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265 lines
7.1 KiB
C++
265 lines
7.1 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_ORDERING_TABLE_H
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#define NL_ORDERING_TABLE_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/debug.h"
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#include "nel/misc/smart_ptr.h"
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#include <vector>
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namespace NL3D
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{
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// ***************************************************************************
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/**
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*
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* \author Matthieu Besson
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* \author Nevrax France
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* \date 2000
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*/
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template<class T> class COrderingTable
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{
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public:
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COrderingTable();
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~COrderingTable();
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// copy ctor. NB : Allocator is not shared from source, and bahave like when reset(0) is called.
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COrderingTable(const COrderingTable<T> &other);
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// assignement operator. NB : Allocator is not shared from source, and bahave like when reset(0) is called.
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COrderingTable &operator=(const COrderingTable<T> &other);
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/**
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* Initialization.
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* The ordering table has a range from 0 to nNbEntries-1
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*/
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void init( uint32 nNbEntries );
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/**
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* Just return the number of entries in the ordering table
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*/
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uint32 getSize();
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/**
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* Put the ordering table to empty
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* \param maxElementToInsert prepare allocator for insert by setting maximum insert() that will arise.
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*/
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void reset(uint maxElementToInsert);
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/** Share allocator between 2 or more ordering tables. So that calling reset will give the max number of insert
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* for both tables. This is useful if several table are used for sorting (example : sort by priority with one table per possible priority)
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* NB : the table of "source table" becomes the used allocator
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*/
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void shareAllocator(COrderingTable<T> &sourceTable) { _Allocator = sourceTable._Allocator; }
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/**
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* Insert an element in the ordering table
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* NB: element is inserted in front of the list at nEntryPos (for optim consideration)
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* NB: nlassert in debug if num of insert() calls exceed value passed in reset()
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* NB: nlassert in debug if nEntryPos is => getSize()
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*/
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void insert( uint32 nEntryPos, T *pValue );
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/**
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* Traversing operations
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*
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* OrderingTable<Face> ot;
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* ot.begin();
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* while( ot.get() != NULL )
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* {
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* Face *pF = ot.get();
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* // Do the treatment you want here
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* ot.next();
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* }
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*/
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void begin();
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/**
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* Get the currently selected element.
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*/
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T* get();
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/**
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* Move selection pointer to the next element
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*/
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void next();
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// =================
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// =================
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// IMPLEMENTATION.
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// =================
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// =================
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private:
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struct CNode
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{
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T *val;
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CNode *next;
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CNode()
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{
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val = NULL;
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next = NULL;
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}
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};
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class CAllocator : public NLMISC::CRefCount
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{
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public:
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std::vector<CNode> NodePool;
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CNode *CurAllocatedNode;
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CAllocator() : CurAllocatedNode(NULL) {}
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};
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// a raw allocator of node.
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NLMISC::CSmartPtr<CAllocator> _Allocator;
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uint32 _nNbElt;
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CNode* _Array;
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CNode* _SelNode;
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};
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// ***************************************************************************
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template<class T> COrderingTable<T>::COrderingTable()
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{
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_nNbElt = 0;
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_Array = NULL;
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_SelNode = NULL;
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_Allocator = new CAllocator;
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}
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// ***************************************************************************
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template<class T> COrderingTable<T>::~COrderingTable()
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{
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delete [] _Array;
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}
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// ***************************************************************************
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template<class T> void COrderingTable<T>::init( uint32 nNbEntries )
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{
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delete [] _Array;
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_nNbElt = nNbEntries;
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if (nNbEntries == 0) return;
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_Array = new CNode[_nNbElt];
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reset(0);
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}
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// ***************************************************************************
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template<class T> uint32 COrderingTable<T>::getSize()
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{
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return _nNbElt;
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}
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// ***************************************************************************
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template<class T> void COrderingTable<T>::reset(uint maxElementToInsert)
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{
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// reset allocation
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maxElementToInsert= std::max(1U, maxElementToInsert);
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_Allocator->NodePool.resize(maxElementToInsert);
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_Allocator->CurAllocatedNode= &_Allocator->NodePool[0];
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// reset OT.
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for( uint32 i = 0; i < _nNbElt-1; ++i )
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{
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_Array[i].val = NULL;
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_Array[i].next = &_Array[i+1];
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}
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_Array[_nNbElt-1].val = NULL;
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_Array[_nNbElt-1].next = NULL;
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}
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// ***************************************************************************
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template<class T> void COrderingTable<T>::insert( uint32 nEntryPos, T *pValue )
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{
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#ifdef NL_DEBUG
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// check not so many calls to insert()
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nlassert( !_Allocator->NodePool.empty() && _Allocator->CurAllocatedNode < (&_Allocator->NodePool[0])+_Allocator->NodePool.size() );
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// check good entry size
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nlassert( nEntryPos < _nNbElt );
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#endif
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// get the head list node
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CNode *headNode = &_Array[nEntryPos];
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// alocate a new node
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CNode *nextNode = _Allocator->CurAllocatedNode++;
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// fill this new node with data of head node
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nextNode->val= headNode->val;
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nextNode->next= headNode->next;
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// and replace head node with new data: consequence is pValue is insert in front of the list
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headNode->val= pValue;
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headNode->next= nextNode;
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// NB: prec of headNode is still correclty linked to headNode.
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}
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// ***************************************************************************
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template<class T> void COrderingTable<T>::begin()
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{
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_SelNode = &_Array[0];
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if( _SelNode->val == NULL )
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next();
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}
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// ***************************************************************************
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template<class T> T* COrderingTable<T>::get()
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{
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if( _SelNode != NULL )
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return _SelNode->val;
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else
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return NULL;
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}
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// ***************************************************************************
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template<class T> void COrderingTable<T>::next()
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{
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_SelNode = _SelNode->next;
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while( ( _SelNode != NULL )&&( _SelNode->val == NULL ) )
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_SelNode = _SelNode->next;
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}
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// ***************************************************************************
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template <class T>
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inline COrderingTable<T>::COrderingTable(const COrderingTable<T> &other)
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{
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_nNbElt = 0;
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_Array = NULL;
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_SelNode = NULL;
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*this = other;
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}
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// ***************************************************************************
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template <class T>
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inline COrderingTable<T> &COrderingTable<T>::operator=(const COrderingTable<T> &other)
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{
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_Allocator = new CAllocator;
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init(other._nNbElt);
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return *this;
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}
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} // NL3D
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#endif // NL_ORDERING_TABLE_H
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/* End of ordering_table.h */
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