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C++ STL: Duplicating code due to missing base-class for iterator and reverse_iterator

In my current C++-project I have an STL map which maps integer keys onto objects. An algorithm returns a set of entries. The returned data depends on the algorithm's input and hence cannot be predicted:

  class MyClass
  {
     //...
  };

  int myAlgorithm(vector<int>::iterator inputIt)
  {
     // return a key for myMap which is calculated by the current value of inputData
  }

  int main(int argc, char *argv[])
  {
     vector<int> inputData;
     map<int, MyClass> myMap;
     //<fill map with some data>
     //<fill inputData>

     vector<MyClass> result;

     for (vector<int>::iterator it = inputData.begin(); it != inputData.end(); it++)
     {
        int myMapKey = myAlgorithm(*it);
        // count() > 0 means "check whether element exists. Performance can be improved by replacing
        //    the operator[] and count() calls by map::find(). However, I want to simplify things
        //    in this example.
        if (myMap.count(myMapKey) > 0)
        {
           // in some cases there is no entry in myMap
           result.push_back(myMap[myMapKey]);
        }
     }
  }

As mentioned in the example I can replace map::count() and operator[]-calls with find. The STL-reference says that map::find()'s complexity is logarithmic in size (O(log n)).

I discovered that in most cases the entries in myMap are very close for two sequent entries in the result. Therefore I came to the conclusion that I would achieve better performance if I replaced the map.find() calls by iterators:

     map<int, MyClass>::iterator myMapIt = myMap.begin();
     for (vector<int>::iterator it = inputData.begin(); it != inputData.end(); it++)
     {
        int myMapKey = myAlgorithm(*it);
        // just increment iterator
        while (myMapKey != myMapIt->first)
        {
           myMapIt++;
           // we didn't find anything for the current input data
           if (myMapIt == myMap::end() || myMapIt->first > myMapKey)
           {
              break;
           }
        }

        // I know that I'm checking this twice, but that's not the point of my
        //    question ;)
        if (myMapIt == myMap::end() || myMapIt->first > myMapKey)
        {
           // probably it would be better to move the iterator back to the position
           //    where we started searching, to improve performance for the next entry
           myMapIt = myMap.begin();
        }
        else
        {
           result.push_back(myMapIt.second);
        }
     }

This concept works but I have a big problem: Depending on the inputData, I have to search forward or backward. Consider that I call the code inside main() multiple times and the inputData changes for these calls. Instead of checking whether to increment or decrement the iterator inside the while-loop, I could decide that before entering the for-loop.

I thought that I'm fine with just switching the map<>::iterator to map<>::reverse_iterator and using rbegin()/rend() instead of begin()/end(). But then I realized that reverse_iterator and iterator have no common base class:

     map<int, MyClass>::base_iterator myIt;
     if (/* ... */)
     {
        myMapIt = myMap::begin();
        myMapEndIt = myMap::end();
     }
     else
     {
        myMapIt = myMap::rbegin();
        myMapEndIt = myMap::rend();
     }
     /* for (...) ... */

That would be great, but there is no base_iterator.

I know a simple workaround for this problem: I just need to copy the whole for-loop and adjust it for both cases:

     if (/* ... */)
     {
        /* for(...) which uses normal iterator in the while-loop */
     }
     else
     {
        /* for(...) which uses reverse iterator in the while-loop */
     }

Very bad ... Do you know a better solution?

like image 416
fishbone Avatar asked Feb 13 '12 14:02

fishbone


2 Answers

A common base type is unnecessary when the language allows Generic Programming.

What you simply need to realize is that instead of having a long-winded linear functions with several choices along the way, you can have several nested function in which each choice lead to a different call.

Taking your example:

boost::any_iterator start, end;
if (/* ... */) {
  start = map.begin(), end = map.end();
} else {
  start = map.rbegin(), end = map.rend();
}

// do something with start and end

You can transform the code into the following:

// Define a free-function in the .cpp to help factor common stuff
template <typename FwdIt>
static void dosomething(FwdIt start, FwdIt end) {
  // do something with start and end
}

And then inject the call straight into the if/else body:

if (/* ... */) {
  dosomething(map.begin(), map.end());
} else {
  dosomething(map.rbegin(), map.rend());
}

And one good thing is that you reduce the number of changes of states within your functions and thus their complexity.

like image 163
Matthieu M. Avatar answered Sep 28 '22 01:09

Matthieu M.


Use a templated function. The only place in the Standard library where inheritance is used over templates is IOstreams, as far as I'm aware (and that was a mistake).

template<typename Iterator> ... stuff(Iterator begin, Iterator end) {
    // implement loop here
}
if (/*...*/) {
    stuff(map.rbegin(), map.rend());
} else {
    stuff(map.begin(), map.end());
}

However, I question if you would simply be better off changing to an always O(1) container, like an unordered_map.

like image 29
Puppy Avatar answered Sep 28 '22 00:09

Puppy