Back to index...
/*
 * reserved comment block
 * DO NOT REMOVE OR ALTER!
 */
/*
 * Licensed to the Apache Software Foundation (ASF) under one or more
 * contributor license agreements.  See the NOTICE file distributed with
 * this work for additional information regarding copyright ownership.
 * The ASF licenses this file to You under the Apache License, Version 2.0
 * (the "License"); you may not use this file except in compliance with
 * the License.  You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */
package com.sun.org.apache.xml.internal.utils;
/**
 * A very simple table that stores a list of int. Very similar API to our
 * IntVector class (same API); different internal storage.
 *
 * This version uses an array-of-arrays solution. Read/write access is thus
 * a bit slower than the simple IntVector, and basic storage is a trifle
 * higher due to the top-level array -- but appending is O(1) fast rather
 * than O(N**2) slow, which will swamp those costs in situations where
 * long vectors are being built up.
 *
 * Known issues:
 *
 * Some methods are private because they haven't yet been tested properly.
 *
 * Retrieval performance is critical, since this is used at the core
 * of the DTM model. (Append performance is almost as important.)
 * That's pushing me toward just letting reads from unset indices
 * throw exceptions or return stale data; safer behavior would have
 * performance costs.
 * */
public class SuballocatedIntVector
{
  /** Size of blocks to allocate          */
  protected int m_blocksize;
  /** Bitwise addressing (much faster than div/remainder */
  protected int m_SHIFT, m_MASK;
  /** The default number of blocks to (over)allocate by */
  protected static final int NUMBLOCKS_DEFAULT = 32;
  /** The number of blocks to (over)allocate by */
  protected int m_numblocks = NUMBLOCKS_DEFAULT;
  /** Array of arrays of ints          */
  protected int m_map[][];
  /** Number of ints in array          */
  protected int m_firstFree = 0;
  /** "Shortcut" handle to m_map[0]. Surprisingly helpful for short vectors. */
  protected int m_map0[];
  /** "Shortcut" handle to most recently added row of m_map.
   * Very helpful during construction.
   * @xsl.usage internal
   */
  protected int m_buildCache[];
  protected int m_buildCacheStartIndex;
  /**
   * Default constructor.  Note that the default
   * block size is currently 2K, which may be overkill for
   * small lists and undershootng for large ones.
   */
  public SuballocatedIntVector()
  {
    this(2048);
  }
  /**
   * Construct a IntVector, using the given block size and number
   * of blocks. For efficiency, we will round the requested size
   * off to a power of two.
   *
   * @param blocksize Size of block to allocate
   * @param numblocks Number of blocks to allocate
   * */
  public SuballocatedIntVector(int blocksize, int numblocks)
  {
    //m_blocksize = blocksize;
    for(m_SHIFT=0;0!=(blocksize>>>=1);++m_SHIFT)
      ;
    m_blocksize=1<<m_SHIFT;
    m_MASK=m_blocksize-1;
    m_numblocks = numblocks;
    m_map0=new int[m_blocksize];
    m_map = new int[numblocks][];
    m_map[0]=m_map0;
    m_buildCache = m_map0;
    m_buildCacheStartIndex = 0;
  }
  /** Construct a IntVector, using the given block size and
   * the default number of blocks (32).
   *
   * @param blocksize Size of block to allocate
   * */
  public SuballocatedIntVector(int blocksize)
  {
    this(blocksize, NUMBLOCKS_DEFAULT);
  }
  /**
   * Get the length of the list.
   *
   * @return length of the list
   */
  public int size()
  {
    return m_firstFree;
  }
  /**
   * Set the length of the list. This will only work to truncate the list, and
   * even then it has not been heavily tested and may not be trustworthy.
   *
   * @return length of the list
   */
  public void setSize(int sz)
  {
    if(m_firstFree>sz) // Whups; had that backward!
      m_firstFree = sz;
  }
  /**
   * Append a int onto the vector.
   *
   * @param value Int to add to the list
   */
  public  void addElement(int value)
  {
    int indexRelativeToCache = m_firstFree - m_buildCacheStartIndex;
    // Is the new index an index into the cache row of m_map?
    if(indexRelativeToCache >= 0 && indexRelativeToCache < m_blocksize) {
      m_buildCache[indexRelativeToCache]=value;
      ++m_firstFree;
    } else {
      // Growing the outer array should be rare. We initialize to a
      // total of m_blocksize squared elements, which at the default
      // size is 4M integers... and we grow by at least that much each
      // time.  However, attempts to microoptimize for this (assume
      // long enough and catch exceptions) yield no noticable
      // improvement.
      int index=m_firstFree>>>m_SHIFT;
      int offset=m_firstFree&m_MASK;
      if(index>=m_map.length)
      {
        int newsize=index+m_numblocks;
        int[][] newMap=new int[newsize][];
        System.arraycopy(m_map, 0, newMap, 0, m_map.length);
        m_map=newMap;
      }
      int[] block=m_map[index];
      if(null==block)
        block=m_map[index]=new int[m_blocksize];
      block[offset]=value;
      // Cache the current row of m_map.  Next m_blocksize-1
      // values added will go to this row.
      m_buildCache = block;
      m_buildCacheStartIndex = m_firstFree-offset;
      ++m_firstFree;
    }
  }
  /**
   * Append several int values onto the vector.
   *
   * @param value Int to add to the list
   */
  private  void addElements(int value, int numberOfElements)
  {
    if(m_firstFree+numberOfElements<m_blocksize)
      for (int i = 0; i < numberOfElements; i++)
      {
        m_map0[m_firstFree++]=value;
      }
    else
    {
      int index=m_firstFree>>>m_SHIFT;
      int offset=m_firstFree&m_MASK;
      m_firstFree+=numberOfElements;
      while( numberOfElements>0)
      {
        if(index>=m_map.length)
        {
          int newsize=index+m_numblocks;
          int[][] newMap=new int[newsize][];
          System.arraycopy(m_map, 0, newMap, 0, m_map.length);
          m_map=newMap;
        }
        int[] block=m_map[index];
        if(null==block)
          block=m_map[index]=new int[m_blocksize];
        int copied=(m_blocksize-offset < numberOfElements)
          ? m_blocksize-offset : numberOfElements;
        numberOfElements-=copied;
        while(copied-- > 0)
          block[offset++]=value;
        ++index;offset=0;
      }
    }
  }
  /**
   * Append several slots onto the vector, but do not set the values.
   * Note: "Not Set" means the value is unspecified.
   *
   * @param numberOfElements Int to add to the list
   */
  private  void addElements(int numberOfElements)
  {
    int newlen=m_firstFree+numberOfElements;
    if(newlen>m_blocksize)
    {
      int index=m_firstFree>>>m_SHIFT;
      int newindex=(m_firstFree+numberOfElements)>>>m_SHIFT;
      for(int i=index+1;i<=newindex;++i)
        m_map[i]=new int[m_blocksize];
    }
    m_firstFree=newlen;
  }
  /**
   * Inserts the specified node in this vector at the specified index.
   * Each component in this vector with an index greater or equal to
   * the specified index is shifted upward to have an index one greater
   * than the value it had previously.
   *
   * Insertion may be an EXPENSIVE operation!
   *
   * @param value Int to insert
   * @param at Index of where to insert
   */
  private  void insertElementAt(int value, int at)
  {
    if(at==m_firstFree)
      addElement(value);
    else if (at>m_firstFree)
    {
      int index=at>>>m_SHIFT;
      if(index>=m_map.length)
      {
        int newsize=index+m_numblocks;
        int[][] newMap=new int[newsize][];
        System.arraycopy(m_map, 0, newMap, 0, m_map.length);
        m_map=newMap;
      }
      int[] block=m_map[index];
      if(null==block)
        block=m_map[index]=new int[m_blocksize];
      int offset=at&m_MASK;
          block[offset]=value;
          m_firstFree=offset+1;
        }
    else
    {
      int index=at>>>m_SHIFT;
      int maxindex=m_firstFree>>>m_SHIFT; // %REVIEW% (m_firstFree+1?)
      ++m_firstFree;
      int offset=at&m_MASK;
      int push;
      // ***** Easier to work down from top?
      while(index<=maxindex)
      {
        int copylen=m_blocksize-offset-1;
        int[] block=m_map[index];
        if(null==block)
        {
          push=0;
          block=m_map[index]=new int[m_blocksize];
        }
        else
        {
          push=block[m_blocksize-1];
          System.arraycopy(block, offset , block, offset+1, copylen);
        }
        block[offset]=value;
        value=push;
        offset=0;
        ++index;
      }
    }
  }
  /**
   * Wipe it out. Currently defined as equivalent to setSize(0).
   */
  public void removeAllElements()
  {
    m_firstFree = 0;
    m_buildCache = m_map0;
    m_buildCacheStartIndex = 0;
  }
  /**
   * Removes the first occurrence of the argument from this vector.
   * If the object is found in this vector, each component in the vector
   * with an index greater or equal to the object's index is shifted
   * downward to have an index one smaller than the value it had
   * previously.
   *
   * @param s Int to remove from array
   *
   * @return True if the int was removed, false if it was not found
   */
  private  boolean removeElement(int s)
  {
    int at=indexOf(s,0);
    if(at<0)
      return false;
    removeElementAt(at);
    return true;
  }
  /**
   * Deletes the component at the specified index. Each component in
   * this vector with an index greater or equal to the specified
   * index is shifted downward to have an index one smaller than
   * the value it had previously.
   *
   * @param at index of where to remove and int
   */
  private  void removeElementAt(int at)
  {
        // No point in removing elements that "don't exist"...
    if(at<m_firstFree)
    {
      int index=at>>>m_SHIFT;
      int maxindex=m_firstFree>>>m_SHIFT;
      int offset=at&m_MASK;
      while(index<=maxindex)
      {
        int copylen=m_blocksize-offset-1;
        int[] block=m_map[index];
        if(null==block)
          block=m_map[index]=new int[m_blocksize];
        else
          System.arraycopy(block, offset+1, block, offset, copylen);
        if(index<maxindex)
        {
          int[] next=m_map[index+1];
          if(next!=null)
            block[m_blocksize-1]=(next!=null) ? next[0] : 0;
        }
        else
          block[m_blocksize-1]=0;
        offset=0;
        ++index;
      }
    }
    --m_firstFree;
  }
  /**
   * Sets the component at the specified index of this vector to be the
   * specified object. The previous component at that position is discarded.
   *
   * The index must be a value greater than or equal to 0 and less
   * than the current size of the vector.
   *
   * @param value object to set
   * @param at    Index of where to set the object
   */
  public void setElementAt(int value, int at)
  {
    if(at<m_blocksize)
      m_map0[at]=value;
    else
    {
      int index=at>>>m_SHIFT;
      int offset=at&m_MASK;
      if(index>=m_map.length)
      {
        int newsize=index+m_numblocks;
        int[][] newMap=new int[newsize][];
        System.arraycopy(m_map, 0, newMap, 0, m_map.length);
        m_map=newMap;
      }
      int[] block=m_map[index];
      if(null==block)
        block=m_map[index]=new int[m_blocksize];
      block[offset]=value;
    }
    if(at>=m_firstFree)
      m_firstFree=at+1;
  }
  /**
   * Get the nth element. This is often at the innermost loop of an
   * application, so performance is critical.
   *
   * @param i index of value to get
   *
   * @return value at given index. If that value wasn't previously set,
   * the result is undefined for performance reasons. It may throw an
   * exception (see below), may return zero, or (if setSize has previously
   * been used) may return stale data.
   *
   * @throws ArrayIndexOutOfBoundsException if the index was _clearly_
   * unreasonable (negative, or past the highest block).
   *
   * @throws NullPointerException if the index points to a block that could
   * have existed (based on the highest index used) but has never had anything
   * set into it.
   * %REVIEW% Could add a catch to create the block in that case, or return 0.
   * Try/Catch is _supposed_ to be nearly free when not thrown to. Do we
   * believe that? Should we have a separate safeElementAt?
   */
  public int elementAt(int i)
  {
    // This is actually a significant optimization!
    if(i<m_blocksize)
      return m_map0[i];
    return m_map[i>>>m_SHIFT][i&m_MASK];
  }
  /**
   * Tell if the table contains the given node.
   *
   * @param s object to look for
   *
   * @return true if the object is in the list
   */
  private  boolean contains(int s)
  {
    return (indexOf(s,0) >= 0);
  }
  /**
   * Searches for the first occurence of the given argument,
   * beginning the search at index, and testing for equality
   * using the equals method.
   *
   * @param elem object to look for
   * @param index Index of where to begin search
   * @return the index of the first occurrence of the object
   * argument in this vector at position index or later in the
   * vector; returns -1 if the object is not found.
   */
  public int indexOf(int elem, int index)
  {
        if(index>=m_firstFree)
                return -1;
    int bindex=index>>>m_SHIFT;
    int boffset=index&m_MASK;
    int maxindex=m_firstFree>>>m_SHIFT;
    int[] block;
    for(;bindex<maxindex;++bindex)
    {
      block=m_map[bindex];
      if(block!=null)
        for(int offset=boffset;offset<m_blocksize;++offset)
          if(block[offset]==elem)
            return offset+bindex*m_blocksize;
      boffset=0; // after first
    }
    // Last block may need to stop before end
    int maxoffset=m_firstFree&m_MASK;
    block=m_map[maxindex];
    for(int offset=boffset;offset<maxoffset;++offset)
      if(block[offset]==elem)
        return offset+maxindex*m_blocksize;
    return -1;
  }
  /**
   * Searches for the first occurence of the given argument,
   * beginning the search at index, and testing for equality
   * using the equals method.
   *
   * @param elem object to look for
   * @return the index of the first occurrence of the object
   * argument in this vector at position index or later in the
   * vector; returns -1 if the object is not found.
   */
  public int indexOf(int elem)
  {
    return indexOf(elem,0);
  }
  /**
   * Searches for the first occurence of the given argument,
   * beginning the search at index, and testing for equality
   * using the equals method.
   *
   * @param elem Object to look for
   * @return the index of the first occurrence of the object
   * argument in this vector at position index or later in the
   * vector; returns -1 if the object is not found.
   */
  private  int lastIndexOf(int elem)
  {
    int boffset=m_firstFree&m_MASK;
    for(int index=m_firstFree>>>m_SHIFT;
        index>=0;
        --index)
    {
      int[] block=m_map[index];
      if(block!=null)
        for(int offset=boffset; offset>=0; --offset)
          if(block[offset]==elem)
            return offset+index*m_blocksize;
      boffset=0; // after first
    }
    return -1;
  }
  /**
   * Return the internal m_map0 array
   * @return the m_map0 array
   */
  public final int[] getMap0()
  {
    return m_map0;
  }
  /**
   * Return the m_map double array
   * @return the internal map of array of arrays
   */
  public final int[][] getMap()
  {
    return m_map;
  }
}
Back to index...