Files
Toy/source/toy_table.h
Kayne Ruse 14653a303f Added 'Toy_String' to 'Toy_Value' structure, read more
To help with storing strings within tables, I've replaced the unused
'_padding' member of 'Toy_String' with 'cachedHash', which is set to
zero on string allocation.

The hash of a string isn't generated and stored until it's actually
needed, as the rope pattern means not every string needs a hash -
hopefully this will save unnecessarily wasted time.

When a hash of a string is needed, the hashing function first checks to
see if that string already has one, and if so, returns it. Again, less
time wasted.

When generating a new string hash, the hashing function takes the
string's type into account, as node-based strings first need their
contents assembled into a simple char buffer.

Other changes include:

* Changed 'TOY_VALUE_TO_*' to 'TOY_VALUE_FROM_*'
* Changed 'TOY_VALUE_IS_EQUAL' to 'TOY_VALUES_ARE_EQUAL'
* Added a missing '#pragma once' to 'toy_print.h'
2024-10-07 17:35:31 +11:00

29 lines
976 B
C

#pragma once
#include "toy_common.h"
#include "toy_value.h"
//key-value entry, and probe sequence length - https://programming.guide/robin-hood-hashing.html
typedef struct Toy_TableEntry { //32 | 64 BITNESS
Toy_Value key; //8 | 8
Toy_Value value; //8 | 8
unsigned int psl; //4 | 4
} Toy_TableEntry; //20 | 20
//key-value table (contains = count + tombstones)
typedef struct Toy_Table { //32 | 64 BITNESS
unsigned int capacity; //4 | 4
unsigned int count; //4 | 4
unsigned int minPsl; //4 | 4
unsigned int maxPsl; //4 | 4
Toy_TableEntry data[]; //- | -
} Toy_Table; //16 | 16
TOY_API Toy_Table* Toy_allocateTable();
TOY_API void Toy_freeTable(Toy_Table* table);
TOY_API void Toy_insertTable(Toy_Table** tableHandle, Toy_Value key, Toy_Value value);
TOY_API Toy_Value Toy_lookupTable(Toy_Table** tableHandle, Toy_Value key);
TOY_API void Toy_removeTable(Toy_Table** tableHandle, Toy_Value key);