "key" is the item to be searched and deleted.
// "eq" is the comparison function used to compare two items.
// "destroy" is the function used to delete the purged "key".
//----------------------------------------------------------------------
void List::Purge(void *key, CompareFunction eq, VoidFunctionPtr destroy)
{
ListElement *prev, *curr, *temp;
void *thing;
for (prev = NULL, curr = first; curr != NULL; ) // Check all items
if ((*eq)(key, curr->item))
{
if (curr == first)
first = curr->next;
else
prev->next = curr->next;
if (curr == last)
last = prev;
thing = curr->item;
temp = curr;
curr = curr->next;
(* destroy)((long) thing);
delete temp;
size--;
}
else
{
prev = curr;
curr = curr->next;
}
}
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