a44f3b5a89
git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@56720 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
132 lines
4.2 KiB
Objective-C
132 lines
4.2 KiB
Objective-C
/////////////////////////////////////////////////////////////////////////////
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// Name: hash.h
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// Purpose: interface of wxHashTable
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// Author: wxWidgets team
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// RCS-ID: $Id$
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// Licence: wxWindows license
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/////////////////////////////////////////////////////////////////////////////
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/**
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@class wxHashTable
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@deprecated
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Please note that this class is retained for backward compatibility
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reasons; you should use wxHashMap.
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This class provides hash table functionality for wxWidgets, and for an
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application if it wishes. Data can be hashed on an integer or string key.
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Example:
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@code
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wxHashTable table(wxKEY_STRING);
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wxPoint *point = new wxPoint(100, 200);
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table.Put("point 1", point);
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....
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wxPoint *found_point = (wxPoint *)table.Get("point 1");
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@endcode
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A hash table is implemented as an array of pointers to lists.
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When no data has been stored, the hash table takes only a little more space
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than this array (default size is 1000). When a data item is added, an integer
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is constructed from the integer or string key that is within the bounds of the array.
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If the array element is @NULL, a new (keyed) list is created for the element.
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Then the data object is appended to the list, storing the key in case other
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data objects need to be stored in the list also (when a 'collision' occurs).
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Retrieval involves recalculating the array index from the key, and searching
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along the keyed list for the data object whose stored key matches the passed key.
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Obviously this is quicker when there are fewer collisions, so hashing will
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become inefficient if the number of items to be stored greatly exceeds the
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size of the hash table.
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@library{wxbase}
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@category{containers}
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@see wxList
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*/
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class wxHashTable : public wxObject
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{
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public:
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/**
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Constructor. @a key_type is one of wxKEY_INTEGER, or wxKEY_STRING,
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and indicates what sort of keying is required. @a size is optional.
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*/
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wxHashTable(wxKeyType key_type = wxKEY_INTEGER, size_t size = 1000);
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/**
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Destroys the hash table.
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*/
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virtual ~wxHashTable();
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/**
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The counterpart of Next(). If the application wishes to iterate
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through all the data in the hash table, it can call BeginFind() and
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then loop on Next().
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*/
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void BeginFind();
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/**
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Clears the hash table of all nodes (but as usual, doesn't delete user data).
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*/
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void Clear();
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//@{
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/**
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Deletes entry in hash table and returns the user's data (if found).
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*/
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wxObject* Delete(long key);
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wxObject* Delete(const wxString& key);
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//@}
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/**
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If set to @true data stored in hash table will be deleted when hash table
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object is destroyed.
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*/
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void DeleteContents(bool flag);
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//@{
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/**
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Gets data from the hash table, using an integer or string key
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(depending on which has table constructor was used).
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*/
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wxObject* Get(long key);
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wxObject* Get(const char* key);
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//@}
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/**
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Returns the number of elements in the hash table.
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*/
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size_t GetCount() const;
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/**
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Makes an integer key out of a string. An application may wish to make a key
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explicitly (for instance when combining two data values to form a key).
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*/
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static long MakeKey(const wxString& string);
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/**
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If the application wishes to iterate through all the data in the hash
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table, it can call BeginFind() and then loop on Next(). This function
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returns a @b wxHashTable::Node pointer (or @NULL if there are no more nodes).
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The return value is functionally equivalent to @b wxNode but might not be
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implemented as a @b wxNode. The user will probably only wish to use the
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wxNode::GetData() method to retrieve the data; the node may also be deleted.
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*/
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wxHashTable::Node* Next();
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//@{
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/**
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Inserts data into the hash table, using an integer or string key (depending on
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which has table constructor was used).
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The key string is copied and stored by the hash table implementation.
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*/
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void Put(long key, wxObject* object);
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void Put(const char* key, wxObject* object);
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//@}
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};
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