Coverage Report

Created: 2024-04-24 06:23

/src/icu/source/common/uvector.h
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// © 2016 and later: Unicode, Inc. and others.
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// License & terms of use: http://www.unicode.org/copyright.html
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/*
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**********************************************************************
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*   Copyright (C) 1999-2016, International Business Machines
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*   Corporation and others.  All Rights Reserved.
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**********************************************************************
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*   Date        Name        Description
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*   10/22/99    alan        Creation.  This is an internal header.
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*                           It should not be exported.
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**********************************************************************
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*/
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#ifndef UVECTOR_H
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#define UVECTOR_H
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#include "unicode/utypes.h"
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#include "unicode/uobject.h"
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#include "cmemory.h"
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#include "uarrsort.h"
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#include "uelement.h"
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U_NAMESPACE_BEGIN
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/**
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 * Ultralightweight C++ implementation of a `void*` vector
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 * that is (mostly) compatible with java.util.Vector.
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 *
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 * This is a very simple implementation, written to satisfy an
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 * immediate porting need.  As such, it is not completely fleshed out,
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 * and it aims for simplicity and conformity.  Nonetheless, it serves
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 * its purpose (porting code from java that uses java.util.Vector)
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 * well, and it could be easily made into a more robust vector class.
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 *
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 * *Design notes*
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 *
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 * There is index bounds checking, but little is done about it.  If
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 * indices are out of bounds, either nothing happens, or zero is
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 * returned.  We *do* avoid indexing off into the weeds.
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 *
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 * Since we don't have garbage collection, UVector was given the
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 * option to *own* its contents.  To employ this, set a deleter
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 * function.  The deleter is called on a `void *` pointer when that
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 * pointer is released by the vector, either when the vector itself is
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 * destructed, or when a call to `setElementAt()` overwrites an element,
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 * or when a call to remove()` or one of its variants explicitly
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 * removes an element.  If no deleter is set, or the deleter is set to
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 * zero, then it is assumed that the caller will delete elements as
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 * needed.
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 *
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 * *Error Handling* Functions that can fail, from out of memory conditions
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 * for example, include a UErrorCode parameter. Any function called
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 * with an error code already indicating a failure will not modify the
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 * vector in any way.
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 *
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 * For vectors that have a deleter function, any failure in inserting
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 * an element into the vector will instead delete the element that
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 * could not be adopted. This simplifies object ownership
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 * management around calls to `addElement()` and `insertElementAt()`;
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 * error or no, the function always takes ownership of an incoming object
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 * from the caller.
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 *
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 * In order to implement methods such as `contains()` and `indexOf()`,
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 * UVector needs a way to compare objects for equality.  To do so, it
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 * uses a comparison function, or "comparer."  If the comparer is not
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 * set, or is set to zero, then all such methods will act as if the
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 * vector contains no element.  That is, indexOf() will always return
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 * -1, contains() will always return false, etc.
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 *
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 * <p><b>To do</b>
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 *
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 * <p>Improve the handling of index out of bounds errors.
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 *
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 * @author Alan Liu
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 */
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class U_COMMON_API UVector : public UObject {
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    // NOTE: UVector uses the UElement (union of void* and int32_t) as
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    // its basic storage type.  It uses UElementsAreEqual as its
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    // comparison function.  It uses UObjectDeleter as its deleter
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    // function.  This allows sharing of support functions with UHashtable.
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private:
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    int32_t count = 0;
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    int32_t capacity = 0;
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    UElement* elements = nullptr;
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    UObjectDeleter *deleter = nullptr;
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    UElementsAreEqual *comparer = nullptr;
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public:
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    UVector(UErrorCode &status);
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    UVector(int32_t initialCapacity, UErrorCode &status);
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    UVector(UObjectDeleter *d, UElementsAreEqual *c, UErrorCode &status);
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    UVector(UObjectDeleter *d, UElementsAreEqual *c, int32_t initialCapacity, UErrorCode &status);
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    virtual ~UVector();
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    /**
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     * Assign this object to another (make this a copy of 'other').
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     * Use the 'assign' function to assign each element.
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     */
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    void assign(const UVector& other, UElementAssigner *assign, UErrorCode &ec);
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    /**
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     * Compare this vector with another.  They will be considered
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     * equal if they are of the same size and all elements are equal,
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     * as compared using this object's comparer.
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     */
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    bool operator==(const UVector& other) const;
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    /**
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     * Equivalent to !operator==()
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     */
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    inline bool operator!=(const UVector& other) const {return !operator==(other);}
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    //------------------------------------------------------------
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    // java.util.Vector API
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    //------------------------------------------------------------
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    /**
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     * Add an element at the end of the vector.
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     * For use only with vectors that do not adopt their elements, which is to say,
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     * have not set an element deleter function. See `adoptElement()`.
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     */
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    void addElement(void *obj, UErrorCode &status);
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    /**
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     * Add an element at the end of the vector.
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     * For use only with vectors that adopt their elements, which is to say,
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     * have set an element deleter function. See `addElement()`.
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     *
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     * If the element cannot be successfully added, it will be deleted. This is
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     * normal ICU _adopt_ behavior - one way or another ownership of the incoming
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     * object is transferred from the caller.
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     *
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     * `addElement()` and `adoptElement()` are separate functions to make it easier
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     * to see what the function is doing at call sites. Having a single combined function,
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     * as in earlier versions of UVector, had proved to be error-prone.
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     */
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    void adoptElement(void *obj, UErrorCode &status);
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    void addElement(int32_t elem, UErrorCode &status);
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    void setElementAt(void* obj, int32_t index);
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    void setElementAt(int32_t elem, int32_t index);
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    void insertElementAt(void* obj, int32_t index, UErrorCode &status);
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    void insertElementAt(int32_t elem, int32_t index, UErrorCode &status);
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    void* elementAt(int32_t index) const;
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    int32_t elementAti(int32_t index) const;
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    UBool equals(const UVector &other) const;
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    inline void* firstElement(void) const {return elementAt(0);}
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    inline void* lastElement(void) const {return elementAt(count-1);}
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    inline int32_t lastElementi(void) const {return elementAti(count-1);}
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    int32_t indexOf(void* obj, int32_t startIndex = 0) const;
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    int32_t indexOf(int32_t obj, int32_t startIndex = 0) const;
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    inline UBool contains(void* obj) const {return indexOf(obj) >= 0;}
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    inline UBool contains(int32_t obj) const {return indexOf(obj) >= 0;}
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    UBool containsAll(const UVector& other) const;
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    UBool removeAll(const UVector& other);
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    UBool retainAll(const UVector& other);
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    void removeElementAt(int32_t index);
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    UBool removeElement(void* obj);
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    void removeAllElements();
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    inline int32_t size(void) const {return count;}
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    inline UBool isEmpty(void) const {return count == 0;}
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    UBool ensureCapacity(int32_t minimumCapacity, UErrorCode &status);
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    /**
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     * Change the size of this vector as follows: If newSize is
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     * smaller, then truncate the array, possibly deleting held
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     * elements for i >= newSize.  If newSize is larger, grow the
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     * array, filling in new slots with NULL.
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     */
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    void setSize(int32_t newSize, UErrorCode &status);
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    /**
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     * Fill in the given array with all elements of this vector.
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     */
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    void** toArray(void** result) const;
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    //------------------------------------------------------------
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    // New API
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    //------------------------------------------------------------
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    UObjectDeleter *setDeleter(UObjectDeleter *d);
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    bool hasDeleter() {return deleter != nullptr;}
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    UElementsAreEqual *setComparer(UElementsAreEqual *c);
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    inline void* operator[](int32_t index) const {return elementAt(index);}
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    /**
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     * Removes the element at the given index from this vector and
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     * transfer ownership of it to the caller.  After this call, the
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     * caller owns the result and must delete it and the vector entry
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     * at 'index' is removed, shifting all subsequent entries back by
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     * one index and shortening the size of the vector by one.  If the
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     * index is out of range or if there is no item at the given index
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     * then 0 is returned and the vector is unchanged.
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     */
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    void* orphanElementAt(int32_t index);
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    /**
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     * Returns true if this vector contains none of the elements
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     * of the given vector.
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     * @param other vector to be checked for containment
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     * @return true if the test condition is met
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     */
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    UBool containsNone(const UVector& other) const;
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    /**
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     * Insert the given object into this vector at its sorted position
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     * as defined by 'compare'.  The current elements are assumed to
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     * be sorted already.
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     */
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    void sortedInsert(void* obj, UElementComparator *compare, UErrorCode& ec);
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    /**
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     * Insert the given integer into this vector at its sorted position
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     * as defined by 'compare'.  The current elements are assumed to
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     * be sorted already.
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     */
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    void sortedInsert(int32_t obj, UElementComparator *compare, UErrorCode& ec);
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    /**
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     * Sort the contents of the vector, assuming that the contents of the
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     * vector are of type int32_t.
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     */
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    void sorti(UErrorCode &ec);
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    /**
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      * Sort the contents of this vector, using a caller-supplied function
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      * to do the comparisons.  (It's confusing that
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      *  UVector's UElementComparator function is different from the
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      *  UComparator function type defined in uarrsort.h)
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      */
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    void sort(UElementComparator *compare, UErrorCode &ec);
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    /**
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     * Stable sort the contents of this vector using a caller-supplied function
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     * of type UComparator to do the comparison.  Provides more flexibility
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     * than UVector::sort() because an additional user parameter can be passed to
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     * the comparison function.
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     */
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    void sortWithUComparator(UComparator *compare, const void *context, UErrorCode &ec);
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    /**
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     * ICU "poor man's RTTI", returns a UClassID for this class.
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     */
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    static UClassID U_EXPORT2 getStaticClassID();
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    /**
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     * ICU "poor man's RTTI", returns a UClassID for the actual class.
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     */
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    virtual UClassID getDynamicClassID() const override;
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private:
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    int32_t indexOf(UElement key, int32_t startIndex = 0, int8_t hint = 0) const;
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    void sortedInsert(UElement e, UElementComparator *compare, UErrorCode& ec);
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public:
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    // Disallow
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    UVector(const UVector&) = delete;
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    // Disallow
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    UVector& operator=(const UVector&) = delete;
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};
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/**
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 * Ultralightweight C++ implementation of a `void*` stack
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 * that is (mostly) compatible with java.util.Stack.  As in java, this
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 * is merely a paper thin layer around UVector.  See the UVector
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 * documentation for further information.
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 *
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 * *Design notes*
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 *
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 * The element at index `n-1` is (of course) the top of the
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 * stack.
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 *
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 * The poorly named `empty()` method doesn't empty the
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 * stack; it determines if the stack is empty.
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 *
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 * @author Alan Liu
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 */
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class U_COMMON_API UStack : public UVector {
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public:
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    UStack(UErrorCode &status);
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    UStack(int32_t initialCapacity, UErrorCode &status);
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    UStack(UObjectDeleter *d, UElementsAreEqual *c, UErrorCode &status);
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    UStack(UObjectDeleter *d, UElementsAreEqual *c, int32_t initialCapacity, UErrorCode &status);
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    virtual ~UStack();
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    // It's okay not to have a virtual destructor (in UVector)
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    // because UStack has no special cleanup to do.
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    inline UBool empty(void) const {return isEmpty();}
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    inline void* peek(void) const {return lastElement();}
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    inline int32_t peeki(void) const {return lastElementi();}
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    /**
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     * Pop and return an element from the stack.
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     * For stacks with a deleter function, the caller takes ownership
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     * of the popped element.
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     */
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    void* pop(void);
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    int32_t popi(void);
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    inline void* push(void* obj, UErrorCode &status) {
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        if (hasDeleter()) {
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            adoptElement(obj, status);
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            return (U_SUCCESS(status)) ? obj : nullptr;
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        } else {
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            addElement(obj, status);
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            return obj;
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        }
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    }
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    inline int32_t push(int32_t i, UErrorCode &status) {
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        addElement(i, status);
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        return i;
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    }
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    /*
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    If the object o occurs as an item in this stack,
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    this method returns the 1-based distance from the top of the stack.
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    */
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    int32_t search(void* obj) const;
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    /**
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     * ICU "poor man's RTTI", returns a UClassID for this class.
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     */
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    static UClassID U_EXPORT2 getStaticClassID();
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    /**
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     * ICU "poor man's RTTI", returns a UClassID for the actual class.
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     */
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    virtual UClassID getDynamicClassID() const override;
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    // Disallow
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    UStack(const UStack&) = delete;
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    // Disallow
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    UStack& operator=(const UStack&) = delete;
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};
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U_NAMESPACE_END
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#endif