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556 lines
19 KiB
556 lines
19 KiB
//------------------------------------------------------------------------------
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// File: WXList.h
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//
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// Desc: DirectShow base classes - defines a non-MFC generic template list
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// class.
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//
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//@@BEGIN_MSINTERNAL
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//
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// December 1994
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//
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//@@END_MSINTERNAL
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// Copyright (c) 1992-2001 Microsoft Corporation. All rights reserved.
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//------------------------------------------------------------------------------
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/* A generic list of pointers to objects.
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No storage management or copying is done on the objects pointed to.
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Objectives: avoid using MFC libraries in ndm kernel mode and
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provide a really useful list type.
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The class is thread safe in that separate threads may add and
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delete items in the list concurrently although the application
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must ensure that constructor and destructor access is suitably
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synchronised. An application can cause deadlock with operations
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which use two lists by simultaneously calling
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list1->Operation(list2) and list2->Operation(list1). So don't!
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The names must not conflict with MFC classes as an application
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may use both.
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*/
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#ifndef __WXLIST__
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#define __WXLIST__
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/* A POSITION represents (in some fashion that's opaque) a cursor
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on the list that can be set to identify any element. NULL is
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a valid value and several operations regard NULL as the position
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"one step off the end of the list". (In an n element list there
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are n+1 places to insert and NULL is that "n+1-th" value).
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The POSITION of an element in the list is only invalidated if
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that element is deleted. Move operations may mean that what
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was a valid POSITION in one list is now a valid POSITION in
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a different list.
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Some operations which at first sight are illegal are allowed as
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harmless no-ops. For instance RemoveHead is legal on an empty
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list and it returns NULL. This allows an atomic way to test if
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there is an element there, and if so, get it. The two operations
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AddTail and RemoveHead thus implement a MONITOR (See Hoare's paper).
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Single element operations return POSITIONs, non-NULL means it worked.
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whole list operations return a BOOL. TRUE means it all worked.
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This definition is the same as the POSITION type for MFCs, so we must
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avoid defining it twice.
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*/
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#ifndef __AFX_H__
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struct __POSITION { int unused; };
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typedef __POSITION* POSITION;
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#endif
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const int DEFAULTCACHE = 10; /* Default node object cache size */
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/* A class representing one node in a list.
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Each node knows a pointer to it's adjacent nodes and also a pointer
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to the object that it looks after.
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All of these pointers can be retrieved or set through member functions.
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*/
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class CBaseList
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#ifdef DEBUG
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: public CBaseObject
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#endif
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{
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/* Making these classes inherit from CBaseObject does nothing
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functionally but it allows us to check there are no memory
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leaks in debug builds.
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*/
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public:
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#ifdef DEBUG
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class CNode : public CBaseObject {
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#else
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class CNode {
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#endif
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CNode *m_pPrev; /* Previous node in the list */
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CNode *m_pNext; /* Next node in the list */
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void *m_pObject; /* Pointer to the object */
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public:
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/* Constructor - initialise the object's pointers */
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CNode()
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#ifdef DEBUG
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: CBaseObject(NAME("List node"))
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#endif
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{
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};
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/* Return the previous node before this one */
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CNode *Prev() const { return m_pPrev; };
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/* Return the next node after this one */
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CNode *Next() const { return m_pNext; };
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/* Set the previous node before this one */
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void SetPrev(CNode *p) { m_pPrev = p; };
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/* Set the next node after this one */
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void SetNext(CNode *p) { m_pNext = p; };
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/* Get the pointer to the object for this node */
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void *GetData() const { return m_pObject; };
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/* Set the pointer to the object for this node */
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void SetData(void *p) { m_pObject = p; };
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};
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class CNodeCache
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{
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public:
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CNodeCache(INT iCacheSize) : m_iCacheSize(iCacheSize),
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m_pHead(NULL),
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m_iUsed(0)
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{};
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~CNodeCache() {
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CNode *pNode = m_pHead;
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while (pNode) {
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CNode *pCurrent = pNode;
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pNode = pNode->Next();
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delete pCurrent;
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}
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};
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void AddToCache(CNode *pNode)
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{
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if (m_iUsed < m_iCacheSize) {
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pNode->SetNext(m_pHead);
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m_pHead = pNode;
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m_iUsed++;
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} else {
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delete pNode;
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}
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};
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CNode *RemoveFromCache()
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{
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CNode *pNode = m_pHead;
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if (pNode != NULL) {
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m_pHead = pNode->Next();
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m_iUsed--;
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ASSERT(m_iUsed >= 0);
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} else {
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ASSERT(m_iUsed == 0);
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}
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return pNode;
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};
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private:
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INT m_iCacheSize;
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INT m_iUsed;
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CNode *m_pHead;
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};
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protected:
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CNode* m_pFirst; /* Pointer to first node in the list */
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CNode* m_pLast; /* Pointer to the last node in the list */
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LONG m_Count; /* Number of nodes currently in the list */
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private:
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CNodeCache m_Cache; /* Cache of unused node pointers */
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private:
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/* These override the default copy constructor and assignment
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operator for all list classes. They are in the private class
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declaration section so that anybody trying to pass a list
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object by value will generate a compile time error of
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"cannot access the private member function". If these were
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not here then the compiler will create default constructors
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and assignment operators which when executed first take a
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copy of all member variables and then during destruction
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delete them all. This must not be done for any heap
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allocated data.
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*/
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CBaseList(const CBaseList &refList);
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CBaseList &operator=(const CBaseList &refList);
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public:
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CBaseList(TCHAR *pName,
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INT iItems);
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CBaseList(TCHAR *pName);
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#ifdef UNICODE
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CBaseList(CHAR *pName,
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INT iItems);
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CBaseList(CHAR *pName);
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#endif
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~CBaseList();
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/* Remove all the nodes from *this i.e. make the list empty */
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void RemoveAll();
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/* Return a cursor which identifies the first element of *this */
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POSITION GetHeadPositionI() const;
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/* Return a cursor which identifies the last element of *this */
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POSITION GetTailPositionI() const;
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/* Return the number of objects in *this */
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int GetCountI() const;
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protected:
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/* Return the pointer to the object at rp,
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Update rp to the next node in *this
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but make it NULL if it was at the end of *this.
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This is a wart retained for backwards compatibility.
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GetPrev is not implemented.
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Use Next, Prev and Get separately.
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*/
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void *GetNextI(POSITION& rp) const;
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/* Return a pointer to the object at p
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Asking for the object at NULL will return NULL harmlessly.
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*/
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void *GetI(POSITION p) const;
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public:
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/* return the next / prev position in *this
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return NULL when going past the end/start.
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Next(NULL) is same as GetHeadPosition()
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Prev(NULL) is same as GetTailPosition()
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An n element list therefore behaves like a n+1 element
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cycle with NULL at the start/end.
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!!WARNING!! - This handling of NULL is DIFFERENT from GetNext.
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Some reasons are:
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1. For a list of n items there are n+1 positions to insert
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These are conveniently encoded as the n POSITIONs and NULL.
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2. If you are keeping a list sorted (fairly common) and you
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search forward for an element to insert before and don't
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find it you finish up with NULL as the element before which
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to insert. You then want that NULL to be a valid POSITION
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so that you can insert before it and you want that insertion
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point to mean the (n+1)-th one that doesn't have a POSITION.
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(symmetrically if you are working backwards through the list).
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3. It simplifies the algebra which the methods generate.
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e.g. AddBefore(p,x) is identical to AddAfter(Prev(p),x)
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in ALL cases. All the other arguments probably are reflections
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of the algebraic point.
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*/
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POSITION Next(POSITION pos) const
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{
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if (pos == NULL) {
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return (POSITION) m_pFirst;
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}
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CNode *pn = (CNode *) pos;
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return (POSITION) pn->Next();
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} //Next
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// See Next
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POSITION Prev(POSITION pos) const
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{
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if (pos == NULL) {
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return (POSITION) m_pLast;
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}
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CNode *pn = (CNode *) pos;
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return (POSITION) pn->Prev();
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} //Prev
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/* Return the first position in *this which holds the given
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pointer. Return NULL if the pointer was not not found.
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*/
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protected:
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POSITION FindI( void * pObj) const;
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// ??? Should there be (or even should there be only)
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// ??? POSITION FindNextAfter(void * pObj, POSITION p)
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// ??? And of course FindPrevBefore too.
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// ??? List.Find(&Obj) then becomes List.FindNextAfter(&Obj, NULL)
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/* Remove the first node in *this (deletes the pointer to its
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object from the list, does not free the object itself).
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Return the pointer to its object.
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If *this was already empty it will harmlessly return NULL.
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*/
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void *RemoveHeadI();
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/* Remove the last node in *this (deletes the pointer to its
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object from the list, does not free the object itself).
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Return the pointer to its object.
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If *this was already empty it will harmlessly return NULL.
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*/
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void *RemoveTailI();
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/* Remove the node identified by p from the list (deletes the pointer
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to its object from the list, does not free the object itself).
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Asking to Remove the object at NULL will harmlessly return NULL.
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Return the pointer to the object removed.
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*/
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void *RemoveI(POSITION p);
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/* Add single object *pObj to become a new last element of the list.
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Return the new tail position, NULL if it fails.
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If you are adding a COM objects, you might want AddRef it first.
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Other existing POSITIONs in *this are still valid
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*/
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POSITION AddTailI(void * pObj);
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public:
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/* Add all the elements in *pList to the tail of *this.
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This duplicates all the nodes in *pList (i.e. duplicates
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all its pointers to objects). It does not duplicate the objects.
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If you are adding a list of pointers to a COM object into the list
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it's a good idea to AddRef them all it when you AddTail it.
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Return TRUE if it all worked, FALSE if it didn't.
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If it fails some elements may have been added.
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Existing POSITIONs in *this are still valid
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If you actually want to MOVE the elements, use MoveToTail instead.
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*/
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BOOL AddTail(CBaseList *pList);
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/* Mirror images of AddHead: */
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/* Add single object to become a new first element of the list.
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Return the new head position, NULL if it fails.
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Existing POSITIONs in *this are still valid
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*/
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protected:
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POSITION AddHeadI(void * pObj);
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public:
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/* Add all the elements in *pList to the head of *this.
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Same warnings apply as for AddTail.
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Return TRUE if it all worked, FALSE if it didn't.
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If it fails some of the objects may have been added.
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If you actually want to MOVE the elements, use MoveToHead instead.
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*/
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BOOL AddHead(CBaseList *pList);
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/* Add the object *pObj to *this after position p in *this.
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AddAfter(NULL,x) adds x to the start - equivalent to AddHead
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Return the position of the object added, NULL if it failed.
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Existing POSITIONs in *this are undisturbed, including p.
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*/
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protected:
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POSITION AddAfterI(POSITION p, void * pObj);
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public:
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/* Add the list *pList to *this after position p in *this
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AddAfter(NULL,x) adds x to the start - equivalent to AddHead
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Return TRUE if it all worked, FALSE if it didn't.
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If it fails, some of the objects may be added
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Existing POSITIONs in *this are undisturbed, including p.
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*/
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BOOL AddAfter(POSITION p, CBaseList *pList);
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/* Mirror images:
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Add the object *pObj to this-List after position p in *this.
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AddBefore(NULL,x) adds x to the end - equivalent to AddTail
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Return the position of the new object, NULL if it fails
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Existing POSITIONs in *this are undisturbed, including p.
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*/
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protected:
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POSITION AddBeforeI(POSITION p, void * pObj);
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public:
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/* Add the list *pList to *this before position p in *this
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AddAfter(NULL,x) adds x to the start - equivalent to AddHead
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Return TRUE if it all worked, FALSE if it didn't.
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If it fails, some of the objects may be added
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Existing POSITIONs in *this are undisturbed, including p.
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*/
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BOOL AddBefore(POSITION p, CBaseList *pList);
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/* Note that AddAfter(p,x) is equivalent to AddBefore(Next(p),x)
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even in cases where p is NULL or Next(p) is NULL.
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Similarly for mirror images etc.
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This may make it easier to argue about programs.
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*/
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/* The following operations do not copy any elements.
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They move existing blocks of elements around by switching pointers.
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They are fairly efficient for long lists as for short lists.
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(Alas, the Count slows things down).
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They split the list into two parts.
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One part remains as the original list, the other part
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is appended to the second list. There are eight possible
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variations:
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Split the list {after/before} a given element
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keep the {head/tail} portion in the original list
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append the rest to the {head/tail} of the new list.
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Since After is strictly equivalent to Before Next
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we are not in serious need of the Before/After variants.
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That leaves only four.
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If you are processing a list left to right and dumping
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the bits that you have processed into another list as
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you go, the Tail/Tail variant gives the most natural result.
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If you are processing in reverse order, Head/Head is best.
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By using NULL positions and empty lists judiciously either
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of the other two can be built up in two operations.
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The definition of NULL (see Next/Prev etc) means that
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degenerate cases include
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"move all elements to new list"
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"Split a list into two lists"
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"Concatenate two lists"
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(and quite a few no-ops)
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!!WARNING!! The type checking won't buy you much if you get list
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positions muddled up - e.g. use a POSITION that's in a different
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list and see what a mess you get!
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*/
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/* Split *this after position p in *this
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Retain as *this the tail portion of the original *this
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Add the head portion to the tail end of *pList
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Return TRUE if it all worked, FALSE if it didn't.
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e.g.
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foo->MoveToTail(foo->GetHeadPosition(), bar);
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moves one element from the head of foo to the tail of bar
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foo->MoveToTail(NULL, bar);
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is a no-op, returns NULL
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foo->MoveToTail(foo->GetTailPosition, bar);
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concatenates foo onto the end of bar and empties foo.
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A better, except excessively long name might be
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MoveElementsFromHeadThroughPositionToOtherTail
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*/
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BOOL MoveToTail(POSITION pos, CBaseList *pList);
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/* Mirror image:
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Split *this before position p in *this.
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Retain in *this the head portion of the original *this
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Add the tail portion to the start (i.e. head) of *pList
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e.g.
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foo->MoveToHead(foo->GetTailPosition(), bar);
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moves one element from the tail of foo to the head of bar
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foo->MoveToHead(NULL, bar);
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is a no-op, returns NULL
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foo->MoveToHead(foo->GetHeadPosition, bar);
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concatenates foo onto the start of bar and empties foo.
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*/
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BOOL MoveToHead(POSITION pos, CBaseList *pList);
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/* Reverse the order of the [pointers to] objects in *this
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*/
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void Reverse();
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/* set cursor to the position of each element of list in turn */
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#define TRAVERSELIST(list, cursor) \
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for ( cursor = (list).GetHeadPosition() \
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; cursor!=NULL \
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; cursor = (list).Next(cursor) \
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)
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/* set cursor to the position of each element of list in turn
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in reverse order
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*/
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#define REVERSETRAVERSELIST(list, cursor) \
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for ( cursor = (list).GetTailPosition() \
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; cursor!=NULL \
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; cursor = (list).Prev(cursor) \
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)
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}; // end of class declaration
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template<class OBJECT> class CGenericList : public CBaseList
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{
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public:
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CGenericList(TCHAR *pName,
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INT iItems,
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BOOL bLock = TRUE,
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BOOL bAlert = FALSE) :
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CBaseList(pName, iItems) {
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UNREFERENCED_PARAMETER(bAlert);
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UNREFERENCED_PARAMETER(bLock);
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};
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CGenericList(TCHAR *pName) :
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CBaseList(pName) {
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};
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POSITION GetHeadPosition() const { return (POSITION)m_pFirst; }
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POSITION GetTailPosition() const { return (POSITION)m_pLast; }
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int GetCount() const { return m_Count; }
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OBJECT *GetNext(POSITION& rp) const { return (OBJECT *) GetNextI(rp); }
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OBJECT *Get(POSITION p) const { return (OBJECT *) GetI(p); }
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OBJECT *GetHead() const { return Get(GetHeadPosition()); }
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OBJECT *RemoveHead() { return (OBJECT *) RemoveHeadI(); }
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OBJECT *RemoveTail() { return (OBJECT *) RemoveTailI(); }
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OBJECT *Remove(POSITION p) { return (OBJECT *) RemoveI(p); }
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POSITION AddBefore(POSITION p, OBJECT * pObj) { return AddBeforeI(p, pObj); }
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POSITION AddAfter(POSITION p, OBJECT * pObj) { return AddAfterI(p, pObj); }
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POSITION AddHead(OBJECT * pObj) { return AddHeadI(pObj); }
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POSITION AddTail(OBJECT * pObj) { return AddTailI(pObj); }
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BOOL AddTail(CGenericList<OBJECT> *pList)
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{ return CBaseList::AddTail((CBaseList *) pList); }
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BOOL AddHead(CGenericList<OBJECT> *pList)
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{ return CBaseList::AddHead((CBaseList *) pList); }
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BOOL AddAfter(POSITION p, CGenericList<OBJECT> *pList)
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{ return CBaseList::AddAfter(p, (CBaseList *) pList); };
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BOOL AddBefore(POSITION p, CGenericList<OBJECT> *pList)
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{ return CBaseList::AddBefore(p, (CBaseList *) pList); };
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POSITION Find( OBJECT * pObj) const { return FindI(pObj); }
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}; // end of class declaration
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/* These define the standard list types */
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typedef CGenericList<CBaseObject> CBaseObjectList;
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typedef CGenericList<IUnknown> CBaseInterfaceList;
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#endif /* __WXLIST__ */
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