add next() method to polygon

we have to tune this function because it takes the head 2 times
This commit is contained in:
jonathan santis 2024-10-31 15:23:08 +01:00
parent 120c2d6242
commit b7ee15f76a

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@ -32,15 +32,18 @@ pub fn LinkedList() type {
head: ?*Node, head: ?*Node,
length: u32, length: u32,
allocator: std.mem.Allocator, allocator: std.mem.Allocator,
current: ?*Node,
pub fn new(allocator: std.mem.Allocator) Self { pub fn new(allocator: std.mem.Allocator) Self {
return .{ return .{
.head = null, .head = null,
.current = null,
.length = 0, .length = 0,
.allocator = allocator, .allocator = allocator,
}; };
} }
pub fn add(self: *Self, allocator: std.mem.Allocator, point: Point) !void { pub fn add(self: *Self, point: Point) !void {
var allocator = self.allocator;
var newNode = allocator.create(Node) catch |err| { var newNode = allocator.create(Node) catch |err| {
std.debug.print("error allocation, {}", .{err}); std.debug.print("error allocation, {}", .{err});
return err; return err;
@ -52,6 +55,18 @@ pub fn LinkedList() type {
self.head = newNode; self.head = newNode;
self.length += 1; self.length += 1;
} }
pub fn next(self: *Self) Point {
var current: ?*Node = undefined;
if (self.current != null) {
current = self.current;
self.current = self.current.?.next;
} else {
current = self.head;
self.current = self.head;
}
return current.?.point;
}
pub fn dump(self: *Self) ![]Point { pub fn dump(self: *Self) ![]Point {
const allocator = self.allocator; const allocator = self.allocator;
var node = self.head; var node = self.head;
@ -66,23 +81,23 @@ pub fn LinkedList() type {
point[i] = node.?.point; point[i] = node.?.point;
node = node.?.next; node = node.?.next;
} }
//TODO: free memory but how to?, when out of scope or dont use slices? or copy them, or outsource allocation?
return point; return point;
} }
}; };
} }
test "test linked list" { test "test linked list" {
var arena = std.heap.ArenaAllocator.init(std.heap.page_allocator); var arena = std.heap.ArenaAllocator.init(std.heap.page_allocator);
const allocator = arena.allocator(); const allocator = arena.allocator();
defer arena.deinit(); defer arena.deinit();
var polygon = LinkedList().new(allocator); var polygon = LinkedList().new(allocator);
try polygon.add(allocator, .{ .x = 10, .y = 11, .z = 0 }); try polygon.add(.{ .x = 10, .y = 11, .z = 0 });
try polygon.add(allocator, .{ .x = 11, .y = 12, .z = 0 }); try polygon.add(.{ .x = 11, .y = 12, .z = 0 });
try polygon.add(allocator, .{ .x = 12, .y = 13, .z = 0 }); try polygon.add(.{ .x = 12, .y = 13, .z = 0 });
try polygon.add(allocator, .{ .x = 12, .y = 14, .z = 0 }); try polygon.add(.{ .x = 12, .y = 14, .z = 0 });
try polygon.add(allocator, .{ .x = 12, .y = 15, .z = 0 }); try polygon.add(.{ .x = 12, .y = 15, .z = 0 });
try polygon.add(allocator, .{ .x = 12, .y = 16, .z = 0 }); try polygon.add(.{ .x = 12, .y = 16, .z = 0 });
const points: []Point = try polygon.dump(); const points: []Point = try polygon.dump();
for (points) |point| { for (points) |point| {
@ -90,6 +105,21 @@ test "test linked list" {
std.debug.print("y:{}\n", .{point.y}); std.debug.print("y:{}\n", .{point.y});
std.debug.print("z:{}\n", .{point.z}); std.debug.print("z:{}\n", .{point.z});
} }
std.debug.print("next:{}\n", .{polygon.next()});
std.debug.print("next:{}\n", .{polygon.next()});
std.debug.print("next:{}\n", .{polygon.next()});
std.debug.print("next:{}\n", .{polygon.next()});
std.debug.print("next:{}\n", .{polygon.next()});
std.debug.print("next:{}\n", .{polygon.next()});
std.debug.print("next:{}\n", .{polygon.next()});
std.debug.print("next:{}\n", .{polygon.next()});
std.debug.print("next:{}\n", .{polygon.next()});
std.debug.print("next:{}\n", .{polygon.next()});
std.debug.print("next:{}\n", .{polygon.next()});
std.debug.print("next:{}\n", .{polygon.next()});
std.debug.print("next:{}\n", .{polygon.next()});
std.debug.print("next:{}\n", .{polygon.next()});
std.debug.print("next:{}\n", .{polygon.next()});
} }
pub fn pixel(buffer: []u8, w: Winsize, x: i64, y: i64, symbol: u21) !void { pub fn pixel(buffer: []u8, w: Winsize, x: i64, y: i64, symbol: u21) !void {