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  • How is the syntax for stl iterators implemented?

    - by Liberalkid
    I've been working on writing a library in my spare time to familiarize myself more with c++ and singular value decomposition. I've been working on writing an Iterator class and I'm entirely capable of writing the functionality and I have already for my own currently MatrixIterator class. I'm guessing that it involves namespaces because: vector<int>::iterator Would appear to be an iterator from the namespace vector, but namespaces are another topic which I'm not familiar with. Mainly I'm asking what would it involve to implement an iterator such that it could be referenced in a similar way to the stl iterators. I'm also aware that I could use boost.iterators or something similar to save myself a lot of work, but I'm more interested in learning all of the details that go into something like this.

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  • C++ iterators problem

    - by qwead
    I'm working with iterators on C++ and I'm having some trouble here. It says "Debug Assertion Failed" on expression (this-_Has_container()) on line interIterator++. Distance list is a vector< vector< DistanceNode . What I'm I doing wrong? vector< vector<DistanceNode> >::iterator externIterator = distanceList.begin(); while (externIterator != distanceList.end()) { vector<DistanceNode>::iterator interIterator = externIterator->begin(); while (interIterator != externIterator->end()){ if (interIterator->getReference() == tmp){ //remove element pointed by interIterator externIterator->erase(interIterator); } // if interIterator++; } // while externIterator++; } // while

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  • C++ Iterators and inheritance

    - by jomnis
    Have a quick question about what would be the best way to implement iterators in the following: Say I have a templated base class 'List' and two subclasses "ListImpl1" and "ListImpl2". The basic requirement of the base class is to be iterable i.e. I can do: for(List<T>::iterator it = list->begin(); it != list->end(); it++){ ... } I also want to allow iterator addition e.g.: for(List<T>::iterator it = list->begin()+5; it != list->end(); it++){ ... } So the problem is that the implementation of the iterator for ListImpl1 will be different to that for ListImpl2. I got around this by using a wrapper ListIterator containing a pointer to a ListIteratorImpl with subclasses ListIteratorImpl2 and ListIteratorImpl2, but it's all getting pretty messy, especially when you need to implement operator+ in the ListIterator. Any thoughts on a better design to get around these issues?

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  • Of C# Iterators and Performance

    - by James Michael Hare
    Some of you reading this will be wondering, "what is an iterator" and think I'm locked in the world of C++.  Nope, I'm talking C# iterators.  No, not enumerators, iterators.   So, for those of you who do not know what iterators are in C#, I will explain it in summary, and for those of you who know what iterators are but are curious of the performance impacts, I will explore that as well.   Iterators have been around for a bit now, and there are still a bunch of people who don't know what they are or what they do.  I don't know how many times at work I've had a code review on my code and have someone ask me, "what's that yield word do?"   Basically, this post came to me as I was writing some extension methods to extend IEnumerable<T> -- I'll post some of the fun ones in a later post.  Since I was filtering the resulting list down, I was using the standard C# iterator concept; but that got me wondering: what are the performance implications of using an iterator versus returning a new enumeration?   So, to begin, let's look at a couple of methods.  This is a new (albeit contrived) method called Every(...).  The goal of this method is to access and enumeration and return every nth item in the enumeration (including the first).  So Every(2) would return items 0, 2, 4, 6, etc.   Now, if you wanted to write this in the traditional way, you may come up with something like this:       public static IEnumerable<T> Every<T>(this IEnumerable<T> list, int interval)     {         List<T> newList = new List<T>();         int count = 0;           foreach (var i in list)         {             if ((count++ % interval) == 0)             {                 newList.Add(i);             }         }           return newList;     }     So basically this method takes any IEnumerable<T> and returns a new IEnumerable<T> that contains every nth item.  Pretty straight forward.   The problem?  Well, Every<T>(...) will construct a list containing every nth item whether or not you care.  What happens if you were searching this result for a certain item and find that item after five tries?  You would have generated the rest of the list for nothing.   Enter iterators.  This C# construct uses the yield keyword to effectively defer evaluation of the next item until it is asked for.  This can be very handy if the evaluation itself is expensive or if there's a fair chance you'll never want to fully evaluate a list.   We see this all the time in Linq, where many expressions are chained together to do complex processing on a list.  This would be very expensive if each of these expressions evaluated their entire possible result set on call.    Let's look at the same example function, this time using an iterator:       public static IEnumerable<T> Every<T>(this IEnumerable<T> list, int interval)     {         int count = 0;         foreach (var i in list)         {             if ((count++ % interval) == 0)             {                 yield return i;             }         }     }   Notice it does not create a new return value explicitly, the only evidence of a return is the "yield return" statement.  What this means is that when an item is requested from the enumeration, it will enter this method and evaluate until it either hits a yield return (in which case that item is returned) or until it exits the method or hits a yield break (in which case the iteration ends.   Behind the scenes, this is all done with a class that the CLR creates behind the scenes that keeps track of the state of the iteration, so that every time the next item is asked for, it finds that item and then updates the current position so it knows where to start at next time.   It doesn't seem like a big deal, does it?  But keep in mind the key point here: it only returns items as they are requested. Thus if there's a good chance you will only process a portion of the return list and/or if the evaluation of each item is expensive, an iterator may be of benefit.   This is especially true if you intend your methods to be chainable similar to the way Linq methods can be chained.    For example, perhaps you have a List<int> and you want to take every tenth one until you find one greater than 10.  We could write that as:       List<int> someList = new List<int>();         // fill list here         someList.Every(10).TakeWhile(i => i <= 10);     Now is the difference more apparent?  If we use the first form of Every that makes a copy of the list.  It's going to copy the entire list whether we will need those items or not, that can be costly!    With the iterator version, however, it will only take items from the list until it finds one that is > 10, at which point no further items in the list are evaluated.   So, sounds neat eh?  But what's the cost is what you're probably wondering.  So I ran some tests using the two forms of Every above on lists varying from 5 to 500,000 integers and tried various things.    Now, iteration isn't free.  If you are more likely than not to iterate the entire collection every time, iterator has some very slight overhead:   Copy vs Iterator on 100% of Collection (10,000 iterations) Collection Size Num Iterated Type Total ms 5 5 Copy 5 5 5 Iterator 5 50 50 Copy 28 50 50 Iterator 27 500 500 Copy 227 500 500 Iterator 247 5000 5000 Copy 2266 5000 5000 Iterator 2444 50,000 50,000 Copy 24,443 50,000 50,000 Iterator 24,719 500,000 500,000 Copy 250,024 500,000 500,000 Iterator 251,521   Notice that when iterating over the entire produced list, the times for the iterator are a little better for smaller lists, then getting just a slight bit worse for larger lists.  In reality, given the number of items and iterations, the result is near negligible, but just to show that iterators come at a price.  However, it should also be noted that the form of Every that returns a copy will have a left-over collection to garbage collect.   However, if we only partially evaluate less and less through the list, the savings start to show and make it well worth the overhead.  Let's look at what happens if you stop looking after 80% of the list:   Copy vs Iterator on 80% of Collection (10,000 iterations) Collection Size Num Iterated Type Total ms 5 4 Copy 5 5 4 Iterator 5 50 40 Copy 27 50 40 Iterator 23 500 400 Copy 215 500 400 Iterator 200 5000 4000 Copy 2099 5000 4000 Iterator 1962 50,000 40,000 Copy 22,385 50,000 40,000 Iterator 19,599 500,000 400,000 Copy 236,427 500,000 400,000 Iterator 196,010       Notice that the iterator form is now operating quite a bit faster.  But the savings really add up if you stop on average at 50% (which most searches would typically do):     Copy vs Iterator on 50% of Collection (10,000 iterations) Collection Size Num Iterated Type Total ms 5 2 Copy 5 5 2 Iterator 4 50 25 Copy 25 50 25 Iterator 16 500 250 Copy 188 500 250 Iterator 126 5000 2500 Copy 1854 5000 2500 Iterator 1226 50,000 25,000 Copy 19,839 50,000 25,000 Iterator 12,233 500,000 250,000 Copy 208,667 500,000 250,000 Iterator 122,336   Now we see that if we only expect to go on average 50% into the results, we tend to shave off around 40% of the time.  And this is only for one level deep.  If we are using this in a chain of query expressions it only adds to the savings.   So my recommendation?  If you have a resonable expectation that someone may only want to partially consume your enumerable result, I would always tend to favor an iterator.  The cost if they iterate the whole thing does not add much at all -- and if they consume only partially, you reap some really good performance gains.   Next time I'll discuss some of my favorite extensions I've created to make development life a little easier and maintainability a little better.

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  • maps, iterators, and complex structs - STL errors

    - by Austin Hyde
    So, I have two structs: struct coordinate { float x; float y; } struct person { int id; coordinate location; } and a function operating on coordinates: float distance(const coordinate& c1, const coordinate& c2); In my main method, I have the following code: map<int,person> people; // populate people map<int,map<float,int> > distance_map; map<int,person>::iterator it1,it2; for (it1=people.begin(); it1!=people.end(); ++it1) { for (it2=people.begin(); it2!=people.end(); ++it2) { float d = distance(it1->second.location,it2->second.location); distance_map[it1->first][d] = it2->first; } } However, I get the following error upon build: stl_iterator_base_types.h: In instantiation of ‘std::iterator_traits<coordinate>’: stl_iterator_base_types.h:129: error: no type named ‘iterator_category’ in ‘struct coordinate’ stl_iterator_base_types.h:130: error: no type named ‘value_type’ in ‘struct coordinate’ stl_iterator_base_types.h:131: error: no type named ‘difference_type’ in ‘struct coordinate’ stl_iterator_base_types.h:132: error: no type named ‘pointer’ in ‘struct coordinate’ stl_iterator_base_types.h:133: error: no type named ‘reference’ in ‘struct coordinate’ And it blames it on the line: float d = distance(it1->second.location,it2->second.location); Why does the STL complain about my code?

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  • C++ iterators & loop optimization

    - by Quantum7
    I see a lot of c++ code that looks like this: for( const_iterator it = list.begin(), const_iterator ite = list.end(); it != ite; ++it) As opposed to the more concise version: for( const_iterator it = list.begin(); it != list.end(); ++it) Will there be any difference in speed between these two conventions? Naively the first will be slightly faster since list.end() is only called once. But since the iterator is const, it seems like the compiler will pull this test out of the loop, generating equivalent assembly for both.

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  • More Fun with C# Iterators and Generators

    - by James Michael Hare
    In my last post, I talked quite a bit about iterators and how they can be really powerful tools for filtering a list of items down to a subset of items.  This had both pros and cons over returning a full collection, which, in summary, were:   Pros: If traversal is only partial, does not have to visit rest of collection. If evaluation method is costly, only incurs that cost on elements visited. Adds little to no garbage collection pressure.    Cons: Very slight performance impact if you know caller will always consume all items in collection. And as we saw in the last post, that con for the cost was very, very small and only really became evident on very tight loops consuming very large lists completely.    One of the key items to note, though, is the garbage!  In the traditional (return a new collection) method, if you have a 1,000,000 element collection, and wish to transform or filter it in some way, you have to allocate space for that copy of the collection.  That is, say you have a collection of 1,000,000 items and you want to double every item in the collection.  Well, that means you have to allocate a collection to hold those 1,000,000 items to return, which is a lot especially if you are just going to use it once and toss it.   Iterators, though, don't have this problem.  Each time you visit the node, it would return the doubled value of the node (in this example) and not allocate a second collection of 1,000,000 doubled items.  Do you see the distinction?  In both cases, we're consuming 1,000,000 items.  But in one case we pass back each doubled item which is just an int (for example's sake) on the stack and in the other case, we allocate a list containing 1,000,000 items which then must be garbage collected.   So iterators in C# are pretty cool, eh?  Well, here's one more thing a C# iterator can do that a traditional "return a new collection" transformation can't!   It can return **unbounded** collections!   I know, I know, that smells a lot like an infinite loop, eh?  Yes and no.  Basically, you're relying on the caller to put the bounds on the list, and as long as the caller doesn't you keep going.  Consider this example:   public static class Fibonacci {     // returns the infinite fibonacci sequence     public static IEnumerable<int> Sequence()     {         int iteration = 0;         int first = 1;         int second = 1;         int current = 0;         while (true)         {             if (iteration++ < 2)             {                 current = 1;             }             else             {                 current = first + second;                 second = first;                 first = current;             }             yield return current;         }     } }   Whoa, you say!  Yes, that's an infinite loop!  What the heck is going on there?  Yes, that was intentional.  Would it be better to have a fibonacci sequence that returns only a specific number of items?  Perhaps, but that wouldn't give you the power to defer the execution to the caller.   The beauty of this function is it is as infinite as the sequence itself!  The fibonacci sequence is unbounded, and so is this method.  It will continue to return fibonacci numbers for as long as you ask for them.  Now that's not something you can do with a traditional method that would return a collection of ints representing each number.  In that case you would eventually run out of memory as you got to higher and higher numbers.  This method, though, never runs out of memory.   Now, that said, you do have to know when you use it that it is an infinite collection and bound it appropriately.  Fortunately, Linq provides a lot of these extension methods for you!   Let's say you only want the first 10 fibonacci numbers:       foreach(var fib in Fibonacci.Sequence().Take(10))     {         Console.WriteLine(fib);     }   Or let's say you only want the fibonacci numbers that are less than 100:       foreach(var fib in Fibonacci.Sequence().TakeWhile(f => f < 100))     {         Console.WriteLine(fib);     }   So, you see, one of the nice things about iterators is their power to work with virtually any size (even infinite) collections without adding the garbage collection overhead of making new collections.    You can also do fun things like this to make a more "fluent" interface for for loops:   // A set of integer generator extension methods public static class IntExtensions {     // Begins counting to inifity, use To() to range this.     public static IEnumerable<int> Every(this int start)     {         // deliberately avoiding condition because keeps going         // to infinity for as long as values are pulled.         for (var i = start; ; ++i)         {             yield return i;         }     }     // Begins counting to infinity by the given step value, use To() to     public static IEnumerable<int> Every(this int start, int byEvery)     {         // deliberately avoiding condition because keeps going         // to infinity for as long as values are pulled.         for (var i = start; ; i += byEvery)         {             yield return i;         }     }     // Begins counting to inifity, use To() to range this.     public static IEnumerable<int> To(this int start, int end)     {         for (var i = start; i <= end; ++i)         {             yield return i;         }     }     // Ranges the count by specifying the upper range of the count.     public static IEnumerable<int> To(this IEnumerable<int> collection, int end)     {         return collection.TakeWhile(item => item <= end);     } }   Note that there are two versions of each method.  One that starts with an int and one that starts with an IEnumerable<int>.  This is to allow more power in chaining from either an existing collection or from an int.  This lets you do things like:   // count from 1 to 30 foreach(var i in 1.To(30)) {     Console.WriteLine(i); }     // count from 1 to 10 by 2s foreach(var i in 0.Every(2).To(10)) {     Console.WriteLine(i); }     // or, if you want an infinite sequence counting by 5s until something inside breaks you out... foreach(var i in 0.Every(5)) {     if (someCondition)     {         break;     }     ... }     Yes, those are kinda play functions and not particularly useful, but they show some of the power of generators and extension methods to form a fluid interface.   So what do you think?  What are some of your favorite generators and iterators?

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  • Why do iterators in Python raise an exception?

    - by NullUserException
    Here's the syntax for iterators in Java (somewhat similar syntax in C#): Iterator it = sequence.iterator(); while (it.hasNext()) { System.out.println(it.next()); } Which makes sense. Here's the equivalent syntax in Python: it = iter(sequence) while True: try: value = it.next() except StopIteration: break print(value) I thought Exceptions were supposed to be used only in, well, exceptional circumstances. Why does Python use exceptions to stop iteration?

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  • Are Multiple Iterators possible in php?

    - by artvolk
    Good day! I know that C# allows multiple iterators using yield, like described here: http://stackoverflow.com/questions/1754041/is-multiple-iterators-is-possible-in-c In PHP there is and Iterator interface. Is it possible to implement more than one iteration scenario for a class? More details (EDIT): For example I have class TreeNode implementing single tree node. The whole tree can be expressed using only one this class. I want to provide iterators for iterating all direct and indirect children of current node, for example using BreadthFirst or DepthFirst order. I can implement this Iterators as separate classes but doing so I need that tree node should expose it's children collection as public. C# pseudocode: public class TreeNode<T> { ... public IEnumerable<T> DepthFirstEnumerator { get { // Some tree traversal using 'yield return' } } public IEnumerable<T> BreadthFirstEnumerator { get { // Some tree traversal using 'yield return' } } }

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  • How are iterators and pointers related?

    - by sharptooth
    Code with iterators looks pretty much like code with pointers. Iterators are of some obscure type (like std::vector<int>::iterator for example). What I don't get is how iterators and pointer are related to each other - is an iterator a wrapper around a pointer with overloaded operations to advance to adjacent elements or is it something else?

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  • Should I return iterators or more sophisticated objects?

    - by Erik
    Say I have a function that creates a list of objects. If I want to return an iterator, I'll have to return iter(a_list). Should I do this, or just return the list as it is? My motivation for returning an iterator is that this would keep the interface smaller -- what kind of container I create to collect the objects is essentially an implementation detail On the other hand, it would be wasteful if the user of my function may have to recreate the same container from the iterator which would be bad for performance.

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  • Efficiency of iterators and alternatives? [migrated]

    - by user48037
    I have the following code for my game tiles: std::vector<GameObject_Tile*>::iterator it; for(int y = 0; y < GAME_TILES_Y; y++) { for(int x = 0; x < GAME_TILES_X; x++) { for (it = gameTiles[x][y].tiles.begin() ; it != gameTiles[x][y].tiles.end(); ++it) {}}} tiles is: struct Game_Tile { // More specific object types will be added here eventually vector<GameObject_Tile*> tiles; }; My problem is that if I change the vector to just be a single GameObject_Tile* instead and remove the iterator line in the loop I go from about 200fps to 450fps. Some context: The vector/pointer only contains one object in both scenarios. I will eventually need to store multiple, but for testing I just set it to a single pointer. The loop goes through 2,300 objects each frame and draws them. I would like to point out that if I remove the Draw (not seen int he example) method, I gain about 30 frames in both scenarios, the issue is the iteration. So I am wondering why having this as a vector being looped through by an iterator (to get at a single object) is costing me over 200 frames when compared to it being a single pointer? The 200+ frames faster code is: std::vector<GameObject_Tile*>::iterator it; for(int y = 0; y < GAME_TILES_Y; y++) { for(int x = 0; x < GAME_TILES_X; x++) { //gameTiles[x][y].tiles is used as a pointer here instead of using *it }} tiles is: struct Game_Tile { // More specific object types will be added here eventually GameObject_Tile* tiles; };

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  • defining < operator for map of list iterators

    - by Adrian
    I'd like to use iterators from an STL list as keys in a map. For example: using namespace std; list<int> l; map<list<int>::const_iterator, int> t; int main(int argv, char * argc) { l.push_back(1); t[l.begin()] = 5; } However, list iterators do not have a comparison operator defined (in contrast to random access iterators), so compiling the above code results in an error: /usr/include/c++/4.2.1/bits/stl_function.h:227: error: no match for ‘operator<’ in ‘__x < __y’ If the list is changed to a vector, a map of vector const_iterators compiles fine. What is the appropriate way to define the operator < for list::const_iterator?

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  • Iterables.find and Iterators.find - instead of throwing exception, get null

    - by mjlee
    I'm using google-collections and trying to find the first element that satisfies Predicate if not, return me 'null'. Unfortunately, Iterables.find and Iterators.find throws NoSuchElementException when no element is found. Now, I am forced to do Object found = null; if ( Iterators.any( newIterator(...) , my_predicate ) { found = Iterators.find( newIterator(...), my_predicate ) } I can surround by 'try/catch' and do the same thing but for my use-cases, I am going to encounter many cases where no-element is found. Is there a simpler way of doing this?

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  • Is Multiple Iterators is possible in php?

    - by artvolk
    Good day! I know that C# allows multiple iterators using yield, like described here: http://stackoverflow.com/questions/1754041/is-multiple-iterators-is-possible-in-c In PHP there is and Iterator interface. Is it possible to implement more than one iteration scenario for a class?

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  • Rationale of C# iterators design (comparing to C++)

    - by macias
    I found similar topic: http://stackoverflow.com/questions/56347/iterators-in-c-stl-vs-java-is-there-a-conceptual-difference Which basically deals with Java iterator (which is similar to C#) being unable to going backward. So here I would like to focus on limits -- in C++ iterator does not know its limit, you have by yourself compare the given iterator with the limit. In C# iterator knows more -- you can tell without comparing to any external reference, if the iterator is valid or not. I prefer C++ way, because once having iterator you can set any iterator as a limit. In other words if you would like to get only few elements instead of entire collection, you don't have to alter the iterator (in C++). For me it is more "pure" (clear). But of course MS knew this and C++ while designing C#. So what are the advantages of C# way? Which approach is more powerful (which leads to more elegant functions based on iterators). What do I miss? If you have thoughts on C# vs. C++ iterators design other than their limits (boundaries), please also answer. Note: (just in case) please, keep the discussion strictly technical. No C++/C# flamewar.

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  • Java - When to use Iterators?

    - by Walter White
    Hi all, I am trying to better understand when I should and should not use Iterators. To me, whenever I have a potentially large amount of data to iterate through, I write an Iterator for it. If it also lends itself to the Iterator interface, then it seems like a win. I was reading a little bit that there is a lot of overhead with using an Iterator. A good example of where I used an Iterator was to iterate through a bunch of SQL scripts to execute one query at a time, reading it in, then executing it. Is there another performance trade off I should be aware of? Before I used iterators, I would read the entire String of SQL commands to execute into an ArrayList, and the iterate through that. If the import is rather large (like for geolocation data, then the server tends to get bogged down). Walter

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  • Iterators over a LInked List in a Game in Java

    - by Matthew
    I am using OpenGl in android and they have a callback method called draw that gets called with out my control. (As fast as the device can handle if I am not mistaken) I have a list of "GameObjects" that have a .draw method and a .update method. I have two different threads that handle each of those. So, the question is, can I declare two different iterators in two different methods in two different threads that iterate over the same Linked List? If so, do I simply declare ListIterator<GameObject> l = objets.listIterator() each time I want a new iterator and it won't interfere with other iterators?

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  • VS2010 vector's iterator incompatible

    - by Ernesto Rojo Jr
    I just updated to VS2010 from 2008. Now i'm getting an exception from vector iterators. Here's a code snippet that shows the issue. std::vector<CButton*> m_objButtons; for (std::vector<CButton*>::iterator i = m_objButtons.begin(); i != m_objButtons.end(); ++i) {} I get the debug message "vector iterators incompatible". Anyone run into this too?

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