// Purpose: interface of wxHashTable
// Author: wxWidgets team
// RCS-ID: $Id$
-// Licence: wxWindows license
+// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
/**
@class wxHashTable
- @b Please note that this class is retained for backward compatibility
+ @deprecated
+ Please note that this class is retained for backward compatibility
reasons; you should use wxHashMap.
This class provides hash table functionality for wxWidgets, and for an
- application if it wishes. Data can be hashed on an integer or string
- key.
+ application if it wishes. Data can be hashed on an integer or string key.
+
+ Example:
+ @code
+ wxHashTable table(wxKEY_STRING);
+
+ wxPoint *point = new wxPoint(100, 200);
+ table.Put("point 1", point);
+
+ ....
+
+ wxPoint *found_point = (wxPoint *)table.Get("point 1");
+ @endcode
+
+ A hash table is implemented as an array of pointers to lists.
+ When no data has been stored, the hash table takes only a little more space
+ than this array (default size is 1000). When a data item is added, an integer
+ is constructed from the integer or string key that is within the bounds of the array.
+ If the array element is @NULL, a new (keyed) list is created for the element.
+ Then the data object is appended to the list, storing the key in case other
+ data objects need to be stored in the list also (when a 'collision' occurs).
+
+ Retrieval involves recalculating the array index from the key, and searching
+ along the keyed list for the data object whose stored key matches the passed key.
+ Obviously this is quicker when there are fewer collisions, so hashing will
+ become inefficient if the number of items to be stored greatly exceeds the
+ size of the hash table.
@library{wxbase}
@category{containers}
Constructor. @a key_type is one of wxKEY_INTEGER, or wxKEY_STRING,
and indicates what sort of keying is required. @a size is optional.
*/
- wxHashTable(unsigned int key_type, int size = 1000);
+ wxHashTable(wxKeyType key_type = wxKEY_INTEGER, size_t size = 1000);
/**
Destroys the hash table.
virtual ~wxHashTable();
/**
- The counterpart of @e Next. If the application wishes to iterate
- through all the data in the hash table, it can call @e BeginFind and
- then loop on @e Next.
+ The counterpart of Next(). If the application wishes to iterate
+ through all the data in the hash table, it can call BeginFind() and
+ then loop on Next().
*/
void BeginFind();
//@}
/**
- If set to @true data stored in hash table will be deleted when hash table object
- is destroyed.
+ If set to @true data stored in hash table will be deleted when hash table
+ object is destroyed.
*/
void DeleteContents(bool flag);
//@{
/**
- Gets data from the hash table, using an integer or string key (depending on
- which
- has table constructor was used).
+ Gets data from the hash table, using an integer or string key
+ (depending on which has table constructor was used).
*/
wxObject* Get(long key);
wxObject* Get(const char* key);
/**
If the application wishes to iterate through all the data in the hash
- table, it can call @e BeginFind and then loop on @e Next. This function
- returns a @b Node() pointer (or @NULL if there are no more nodes).
+ table, it can call BeginFind() and then loop on Next(). This function
+ returns a @b wxHashTable::Node pointer (or @NULL if there are no more nodes).
+
The return value is functionally equivalent to @b wxNode but might not be
implemented as a @b wxNode. The user will probably only wish to use the
- @b GetData method to retrieve the data; the node may also be deleted.
+ wxNode::GetData() method to retrieve the data; the node may also be deleted.
*/
wxHashTable::Node* Next();
//@{
/**
Inserts data into the hash table, using an integer or string key (depending on
- which
- has table constructor was used). The key string is copied and stored by the hash
- table implementation.
+ which has table constructor was used).
+ The key string is copied and stored by the hash table implementation.
*/
void Put(long key, wxObject* object);
void Put(const char* key, wxObject* object);