I'm the author, so this is for the benefit of the many according to Google who are similarly having difficulties in using nedtries. I would like to thank the people here on stackflow for not making unpleasant comments about me personally which some other discussions about nedtries do.
- I am afraid I don't understand the difficulties with knowing how to use it. Usage is exceptionally easy - simply copy the example in the Readme.html file:
typedef struct foo_s foo_t;
struct foo_s {
NEDTRIE_ENTRY(foo_t) link;
size_t key;
};
typedef struct foo_tree_s foo_tree_t;
NEDTRIE_HEAD(foo_tree_s, foo_t);
static foo_tree_t footree;
static size_t fookeyfunct(const foo_t *RESTRICT r)
{
return r->key;
}
NEDTRIE_GENERATE(static, foo_tree_s, foo_s, link, fookeyfunct, NEDTRIE_NOBBLEZEROS(foo_tree_s));
int main(void)
{
foo_t a, b, c, *r;
NEDTRIE_INIT(&footree);
a.key=2;
NEDTRIE_INSERT(foo_tree_s, &footree, &a);
b.key=6;
NEDTRIE_INSERT(foo_tree_s, &footree, &b);
r=NEDTRIE_FIND(foo_tree_s, &footree, &b);
assert(r==&b);
c.key=5;
r=NEDTRIE_NFIND(foo_tree_s, &footree, &c);
assert(r==&b); /* NFIND finds next largest. Invert the key function to invert this */
NEDTRIE_REMOVE(foo_tree_s, &footree, &a);
NEDTRIE_FOREACH(r, foo_tree_s, &footree)
{
printf("%p, %u\n", r, r->key);
}
NEDTRIE_PREV(foo_tree_s, &footree, &a);
return 0;
}
You declare your item type - here it's struct foo_s. You need the NEDTRIE_ENTRY() inside it otherwise it can contain whatever you like. You also need a key generating function. Other than that, it's pretty boilerplate.
I wouldn't have chosen this system of macro based initialisation myself! But it's for compatibility with the BSD rbtree.h so nedtries is very easy to swap in to anything using BSD rbtree.h.
Regarding my usage of "in place"
algorithms, well I guess my lack of
computer science training shows
here. What I would call "in place"
is when you only use the memory
passed into a piece of code, so if
you hand 64 bytes to an in place
algorithm it will only touch that 64
bytes i.e. it won't make use of
extra metadata, or allocate some
extra memory, or indeed write to
global state. A good example is an
"in place" sort implementation where
only the collection being sorted
(and I suppose the thread stack)
gets touched.
Hence no, nedtries doesn't need a
memory allocator. It stores all the
data it needs in the NEDTRIE_ENTRY
and NEDTRIE_HEAD macro expansions.
In other words, when you allocate
your struct foo_s, you do all the
memory allocation for nedtries.
Regarding understanding the "macro
goodness", it's far easier to
understand the logic if you compile
it as C++ and then debug it :). The
C++ build uses templates and the
debugger will cleanly show you state
at any given time. In fact, all
debugging from my end happens in a
C++ build and I meticulously
transcribe the C++ changes into
macroised C.
Lastly, before a new release, I
search Google for people having
problems with my software to see if
I can fix things and I am typically
amazed what someone people say about
me and my free software. Firstly,
why didn't those people having
difficulties ask me directly for
help? If I know that there is
something wrong with the docs, then
I can fix them - equally, asking on
stackoverflow doesn't let me know
immediately that there is a docs
problem bur rather relies on me to
find it next release. So all I would
say is that if anyone finds a
problem with my docs, please do
email me and say so, even if there
is a discussion say like here on
stackflow.
Niall