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author | Daniel Jacobowitz <drow@false.org> | 2006-09-21 13:47:56 +0000 |
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committer | Daniel Jacobowitz <drow@false.org> | 2006-09-21 13:47:56 +0000 |
commit | 350da6eece0dc73ae5a74a81064f8d26f9d429d8 (patch) | |
tree | f99402206550f639f4bd21028de2ff121b5d61b0 /gdb/doc | |
parent | 5bd4b6af45c338d13afa57905c0e802401a93299 (diff) | |
download | gdb-350da6eece0dc73ae5a74a81064f8d26f9d429d8.zip gdb-350da6eece0dc73ae5a74a81064f8d26f9d429d8.tar.gz gdb-350da6eece0dc73ae5a74a81064f8d26f9d429d8.tar.bz2 |
2006-09-21 Nathan Sidwell <nathan@codesourcery.com>
gdb/
* vec.h: New file.
* vec.c: New file.
* Makefile.in (SFILES): Add vec.c.
(vec_h): New.
(COMMON_OBJS): Add vec.o.
(vec.o): New target.
gdb/doc/
* gdbint.texinfo (Array Containers): New section.
Diffstat (limited to 'gdb/doc')
-rw-r--r-- | gdb/doc/ChangeLog | 4 | ||||
-rw-r--r-- | gdb/doc/gdbint.texinfo | 175 |
2 files changed, 179 insertions, 0 deletions
diff --git a/gdb/doc/ChangeLog b/gdb/doc/ChangeLog index f2ee9d8..d50e845 100644 --- a/gdb/doc/ChangeLog +++ b/gdb/doc/ChangeLog @@ -1,3 +1,7 @@ +2006-09-21 Nathan Sidwell <nathan@codesourcery.com> + + * gdbint.texinfo (Array Containers): New section. + 2006-09-17 Vladimir Prus <vladimir@codesourcery.com> * gdb.texinfo (GDB/MI Stack Manipulation): Mention that diff --git a/gdb/doc/gdbint.texinfo b/gdb/doc/gdbint.texinfo index 1ab1dbf..d370cb5 100644 --- a/gdb/doc/gdbint.texinfo +++ b/gdb/doc/gdbint.texinfo @@ -4913,6 +4913,181 @@ Regex conditionals. @item sparc @end table +@section Array Containers +@cindex Array Containers +@cindex VEC + +Often it is necessary to manipulate a dynamic array of a set of +objects. C forces some bookkeeping on this, which can get cumbersome +and repetative. The @file{vec.h} file contains macros for defining +and using a typesafe vector type. The functions defined will be +inlined when compiling, and so the abstraction cost should be zero. +Domain checks are added to detect programming errors. + +An example use would be an array of symbols or section information. +The array can be grown as symbols are read in (or preallocated), and +the accessor macros provided keep care of all the necessary +bookkeeping. Because the arrays are type safe, there is no danger of +accidentally mixing up the contents. Think of these as C++ templates, +but implemented in C. + +Because of the different behavior of structure objects, scalar objects +and of pointers, there are three flavors of vector, one for each of +these variants. Both the structure object and pointer variants pass +pointers to objects around --- in the former case the pointers are +stored into the vector and in the latter case the pointers are +dereferenced and the objects copied into the vector. The scalar +object variant is suitable for @code{int}-like objects, and the vector +elements are returned by value. + +There are both @code{index} and @code{iterate} accessors. The iterator +returns a boolean iteration condition and updates the iteration +variable passed by reference. Because the iterator will be inlined, +the address-of can be optimized away. + +The vectors are implemented using the trailing array idiom, thus they +are not resizeable without changing the address of the vector object +itself. This means you cannot have variables or fields of vector type +--- always use a pointer to a vector. The one exception is the final +field of a structure, which could be a vector type. You will have to +use the @code{embedded_size} & @code{embedded_init} calls to create +such objects, and they will probably not be resizeable (so don't use +the @dfn{safe} allocation variants). The trailing array idiom is used +(rather than a pointer to an array of data), because, if we allow +@code{NULL} to also represent an empty vector, empty vectors occupy +minimal space in the structure containing them. + +Each operation that increases the number of active elements is +available in @dfn{quick} and @dfn{safe} variants. The former presumes +that there is sufficient allocated space for the operation to succeed +(it dies if there is not). The latter will reallocate the vector, if +needed. Reallocation causes an exponential increase in vector size. +If you know you will be adding N elements, it would be more efficient +to use the reserve operation before adding the elements with the +@dfn{quick} operation. This will ensure there are at least as many +elements as you ask for, it will exponentially increase if there are +too few spare slots. If you want reserve a specific number of slots, +but do not want the exponential increase (for instance, you know this +is the last allocation), use a negative number for reservation. You +can also create a vector of a specific size from the get go. + +You should prefer the push and pop operations, as they append and +remove from the end of the vector. If you need to remove several items +in one go, use the truncate operation. The insert and remove +operations allow you to change elements in the middle of the vector. +There are two remove operations, one which preserves the element +ordering @code{ordered_remove}, and one which does not +@code{unordered_remove}. The latter function copies the end element +into the removed slot, rather than invoke a memmove operation. The +@code{lower_bound} function will determine where to place an item in +the array using insert that will maintain sorted order. + +If you need to directly manipulate a vector, then the @code{address} +accessor will return the address of the start of the vector. Also the +@code{space} predicate will tell you whether there is spare capacity in the +vector. You will not normally need to use these two functions. + +Vector types are defined using a +@code{DEF_VEC_@{O,P,I@}(@var{typename})} macro. Variables of vector +type are declared using a @code{VEC(@var{typename})} macro. The +characters @code{O}, @code{P} and @code{I} indicate whether +@var{typename} is an object (@code{O}), pointer (@code{P}) or integral +(@code{I}) type. Be careful to pick the correct one, as you'll get an +awkward and inefficient API if you use the wrong one. There is a +check, which results in a compile-time warning, for the @code{P} and +@code{I} versions, but there is no check for the @code{O} versions, as +that is not possible in plain C. + +An example of their use would be, + +@smallexample +DEF_VEC_P(tree); // non-managed tree vector. + +struct my_struct @{ + VEC(tree) *v; // A (pointer to) a vector of tree pointers. +@}; + +struct my_struct *s; + +if (VEC_length(tree, s->v)) @{ we have some contents @} +VEC_safe_push(tree, s->v, decl); // append some decl onto the end +for (ix = 0; VEC_iterate(tree, s->v, ix, elt); ix++) + @{ do something with elt @} + +@end smallexample + +The @file{vec.h} file provides details on how to invoke the various +accessors provided. They are enumerated here: + +@table @code +@item VEC_length +Return the number of items in the array, + +@item VEC_empty +Return true if the array has no elements. + +@item VEC_last +@itemx VEC_index +Return the last or arbitrary item in the array. + +@item VEC_iterate +Access an array element and indicate whether the array has been +traversed. + +@item VEC_alloc +@itemx VEC_free +Create and destroy an array. + +@item VEC_embedded_size +@itemx VEC_embedded_init +Helpers for embedding an array as the final element of another struct. + +@item VEC_copy +Duplicate an array. + +@item VEC_space +Return the amount of free space in an array. + +@item VEC_reserve +Ensure a certain amount of free space. + +@item VEC_quick_push +@itemx VEC_safe_push +Append to an array, either assuming the space is available, or making +sure that it is. + +@item VEC_pop +Remove the last item from an array. + +@item VEC_truncate +Remove several items from the end of an array. + +@item VEC_safe_grow +Add several items to the end of an array. + +@item VEC_replace +Overwrite an item in the array. + +@item VEC_quick_insert +@itemx VEC_safe_insert +Insert an item into the middle of the array. Either the space must +already exist, or the space is created. + +@item VEC_ordered_remove +@itemx VEC_unordered_remove +Remove an item from the array, preserving order or not. + +@item VEC_block_remove +Remove a set of items from the array. + +@item VEC_address +Provide the address of the first element. + +@item VEC_lower_bound +Binary search the array. + +@end table + @section include @node Coding |