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The List Trifecta, Part 2

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7 Sep 2013LGPL310 min read 28.7K   317   12  
The BDictionary is like a Dictionary mashed up with List<T>. BList and BMultiMap also say hello.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Diagnostics;

namespace Loyc.Collections.Impl
{
	class AListInner<T> : AListInnerBase<T, T>
	{
		#region Constructors and boilerplate

		protected AListInner(AListInner<T> frozen) : base(frozen) { }
		public AListInner(AListNode<T, T> left, AListNode<T, T> right, int maxNodeSize) : base(left, right, maxNodeSize) { }
		protected AListInner(AListInner<T> original, int localIndex, int localCount, uint baseIndex, int maxNodeSize) 
			: base(original, localIndex, localCount, baseIndex, maxNodeSize) { }
		protected AListInner(AListInner<T> original, uint index, uint count, AListBase<T, T> list) : base(original, index, count, list) { }

		public override AListNode<T, T> DetachedClone()
		{
			AssertValid();
			return new AListInner<T>(this);
		}
		public override AListNode<T, T> CopySection(uint index, uint count, AListBase<T,T> list)
		{
			Debug.Assert(count > 0 && count <= TotalCount);
			if (index == 0 && count >= TotalCount)
				return DetachedClone();

			return new AListInner<T>(this, index, count, list);
		}
		protected override AListInnerBase<T, T> SplitAt(int divAt, out AListNode<T, T> right)
		{
			right = new AListInner<T>(this, divAt, LocalCount - divAt, _children[divAt].Index, MaxNodeSize);
			return new AListInner<T>(this, 0, divAt, 0, MaxNodeSize);
		}

		#endregion

		private AListInnerBase<T, T> AutoHandleChildSplit(int i, AListNode<T, T> splitLeft, ref AListNode<T, T> splitRight, IAListTreeObserver<T, T> tob)
		{
			if (splitLeft == null)
			{
				AssertValid();
				return null;
			}
			return HandleChildSplit(i, splitLeft, ref splitRight, tob);
		}

		private int PrepareToInsertAt(uint index, out Entry e, IAListTreeObserver<T, T> tob)
		{
			Debug.Assert(index <= TotalCount);

			// Choose a child node [i] = entry {child, baseIndex} in which to insert the item(s)
			int i = BinarySearchI(index);
			if (i != 0 && _children[i].Index == index)
			{
				// Check whether one slot left is a better insertion location
				if (_children[i - 1].Node.LocalCount < _children[i].Node.LocalCount)
					--i;
			}

			PrepareToInsert(i, tob);
			e = _children[i];
			return i;
		}

		public override AListNode<T, T> Insert(uint index, T item, out AListNode<T, T> splitRight, IAListTreeObserver<T, T> tob)
		{
			Debug.Assert(!IsFrozen);
			Entry e;
			int i = PrepareToInsertAt(index, out e, tob);

			// Perform the insert, and adjust base index of nodes that follow
			AssertValid();
			var splitLeft = e.Node.Insert(index - e.Index, item, out splitRight, tob);
			AdjustIndexesAfter(i, 1);

			// Handle child split
			return splitLeft == null ? null : HandleChildSplit(i, splitLeft, ref splitRight, tob);
		}

		public override AListNode<T, T> InsertRange(uint index, IListSource<T> source, ref int sourceIndex, out AListNode<T, T> splitRight, IAListTreeObserver<T, T> tob)
		{
			Debug.Assert(!IsFrozen);
			Entry e;
			int i = PrepareToInsertAt(index + (uint)sourceIndex, out e, tob);

			// Perform the insert
			int oldSourceIndex = sourceIndex;
			AListNode<T, T> splitLeft;
			do {
				splitLeft = e.Node.InsertRange(index - e.Index, source, ref sourceIndex, out splitRight, tob);
			} while (sourceIndex < source.Count && splitLeft == null);
			
			// Adjust base index of nodes that follow
			int change = sourceIndex - oldSourceIndex;
			AdjustIndexesAfter(i, change);

			// Handle child split
			return splitLeft == null ? null : HandleChildSplit(i, splitLeft, ref splitRight, tob);
		}

		/// <summary>Appends or prepends some other list to this list. The other 
		/// list must be the same height or less tall.</summary>
		/// <param name="other">A list to append/prepend</param>
		/// <param name="heightDifference">Height difference between the trees (0 or >0)</param>
		/// <param name="splitRight">Right half in case node is split</param>
		/// <param name="tob">Observer to be notified of changes</param>
		/// <param name="move">Move semantics (avoids freezing the nodes of the other tree)</param>
		/// <param name="append">Operation to perform (true => append)</param>
		/// <returns>Normally null, or left half in case node is split</returns>
		public virtual AListInnerBase<T, T> Combine(AListInnerBase<T, T> other, int heightDifference, out AListNode<T, T> splitRight, IAListTreeObserver<T, T> tob, bool move, bool append)
		{
			Debug.Assert(!IsFrozen && heightDifference >= 0);
			if (heightDifference != 0)
			{
				int i = append ? LocalCount - 1 : 0;
				AutoClone(ref _children[i].Node, this, tob);
				var splitLeft = ((AListInner<T>)Child(i)).Combine(other, heightDifference - 1, out splitRight, tob, move, append);
				if (!append) {
					Debug.Assert(LocalCount == 1 || other.TotalCount == _children[0].Node.TotalCount - _children[1].Index);
					AdjustIndexesAfter(i, (int)other.TotalCount);
				}
				return AutoHandleChildSplit(i, splitLeft, ref splitRight, tob);
			}

			Debug.Assert(other.GetType() == GetType());
			int otherLC = other.LocalCount;
			AutoEnlargeChildren(otherLC);
			for (int i = 0; i < otherLC; i++)
			{
				var child = other.Child(i);
				if (!move)
					child.Freeze(); // we're sharing this node between two trees
				if (append) {
					uint tc = TotalCount;
					LLInsert(_childCount, child, 0);
					_children[_childCount - 1].Index = tc;
				} else
					LLInsert(i, child, child.TotalCount);
			}

			return AutoSplit(out splitRight);
		}
	}
}

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License

This article, along with any associated source code and files, is licensed under The GNU Lesser General Public License (LGPLv3)


Written By
Software Developer None
Canada Canada
Since I started programming when I was 11, I wrote the SNES emulator "SNEqr", the FastNav mapping component, the Enhanced C# programming language (in progress), the parser generator LLLPG, and LES, a syntax to help you start building programming languages, DSLs or build systems.

My overall focus is on the Language of your choice (Loyc) initiative, which is about investigating ways to improve interoperability between programming languages and putting more power in the hands of developers. I'm also seeking employment.

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