Hi All,
I plan on using the following C++ code
to create nodes with unlimited children:
// I would like to declare NodeT like this,
// but it won't compile because Lnk_T is not defined yet.
struct NodeT { Lnk_T Lnk ; };
So I have to declare NodeT like this instead:
struct NodeT {
struct { NodeT * * B, * * E, * * Room ; } Lnk ; };
typedef NodeT * Link ;
typedef Link * Link_P ;
// B is the Beginning of an array of pointers.
// E is the End of an array of pointers that are in use.
// Room the end of an array of all pointers, used or not.
struct Lnk_T { Link_P B, E, Room ; };
Lnk_T Lnk ;
enum { Chunk = 4,
Sz_Ptr = sizeof Link, Sz_Node = sizeof NodeT };
GrowList ( Lnk_T & Lnk ) {
if ( Lnk.E + 1 < Lnk.Room ) return;
int Room = Lnk.Room - Lnk.B + Chunk, E = Lnk.E - Lnk.B ;
Lnk.B = ( Link_P ) realloc( Lnk.B, Room * Sz_Ptr );
Lnk.Room = Lnk.B + Room ; Lnk.E = Lnk.B + E ;
memset( Lnk.E, 0, ( Lnk.Room - Lnk.E ) * Sz_Ptr ); }
// Below is an example of is how the above might be used,
// I know that it works.
__stdcall WinMain( HINSTANCE, HINSTANCE, LPSTR, int ) {
GrowList ( Lnk ); // Lnk is a global, so it's initialized.
Link & P = * Lnk.E ++ ;
P = ( Link ) realloc( P, Sz_Node );
memset ( P, 0, Sz_Node );
GrowList ( ( Lnk_T & ) P->Lnk );
{ Link Passed = P, & P = * Passed->Lnk.E ++ ;
P = ( Link ) realloc( P, Sz_Node );
memset ( P, 0, Sz_Node );
GrowList ( ( Lnk_T & ) P->Lnk );
// etc.
}
But is there any way to declare NodeT so that
I don't have to use that ( Lnk_T & ) cast ? 47 2690
Jeff Relf wrote: Hi All,
I plan on using the following C++ code to create nodes with unlimited children:
// I would like to declare NodeT like this, // but it won't compile because Lnk_T is not defined yet.
struct NodeT { Lnk_T Lnk ; };
So I have to declare NodeT like this instead:
struct NodeT { struct { NodeT * * B, * * E, * * Room ; } Lnk ; };
typedef NodeT * Link ;
typedef Link * Link_P ;
// B is the Beginning of an array of pointers. // E is the End of an array of pointers that are in use. // Room the end of an array of all pointers, used or not.
struct Lnk_T { Link_P B, E, Room ; };
Lnk_T Lnk ;
enum { Chunk = 4, Sz_Ptr = sizeof Link, Sz_Node = sizeof NodeT };
GrowList ( Lnk_T & Lnk ) { if ( Lnk.E + 1 < Lnk.Room ) return; int Room = Lnk.Room - Lnk.B + Chunk, E = Lnk.E - Lnk.B ; Lnk.B = ( Link_P ) realloc( Lnk.B, Room * Sz_Ptr ); Lnk.Room = Lnk.B + Room ; Lnk.E = Lnk.B + E ; memset( Lnk.E, 0, ( Lnk.Room - Lnk.E ) * Sz_Ptr ); }
// Below is an example of is how the above might be used, // I know that it works.
__stdcall WinMain( HINSTANCE, HINSTANCE, LPSTR, int ) {
GrowList ( Lnk ); // Lnk is a global, so it's initialized.
Link & P = * Lnk.E ++ ;
P = ( Link ) realloc( P, Sz_Node );
memset ( P, 0, Sz_Node );
GrowList ( ( Lnk_T & ) P->Lnk );
{ Link Passed = P, & P = * Passed->Lnk.E ++ ;
P = ( Link ) realloc( P, Sz_Node );
memset ( P, 0, Sz_Node );
GrowList ( ( Lnk_T & ) P->Lnk );
// etc. }
But is there any way to declare NodeT so that I don't have to use that ( Lnk_T & ) cast ?
That doesn't sound type safe.
And modern computing demands type safety.
--
incognito @ http://kentpsychedelic.blogspot.com
On 29 Jul 2004 11:06:12 GMT, Jeff Relf wrote: Hi All,
I plan on using the following C++ code to create nodes with unlimited children:
// I would like to declare NodeT like this, // but it won't compile because Lnk_T is not defined yet.
struct NodeT { Lnk_T Lnk ; };
So I have to declare NodeT like this instead:
struct NodeT { struct { NodeT * * B, * * E, * * Room ; } Lnk ; };
typedef NodeT * Link ;
typedef Link * Link_P ;
// B is the Beginning of an array of pointers. // E is the End of an array of pointers that are in use. // Room the end of an array of all pointers, used or not.
struct Lnk_T { Link_P B, E, Room ; };
Lnk_T Lnk ;
enum { Chunk = 4, Sz_Ptr = sizeof Link, Sz_Node = sizeof NodeT };
GrowList ( Lnk_T & Lnk ) { if ( Lnk.E + 1 < Lnk.Room ) return; int Room = Lnk.Room - Lnk.B + Chunk, E = Lnk.E - Lnk.B ; Lnk.B = ( Link_P ) realloc( Lnk.B, Room * Sz_Ptr ); Lnk.Room = Lnk.B + Room ; Lnk.E = Lnk.B + E ; memset( Lnk.E, 0, ( Lnk.Room - Lnk.E ) * Sz_Ptr ); }
// Below is an example of is how the above might be used, // I know that it works.
__stdcall WinMain( HINSTANCE, HINSTANCE, LPSTR, int ) {
GrowList ( Lnk ); // Lnk is a global, so it's initialized.
Link & P = * Lnk.E ++ ;
P = ( Link ) realloc( P, Sz_Node );
memset ( P, 0, Sz_Node );
GrowList ( ( Lnk_T & ) P->Lnk );
{ Link Passed = P, & P = * Passed->Lnk.E ++ ;
P = ( Link ) realloc( P, Sz_Node );
memset ( P, 0, Sz_Node );
GrowList ( ( Lnk_T & ) P->Lnk );
// etc. }
But is there any way to declare NodeT so that I don't have to use that ( Lnk_T & ) cast ?
Good lord, that's the worst code I've ever seen. I hope I don't ever
have to maintain something of yours.
It's considered polite, when incrementing a pointer value, to bracket to
explicity show what you're intending, i.e.
(*p)++ return the value at the pointer, then increment the value
*(p++) return the value at the pointer, then increment the pointer
Maybe I got those backwards. Which is why you really want to be explicit.
--
FreeBSD 4.8-RELEASE i386
11:20AM up 130 days, 3:23, 1 user, load averages: 0.00, 0.01, 0.00
Karl Heinz Buchegger
Re: Nodes with unlimited children,
You wrote,
" Start the whole thing with a forward declaration of NodeT. "
Oh, how so very sweet, thank you much !
By the way,
I just realized that the code that I showed in my original
post was really designed for a NodeT of varying length,
which I don't think I really need.
So this is how it looks now ( and it works ),
struct NodeT ;
typedef NodeT * Link ;
// B is the Beginning of an array of NodeT's.
// E is the End of an array of NodeT's that are in use.
// Room the end of an array of all NodeT's, used or not.
struct Lnk_T { Link B, E, Room ; };
struct NodeT { Lnk_T Lnk ; };
Lnk_T Lnk ;
enum { Sz_Node = sizeof NodeT, Chunk_Lnk = 4 };
GrowList ( Lnk_T & Lnk ) {
if ( Lnk.E + 1 < Lnk.Room ) return;
int Room = Lnk.Room - Lnk.B + Chunk_Lnk, E = Lnk.E - Lnk.B ;
Lnk.B = ( Link ) realloc( Lnk.B, Room * Sz_Node );
Lnk.Room = Lnk.B + Room ; Lnk.E = Lnk.B + E ;
memset( Lnk.E, 0, ( Lnk.Room - Lnk.E ) * Sz_Node ); }
__stdcall WinMain( HINSTANCE, HINSTANCE, LPSTR, int ) {
// Lnk is a global, so it's initialized.
// This creates a child for Lnk.
// There is no limit to the number of children.
GrowList ( Lnk );
// This creates a grandchild for Lnk.
GrowList ( ( * Lnk.E ++ ).Lnk );
// etc
}
You wrote,
" BTW: I consider your formatting style horrible. "
Everyone employs whitespace differently,
I even change my own style from time to time.
So I don't see how it's worth commenting on.
"Jeff Relf" <Jeff_Relf_@_NC Plus.NET.Invali d> wrote in message
news:_J******** *************** **@NCPlus.NET.. . Hi All,
I plan on using the following C++ code to create nodes with unlimited children:
<code snipped>
There's a clever way to get this effect with only two Node *'s per Node:
class Node
{
/* put data here */
Node *firstChild;
Node *nextSibling;
};
Then, to get all the children of a node, you just do
for (Node *child = myNode->firstChild; child != 0; child =
child->nextSibling) {
// whatever
}
This works great as long as you don't need constant-time access to the
nth child of a Node.
Joe Gottman
Hi General Protection Fault,
Re: Precedence vs. overused parentheses,
such as: ( * Lnk.E ++ ).Lnk in the following code,
struct NodeT ;
typedef NodeT * Link ;
// B is the Beginning of an array of NodeT's.
// E is the End of an array of NodeT's that are in use.
// Room the end of an array of all NodeT's, used or not.
struct Lnk_T { Link B, E, Room ; };
struct NodeT { Lnk_T Lnk ; };
Lnk_T Lnk ;
enum { Sz_Node = sizeof NodeT, Chunk_Lnk = 4 };
GrowList ( Lnk_T & Lnk ) {
if ( Lnk.E + 1 < Lnk.Room ) return;
int Room = Lnk.Room - Lnk.B + Chunk_Lnk, E = Lnk.E - Lnk.B ;
Lnk.B = ( Link ) realloc( Lnk.B, Room * Sz_Node );
Lnk.Room = Lnk.B + Room ; Lnk.E = Lnk.B + E ;
memset( Lnk.E, 0, ( Lnk.Room - Lnk.E ) * Sz_Node ); }
__stdcall WinMain( HINSTANCE, HINSTANCE, LPSTR, int ) {
// Lnk is a global, so it's initialized.
// This creates a child for Lnk.
// There is no limit to the number of children.
GrowList ( Lnk );
// This creates a grandchild for Lnk.
GrowList ( ( * Lnk.E ++ ).Lnk );
// etc
}
If you're asking me,
it's much better to know the precedence of operators
than to overuse parentheses.
For example:
( * Lnk.E ++ ).Lnk is better than ( * ( Lnk.E ++ ) ).Lnk
But it's subjective, so why quibble ?
As for you maintaining my code,
I wouldn't worry about that if I were you.
Here is the order of precedence, highest first:
++ Post-increment, Left to right
-- Post-decrement
( ) Function call
[ ] Array element
-> Pointer to structure member
.. Structure or union member
++ Pre-increment, Right to left
-- Pre-decrement
! Logical NOT
~ Bitwise NOT
- Unary minus
+ Unary plus
& Address
* Indirection
sizeof Size in bytes
new Allocate program memory
delete Deallocate program memory
( type ) Type cast [ for example, ( float ) i ]
..* Pointer to member ( objects ), Left to right
->* Pointer to member ( pointers )
* Multiply, Left to right
/ Divide
% Remainder
+ Add, Left to right
- Subtract
<< Left shift, Left to right Right shift
< Less than, Left to right
<= Less than or equal to Greater than = Greater than or equal to
== Equal, Left to right
!= Not equal
& Bitwise AND, Left to right
^ Bitwise exclusive OR, Left to right
| Bitwise OR, Left to right
&& Logical AND, Left to right
|| Logical OR, Left to right
? : Conditional, Right to left
= Assignment, Right to left
*=, /=, %=, +=, -=, <<=, >>=, &=, ^=, |= Compound assignment
, Comma, Left to right
Jeff Relf wrote: Hi General Protection Fault,
Re: Precedence vs. overused parentheses, such as: ( * Lnk.E ++ ).Lnk in the following code,
struct NodeT ;
What a bunch of boring bullshit.
Here's something more interesting. I was writing a c# service and that
created a file that would then be transferred somewhere else. Originally I
coded some meta-data in the file name, but then because that had specific
size requirements, I had to use something else. How about File Properties
( right click on a text file, and look at the Properties ( third ) tab. It
has stuff like Author, Title, Subject.
I figure those nice m$ people created a cool assembly that would let me
set/get those. Well there is a class with get methods but not set methods.
So, I had to use a COM object that M$ supplies called DFOfile.dll
Yeah, so, when you dig a little beneath the pretty surface of .NET -- it's
all COM.
typedef NodeT * Link ;
// B is the Beginning of an array of NodeT's. // E is the End of an array of NodeT's that are in use. // Room the end of an array of all NodeT's, used or not.
struct Lnk_T { Link B, E, Room ; };
struct NodeT { Lnk_T Lnk ; };
Lnk_T Lnk ;
enum { Sz_Node = sizeof NodeT, Chunk_Lnk = 4 };
GrowList ( Lnk_T & Lnk ) { if ( Lnk.E + 1 < Lnk.Room ) return; int Room = Lnk.Room - Lnk.B + Chunk_Lnk, E = Lnk.E - Lnk.B ; Lnk.B = ( Link ) realloc( Lnk.B, Room * Sz_Node ); Lnk.Room = Lnk.B + Room ; Lnk.E = Lnk.B + E ; memset( Lnk.E, 0, ( Lnk.Room - Lnk.E ) * Sz_Node ); }
__stdcall WinMain( HINSTANCE, HINSTANCE, LPSTR, int ) {
// Lnk is a global, so it's initialized. // This creates a child for Lnk. // There is no limit to the number of children. GrowList ( Lnk );
// This creates a grandchild for Lnk. GrowList ( ( * Lnk.E ++ ).Lnk );
// etc }
If you're asking me, it's much better to know the precedence of operators than to overuse parentheses.
For example: ( * Lnk.E ++ ).Lnk is better than ( * ( Lnk.E ++ ) ).Lnk
But it's subjective, so why quibble ?
As for you maintaining my code, I wouldn't worry about that if I were you.
Here is the order of precedence, highest first: ++ Post-increment, Left to right -- Post-decrement ( ) Function call [ ] Array element -> Pointer to structure member . Structure or union member ++ Pre-increment, Right to left -- Pre-decrement ! Logical NOT ~ Bitwise NOT - Unary minus + Unary plus & Address * Indirection sizeof Size in bytes new Allocate program memory delete Deallocate program memory ( type ) Type cast [ for example, ( float ) i ] .* Pointer to member ( objects ), Left to right ->* Pointer to member ( pointers ) * Multiply, Left to right / Divide % Remainder + Add, Left to right - Subtract << Left shift, Left to right Right shift
< Less than, Left to right <= Less than or equal to Greater than = Greater than or equal to == Equal, Left to right != Not equal & Bitwise AND, Left to right ^ Bitwise exclusive OR, Left to right | Bitwise OR, Left to right && Logical AND, Left to right || Logical OR, Left to right ? : Conditional, Right to left = Assignment, Right to left *=, /=, %=, +=, -=, <<=, >>=, &=, ^=, |= Compound assignment , Comma, Left to right
-- http://kentpsychedelic.blogspot.com
Oops, I should've said:
I prefer Lnk.E ++ -> Lnk over ( Lnk.E ++ ) -> Lnk
Hi Joe Gottman,
You showed something similar this:
class Node_Type {
Node * firstChild ;
Node * nextSibling ; };
for ( Node_Type * child = myNode->firstChild ;
child != 0 ;
child = child->nextSibling ) ...
For what I'm doing, I prefer my dynamic array of nodes.
such as: Lnk.E ++ -> Lnk ( defined below ),
That allows me to do things like: Lnk.B [ 4 ]
which directly references the fifth node.
My NodeT is very small and has a fixed size,
if NodeT was large or if it had a dynamic size
I'd use the code that I originally posted in this thread:
news:_J******** *************** **@NCPlus.NET
To loop though all the child nodes I define this:
( Lnk is a global, see below )
#define LoopChildren \
Link _Lnk = Lnk.B - 1 ; while ( ++ _Lnk < Lnk.E )
Which is then called like this:
LoopChildren _Lnk->Whatever ;
Here's how I declared those variables:
struct NodeT ;
typedef NodeT * Link ;
// B is the Beginning of an array of NodeT's.
// E is the End of an array of NodeT's that are in use.
// Room the end of an array of all NodeT's, used or not.
struct Lnk_T { Link B, E, Room ; };
struct NodeT { int Whatever ; Lnk_T Lnk ; };
Lnk_T Lnk ; // This is a global variable, so it's initialized.
enum { Sz_Node = sizeof NodeT, Chunk_Lnk = 4 };
GrowList ( Lnk_T & Lnk ) {
if ( Lnk.E + 1 < Lnk.Room ) return;
int Room = Lnk.Room - Lnk.B + Chunk_Lnk, E = Lnk.E - Lnk.B ;
Lnk.B = ( Link ) realloc( Lnk.B, Room * Sz_Node );
Lnk.Room = Lnk.B + Room ; Lnk.E = Lnk.B + E ;
memset( Lnk.E, 0, ( Lnk.Room - Lnk.E ) * Sz_Node ); }
__stdcall WinMain( HINSTANCE, HINSTANCE, LPSTR, int ) {
// This creates a child for Lnk.
// There is no limit to the number of children.
GrowList ( Lnk );
// This creates a grandchild for Lnk.
GrowList ( Lnk.E ++ -> Lnk );
// etc
}
Hi International All-Star Cast,
Win XP's File Properties is... well... specific to Win XP,
and therefore it can't be part of the main C# framework.
I'm sure that there is
plenty of C# code that only runs on Win XP.
To be sure that your C# code _ Shines _
on dual 64-bit PowerPCs as well as on some arcane cell phone,
you'd better damn well test it on all of those devices. This thread has been closed and replies have been disabled. Please start a new discussion. Similar topics |
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