godot/thirdparty/icu4c/common/uvector.h

// © 2016 and later: Unicode, Inc. and others.
// License & terms of use: http://www.unicode.org/copyright.html
/*
**********************************************************************
*   Copyright (C) 1999-2016, International Business Machines
*   Corporation and others.  All Rights Reserved.
**********************************************************************
*   Date        Name        Description
*   10/22/99    alan        Creation.  This is an internal header.
*                           It should not be exported.
**********************************************************************
*/

#ifndef UVECTOR_H
#define UVECTOR_H

#include "unicode/utypes.h"
#include "unicode/uobject.h"
#include "cmemory.h"
#include "uarrsort.h"
#include "uelement.h"

U_NAMESPACE_BEGIN

/**
 * Ultralightweight C++ implementation of a `void*` vector
 * that is (mostly) compatible with java.util.Vector.
 *
 * This is a very simple implementation, written to satisfy an
 * immediate porting need.  As such, it is not completely fleshed out,
 * and it aims for simplicity and conformity.  Nonetheless, it serves
 * its purpose (porting code from java that uses java.util.Vector)
 * well, and it could be easily made into a more robust vector class.
 *
 * *Design notes*
 *
 * There is index bounds checking, but little is done about it.  If
 * indices are out of bounds, either nothing happens, or zero is
 * returned.  We *do* avoid indexing off into the weeds.
 *
 * Since we don't have garbage collection, UVector was given the
 * option to *own* its contents.  To employ this, set a deleter
 * function.  The deleter is called on a `void *` pointer when that
 * pointer is released by the vector, either when the vector itself is
 * destructed, or when a call to `setElementAt()` overwrites an element,
 * or when a call to remove()` or one of its variants explicitly
 * removes an element.  If no deleter is set, or the deleter is set to
 * zero, then it is assumed that the caller will delete elements as
 * needed.
 *
 * *Error Handling* Functions that can fail, from out of memory conditions
 * for example, include a UErrorCode parameter. Any function called
 * with an error code already indicating a failure will not modify the
 * vector in any way.
 *
 * For vectors that have a deleter function, any failure in inserting
 * an element into the vector will instead delete the element that
 * could not be adopted. This simplifies object ownership
 * management around calls to `addElement()` and `insertElementAt()`;
 * error or no, the function always takes ownership of an incoming object
 * from the caller.
 *
 * In order to implement methods such as `contains()` and `indexOf()`,
 * UVector needs a way to compare objects for equality.  To do so, it
 * uses a comparison function, or "comparer."  If the comparer is not
 * set, or is set to zero, then all such methods will act as if the
 * vector contains no element.  That is, indexOf() will always return
 * -1, contains() will always return false, etc.
 *
 * <p><b>To do</b>
 *
 * <p>Improve the handling of index out of bounds errors.
 *
 * @author Alan Liu
 */
class U_COMMON_API UVector : public UObject {};


/**
 * Ultralightweight C++ implementation of a `void*` stack
 * that is (mostly) compatible with java.util.Stack.  As in java, this
 * is merely a paper thin layer around UVector.  See the UVector
 * documentation for further information.
 *
 * *Design notes*
 *
 * The element at index `n-1` is (of course) the top of the
 * stack.
 *
 * The poorly named `empty()` method doesn't empty the
 * stack; it determines if the stack is empty.
 *
 * @author Alan Liu
 */
class U_COMMON_API UStack : public UVector {};

U_NAMESPACE_END

#endif