godot/thirdparty/icu4c/common/uvectr64.h

// © 2016 and later: Unicode, Inc. and others.
// License & terms of use: http://www.unicode.org/copyright.html
/*
**********************************************************************
*   Copyright (C) 1999-2014, International Business Machines
*   Corporation and others.  All Rights Reserved.
**********************************************************************
*/

//
//  UVector64 is a class implementing a vector of 64 bit integers.
//            It is similar to UVector32, but holds int64_t values rather than int32_t.
//            Most of the code is unchanged from UVector.
//

#ifndef UVECTOR64_H
#define UVECTOR64_H

#include "unicode/utypes.h"
#include "unicode/uobject.h"
#include "uhash.h"
#include "uassert.h"

U_NAMESPACE_BEGIN



/**
 * <p>Ultralightweight C++ implementation of an <tt>int64_t</tt> vector
 * that has a subset of methods from UVector32
 *
 * <p>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.
 *
 * <p><b>Design notes</b>
 *
 * <p>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 <em>do</em> avoid indexing off into the weeds.
 *
 * <p>There is detection of out of memory, but the handling is very
 * coarse-grained -- similar to UnicodeString's protocol, but even
 * coarser.  The class contains <em>one static flag</em> that is set
 * when any call to <tt>new</tt> returns zero.  This allows the caller
 * to use several vectors and make just one check at the end to see if
 * a memory failure occurred.  This is more efficient than making a
 * check after each call on each vector when doing many operations on
 * multiple vectors.  The single static flag works best when memory
 * failures are infrequent, and when recovery options are limited or
 * nonexistent.
 *
 * <p><b>To do</b>
 *
 * <p>Improve the handling of index out of bounds errors.
 *
 */
class U_COMMON_API UVector64 : public UObject {};


// UVector64 inlines

inline UBool UVector64::ensureCapacity(int32_t minimumCapacity, UErrorCode &status) {}

inline int64_t UVector64::elementAti(int32_t index) const {}


inline void UVector64::addElement(int64_t elem, UErrorCode &status) {}

inline int64_t *UVector64::reserveBlock(int32_t size, UErrorCode &status) {}

inline int64_t *UVector64::popFrame(int32_t size) {}



inline int32_t UVector64::size() const {}

inline int64_t UVector64::lastElementi() const {}

inline bool UVector64::operator!=(const UVector64& other) {}

inline int64_t *UVector64::getBuffer() const {}


// UStack inlines

inline int64_t UVector64::push(int64_t i, UErrorCode &status) {}

inline int64_t UVector64::popi() {}

U_NAMESPACE_END

#endif