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This commit is contained in:
386
thirdparty/icu4c/common/uvector.h
vendored
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386
thirdparty/icu4c/common/uvector.h
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// © 2016 and later: Unicode, Inc. and others.
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// License & terms of use: http://www.unicode.org/copyright.html
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/*
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**********************************************************************
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* Copyright (C) 1999-2016, International Business Machines
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* Corporation and others. All Rights Reserved.
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**********************************************************************
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* Date Name Description
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* 10/22/99 alan Creation. This is an internal header.
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* It should not be exported.
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**********************************************************************
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*/
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#ifndef UVECTOR_H
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#define UVECTOR_H
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#include "unicode/utypes.h"
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#include "unicode/uobject.h"
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#include "cmemory.h"
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#include "uarrsort.h"
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#include "uelement.h"
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U_NAMESPACE_BEGIN
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/**
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* Ultralightweight C++ implementation of a `void*` vector
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* that is (mostly) compatible with java.util.Vector.
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*
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* This is a very simple implementation, written to satisfy an
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* immediate porting need. As such, it is not completely fleshed out,
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* and it aims for simplicity and conformity. Nonetheless, it serves
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* its purpose (porting code from java that uses java.util.Vector)
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* well, and it could be easily made into a more robust vector class.
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*
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* *Design notes*
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*
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* There is index bounds checking, but little is done about it. If
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* indices are out of bounds, either nothing happens, or zero is
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* returned. We *do* avoid indexing off into the weeds.
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*
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* Since we don't have garbage collection, UVector was given the
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* option to *own* its contents. To employ this, set a deleter
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* function. The deleter is called on a `void *` pointer when that
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* pointer is released by the vector, either when the vector itself is
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* destructed, or when a call to `setElementAt()` overwrites an element,
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* or when a call to remove()` or one of its variants explicitly
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* removes an element. If no deleter is set, or the deleter is set to
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* zero, then it is assumed that the caller will delete elements as
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* needed.
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*
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* *Error Handling* Functions that can fail, from out of memory conditions
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* for example, include a UErrorCode parameter. Any function called
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* with an error code already indicating a failure will not modify the
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* vector in any way.
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*
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* For vectors that have a deleter function, any failure in inserting
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* an element into the vector will instead delete the element that
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* could not be adopted. This simplifies object ownership
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* management around calls to `addElement()` and `insertElementAt()`;
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* error or no, the function always takes ownership of an incoming object
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* from the caller.
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*
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* In order to implement methods such as `contains()` and `indexOf()`,
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* UVector needs a way to compare objects for equality. To do so, it
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* uses a comparison function, or "comparer." If the comparer is not
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* set, or is set to zero, then all such methods will act as if the
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* vector contains no element. That is, indexOf() will always return
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* -1, contains() will always return false, etc.
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*
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* <p><b>To do</b>
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*
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* <p>Improve the handling of index out of bounds errors.
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*
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* @author Alan Liu
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*/
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class U_COMMON_API UVector : public UObject {
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// NOTE: UVector uses the UElement (union of void* and int32_t) as
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// its basic storage type. It uses UElementsAreEqual as its
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// comparison function. It uses UObjectDeleter as its deleter
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// function. This allows sharing of support functions with UHashtable.
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private:
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int32_t count = 0;
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int32_t capacity = 0;
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UElement* elements = nullptr;
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UObjectDeleter *deleter = nullptr;
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UElementsAreEqual *comparer = nullptr;
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public:
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UVector(UErrorCode &status);
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UVector(int32_t initialCapacity, UErrorCode &status);
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UVector(UObjectDeleter *d, UElementsAreEqual *c, UErrorCode &status);
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UVector(UObjectDeleter *d, UElementsAreEqual *c, int32_t initialCapacity, UErrorCode &status);
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virtual ~UVector();
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/**
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* Assign this object to another (make this a copy of 'other').
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* Use the 'assign' function to assign each element.
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*/
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void assign(const UVector& other, UElementAssigner *assign, UErrorCode &ec);
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/**
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* Compare this vector with another. They will be considered
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* equal if they are of the same size and all elements are equal,
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* as compared using this object's comparer.
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*/
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bool operator==(const UVector& other) const;
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/**
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* Equivalent to !operator==()
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*/
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inline bool operator!=(const UVector& other) const {return !operator==(other);}
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//------------------------------------------------------------
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// java.util.Vector API
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//------------------------------------------------------------
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/**
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* Add an element at the end of the vector.
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* For use only with vectors that do not adopt their elements, which is to say,
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* have not set an element deleter function. See `adoptElement()`.
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*/
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void addElement(void *obj, UErrorCode &status);
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/**
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* Add an element at the end of the vector.
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* For use only with vectors that adopt their elements, which is to say,
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* have set an element deleter function. See `addElement()`.
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*
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* If the element cannot be successfully added, it will be deleted. This is
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* normal ICU _adopt_ behavior - one way or another ownership of the incoming
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* object is transferred from the caller.
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*
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* `addElement()` and `adoptElement()` are separate functions to make it easier
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* to see what the function is doing at call sites. Having a single combined function,
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* as in earlier versions of UVector, had proved to be error-prone.
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*/
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void adoptElement(void *obj, UErrorCode &status);
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void addElement(int32_t elem, UErrorCode &status);
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void setElementAt(void* obj, int32_t index);
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void setElementAt(int32_t elem, int32_t index);
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void insertElementAt(void* obj, int32_t index, UErrorCode &status);
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void insertElementAt(int32_t elem, int32_t index, UErrorCode &status);
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void* elementAt(int32_t index) const;
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int32_t elementAti(int32_t index) const;
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UBool equals(const UVector &other) const;
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inline void* firstElement() const {return elementAt(0);}
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inline void* lastElement() const {return elementAt(count-1);}
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inline int32_t lastElementi() const {return elementAti(count-1);}
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int32_t indexOf(void* obj, int32_t startIndex = 0) const;
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int32_t indexOf(int32_t obj, int32_t startIndex = 0) const;
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inline UBool contains(void* obj) const {return indexOf(obj) >= 0;}
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inline UBool contains(int32_t obj) const {return indexOf(obj) >= 0;}
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UBool containsAll(const UVector& other) const;
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UBool removeAll(const UVector& other);
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UBool retainAll(const UVector& other);
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void removeElementAt(int32_t index);
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UBool removeElement(void* obj);
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void removeAllElements();
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inline int32_t size() const {return count;}
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inline UBool isEmpty() const {return count == 0;}
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UBool ensureCapacity(int32_t minimumCapacity, UErrorCode &status);
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/**
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* Change the size of this vector as follows: If newSize is
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* smaller, then truncate the array, possibly deleting held
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* elements for i >= newSize. If newSize is larger, grow the
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* array, filling in new slots with nullptr.
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*/
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void setSize(int32_t newSize, UErrorCode &status);
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/**
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* Fill in the given array with all elements of this vector.
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*/
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void** toArray(void** result) const;
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//------------------------------------------------------------
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// New API
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//------------------------------------------------------------
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UObjectDeleter *setDeleter(UObjectDeleter *d);
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bool hasDeleter() {return deleter != nullptr;}
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UElementsAreEqual *setComparer(UElementsAreEqual *c);
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inline void* operator[](int32_t index) const {return elementAt(index);}
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/**
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* Removes the element at the given index from this vector and
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* transfer ownership of it to the caller. After this call, the
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* caller owns the result and must delete it and the vector entry
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* at 'index' is removed, shifting all subsequent entries back by
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* one index and shortening the size of the vector by one. If the
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* index is out of range or if there is no item at the given index
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* then 0 is returned and the vector is unchanged.
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*/
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void* orphanElementAt(int32_t index);
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/**
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* Returns true if this vector contains none of the elements
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* of the given vector.
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* @param other vector to be checked for containment
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* @return true if the test condition is met
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*/
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UBool containsNone(const UVector& other) const;
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/**
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* Insert the given object into this vector at its sorted position
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* as defined by 'compare'. The current elements are assumed to
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* be sorted already.
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*/
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void sortedInsert(void* obj, UElementComparator *compare, UErrorCode& ec);
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/**
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* Insert the given integer into this vector at its sorted position
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* as defined by 'compare'. The current elements are assumed to
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* be sorted already.
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*/
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void sortedInsert(int32_t obj, UElementComparator *compare, UErrorCode& ec);
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/**
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* Sort the contents of the vector, assuming that the contents of the
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* vector are of type int32_t.
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*/
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void sorti(UErrorCode &ec);
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/**
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* Sort the contents of this vector, using a caller-supplied function
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* to do the comparisons. (It's confusing that
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* UVector's UElementComparator function is different from the
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* UComparator function type defined in uarrsort.h)
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*/
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void sort(UElementComparator *compare, UErrorCode &ec);
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/**
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* Stable sort the contents of this vector using a caller-supplied function
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* of type UComparator to do the comparison. Provides more flexibility
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* than UVector::sort() because an additional user parameter can be passed to
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* the comparison function.
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*/
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void sortWithUComparator(UComparator *compare, const void *context, UErrorCode &ec);
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/**
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* ICU "poor man's RTTI", returns a UClassID for this class.
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*/
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static UClassID U_EXPORT2 getStaticClassID();
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/**
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* ICU "poor man's RTTI", returns a UClassID for the actual class.
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*/
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virtual UClassID getDynamicClassID() const override;
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private:
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int32_t indexOf(UElement key, int32_t startIndex = 0, int8_t hint = 0) const;
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void sortedInsert(UElement e, UElementComparator *compare, UErrorCode& ec);
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public:
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// Disallow
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UVector(const UVector&) = delete;
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// Disallow
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UVector& operator=(const UVector&) = delete;
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};
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/**
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* Ultralightweight C++ implementation of a `void*` stack
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* that is (mostly) compatible with java.util.Stack. As in java, this
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* is merely a paper thin layer around UVector. See the UVector
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* documentation for further information.
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*
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* *Design notes*
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*
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* The element at index `n-1` is (of course) the top of the
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* stack.
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*
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* The poorly named `empty()` method doesn't empty the
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* stack; it determines if the stack is empty.
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*
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* @author Alan Liu
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*/
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class U_COMMON_API UStack : public UVector {
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public:
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UStack(UErrorCode &status);
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UStack(int32_t initialCapacity, UErrorCode &status);
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UStack(UObjectDeleter *d, UElementsAreEqual *c, UErrorCode &status);
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UStack(UObjectDeleter *d, UElementsAreEqual *c, int32_t initialCapacity, UErrorCode &status);
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virtual ~UStack();
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// It's okay not to have a virtual destructor (in UVector)
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// because UStack has no special cleanup to do.
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inline UBool empty() const {return isEmpty();}
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inline void* peek() const {return lastElement();}
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inline int32_t peeki() const {return lastElementi();}
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/**
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* Pop and return an element from the stack.
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* For stacks with a deleter function, the caller takes ownership
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* of the popped element.
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*/
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void* pop();
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int32_t popi();
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inline void* push(void* obj, UErrorCode &status) {
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if (hasDeleter()) {
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adoptElement(obj, status);
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return (U_SUCCESS(status)) ? obj : nullptr;
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} else {
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addElement(obj, status);
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return obj;
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}
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}
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inline int32_t push(int32_t i, UErrorCode &status) {
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addElement(i, status);
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return i;
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}
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/*
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If the object o occurs as an item in this stack,
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this method returns the 1-based distance from the top of the stack.
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*/
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int32_t search(void* obj) const;
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/**
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* ICU "poor man's RTTI", returns a UClassID for this class.
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*/
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static UClassID U_EXPORT2 getStaticClassID();
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/**
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* ICU "poor man's RTTI", returns a UClassID for the actual class.
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*/
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virtual UClassID getDynamicClassID() const override;
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// Disallow
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UStack(const UStack&) = delete;
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// Disallow
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UStack& operator=(const UStack&) = delete;
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};
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U_NAMESPACE_END
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#endif
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