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Vector.cs
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Vector.cs
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////////////////////////////////////////////////////////////////////////////////
//
// MATTBOLT.BLOGSPOT.COM
// Copyright(C) 2010 Matt Bolt
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at:
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
////////////////////////////////////////////////////////////////////////////////
namespace Bolt.CSharp.Collections {
using System;
using System.Windows;
using System.Collections.Generic;
using System.Collections;
using System.Text;
/// <summary>
/// This callback delegate is used with the <c>Map()</c> method in <c>Vector</c>
/// </summary>
public delegate T VectorMapCallback<T>(T item, int index, Vector<T> vector);
/// <summary>
/// This callback delegate is used with the <c>ForEach()</c> method in <c>Vector</c>
/// </summary>
public delegate void VectorForEachCallback<T>(T item, int index, Vector<T> vector);
/// <summary>
/// This callback delegate is used with the <c>Filter()</c> method in <c>Vector</c>
/// </summary>
public delegate Boolean VectorFilterCallback<T>(T item, int index, Vector<T> vector);
/// <summary>
/// This class is a Silverlight (C#) version of the <c>Vector.<T></c> class from AS3. It uses generics
/// to handle multiple types, and is backed by a <c>System.Collections.Generic.List<T></c> instance. Note
/// that the performance may be a slight amount slower than a native collection, but you'll get the AS3 methods.
///
/// <para>You can also access the indices like you would an array or list using the [] brackets. You may also use
/// <c>foreach</c> iteration.</para>
///
/// <para>The Vector class lets you access and manipulate a vector — an array whose elements all have the
/// same data type. The data type of a Vector's elements is known as the Vector's base type. The base
/// type can be any class, including built in classes and custom classes. The base type is specified
/// when declaring a Vector variable as well as when creating an instance by calling the class constructor.</para>
/// </summary>
public class Vector<T> : IEnumerable<T>, IEnumerable {
#region Variables
private List<T> _list;
private Boolean _isFixed;
#endregion
#region Constructors
/// <summary>
/// Creates a new <c>Vector</c> instance.
/// </summary>
public Vector() {
_list = new List<T>();
}
/// <summary>
/// Creates a new <c>Vector</c> instance.
/// </summary>
/// <param name="size"></param>
public Vector(int size) {
if (size <= 0) {
throw new ArgumentOutOfRangeException("Size must be > 0");
}
_list = new List<T>(size);
}
/// <summary>
/// Creates a new <c>Vector</c> instance.
/// </summary>
/// <param name="size">The default capacity of the vector</param>
/// <param name="isFixed">Whether or not the vector is fixed length or not</param>
public Vector(int size, Boolean isFixed) {
if (size == 0 && isFixed) {
throw new Exception("Cannot created a 0 sized fixed length Vector!");
}
_list = new List<T>(size);
_isFixed = isFixed;
}
#endregion
#region Methods
/// <summary>
/// Concatenates the elements specified in the parameters with the elements
/// in the <c>Vector</c> and creates a new <c>Vector</c>.
/// </summary>
/// <param name="objs"></param>
/// <returns></returns>
public Vector<T> Concat(params object[] objs) {
Vector<T> vectorCopy = new Vector<T>();
foreach (T item in this) {
vectorCopy.Push(item);
}
foreach (object obj in objs) {
if (obj is Vector<T>) {
Vector<T> vector = obj as Vector<T>;
foreach (T item in vector) {
vectorCopy.Push(item);
}
} else if (obj is T) {
vectorCopy.Push((T)obj);
}
}
return vectorCopy;
}
/// <summary>
/// Access the index of a <c>Vector</c> like you would an array.
/// </summary>
/// <param name="index"></param>
/// <returns></returns>
public T this[int index] {
get {
if (index < 0 || index >= _list.Count) {
throw new IndexOutOfRangeException();
}
return _list[index];
}
set {
if (index < 0 || index >= _list.Count) {
throw new IndexOutOfRangeException();
}
_list[index] = value;
}
}
/// <summary>
/// Searches for an item in the Vector and returns the index position of the item.
/// </summary>
/// <param name="item"></param>
/// <returns></returns>
public int IndexOf(T item) {
return _list.IndexOf(item);
}
/// <summary>
/// Adds one or more elements to the end of the Vector and returns the new length of the <c>Vector</c>.
/// </summary>
/// <param name="item"></param>
/// <returns></returns>
public int Push(params T[] items) {
_list.AddRange(items);
return _list.Count;
}
/// <summary>
/// Removes the last element from the <c>Vector</c> and returns that element.
/// </summary>
public T Pop() {
T result = _list[_list.Count - 1];
_list.RemoveAt(_list.Count - 1);
return result;
}
/// <summary>
/// Adds elements to and removes elements from the Vector.
/// </summary>
/// <param name="index"></param>
/// <param name="deleteCount"></param>
/// <param name="items"></param>
public void Splice(int index, int deleteCount, params T[] items) {
int length = index + deleteCount;
for (int i = index; i < length; ++i) {
_list.RemoveAt(i);
}
_list.InsertRange(index, items);
}
/// <summary>
/// Removes the first element from the Vector and returns that element.
/// </summary>
/// <returns></returns>
public T Shift() {
T result = _list[0];
_list.RemoveAt(0);
return result;
}
/// <summary>
/// Adds one or more elements to the beginning of the Vector and returns the new length of the <c>Vector</c>.
/// </summary>
/// <param name="items"></param>
/// <returns></returns>
public int Unshift(params T[] items) {
_list.InsertRange(0, items);
return _list.Count;
}
/// <summary>
/// Converts the elements in the Vector to strings, inserts the specified separator between the elements, concatenates
/// them, and returns the resulting string.
/// </summary>
/// <param name="sep"></param>
/// <returns></returns>
public string Join(string sep = ",") {
StringBuilder builder = new StringBuilder();
for (int i = 0; i < _list.Count; ++i) {
builder.Append(_list[i]);
if (i != _list.Count - 1) {
builder.Append(sep);
}
}
return builder.ToString();
}
/// <summary>
/// Reverses the order of the elements in the Vector.
/// </summary>
public Vector<T> Reverse() {
_list.Reverse();
return this;
}
/// <summary>
/// Returns a new <c>Vector</c> that consists of a range of elements from the original <c>Vector</c>, without
/// modifying the original <c>Vector</c>.
/// </summary>
/// <param name="startIndex"></param>
/// <returns></returns>
public Vector<T> Slice(int startIndex) {
Vector<T> v = this.Concat();
for (int i = 0; i < startIndex; ++i) {
v.Shift();
}
return v;
}
/// <summary>
/// Returns a new <c>Vector</c> that consists of a range of elements from the original <c>Vector</c>, without
/// modifying the original <c>Vector</c>.
/// </summary>
/// <param name="startIndex"></param>
/// <param name="endIndex"></param>
/// <returns></returns>
public Vector<T> Slice(int startIndex, int endIndex) {
Vector<T> v = this.Concat();
for (int i = 0; i < startIndex; ++i) {
v.Shift();
}
for (int i = endIndex; i < _list.Count; ++i) {
v.Pop();
}
return v;
}
/// <summary>
/// Executes a function on each item in the <c>Vector</c>, and returns a new <c>Vector</c> of items corresponding
/// to the results of calling the function on each item in this <c>Vector</c>.
/// </summary>
/// <param name="callback"></param>
/// <returns>A new <c>Vector</c> instance containing the mapped result</returns>
public Vector<T> Map(VectorMapCallback<T> callback) {
Vector<T> mappedList = new Vector<T>();
foreach (T item in _list) {
mappedList.Push(callback(item, _list.IndexOf(item), this));
}
return mappedList;
}
/// <summary>
/// Executes a test function on each item in the <c>Vector</c> until an item is reached that returns <c>true</c>.
/// Use this method to determine whether any items in a <c>Vector</c> meet a criterion, such as having a
/// value less than a particular number.
/// </summary>
/// <param name="callback"></param>
public Boolean Some(VectorFilterCallback<T> callback) {
foreach (T item in _list) {
if (callback(item, _list.IndexOf(item), this)) {
return true;
}
}
return false;
}
/// <summary>
/// Executes a test function on each item in the <c>Vector</c> until an item is reached that returns <c>true</c>.
/// </summary>
/// <param name="callback"></param>
/// <returns></returns>
public Boolean Every(VectorFilterCallback<T> callback) {
Boolean all = true;
foreach (T item in _list) {
all = all && callback(item, _list.IndexOf(item), this);
}
return all;
}
/// <summary>
/// Executes a test function on each item in the Vector and returns a new Vector containing all items that return true for the specified function.
/// </summary>
/// <param name="callback"></param>
/// <returns></returns>
public Vector<T> Filter(VectorFilterCallback<T> callback) {
Vector<T> filteredList = new Vector<T>();
foreach (T item in _list) {
if (callback(item, _list.IndexOf(item), this)) {
filteredList.Push(item);
}
}
return filteredList;
}
/// <summary>
///
/// </summary>
/// <param name="callback"></param>
/// <returns></returns>
public void ForEach(VectorForEachCallback<T> callback) {
foreach (T item in _list) {
callback(item, _list.IndexOf(item), this);
}
}
/// <summary>
/// Creates and returns a new <c>IEnumerator</c> for a <c>Vector</c> instance.
/// </summary>
public IEnumerator<T> GetEnumerator() {
return new VectorEnumerator(_list);
}
/// <summary>
/// Creates and returns a new <c>IEnumerator</c> for a <c>Vector</c> instance.
/// </summary>
IEnumerator IEnumerable.GetEnumerator() {
return GetEnumerator();
}
#endregion
#region Class VectorEnumerator
class VectorEnumerator : IEnumerator<T> {
private List<T> _collection;
private int _currentIndex;
private T _currentT;
public VectorEnumerator(List<T> collection) {
_collection = collection;
_currentIndex = -1;
_currentT = default(T);
}
public bool MoveNext() {
if (++_currentIndex >= _collection.Count) {
return false;
} else {
_currentT = _collection[_currentIndex];
}
return true;
}
public void Reset() {
_currentIndex = -1;
}
public T Current {
get {
return _currentT;
}
}
object IEnumerator.Current {
get {
return Current;
}
}
void IDisposable.Dispose() { }
}
#endregion
}
}