由于hashmap不是c++ stl中标准实现,这样在跨平台使用时就可能会出现问题,于是想到自己实现一个hashmap
hash算法使用开链法解决hash冲突,主要实现了添加,删除,查找几个方法
头文件如下hashmap.h
#include <iostream>
#include <string>
using namespace std;
template<class Key, class Value>
class HashNode
{
public:
Key _key;
Value _value;
HashNode *next;
HashNode(Key key, Value value)
{
_key = key;
_value = value;
next = nullptr;
}
~HashNode()
{
}
HashNode& operator=(const HashNode& node)
{
_key = node.key;
_value = node.key;
next = node.next;
return *this;
}
};
template <class Key, class Value, class HashFunc, class EqualKey>
class HashMap
{
public:
HashMap(int size);
~HashMap();
bool insert(const Key& key, const Value& value);
bool del(const Key& key);
Value& find(const Key& key);
Value& operator [](const Key& key);
private:
HashFunc hash;
EqualKey equal;
HashNode<Key, Value> **table;
unsigned int _size;
Value ValueNULL;
};
template <class Key, class Value, class HashFunc, class EqualKey>
HashMap<Key, Value, HashFunc, EqualKey>::HashMap(int size) : _size(size)
{
hash = HashFunc();
equal = EqualKey();
table = new HashNode<Key, Value> *[_size];
for (unsigned i = 0; i < _size; i++)
table[i] = nullptr;
}
template <class Key, class Value, class HashFunc, class EqualKey>
HashMap<Key, Value, HashFunc, EqualKey>::~HashMap()
{
for (unsigned i = 0; i < _size; i++)
{
HashNode<Key, Value> *currentNode = table[i];
while (currentNode)
{
HashNode<Key, Value> *temp = currentNode;
currentNode = currentNode->next;
delete temp;
}
}
delete table;
}
template <class Key, class Value, class HashFunc, class EqualKey>
bool HashMap<Key, Value, HashFunc, EqualKey>::insert(const Key& key, const Value& value)
{
int index = hash(key) % _size;
HashNode<Key, Value> *node = new HashNode<Key, Value>(key,value);
node->next = table[index];
table[index] = node;
return true;
}
template <class Key, class Value, class HashFunc, class EqualKey>
bool HashMap<Key, Value, HashFunc, EqualKey>::del(const Key& key)
{
unsigned index = hash(key) % _size;
HashNode<Key, Value> * node = table[index];
HashNode<Key, Value> * prev = nullptr;
while (node)
{
if (node->_key == key)
{
if (prev == nullptr)
{
table[index] = node->next;
}
else
{
prev->next = node->next;
}
delete node;
return true;
}
prev = node;
node = node->next;
}
return false;
}
template <class Key, class Value, class HashFunc, class EqualKey>
Value& HashMap<Key, Value, HashFunc, EqualKey>::find(const Key& key)
{
unsigned index = hash(key) % _size;
if (table[index] == nullptr)
return ValueNULL;
else
{
HashNode<Key, Value> * node = table[index];
while (node)
{
cout << "node->_key = " << node->_key << endl;
if (node->_key == key)
return node->_value;
node = node->next;
}
cout << "key is not find!" << endl;
return ValueNULL;
}
}
template <class Key, class Value, class HashFunc, class EqualKey>
Value& HashMap<Key, Value, HashFunc, EqualKey>::operator [](const Key& key)
{
return find(key);
}
测试代码
//首先要定义hash函数与比较函数
class HashFunc
{
public:
int operator()(const string & key)
{
int hash = 0;
for(int i = 0; i < key.length(); ++i)
{
hash = hash << 7 ^ key[i];
}
return (hash & 0x7FFFFFFF);
//return 0;
}
};
class EqualKey
{
public:
bool operator()(const string & A, const string & B)
{
if (A.compare(B) == 0)
return true;
else
return false;
}
};
int main()
{
HashMap<string, string, HashFunc, EqualKey> hashmap(100);
hashmap.insert("hello", "world");
hashmap.insert("why", "dream");
hashmap.insert("c++", "good");
hashmap.insert("welcome", "haha");
cout << "after insert:" << endl;
cout << hashmap.find("welcome").c_str() << endl;
cout << hashmap.find("c++").c_str() << endl;
cout << hashmap["why"].c_str() << endl;
cout << hashmap["hello"].c_str() << endl;
if (hashmap.del("hello"))
cout << "remove is ok" << endl; //remove is ok
cout << hashmap.find("hello").c_str() << endl; //not exist print NULL
hashmap["why"] = "love";
cout << hashmap["why"].c_str() << endl;
HashMap<string, string, HashFunc, EqualKey> hashmap1(6);
hashmap1.insert("zhang", "I am zhang");
hashmap1.insert("xiao", "I am xiao");
hashmap1.insert("zhang", "I am ying");
cout << hashmap1["zhang1"].c_str() << endl;
//cout << hashmap1[6].c_str() << endl;
return 0;
}