📄 list.cc
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// 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.// // NOTE: Mutual exclusion must be provided by the caller.// If you want a synchronized list, you must use the routines // in synchlist.cc.//// Copyright (c) 1992-1993 The Regents of the University of California.// All rights reserved. See copyright.h for copyright notice and limitation // of liability and disclaimer of warranty provisions.#include "copyright.h"#include "list.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, int 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(){ 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.//----------------------------------------------------------------------voidList::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; }}//----------------------------------------------------------------------// 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.//----------------------------------------------------------------------voidList::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; }}//----------------------------------------------------------------------// 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.//----------------------------------------------------------------------voidList::Mapcar(VoidFunctionPtr func){ for (ListElement *ptr = first; ptr != NULL; ptr = ptr->next) { DEBUG('l', "In mapcar, about to invoke %x(%x)\n", func, ptr->item); (*func)((int)ptr->item); }}//----------------------------------------------------------------------// List::IsEmpty// Returns TRUE if the list is empty (has no items).//----------------------------------------------------------------------boolList::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.//----------------------------------------------------------------------voidList::SortedInsert(void *item, int sortKey){ ListElement *element = new ListElement(item, sortKey); ListElement *ptr; // keep track if (IsEmpty()) { // if list is empty, put 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; }}//----------------------------------------------------------------------// 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(int *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; return thing;}
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