list_for_each_entry reset cursor - linux

Hi I am new in this and I trying to use list_for_each_entry to iterate over a list. It looks something like this
list_for_each_entry(pos, head, member){
if (something == pos.x)
//reset the loop cursor so that it starts iterating all over again
}
How do I perform the commented part without using goto? One more thing, is it safe to use break/continue inside list_for_each_entry or is there any functions available to achieve this?
Thanks.

Look at the definition of list_for_each_entry
#define list_for_each_entry(pos, head, member) \
for (pos = list_entry((head)->next, typeof(*pos), member); \
&pos->member != (head); \
pos = list_entry(pos->member.next, typeof(*pos), member))
from https://git.kernel.org/cgit/linux/kernel/git/torvalds/linux.git/tree/include/linux/list.h?id=refs/tags/v3.10-rc2#n418
As you an see this is defined as a simple for loop, no black magic here, you can use continue/break.
For your other question, I guess it depends how exactly why you're trying to do that. The simplest way would be to do:
int iterateAgain = 0;
list_for_each_entry(pos, head, member) {
// (...)
if (something == pos.x) {
iterateAgain = 1;
break;
}
}
if (iterateAgain) {
list_for_each_entry(pos, head, member) {
// (...)
}
}
But depending on your code, it might be too redundant etc. You could have a recursive function too. There are many ways of doing this.
EDIT after your comment:
int keepIterating;
do {
keepIterating = 0;
list_for_each_entry(pos, head, member) {
// (...)
if (something == pos.x) {
keepIterating = 1;
break;
}
}
} while (keepIterating);

Related

Is it possible in Mono.Cecil to determine the actual type of an object on which a method is called?

For example, consider the following C# code:
interface IBase { void f(int); }
interface IDerived : IBase { /* inherits f from IBase */ }
...
void SomeFunction()
{
IDerived o = ...;
o.f(5);
}
I know how to get a MethodDefinition object corresponding to SomeFunction.
I can then loop through MethodDefinition.Instructions:
var methodDef = GetMethodDefinitionOfSomeFunction();
foreach (var instruction in methodDef.Body.Instructions)
{
switch (instruction.Operand)
{
case MethodReference mr:
...
break;
}
yield return memberRef;
}
And this way I can find out that the method SomeFunction calls the function IBase.f
Now I would like to know the declared type of the object on which the function f is called, i.e. the declared type of o.
Inspecting mr.DeclaringType does not help, because it returns IBase.
This is what I have so far:
TypeReference typeRef = null;
if (instruction.OpCode == OpCodes.Callvirt)
{
// Identify the type of the object on which the call is being made.
var objInstruction = instruction;
if (instruction.Previous.OpCode == OpCodes.Tail)
{
objInstruction = instruction.Previous;
}
for (int i = mr.Parameters.Count; i >= 0; --i)
{
objInstruction = objInstruction.Previous;
}
if (objInstruction.OpCode == OpCodes.Ldloc_0 ||
objInstruction.OpCode == OpCodes.Ldloc_1 ||
objInstruction.OpCode == OpCodes.Ldloc_2 ||
objInstruction.OpCode == OpCodes.Ldloc_3)
{
var localIndex = objInstruction.OpCode.Op2 - OpCodes.Ldloc_0.Op2;
typeRef = locals[localIndex].VariableType;
}
else
{
switch (objInstruction.Operand)
{
case FieldDefinition fd:
typeRef = fd.DeclaringType;
break;
case VariableDefinition vd:
typeRef = vd.VariableType;
break;
}
}
}
where locals is methodDef.Body.Variables
But this is, of course, not enough, because the arguments to a function can be calls to other functions, like in f(g("hello")). It looks like the case above where I inspect previous instructions must repeat the actions of the virtual machine when it actually executes the code. I do not execute it, of course, but I need to recognize function calls and replace them and their arguments with their respective returns (even if placeholders). It looks like a major pain.
Is there a simpler way? Maybe there is something built-in already?
I am not aware of an easy way to achieve this.
The "easiest" way I can think of is to walk the stack and find where the reference used as the target of the call is pushed.
Basically, starting from the call instruction go back one instruction at a time taking into account how each one affects the stack; this way you can find the exact instruction that pushes the reference used as the target of the call (a long time ago I wrote something like that; you can use the code at https://github.com/lytico/db4o/blob/master/db4o.net/Db4oTool/Db4oTool/Core/StackAnalyzer.cs as inspiration).
You'll need also to consider scenarios in which the pushed reference is produced through a method/property; for example, SomeFunction().f(5). In this case you may need to evaluate that method to find out the actual type returned.
Keep in mind that you'll need to handle a lot of different cases; for example, imagine the code bellow:
class Utils
{
public static T Instantiate<T>() where T : new() => new T();
}
class SomeType
{
public void F(int i) {}
}
class Usage
{
static void Main()
{
var o = Utils.Instantiate<SomeType>();
o.F(1);
}
}
while walking the stack you'll find that o is the target of the method call; then you'll evaluate Instantiate<T>() method and will find that it returns new T() and knowing that T is SomeType in this case, that is the type you're looking for.
So the answer of Vagaus helped me come up with a working implementation.
I published it on github - https://github.com/MarkKharitonov/MonoCecilExtensions
Included many unit tests, but I am sure I missed some cases.

Why is the following a memory leak? [duplicate]

I've got code that looks like this:
for (std::list<item*>::iterator i=items.begin();i!=items.end();i++)
{
bool isActive = (*i)->update();
//if (!isActive)
// items.remove(*i);
//else
other_code_involving(*i);
}
items.remove_if(CheckItemNotActive);
I'd like remove inactive items immediately after update them, inorder to avoid walking the list again. But if I add the commented-out lines, I get an error when I get to i++: "List iterator not incrementable". I tried some alternates which didn't increment in the for statement, but I couldn't get anything to work.
What's the best way to remove items as you are walking a std::list?
You have to increment the iterator first (with i++) and then remove the previous element (e.g., by using the returned value from i++). You can change the code to a while loop like so:
std::list<item*>::iterator i = items.begin();
while (i != items.end())
{
bool isActive = (*i)->update();
if (!isActive)
{
items.erase(i++); // alternatively, i = items.erase(i);
}
else
{
other_code_involving(*i);
++i;
}
}
You want to do:
i= items.erase(i);
That will correctly update the iterator to point to the location after the iterator you removed.
You need to do the combination of Kristo's answer and MSN's:
// Note: Using the pre-increment operator is preferred for iterators because
// there can be a performance gain.
//
// Note: As long as you are iterating from beginning to end, without inserting
// along the way you can safely save end once; otherwise get it at the
// top of each loop.
std::list< item * >::iterator iter = items.begin();
std::list< item * >::iterator end = items.end();
while (iter != end)
{
item * pItem = *iter;
if (pItem->update() == true)
{
other_code_involving(pItem);
++iter;
}
else
{
// BTW, who is deleting pItem, a.k.a. (*iter)?
iter = items.erase(iter);
}
}
Of course, the most efficient and SuperCool® STL savy thing would be something like this:
// This implementation of update executes other_code_involving(Item *) if
// this instance needs updating.
//
// This method returns true if this still needs future updates.
//
bool Item::update(void)
{
if (m_needsUpdates == true)
{
m_needsUpdates = other_code_involving(this);
}
return (m_needsUpdates);
}
// This call does everything the previous loop did!!! (Including the fact
// that it isn't deleting the items that are erased!)
items.remove_if(std::not1(std::mem_fun(&Item::update)));
I have sumup it, here is the three method with example:
1. using while loop
list<int> lst{4, 1, 2, 3, 5};
auto it = lst.begin();
while (it != lst.end()){
if((*it % 2) == 1){
it = lst.erase(it);// erase and go to next
} else{
++it; // go to next
}
}
for(auto it:lst)cout<<it<<" ";
cout<<endl; //4 2
2. using remove_if member funtion in list:
list<int> lst{4, 1, 2, 3, 5};
lst.remove_if([](int a){return a % 2 == 1;});
for(auto it:lst)cout<<it<<" ";
cout<<endl; //4 2
3. using std::remove_if funtion combining with erase member function:
list<int> lst{4, 1, 2, 3, 5};
lst.erase(std::remove_if(lst.begin(), lst.end(), [](int a){
return a % 2 == 1;
}), lst.end());
for(auto it:lst)cout<<it<<" ";
cout<<endl; //4 2
4. using for loop , should note update the iterator:
list<int> lst{4, 1, 2, 3, 5};
for(auto it = lst.begin(); it != lst.end();++it){
if ((*it % 2) == 1){
it = lst.erase(it); erase and go to next(erase will return the next iterator)
--it; // as it will be add again in for, so we go back one step
}
}
for(auto it:lst)cout<<it<<" ";
cout<<endl; //4 2
Use std::remove_if algorithm.
Edit:
Work with collections should be like:
prepare collection.
process collection.
Life will be easier if you won't mix this steps.
std::remove_if. or list::remove_if ( if you know that you work with list and not with the TCollection )
std::for_each
The alternative for loop version to Kristo's answer.
You lose some efficiency, you go backwards and then forward again when deleting but in exchange for the extra iterator increment you can have the iterator declared in the loop scope and the code looking a bit cleaner. What to choose depends on priorities of the moment.
The answer was totally out of time, I know...
typedef std::list<item*>::iterator item_iterator;
for(item_iterator i = items.begin(); i != items.end(); ++i)
{
bool isActive = (*i)->update();
if (!isActive)
{
items.erase(i--);
}
else
{
other_code_involving(*i);
}
}
Here's an example using a for loop that iterates the list and increments or revalidates the iterator in the event of an item being removed during traversal of the list.
for(auto i = items.begin(); i != items.end();)
{
if(bool isActive = (*i)->update())
{
other_code_involving(*i);
++i;
}
else
{
i = items.erase(i);
}
}
items.remove_if(CheckItemNotActive);
Removal invalidates only the iterators that point to the elements that are removed.
So in this case after removing *i , i is invalidated and you cannot do increment on it.
What you can do is first save the iterator of element that is to be removed , then increment the iterator and then remove the saved one.
If you think of the std::list like a queue, then you can dequeue and enqueue all the items that you want to keep, but only dequeue (and not enqueue) the item you want to remove. Here's an example where I want to remove 5 from a list containing the numbers 1-10...
std::list<int> myList;
int size = myList.size(); // The size needs to be saved to iterate through the whole thing
for (int i = 0; i < size; ++i)
{
int val = myList.back()
myList.pop_back() // dequeue
if (val != 5)
{
myList.push_front(val) // enqueue if not 5
}
}
myList will now only have numbers 1-4 and 6-10.
Iterating backwards avoids the effect of erasing an element on the remaining elements to be traversed:
typedef list<item*> list_t;
for ( list_t::iterator it = items.end() ; it != items.begin() ; ) {
--it;
bool remove = <determine whether to remove>
if ( remove ) {
items.erase( it );
}
}
PS: see this, e.g., regarding backward iteration.
PS2: I did not thoroughly tested if it handles well erasing elements at the ends.
You can write
std::list<item*>::iterator i = items.begin();
while (i != items.end())
{
bool isActive = (*i)->update();
if (!isActive) {
i = items.erase(i);
} else {
other_code_involving(*i);
i++;
}
}
You can write equivalent code with std::list::remove_if, which is less verbose and more explicit
items.remove_if([] (item*i) {
bool isActive = (*i)->update();
if (!isActive)
return true;
other_code_involving(*i);
return false;
});
The std::vector::erase std::remove_if idiom should be used when items is a vector instead of a list to keep compexity at O(n) - or in case you write generic code and items might be a container with no effective way to erase single items (like a vector)
items.erase(std::remove_if(begin(items), end(items), [] (item*i) {
bool isActive = (*i)->update();
if (!isActive)
return true;
other_code_involving(*i);
return false;
}));
do while loop, it's flexable and fast and easy to read and write.
auto textRegion = m_pdfTextRegions.begin();
while(textRegion != m_pdfTextRegions.end())
{
if ((*textRegion)->glyphs.empty())
{
m_pdfTextRegions.erase(textRegion);
textRegion = m_pdfTextRegions.begin();
}
else
textRegion++;
}
I'd like to share my method. This method also allows the insertion of the element to the back of the list during iteration
#include <iostream>
#include <list>
int main(int argc, char **argv) {
std::list<int> d;
for (int i = 0; i < 12; ++i) {
d.push_back(i);
}
auto it = d.begin();
int nelem = d.size(); // number of current elements
for (int ielem = 0; ielem < nelem; ++ielem) {
auto &i = *it;
if (i % 2 == 0) {
it = d.erase(it);
} else {
if (i % 3 == 0) {
d.push_back(3*i);
}
++it;
}
}
for (auto i : d) {
std::cout << i << ", ";
}
std::cout << std::endl;
// result should be: 1, 3, 5, 7, 9, 11, 9, 27,
return 0;
}
I think you have a bug there, I code this way:
for (std::list<CAudioChannel *>::iterator itAudioChannel = audioChannels.begin();
itAudioChannel != audioChannels.end(); )
{
CAudioChannel *audioChannel = *itAudioChannel;
std::list<CAudioChannel *>::iterator itCurrentAudioChannel = itAudioChannel;
itAudioChannel++;
if (audioChannel->destroyMe)
{
audioChannels.erase(itCurrentAudioChannel);
delete audioChannel;
continue;
}
audioChannel->Mix(outBuffer, numSamples);
}

Prevent nested lists in text-editor (froala)

I need to prevent/disable nested lists in text editor implemented in Angular. So far i wrote a hack that undos a nested list when created by the user. But if the user creates a normal list and presses the tab-key the list is shown as nested for a few milliseconds until my hack sets in back to a normal list. I need something like event.preventDefault() or stopPropagation() on tab-event keydown but unfortunately that event is not tracked for some reason. Also the froala settings with tabSpaces: falseis not showing any difference when it comes to nested list...in summary i want is: if the user creates a list and presses the tab-key that nothing happens, not even for a millisecond. Has anyone an idea about that?
Froala’s support told us, there’s no built-in way to suppress nested list creation. They result from TAB key getting hit with the caret on a list item. However we found a way to get around this using MutationObserver
Basically we move the now nested list item to his former sibling and remove the newly created list. Finally we take care of the caret position.
var observer = new MutationObserver(mutationObserverCallback);
observer.observe(editorNode, {
childList: true,
subtree: true
});
var mutationObserverCallback = function (mutationList) {
var setCaret = function (ele) {
if (ele.nextSibling) {
ele = ele.nextSibling;
}
var range = document.createRange();
var sel = window.getSelection();
range.setStart(ele, 0);
range.collapse(true);
sel.removeAllRanges();
sel.addRange(range);
};
var handleAddedListNode = function (listNode) {
if (! listNode.parentNode) {
return;
}
var parentListItem = listNode.parentNode.closest('li');
if (!parentListItem) {
return;
}
var idx = listNode.children.length - 1;
while (idx >= 0) {
var childNode = listNode.children[idx];
if (parentListItem.nextSibling) {
parentListItem.parentNode.insertBefore(childNode, parentListItem.nextSibling);
} else {
parentListItem.parentNode.appendChild(childNode);
}
--idx;
}
setCaret(parentListItem);
listNode.parentNode.removeChild(listNode);
};
mutationList.forEach(function (mutation) {
var addedNodes = mutation.addedNodes;
if (!addedNodes.length) {
return;
}
for (var i = 0; i < addedNodes.length; i++) {
var currentNode = addedNodes[i];
switch (currentNode.nodeName.toLowerCase()) {
case 'ol':
case 'ul':
handleAddedListNode(currentNode);
break;
// more optimizations
}
}
})
};

Can I get this Haxe switch statement to be a bit more dynamic?

It's not critical but I was wondering. Somewhere in my program I have a switch statement that gets called multiple times with an incremented value, so that all cases should be executed in order. Something like a custom made simple sequencer.
like this:
private function sequence_Crush(step:Int):Void
{
switch(step) {
case 1: {
action_loadCueFile();
seq.next(); //This calls the same function with an increased step
}
case 2: {
action_saveSettings();
seq.next();
}
/// EDIT: Some steps run ASYNC and an event triggers the next step in the sequence
/// like this:
case 3: {
events.once(ENGINE_EVENTS.cut_all_complete, seq.next);
cutTracks();
}
My Question is, Is there any way to replace the manually written numbers (1,2,3,4) on the cases and use a counter somehow, macros maybe? I have tried putting a dynamic counter, but the Haxe compiler complains.
What I tried:
var st:Int = 1;
switch(step) {
case (st++): { // 1
action_loadCueFile();
seq.next();
}
case (st++): { // 2
action_saveSettings();
seq.next();
}
//... etc
Build halted with errors (haxe.exe)
Case expression must be a constant value or a pattern, not an arbitrary expression
I am targeting JS and using Haxe 3.1.3. I have tried that in actionscript and javascript and it works fine. The reason I want to do that, is that if I want do add or remove a step, I have to re-organize manually every other case number.
p.s. I know there are other ways to sequence actions in order, but I like this one, as I have everything in one function and it's easy to see the order of execution in one glance
Thanks for reading :-)
Jason beat me to it by a few minutes...
Case expressions in Haxe must be either constant values or patterns.
But you can accomplish the desired behaviour in a few ways: (a) custom syntax like $next with macros; (b) macro conversion into if-else blocks (Jason's answer); (c) without macros and (mis)using pattern guards.
Custom syntax
A quick and dirty implementation of it follows; it only supports case $next: and there are no syntax checks.
When a case $next: is found, the macro checks if the previous case pattern was a single constant integer i and, in that case, rewrites the pattern to the value of i + 1.
Macro implementation:
// SequenceSwitch.hx
import haxe.macro.Context;
import haxe.macro.Expr;
import haxe.macro.ExprTools;
class SequenceSwitch {
public
macro static function build():Array<Field> {
var fields = Context.getBuildFields();
for (f in fields)
switch (f.kind) {
case FFun(func) if (func.expr != null):
func.expr = ExprTools.map(func.expr, transf);
case _:
}
return fields;
}
static function transf(e:Expr):Expr {
return switch (e.expr) {
case ESwitch(expr, cases, def):
var ncases = [];
var prev:Array<Expr> = null;
for (c in cases) {
var cur = switch (c.values) {
case [{ expr : EConst(CIdent("$next")), pos : pos }] if (prev != null):
switch (prev) {
case [{ expr : EConst(CInt(i)) }]:
var next = { expr : EConst(CInt(Std.string(Std.parseInt(i) + 1))), pos : pos };
{ values : [next], guard : c.guard, expr : c.expr };
case _:
c;
}
case _:
c;
};
ncases.push(cur);
prev = cur.values;
}
{ expr : ESwitch(expr, ncases, def), pos : e.pos };
case _:
e;
}
}
}
Usage example:
// Text.hx
#:build(SequenceSwitch.build())
class Test {
static function main() {
sequenceCrush(1);
}
static function sequenceCrush(step:Int) {
switch (step) {
case 1:
trace("do one");
sequenceCrush(++step);
case $next:
trace("do two");
sequenceCrush(++step);
case $next:
trace("do three");
sequenceCrush(++step);
case _:
trace("terminate");
}
}
}
No macros/with guards
Similar behaviour could be achieved by (mis)using guards:
static function sequenceCrush_guards(step:Int) {
var st = 1;
switch (step) {
case next if (next == st++):
trace("do one");
sequenceCrush_guards(++step);
case next if (next == st++):
trace("do two");
sequenceCrush_guards(++step);
case next if (next == st++):
trace("do three");
sequenceCrush_guards(++step);
case _:
trace("terminate");
}
}
In Haxe 3 switch changed from the JS/Flash style simple matching, which was really not much more than a chain of if/elseif/else statements, to full on pattern matching, which has many more compile-time features, and one of those limitations is that you can't match against a variable, only against constants.
You could use a chain of if (step==st++) {} elseif (step==st++) {} else {} statements for pretty much the same effect. If you're really really addicted to the switch syntax, you could use a macro to get the "classic" switch behaviour. I happened to write one such macro some time ago, take a look at this GIST:
https://gist.githubusercontent.com/jasononeil/5429516/raw/ad1085082530760aa394765d5cd5ebd61a5dbecb/ClassicSwitch.hx
You could then code like this:
class Action
{
static function main()
{
for (currentStep in 0...5) {
var i = 0;
ClassicSwitch.from(switch (currentStep) {
case i++: trace( 'Do step $i' );
case i++: trace( 'Do step $i' );
case i++: trace( 'Do step $i' );
case i++: trace( 'Do step $i' );
case i++: trace( 'Do step $i' );
});
}
}
}
Which gives me the output:
Action.hx:14: Do step 1
Action.hx:15: Do step 2
Action.hx:16: Do step 3
Action.hx:17: Do step 4
Action.hx:18: Do step 5
If all (or most) of your actions are simple function calls you can alternatively use an array of functions:
var actions = [sequence_Crush.bind(1), // if you want to avoid action index = step - 1
action_loadCueFile,
action_saveSettings,
...];
private function sequence_Crush(step:Int):Void
{
while (step < actions.length)
{
actions[step++]();
}
}
You could also keep this recursive (actions[step++](); if (step < actions.length) { sequence_Crush(step)).

How to properly implement cheat codes?

what would be the best way to implement kind of cheat codes in general?
I have WinForms application in mind, where a cheat code would unlock an easter egg, but the implementation details are not relevant.
The best approach that comes to my mind is to keep index for each code - let's consider famous DOOM codes - IDDQD and IDKFA, in a fictional C# app.
string[] CheatCodes = { "IDDQD", "IDKFA"};
int[] CheatIndexes = { 0, 0 };
const int CHEAT_COUNT = 2;
void KeyPress(char c)
{
for (int i = 0; i < CHEAT_COUNT; i++) //for each cheat code
{
if (CheatCodes[i][CheatIndexes[i]] == c)
{ //we have hit the next key in sequence
if (++CheatIndexes[i] == CheatCodes[i].Length) //are we in the end?
{
//Do cheat work
MessageBox.Show(CheatCodes[i]);
//reset cheat index so we can enter it next time
CheatIndexes[i] = 0;
}
}
else //mistyped, reset cheat index
CheatIndexes[i] = 0;
}
}
Is this the right way to do it?
Edit: Probably the worst thing I should have done was to include the first cheat codes that came from the top of my head as an example. I really did not want to see Doom's source code or their implementation, but general solution to this problem.
Why not download the DOOM source and see for yourself? =)
http://www.doomworld.com/idgames/?id=14576
I think this one's a bit easier to understand, though your original will probably perform better than this one:
using System.Collections.Generic;
void KeyPress(char c)
{
string[] cheatCodes = { "IDDQD", "IDKFA"};
static Queue<char> buffer; //Contains the longest number of characters needed
buffer.Enqueue(c);
if (buffer.Count() > 5) //Replace 5 with whatever your longest cheat code is
buffer.Dequeue();
bufferString = new System.String(buffer.ToArray());
foreach(string code in cheatCodes) {
if (bufferString.EndsWith(code)) {
//Do cheat work
}
}
}
here is the DOOM cheat implementation from the doom source:
#define SCRAMBLE(a) \
((((a)&1)<<7) + (((a)&2)<<5) + ((a)&4) + (((a)&8)<<1) \
+ (((a)&16)>>1) + ((a)&32) + (((a)&64)>>5) + (((a)&128)>>7))
int cht_CheckCheat ( cheatseq_t* cht, char key )
{
int i;
int rc = 0;
if (firsttime)
{
firsttime = 0;
for (i=0;i<256;i++) cheat_xlate_table[i] = SCRAMBLE(i);
}
if (!cht->p)
cht->p = cht->sequence; // initialize if first time
if (*cht->p == 0)
*(cht->p++) = key;
else if
(cheat_xlate_table[(unsigned char)key] == *cht->p) cht->p++;
else
cht->p = cht->sequence;
if (*cht->p == 1)
cht->p++;
else if (*cht->p == 0xff) // end of sequence character
{
cht->p = cht->sequence;
rc = 1;
}
return rc;
}

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