Cocos3.0数据结构Value Map Vector

cocos2d::Value

http://cn.cocos2d-x.org/article/index?type=cocos2d-x&url=/doc/cocos-docs-master/manual/framework/native/v3/data-structure/value/zh.md

cocos2d::Value是许多基本类型(int,float,double,bool,unsigned char,char*std::string)还有std::vector<Value>,std::unordered_map<std::string,Value>std::unordered_map<int,Value>这些类的包装类型。

你可以将上面提及的基本类放进cocos2d::Value对象将它们转换成对应的类型,反之亦然。

注意:当处理基本类型和和容器时,请使用cocos2d::Vector<T>,cocos2d::Map<K,V>cocos2d::Value

cocos2d::Value的内存由它的析构函数来释放,所以使用cocos2d::Value时请尽量用推荐的最佳做法。

注意cocos2d::Value不能像其它cocos2d类型一样使用retain/release和refcount内存管理

当要使用基本类型的聚合时,将基本类型包装成cocos2d::Value,然后将它们和模版容器cocos2d::Vector和cocos2d::Map联合使用。

实例:

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
Value val;   // call the default constructor
if (val.isNull()) {
     log ( "val is null" );
} else {
     std::string str =val.getDescription();
     log ( "The description of val0:%s" ,str.c_str());
}
//----------------------------------------------------
Value val1(65);   // initialize with a integer
//Value val1(3.4f);   // initialize with a float value
//Value val1(3.5);   // initialize with a double value
log ( "The description of the integer value:%s" ,val1.getDescription().c_str());
log ( "val1.asByte() = %c" ,val1.asByte());
//----------------------------------------------------
std::string strV = "string" ;
Value val2(strV);   // initialize with string
log ( "The description of the string value:%s" ,val2.getDescription().c_str());
//----------------------------------------------------
auto sp0 = Sprite::create();
Vector<Object*>* vecV = new Vector<Object*>();
vecV->pushBack(sp0);
Value val3(vecV);   // initialize with Vector
log ( "The description of the Vector value:%s" ,val3.getDescription().c_str());
delete vecV;
//----------------------------------------------------
Map<std::string, Object*>* mapV = new Map<std::string, Object*>();
mapV->insert(strV,sp0);
Value val4(mapV);   // initialize with Map
log ( "The description of the Map value:%s" ,val4.getDescription().c_str());
delete mapV;
//----------------------------------------------------
Value val6(&val4);   // initialize with Map
log ( "The description of the Value-type value:%s" ,val6.getDescription().c_str());
//----------------------------------------------------
val2 = val1;   // assigning between 2 Value-type
log ( "operator-> The description of val2:%s" ,val2.getDescription().c_str());
val2 = 4;   //assigning directly
log ( "operator-> The description of val4:%s" ,val2.getDescription().c_str());


cocos2d::Vector

http://cn.cocos2d-x.org/article/index?type=cocos2d-x&url=/doc/cocos-docs-master/manual/framework/native/v3/data-structure/vector/zh.md

cocos2d::Vector<T>cocos2d::CCArray的替代品

事件复杂度为:

  • 随机访问,O(1)
  • 将元素插入到尾部或者删除尾部的元素,O(1)
  • 随机插入或删除, O(n)
    内存管理:
cocos2d::Vector<T> 类只包含一个成员数据:

std::vector<T> _data;

_data的内存管理是由编译器自动处理的

实例:

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
//create Vector<Sprite*> with default size and add a sprite into it
auto sp0 = Sprite::create();
sp0->setTag(0);
//here we use shared_ptr just as a demo. in your code, please use stack object instead
std::shared_ptr<Vector<Sprite*>>  vec0 = std::make_shared<Vector<Sprite*>>();  //default constructor
vec0->pushBack(sp0);
 
//create a Vector<Object*> with a capacity of 5 and add a sprite into it
auto sp1 = Sprite::create();
sp1->setTag(1);
 
//initialize a vector with a capacity
Vector<Sprite*>  vec1(5);
//insert a certain object at a certain index
vec1.insert(0, sp1);
 
//we can also add a whole vector
vec1.pushBack(*vec0);
 
for (auto sp : vec1)
{
     log ( "sprite tag = %d" , sp->getTag());
}
 
Vector<Sprite*> vec2(*vec0);
if (vec0->equals(vec2)) { //returns true if the two vectors are equal
     log ( "pVec0 is equal to pVec2" );
}
if (!vec1.empty()) {  //whether the Vector is empty
     //get the capacity and size of the Vector, noted that the capacity is not necessarily equal to the vector size.
     if (vec1.capacity() == vec1.size()) {
         log ( "pVec1->capacity()==pVec1->size()" );
     } else {
         vec1.shrinkToFit();   //shrinks the vector so the memory footprint corresponds with the number of items
         log ( "pVec1->capacity()==%zd; pVec1->size()==%zd" ,vec1.capacity(),vec1.size());
     }
     //pVec1->swap(0, 1);  //swap two elements in Vector by their index
     vec1.swap(vec1.front(), vec1.back());  //swap two elements in Vector by their value
     if (vec2.contains(sp0)) {  //returns a Boolean value that indicates whether object is present in vector
         log ( "The index of sp0 in pVec2 is %zd" ,vec2.getIndex(sp0));
     }
     //remove the element from the Vector
     vec1.erase(vec1.find(sp0));
     //pVec1->erase(1);
     //pVec1->eraseObject(sp0,true);
     //pVec1->popBack();
 
     vec1.clear(); //remove all elements
     log ( "The size of pVec1 is %zd" ,vec1.size());
}

cocos2d::Map

http://cn.cocos2d-x.org/article/index?type=cocos2d-x&url=/doc/cocos-docs-master/manual/framework/native/v3/data-structure/map/zh.md

cocos2d::Map<K,V>是使用std::unordered_map作为底层结构的关联式容器。 

在unordered_map内部,元素是无序,它们是根据键的哈希值来存取的,存取的时间复杂度是常量,超级快。

在Cocos2d-x v3.0beta之前,使用的是另外一种顺序式容器cocos2d::CCDictionary,不过它将很快被废弃。

设计者们谨慎地设计了cocos2d::Map<K,V>用来替代cocos2d::CCDictionary,所以应该尽量使用cocos2d::Map而不是cocos2d::CCDictionary

模板参数:

cocos2d::Map<K,V>类只包含一个数据成员:

typedef std::unordered_map<K, V> RefMap;
RefMap _data;
_data的内存管理是由编译器处理的 ,当在栈中声明 cocos2d::Map<K,V> 对象时,无需费心释放它占用的内存。 但是如果你是使用 new 操作来动态分配 cocos2d::Map<K,V> 的内存的话,就得用 delete 来释放内存了, new[] 操作也一样。

实例:

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
//create Map<K, V> with default size and add a sprite into it
auto sp0 = Sprite::create();
sp0->setTag(0);
Map<std::string, Sprite*> map0;
std::string mapKey0 = "MAP_KEY_0" ;
map0.insert(mapKey0, sp0);
log ( "The size of map is %zd." ,map0.size());
//create a Map<K, V> with capacity equals 5
Map<std::string, Sprite*> map1(map0);
std::string mapKey1 = "MAP_KEY_1" ;
if (!map1.empty()){
     auto spTemp = (Sprite*)map1.at(mapKey0);
     log ( "sprite tag = %d" , spTemp->getTag());
     auto sp1 = Sprite::create();
     sp1->setTag(1);
     map1.insert(mapKey1, sp1);     
     //get all keys,stored in std::vector, that matches the object
     std::vector<std::string> mapKeyVec;
     mapKeyVec = map1.keys();
     for (auto key : mapKeyVec)
     {
         auto spTag = map1.at(key)->getTag();
         log ( "The Sprite tag = %d, MAP key = %s" ,spTag,key.c_str());
         log ( "Element with key %s is located in bucket %zd" ,key.c_str(),map1.bucket(key));
     }
     log ( "%zd buckets in the Map container" ,map1.bucketCount());
     log ( "%zd element in bucket 1" ,map1.bucketSize(1)); 
     //get a random object if the map isn't empty, otherwise it returns nullptr
     log ( "The random object tag = %d" ,map1.getRandomObject()->getTag()); 
     //find(const K& key) can be used to search the container for an element with 'key'
     //erase(const_iterator position) remove an element with an iterator
     log ( "Before remove sp0, size of map is %zd." ,map1.size());
     map1.erase(map1.find(mapKey0));
     log ( "After remove sp0, size of map is %zd." ,map1.size());
//create a Map<K, V> with capacity equals 5
Map<std::string, Sprite*> map2(5);
map2.reserve(10);  //set capacity of the map

结果是:

1
2
3
4
5
6
7
8
9
10
11
cocos2d: The size of map is 1.
cocos2d: sprite tag = 0
cocos2d: The Sprite tag = 1, MAP key = MAP_KEY_1
cocos2d: Element with key MAP_KEY_1 is located in bucket 1
cocos2d: The Sprite tag = 0, MAP key = MAP_KEY_0
cocos2d: Element with key MAP_KEY_0 is located in bucket 0
cocos2d: 2 buckets in the Map container
cocos2d: 1 element in bucket 1
cocos2d: The random object tag = 0
cocos2d: Before remove sp0, size of map is 2.
cocos2d: After remove sp0, size of map is 1.

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值