Code:
/ Dotnetfx_Win7_3.5.1 / Dotnetfx_Win7_3.5.1 / 3.5.1 / DEVDIV / depot / DevDiv / releases / Orcas / NetFXw7 / wpf / src / Core / CSharp / MS / Internal / Generic / Span.cs / 1 / Span.cs
//---------------------------------------------------------------------------- // // Copyright (c) Microsoft Corporation. All rights reserved. // // Description: Pairing of value and the number of positions sharing that value. // // History: // 9/4/2005 : Wchao - Created a Generic version of the object-based Span classes // //--------------------------------------------------------------------------- using System; using System.Collections; using System.Collections.Generic; using System.Windows; using System.Diagnostics; using MS.Utility; namespace MS.Internal.Generic { ////// Pairing of value and the number of positions sharing that value. /// internal struct Span{ internal T Value; internal int Length; /// /// Construct a span of value of type /// internal Span(T value, int length) { Value = value; Length = length; } } ////// Collection of spans /// internal struct SpanVector: IEnumerable> { private FrugalStructList> _spanList; private T _defaultValue; /// /// Construct a collection of spans /// internal SpanVector(T defaultValue) : this(defaultValue, new FrugalStructList>()) {} private SpanVector( T defaultValue, FrugalStructList> spanList ) { _defaultValue = defaultValue; _spanList = spanList; } ////// Get Generic enumerator of span vector /// public IEnumerator> GetEnumerator() { return new SpanEnumerator(this); } /// /// Get enumerator of span vector /// IEnumerator IEnumerable.GetEnumerator() { return this.GetEnumerator(); } ////// Add a new span to span vector /// private void Add(Spanspan) { _spanList.Add(span); } /// /// Delete n elements of vector /// internal void Delete(int index, int count) { // Do removes highest index to lowest to minimize the number // of array entires copied. for (int i = index + count - 1; i >= index; --i) { _spanList.RemoveAt(i); } } ////// Insert n elements to span vector /// private void Insert(int index, int count) { for (int i = 0; i < count; i++) _spanList.Insert(index, new Span()); } /// /// Set a value to a range in span vector /// internal void Set(int first, int length, T value) { // Identify first span affected by update int fs = 0; // First affected span index int fc = 0; // Character position at start of first affected span while ( fs < Count && fc + _spanList[fs].Length <= first) { fc += _spanList[fs].Length; fs++; } // If the span list terminated before first, just add the new span if (fs >= Count) { // Ran out of Spans before reaching first Debug.Assert(fc <= first); if (fc < first) { // Create default run up to first Add(new Span(_defaultValue, first-fc)); } if ( Count > 0 && _spanList[Count - 1].Value.Equals(value)) { // New Element matches end Element, just extend end Element Span lastSpan = _spanList[Count - 1]; _spanList[Count - 1] = new Span (lastSpan.Value, lastSpan.Length + length); } else { Add(new Span (value, length)); } return; } // fs = index of first span partly or completely updated // fc = character index at start of fs // Now find the last span affected by the update int ls = fs; int lc = fc; while ( ls < Count && lc + _spanList[ls].Length <= first + length) { lc += _spanList[ls].Length; ls++; } // ls = first span following update to remain unchanged in part or in whole // lc = character index at start of ls // expand update region backwards to include existing Spans of identical // Element type if (first == fc) { // Item at [fs] is completely replaced. Check prior item if ( fs > 0 && _spanList[fs - 1].Value.Equals(value)) { // Expand update area over previous run of equal classification fs--; fc -= _spanList[fs].Length; first = fc; length += _spanList[fs].Length; } } else { // Item at [fs] is partially replaced. Check if it is same as update if (_spanList[fs].Value.Equals(value)) { // Expand update area back to start of first affected equal valued run length = first + length - fc; first = fc; } } // Expand update region forwards to include existing Spans of identical // Element type if ( ls < Count && _spanList[ls].Value.Equals( value)) { // Extend update region to end of existing split run length = lc + _spanList[ls].Length - first; lc += _spanList[ls].Length; ls++; } // If no old Spans remain beyond area affected by update, handle easily: if (ls >= Count) { // None of the old span list extended beyond the update region if (fc < first) { // Updated region leaves some of [fs] if (Count != fs + 2) { if (!Resize(fs + 2)) throw new OutOfMemoryException(); } Span currentSpan = _spanList[fs]; _spanList[fs] = new Span (currentSpan.Value, first - fc); _spanList[fs + 1] = new Span (value, length); } else { // Updated item replaces [fs] if (Count != fs + 1) { if (!Resize(fs + 1)) throw new OutOfMemoryException(); } _spanList[fs] = new Span (value, length); } return; // DONE } // Record partial elementtype at end, if any T trailingValue = (new Span ()).Value; int trailingLength = 0; if (first + length > lc) { trailingValue = _spanList[ls].Value; trailingLength = lc + _spanList[ls].Length - (first + length); } // Calculate change in number of Spans int spanDelta = 1 // The new span + (first > fc ? 1 : 0) // part span at start - (ls - fs); // existing affected span count // Note part span at end doesn't affect the calculation - the run may need // updating, but it doesn't need creating. if (spanDelta < 0) { Delete(fs + 1, -spanDelta); } else if (spanDelta > 0) { Insert(fs + 1, spanDelta); // Initialize inserted Spans for (int i = 0; i < spanDelta; i++) { _spanList[fs + 1 + i] = new Span (); } } // Assign Element values // Correct Length of split span before updated range if (fc < first) { Span currentSpan = _spanList[fs]; _spanList[fs] = new Span (currentSpan.Value, first - fc); fs++; } // Record Element type for updated range _spanList[fs] = new Span (value, length); fs++; // Correct Length of split span following updated range if (lc < first + length) { _spanList[fs] = new Span (trailingValue, trailingLength); } // Phew, all done .... return; } /// /// Number of spans in span vector /// internal int Count { get { return _spanList.Count; } } ////// The default value of span vector /// internal T DefaultValue { get { return _defaultValue; } } ////// Indexer of span vector /// internal Spanthis[int index] { get { return _spanList[index]; } } private bool Resize(int targetCount) { if (targetCount > Count) { for (int c = 0; c < targetCount - Count; c++) { _spanList.Add(new Span ()); } } else if (targetCount < Count) { Delete(targetCount, Count - targetCount); } return true; } /// /// Enumerator of span vector to facilitate iterating of spans /// private struct SpanEnumerator : IEnumerator> { private SpanVector _vector; private int _current; internal SpanEnumerator(SpanVector vector) { _vector = vector; _current = -1; } void IDisposable.Dispose() { } ////// The current span /// public Span Current { get { return _vector[_current]; } } ////// The current span /// object IEnumerator.Current { get { return this.Current; } } ////// Move to the next span /// public bool MoveNext() { _current++; return _current < _vector.Count; } ////// Reset the enumerator /// public void Reset() { _current = -1; } } } ////// Span rider facilitates random access of value at any position in the span vector /// internal struct SpanRider{ private const int MaxCch = int.MaxValue; private SpanVector _vector; private Span _defaultSpan; private int _current; // current span private int _cp; // current cp private int _dcp; // dcp from start to the start of current span private int _cch; // length of the current span internal SpanRider(SpanVector vector) { _defaultSpan = new Span (vector.DefaultValue, MaxCch); _vector = vector; _current = 0; _cp = 0; _dcp = 0; _cch = 0; At(0); } /// /// Position the rider at the specfied position /// /// position to move to internal bool At(int cp) { #if DEBUG { // Check that current position details are valid int dcp = 0; int i = 0; // advance to current value start while (dcp < _dcp && i < _vector.Count) { dcp += _vector[i].Length; i++; } Debug.Assert( i <= _vector.Count // current value is within valid range && i == _current // current value is valid && dcp == _dcp // current value start is valid && ( i == _vector.Count || _cp <= dcp + _vector[i].Length), // current cp is within range of current value "Span vector is corrupted!" ); } #endif if (cp < _dcp) { // Need to start from 0 again _cp = _dcp = _current = _cch = 0; } // Advance to value containing cp Spanspan = new Span (); while( _current < _vector.Count && _dcp + (span = _vector[_current]).Length <= cp) { _dcp += span.Length; _current++; } if (_current < _vector.Count) { _cch = _vector[_current].Length - cp + _dcp; _cp = cp; return true; } else { _cch = _defaultSpan.Length; _cp = Math.Min(cp, _dcp); return false; } } /// /// The first position of the current span /// internal int CurrentSpanStart { get { return _dcp; } } ////// The remaining length of the current span start from the current position /// internal int Length { get { return _cch; } } ////// The current position /// internal int CurrentPosition { get { return _cp; } } ////// The value of the current span /// internal T CurrentValue { get { return _current >= _vector.Count ? _defaultSpan.Value : _vector[_current].Value; } } } } // File provided for Reference Use Only by Microsoft Corporation (c) 2007. //---------------------------------------------------------------------------- // // Copyright (c) Microsoft Corporation. All rights reserved. // // Description: Pairing of value and the number of positions sharing that value. // // History: // 9/4/2005 : Wchao - Created a Generic version of the object-based Span classes // //--------------------------------------------------------------------------- using System; using System.Collections; using System.Collections.Generic; using System.Windows; using System.Diagnostics; using MS.Utility; namespace MS.Internal.Generic { ////// Pairing of value and the number of positions sharing that value. /// internal struct Span{ internal T Value; internal int Length; /// /// Construct a span of value of type /// internal Span(T value, int length) { Value = value; Length = length; } } ////// Collection of spans /// internal struct SpanVector: IEnumerable> { private FrugalStructList> _spanList; private T _defaultValue; /// /// Construct a collection of spans /// internal SpanVector(T defaultValue) : this(defaultValue, new FrugalStructList>()) {} private SpanVector( T defaultValue, FrugalStructList> spanList ) { _defaultValue = defaultValue; _spanList = spanList; } ////// Get Generic enumerator of span vector /// public IEnumerator> GetEnumerator() { return new SpanEnumerator(this); } /// /// Get enumerator of span vector /// IEnumerator IEnumerable.GetEnumerator() { return this.GetEnumerator(); } ////// Add a new span to span vector /// private void Add(Spanspan) { _spanList.Add(span); } /// /// Delete n elements of vector /// internal void Delete(int index, int count) { // Do removes highest index to lowest to minimize the number // of array entires copied. for (int i = index + count - 1; i >= index; --i) { _spanList.RemoveAt(i); } } ////// Insert n elements to span vector /// private void Insert(int index, int count) { for (int i = 0; i < count; i++) _spanList.Insert(index, new Span()); } /// /// Set a value to a range in span vector /// internal void Set(int first, int length, T value) { // Identify first span affected by update int fs = 0; // First affected span index int fc = 0; // Character position at start of first affected span while ( fs < Count && fc + _spanList[fs].Length <= first) { fc += _spanList[fs].Length; fs++; } // If the span list terminated before first, just add the new span if (fs >= Count) { // Ran out of Spans before reaching first Debug.Assert(fc <= first); if (fc < first) { // Create default run up to first Add(new Span(_defaultValue, first-fc)); } if ( Count > 0 && _spanList[Count - 1].Value.Equals(value)) { // New Element matches end Element, just extend end Element Span lastSpan = _spanList[Count - 1]; _spanList[Count - 1] = new Span (lastSpan.Value, lastSpan.Length + length); } else { Add(new Span (value, length)); } return; } // fs = index of first span partly or completely updated // fc = character index at start of fs // Now find the last span affected by the update int ls = fs; int lc = fc; while ( ls < Count && lc + _spanList[ls].Length <= first + length) { lc += _spanList[ls].Length; ls++; } // ls = first span following update to remain unchanged in part or in whole // lc = character index at start of ls // expand update region backwards to include existing Spans of identical // Element type if (first == fc) { // Item at [fs] is completely replaced. Check prior item if ( fs > 0 && _spanList[fs - 1].Value.Equals(value)) { // Expand update area over previous run of equal classification fs--; fc -= _spanList[fs].Length; first = fc; length += _spanList[fs].Length; } } else { // Item at [fs] is partially replaced. Check if it is same as update if (_spanList[fs].Value.Equals(value)) { // Expand update area back to start of first affected equal valued run length = first + length - fc; first = fc; } } // Expand update region forwards to include existing Spans of identical // Element type if ( ls < Count && _spanList[ls].Value.Equals( value)) { // Extend update region to end of existing split run length = lc + _spanList[ls].Length - first; lc += _spanList[ls].Length; ls++; } // If no old Spans remain beyond area affected by update, handle easily: if (ls >= Count) { // None of the old span list extended beyond the update region if (fc < first) { // Updated region leaves some of [fs] if (Count != fs + 2) { if (!Resize(fs + 2)) throw new OutOfMemoryException(); } Span currentSpan = _spanList[fs]; _spanList[fs] = new Span (currentSpan.Value, first - fc); _spanList[fs + 1] = new Span (value, length); } else { // Updated item replaces [fs] if (Count != fs + 1) { if (!Resize(fs + 1)) throw new OutOfMemoryException(); } _spanList[fs] = new Span (value, length); } return; // DONE } // Record partial elementtype at end, if any T trailingValue = (new Span ()).Value; int trailingLength = 0; if (first + length > lc) { trailingValue = _spanList[ls].Value; trailingLength = lc + _spanList[ls].Length - (first + length); } // Calculate change in number of Spans int spanDelta = 1 // The new span + (first > fc ? 1 : 0) // part span at start - (ls - fs); // existing affected span count // Note part span at end doesn't affect the calculation - the run may need // updating, but it doesn't need creating. if (spanDelta < 0) { Delete(fs + 1, -spanDelta); } else if (spanDelta > 0) { Insert(fs + 1, spanDelta); // Initialize inserted Spans for (int i = 0; i < spanDelta; i++) { _spanList[fs + 1 + i] = new Span (); } } // Assign Element values // Correct Length of split span before updated range if (fc < first) { Span currentSpan = _spanList[fs]; _spanList[fs] = new Span (currentSpan.Value, first - fc); fs++; } // Record Element type for updated range _spanList[fs] = new Span (value, length); fs++; // Correct Length of split span following updated range if (lc < first + length) { _spanList[fs] = new Span (trailingValue, trailingLength); } // Phew, all done .... return; } /// /// Number of spans in span vector /// internal int Count { get { return _spanList.Count; } } ////// The default value of span vector /// internal T DefaultValue { get { return _defaultValue; } } ////// Indexer of span vector /// internal Spanthis[int index] { get { return _spanList[index]; } } private bool Resize(int targetCount) { if (targetCount > Count) { for (int c = 0; c < targetCount - Count; c++) { _spanList.Add(new Span ()); } } else if (targetCount < Count) { Delete(targetCount, Count - targetCount); } return true; } /// /// Enumerator of span vector to facilitate iterating of spans /// private struct SpanEnumerator : IEnumerator> { private SpanVector _vector; private int _current; internal SpanEnumerator(SpanVector vector) { _vector = vector; _current = -1; } void IDisposable.Dispose() { } ////// The current span /// public Span Current { get { return _vector[_current]; } } ////// The current span /// object IEnumerator.Current { get { return this.Current; } } ////// Move to the next span /// public bool MoveNext() { _current++; return _current < _vector.Count; } ////// Reset the enumerator /// public void Reset() { _current = -1; } } } ////// Span rider facilitates random access of value at any position in the span vector /// internal struct SpanRider{ private const int MaxCch = int.MaxValue; private SpanVector _vector; private Span _defaultSpan; private int _current; // current span private int _cp; // current cp private int _dcp; // dcp from start to the start of current span private int _cch; // length of the current span internal SpanRider(SpanVector vector) { _defaultSpan = new Span (vector.DefaultValue, MaxCch); _vector = vector; _current = 0; _cp = 0; _dcp = 0; _cch = 0; At(0); } /// /// Position the rider at the specfied position /// /// position to move to internal bool At(int cp) { #if DEBUG { // Check that current position details are valid int dcp = 0; int i = 0; // advance to current value start while (dcp < _dcp && i < _vector.Count) { dcp += _vector[i].Length; i++; } Debug.Assert( i <= _vector.Count // current value is within valid range && i == _current // current value is valid && dcp == _dcp // current value start is valid && ( i == _vector.Count || _cp <= dcp + _vector[i].Length), // current cp is within range of current value "Span vector is corrupted!" ); } #endif if (cp < _dcp) { // Need to start from 0 again _cp = _dcp = _current = _cch = 0; } // Advance to value containing cp Spanspan = new Span (); while( _current < _vector.Count && _dcp + (span = _vector[_current]).Length <= cp) { _dcp += span.Length; _current++; } if (_current < _vector.Count) { _cch = _vector[_current].Length - cp + _dcp; _cp = cp; return true; } else { _cch = _defaultSpan.Length; _cp = Math.Min(cp, _dcp); return false; } } /// /// The first position of the current span /// internal int CurrentSpanStart { get { return _dcp; } } ////// The remaining length of the current span start from the current position /// internal int Length { get { return _cch; } } ////// The current position /// internal int CurrentPosition { get { return _cp; } } ////// The value of the current span /// internal T CurrentValue { get { return _current >= _vector.Count ? _defaultSpan.Value : _vector[_current].Value; } } } } // File provided for Reference Use Only by Microsoft Corporation (c) 2007.
Link Menu

This book is available now!
Buy at Amazon US or
Buy at Amazon UK
- PerspectiveCamera.cs
- SystemFonts.cs
- OneOfConst.cs
- WebZone.cs
- SafeCryptContextHandle.cs
- ToolStripPanelSelectionBehavior.cs
- PersonalizationEntry.cs
- BaseTypeViewSchema.cs
- CompiledRegexRunner.cs
- Win32.cs
- Symbol.cs
- ObjectItemCollectionAssemblyCacheEntry.cs
- TcpClientChannel.cs
- FormsAuthenticationCredentials.cs
- BigInt.cs
- LocalValueEnumerator.cs
- StatusBar.cs
- AmbientValueAttribute.cs
- ComboBox.cs
- DrawingContextWalker.cs
- DocumentAutomationPeer.cs
- TextContainerChangedEventArgs.cs
- SByteStorage.cs
- Model3DCollection.cs
- ReceiveSecurityHeaderElementManager.cs
- XhtmlTextWriter.cs
- HashSetEqualityComparer.cs
- CriticalExceptions.cs
- StylusPlugin.cs
- ItemType.cs
- HtmlInputText.cs
- TableRowCollection.cs
- UnsafeMethods.cs
- WmlLinkAdapter.cs
- WmlImageAdapter.cs
- Transactions.cs
- TagPrefixCollection.cs
- QilXmlReader.cs
- DesignTable.cs
- TreeViewEvent.cs
- SoapIncludeAttribute.cs
- Mappings.cs
- RightsManagementPermission.cs
- ObjectParameterCollection.cs
- DiscoveryExceptionDictionary.cs
- QuadraticEase.cs
- Location.cs
- FixedDocumentSequencePaginator.cs
- BitmapVisualManager.cs
- ProfileInfo.cs
- TextTrailingWordEllipsis.cs
- SAPICategories.cs
- MemoryRecordBuffer.cs
- processwaithandle.cs
- Contracts.cs
- ProcessHost.cs
- RedirectionProxy.cs
- WebPartEditorCancelVerb.cs
- MdImport.cs
- ResourceExpressionBuilder.cs
- PersonalizableAttribute.cs
- XmlSerializerSection.cs
- XNodeValidator.cs
- AlternateViewCollection.cs
- QueryableDataSourceEditData.cs
- RectIndependentAnimationStorage.cs
- DetailsView.cs
- OracleCommandBuilder.cs
- SourceInterpreter.cs
- FunctionCommandText.cs
- ThumbButtonInfo.cs
- TempFiles.cs
- RectAnimation.cs
- KeyedCollection.cs
- QilDataSource.cs
- DataListDesigner.cs
- ProcessProtocolHandler.cs
- ObjectFactoryCodeDomTreeGenerator.cs
- StatusBarDesigner.cs
- ButtonBase.cs
- documentation.cs
- DataGridViewRowPrePaintEventArgs.cs
- HierarchicalDataSourceIDConverter.cs
- BinHexEncoder.cs
- ConfigXmlDocument.cs
- StateWorkerRequest.cs
- LogRecordSequence.cs
- PreProcessInputEventArgs.cs
- AmbientEnvironment.cs
- AnyReturnReader.cs
- UrlRoutingHandler.cs
- XmlSchemaChoice.cs
- SerializationObjectManager.cs
- XmlObjectSerializerWriteContextComplex.cs
- FormClosingEvent.cs
- HelpProvider.cs
- ObjectDataSource.cs
- SpeakProgressEventArgs.cs
- UInt64Converter.cs
- AttachInfo.cs