2007-03-08 19:00:15 +00:00
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/*
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* COPYRIGHT: See COPYING in the top level directory
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* PROJECT: ReactOS HTTP Daemon
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* FILE: include/list.h
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*/
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#ifndef __LIST_H
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#define __LIST_H
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#include <windows.h>
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#include <iterator.h>
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class CListNode {
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public:
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CListNode();
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CListNode(VOID *element, CListNode *next, CListNode *prev);
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~CListNode() {};
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2015-05-12 18:14:39 +00:00
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void* operator new(size_t s);
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2007-03-08 19:00:15 +00:00
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VOID operator delete(void* p);
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VOID SetElement(PVOID element);
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VOID SetNext(CListNode *next);
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VOID SetPrev(CListNode *prev);
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PVOID GetElement();
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CListNode *GetNext();
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CListNode *GetPrev();
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private:
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PVOID Element;
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CListNode *Next;
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CListNode *Prev;
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static HANDLE hHeap;
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static INT nRef;
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};
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template <class Item> class CList {
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public:
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//CList(CList&);
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CList();
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~CList();
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CList& operator=(CList&);
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CIterator<Item> *CreateIterator() const;
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LONG Count() const;
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Item& Get(const LONG index) const;
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// Can throw bad_alloc
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VOID Insert(Item& element);
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VOID Remove(Item& element);
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VOID RemoveAll();
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CListNode *GetHeader() const;
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CListNode *GetTrailer() const;
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private:
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CListNode *Search(Item& element) const;
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LONG NodeCount;
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CListNode *Header;
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CListNode *Trailer;
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};
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template <class Item> class CListIterator : public CIterator<Item> {
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public:
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CListIterator(const CList<Item> *list);
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virtual VOID First();
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virtual VOID Next();
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virtual BOOL IsDone() const;
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virtual Item CurrentItem() const;
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private:
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const CList<Item> *List;
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CListNode *Current;
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};
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// ****************************** CList ******************************
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// Default constructor
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template <class Item>
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CList<Item>::CList()
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{
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// Create dummy nodes
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Trailer = new CListNode;
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Header = new CListNode;
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Header->SetNext(Trailer);
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Trailer->SetPrev(Header);
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}
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// Default destructor
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template <class Item>
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CList<Item>::~CList()
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{
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RemoveAll();
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delete Trailer;
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delete Header;
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}
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// Create an iterator for the list
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template <class Item>
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CIterator<Item> *CList<Item>::CreateIterator() const
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{
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return new CListIterator<Item>((CList<Item> *) this);
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}
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// Return number of elements in list
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template <class Item>
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LONG CList<Item>::Count() const
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{
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return NodeCount;
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}
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// Return element at index
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template <class Item>
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Item& CList<Item>::Get(const LONG index) const
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{
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CListNode *node;
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if ((index < 0) || (index >= NodeCount))
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return NULL;
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node = Header;
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for (int i = 0; i <= index; i++)
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node = node->GetNext();
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return (Item *) node->GetElement();
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}
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// Insert an element into the list
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template <class Item>
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VOID CList<Item>::Insert(Item& element)
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{
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CListNode *node;
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node = new CListNode((PVOID)element, Trailer, Trailer->GetPrev());
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Trailer->GetPrev()->SetNext(node);
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Trailer->SetPrev(node);
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NodeCount++;
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}
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// Remove an element from the list
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template <class Item>
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VOID CList<Item>::Remove(Item& element)
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{
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CListNode *node;
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node = Search(element);
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if (node != NULL) {
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node->GetPrev()->SetNext(node->GetNext());
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node->GetNext()->SetPrev(node->GetPrev());
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NodeCount--;
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delete node;
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}
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}
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// Remove all elements in list
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template <class Item>
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VOID CList<Item>::RemoveAll()
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{
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CListNode *node;
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CListNode *tmp;
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node = Header->GetNext();
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while (node != Trailer) {
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tmp = node->GetNext();
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delete node;
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node = tmp;
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}
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Header->SetNext(Trailer);
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Trailer->SetPrev(Header);
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NodeCount = 0;
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}
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// Return header node
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template <class Item>
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CListNode *CList<Item>::GetHeader() const
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{
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return Header;
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}
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// Return trailer node
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template <class Item>
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CListNode *CList<Item>::GetTrailer() const
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{
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return Trailer;
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}
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// Searches for a node that contains the element. Returns NULL if element is not found
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template <class Item>
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CListNode *CList<Item>::Search(Item& element) const
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{
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CListNode *node;
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node = Header;
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while (((node = node->GetNext()) != Trailer) && (node->GetElement() != element));
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if (node != Trailer)
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return node;
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else
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return NULL;
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}
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// ************************** CListIterator **************************
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// Default constructor
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template <class Item>
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CListIterator<Item>::CListIterator(const CList<Item> *list) : List(list)
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{
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First();
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}
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// Go to first element in list
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template <class Item>
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VOID CListIterator<Item>::First()
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{
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Current = List->GetHeader()->GetNext();
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}
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// Go to next element in list
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template <class Item>
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VOID CListIterator<Item>::Next()
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{
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if (!IsDone())
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Current = Current->GetNext();
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}
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// Return FALSE when there are more elements in list and TRUE when there are no more
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template <class Item>
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BOOL CListIterator<Item>::IsDone() const
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{
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return (Current == List->GetTrailer());
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}
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// Return current element
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template <class Item>
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Item CListIterator<Item>::CurrentItem() const
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{
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return IsDone()? NULL : (Item) Current->GetElement();
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}
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#endif /* __LIST_H */
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