Linked ArrayList Implementation - c++

I am trying to implement a Linked ArrayList in C++ for instruction purposes, I've hit a snag though and I'm unsure how to unsnag it. My pointer array doesn't seem to be composed of pointers, but of actual objects.
Keeping my code as brief as possible.
//arraylist.h//
class classArrayList {
private:
class Node {
Node();
//accessors
};
Node* classArray;
public:
classArrayList();
};
//arraylist.cpp//
classArrayList::classArrayList() {
Node* node = new Node();
this->setHead(node);
this->setMaxSize(5);
classArray = new Node[5];
this->classArray[0] = *node;
this->setSize(1);
}
void classArrayList::deleteNode( int index ) {
Node* my_current = &this->classArray[index];
//blahblah
}
But when I go to delete a node, "my_current" doesn't link to whatever would be next or prev in this list. Trying to delete at position zero, no next.
So there's definately a node with data but it doesn't have its links, but checking the debugger my linked list is fine and works, so its whatever the array is pointing to that's screwing up.
So instead of pointing to the list, its pointing to unique instances, how can I fix this?
My code to add something new to the array is: this->classArray[some_index] = *new_node;
To clarify, I wanna be able to have an array that points sequencially to each object in my linked list. And then when I ask for one at any n in my arraylist, reference it to a pointer and then do thins to the object in my list through its position in the array, rather than increment through the list until I find the nth one I want.

Make your classArray a double pointer and create a Node pointer array. Node* classArray; Copy the address of head of your list to each array.
classArray = new Node*[5];
In your code by your statement this->classArray[0] = *node; you are not storing the address of the newly created, instead content of newly created node. And by deleting you are not removing the dynamically created list head.
For copying the address of newly created list you should use
this->classArray[0] = node;

The code works as it should. When you delete a node from your linked list, you delete the data under the pointer. As you set my_current to the address of the deleted node, you actually don't point to anything. The problem doesn't lie in the code, but in your understanding of the subject.
In order to really make a working linked list, every node should consist of a pointer to the next node. That way, when you delete a node, you'll first be able to retrieve the next node from the pointer, and set your my_current to a valid address.
In order to solve your problem, you should actually read a bit about the subject.
If you want to access the elements in "array style", overload the operator [].
Node& classArrayList::operator [](unsigned int index)
{
Node *node = head;
for(unsigned int i=0;i<index;i++)
if(node->next()) node = node->next();
else break;
return *node;
}

Related

why do i need to return the head in a linked list?c++

NODE* InsertAtHead(NODE* &head, int val){
NODE *tmp = new NODE;
//create a new node
if (tmp == NULL)
exit(1);
//Initialize the new node
tmp->data = val;
tmp->next = NULL;
//Insert by changing links
tmp->next = head;
head = tmp; //update head
return head;
}
Why in the end we need to put return head?
The linked list you have is a singularly linked list. It only has references for next so you can only iterate to the end. If you have a pointer to the beginning you can get to everything, but if you have a pointer to the middle, you have no knowledge of the beginning.
In this function you are prepending, which creates a new beginning. If you don't return the new beginning then the calling function will have no knowledge of this element.
This is of critical impotance as you are using new to allocate memory and if it is not freed there will be a memory leak. It can't be freed unless the calling function has this pointer.
Linked list (when people say linked list they usually mean single linked list) has a link to the next node and no link to the previous one. So imagine if you return a node that is in the middle of list, you could get to next one and next one all the way to the end, this is good. Where you have a problem is that you will not be able to go to the previous node unless you have link to it, which would make it double linked list, or have pointer to the head first node in list which will serve as a start.
In your case you are pushing nodes onto the front of the list thus your code is pushing previous head to next and making new node a head node.
EDIT:
The head should be pass by reference. val should be passed by value. Why? For head we need an address of it so we could make a link to it. For val if we would pass it by reference, the address might be reused in caller function and we do not want our data to change.

How does a linked list with Node class work in C++?

I'm currently taking data structures and algorithms class and turns out it is heavily geared on the concepts of linked lists. These are some things I have difficulty understanding:
How do I insert a number into data?
How do I move from one node to the next?
How do I call the Node class in main and print out the data values?
I have the following code. Am I doing it wrong?
#include <iostream>
using namespace std;
class LinkedList
{
class Node
{
public:
Node (int data, Node *n);
int data;
Node *next;
};
Node *head;
};
int main()
{
LinkedList::Node NodeObj;
NodeObj.data = 5;
cout <<NodeObj.data;
return 0;
}
A nice tutorial is at: http://www.zentut.com/c-tutorial/c-linked-list/
From a programming perspective, normally your LinkedList class would have some methods to do the things you asked about, for example:
Add - create a new entry at the end of the linked list
InsertAfter(Node *n) - create a new entry after indicated node in the listed list
Remove(Node *n) - removes the indicated node from the linked list
Count() - returns a count of the number of nodes within the linked list
Get(long i) - returns a pointer to the ith entry in the linked list
Find(some type of criteria) - return a pointer to the node that matches
Destroy - remove all the nodes in the linked list
Then your mainline just invokes these methods to utilize the linked list (the whole point of object encapsulation). Note that there is a LinkedList object instantiated, and it instantiates and manages the Node objects.
So if you had 10 numbers to store from some input array (inArray), you could do something like:
Node* n;
llObj = new LinkedList;
For (i=0; i<=9; i++) {
n = llObj.add();
n.data = inArray[i];
}
To step through the linked list, you would do something like:
For (i=0; i<=llObj.Count(); i++) {
n = llObj.get(i);
n.data = n.data + 1;
}
However, if you write yourself a .get() method from the code samples below, you will see that above code is terribly inefficient, and is not the ideal way to step through the entire linked list from mainline code.
To find the number 6:
n = llObj.find(6);
And so forth. Normally a linked list does not store just one data value such as in your example, but rather stores a structure or an object. Hence methods like Find become more useful because you can create Find methods that look at various fields in a structure or an object.
An Add method just traverses all the existing entries in the listed list until the last one is found, then creates a new entry, and links the former last entry to the now new last entry.
Node* LinkedList::add() {
void *n = NULL;
if (head != NULL) {
// one or more Nodes do exist
// first loop until we find the last-most node who's n.next == NULL
n = head;
while (n.next != NULL) n = n.next;
// found the last node, now allocate a new Node, and store a pointer to it in the formerly last node's .next property
n.next = new Node;
n = n.next;
// IMPORTANT: ensure this new last Node's .next is forced to be null
n.next = NULL;
}
else
{
// the header is NULL, so there is no first node yet
// allocate a new Node and store a pointer to it in the LinkedList header
head = new Node;
n = head;
// IMPORTANT: ensure this first Node's .next is forced to be null
n.next = NULL;
{
return n;
}
Note the While loop ... this is the key linked-list traversal mechanism. That loop checks the current node's .next field ... if it has a non-NULL pointer, then the loop cycles by copying that .next pointer to the loop pointer n, and tests again. Once the loop finds a node who's .next is NULL, then the lastmost node has been found, and the loop exits, with n containing the pointer to that lastmost node.
Note also the If statement concerning the .head property of the LinkedList class. One always has to do some special code for accounting for when the linked list is empty. There are a couple of ways of handling that; I chose the one that uses the least data memory.
Removing a node means just "skipping over it" in the linked list. We traverse the listed list until we find the one to remove, the we just "move back" its .next property to the prior entry's .next pointer. A good image is in the Linked List wikipedia entry:
A code example:
void LinkedList::remove(Node* nodeToRemove) {
// do nothing if we've been given a NULL pointer
if (nodeToRemove == NULL) return;
Node *n;
if (nodeToRemove == head) {
// the node to remove is the very first node, so set the head
// to the contents of the first node's .next property
head = n.next;
delete n;
return;
}
// need to find the indicated node; the following loop locates the
// node that is immediately before the node to be removed; note too
// that we have to test for the end of the linked list because the
// caller may have provided a bad pointer value
n = head;
while (n.next != NULL && n.next != nodeToRemove) n = n.next;
if (n.next == NULL) return; // reached end of linked list without finding the node
// good, the node immediately before the node to remove has been found!
Node* r = n.next; // this is inefficient code but want to make it very clear to newbies
n.next = r.next;
delete r;
}
Note that again we have to do some special logic concerning the LinkedList header. And do pardon the fact that I've used returns in the code; many finicky stickers would consider that a no-no. Also note in the code above, we don't need to do special logic to account for the end of the linked list, only just its beginning. If the node-to-remove is the last node in the linked list (and its r.next therefore == NULL), then the "n.next = r.next" line of code just moves the NULL back one position in the linked list, which is exactly what we would want.
You should be able to now figure out how to create all those other methods in your LinkedList class that I mentioned.
===============================
I do like someone's answer that unfortunately he deleted. For a 5 year old, a linked list is indeed a lot like the game of Treasure Hunt. In a Treasure Hint, you have to physically go to each location to get the clue to the next location. And in a linked list you have to access the location of a node to find the address of the location of the next node. A perfect analogy, and kudos for the answerer that first provided it.

Using the destructor to free linked objects

I have a class called "node". I link a bunch of node objects together to form a linked list. When the "node" destructor is called, it only deletes the first node. How do I iterate through the entire linked list of nodes and delete each node object?
Here is the class definition:
class Node
{
private:
double coeff;
int exponent;
Node *next;
public:
Node(double c, int e, Node *nodeobjectPtr)
{
coeff = c;
exponent = e;
next = nodeobjectPtr;
}
~Node()
{
printf("Node Destroyed");
}
The destructor is called by invoking delete on the pointer to the first node of the linked node list.
Since you don't know how many nodes there are in a list, if you do not have firm bounds on that it's not a good idea to invoke destructors recursively, because each call uses some stack space, and when available stack space is exhausted you get Undefined Behavior, like a crash.
So if you absolutely want to do deallocate following nodes in a node's destructor, then it has to first unlink each node before destroying it.
It can go like this:
Node* unlink( Node*& p )
{
Node* result = p;
p = p->next;
result->next = nullptr;
return result;
}
Node::~Node()
{
while( next != nullptr )
{
delete unlink( next );
}
}
But better, make a List object that has ownership of the nodes in a linked list.
Of course, unless this is for learning purposes or there is a really good reason to roll your own linked list, just use a std::vector (and yes I mean that, not std::list).
How do I iterate through the entire linked list of nodes and delete each node object?
It would be cleaner if you had a separate class to manage the entire list, so that nodes can be simple data structures. Then you just need a simple loop in the list's destructor:
while (head) {
Node * victim = head;
head = victim->next; // Careful: read this before deleting
delete victim;
}
If you really want to delegate list management to the nodes themselves, you'll need to be a bit more careful:
while (next) {
Node * victim = next;
next = victim->next;
victim->next = nullptr; // Careful: avoid recursion
delete victim;
}
Under this scheme, you'll also need to be careful when deleting a node after removing it from the list - again, make sure you reset its pointer so it doesn't delete the rest of the list. That's another reason to favour a separate "list" class.

Deleting a node in circular linked list

I have a basic linked list problem that I have attempted to solve below. I would appreciate any inputs on my approach, correctness of the algorithm (and even coding style). The problem calls for a function that deletes all occurrences of an int in a circular linked list and returns any node from the list or NULL (when the list is null).
Here's some C++ code that I have so far:
struct Node{
Node* next;
int data;
};
Node* deleteNode(Node* &node, int num){
if(!node){
return NULL;
}
Node* given = node;
Node* del;
while(node->next != given){
if(node->next->data == num){
del = node->next;
node->next = node->next->next;
delete del;
}
node = node->next;
}
//Check if the first node needs to be deleted, with variable node pointing to last element
if(given->data == num){
node->next = given->next;
delete given;
}
return node;
}
The delete node; should be delete del;.
Also, use Node* node as parameter, instead of Node* &node which will prevent non-lvalues from passing in.
p.s. Forgot a semicolon after struct definition? :)
Without following all your logic I can see at a glance this code cannot work.
You are checking for the input list being empty and that's the only case in which your code returns NULL. But what happens if you are passed a list in which all elements must be deleted?
This problem also has a subtlety in it. To check if you completed a circular list you need to compare to the first address to see if you got linked back to the start. However if this element has been deleted then by C++ standard you're not even allowed to use its address in a comparison.
To avoid making two passes over the elements to be deleted one possible trick is to "break the loop" when starting iteration so you can check for NULL instead of checking for the address of the starting node.

How do you insert into a sorted linked list? [duplicate]

This question already has answers here:
Closed 10 years ago.
Possible Duplicate:
LinkedList “node jump”
I just need to have a linked list in order by name. I can only get it as far as 1st, 3rd, 5th, .. nodes. I just can't think this far. I want to be a C++ programmer but if I can't understand this is their any hope? STL containers std::lists are not an option for me at this point as a student. What you see in the list function is what I am TRYING to understanding.
list::node::node(const winery &winery) : item( winery.getName(), winery.getLocation(),
winery.getAcres(), winery.getRating() ), nextByName( NULL ), nextByRating( NULL )
{
}
void list::insert(const winery& winery)
{
node *current_node = new node( winery ); // but came here and did this so it has new info!
node *next_node = NULL;
node *tail_node = current_node;
if ( headByName == NULL ) // then we are here for the first item
{
headByName = current_node; // the list ptrs will have the first node's address.
headByRating = current_node;
}
while ( headByName->nextByName != NULL )
{
headByName->nextByName = tail_node;
tail_node = next_node;
//next_node = current_node;
}
tail_node = new node( winery );
headByName->nextByName = tail_node;
}
And the pointers that are available to me:
struct node
{
winery item;
node * nextByName;
node * nextByRating;
};
class list
{
...
private:
node * headByName;
node * headByRating;
};
Of course there's hope, we all have to start somewhere! :)
First of all, I must point out a dangerous practice in your implementation that my own students used, and it usually resulted in lots of head scratching to find the problem:
while ( headByName->nextByName != NULL )
{
headByName->nextByName = tail_node;
tail_node = next_node;
//next_node = current_node;
}
Don't use a list member like headByName as your iterating variable within your loop unless it is absolutely necessary. You should find the appropriate node first using a local variable, and then modify that node.
That said, Rob Kennedy is right that you should handle the name and rating separately (in other words a 'pure' implementation would have two instances of a generic list class that is unaware of what 'name' and 'rating' mean), however I assume the interfaces for list, node and function above were given to you in the assignment (if not, disregard the rest of my answer :) ).
Given the above interfaces, my approach would be as follows:
void list::insert(const winery& winery)
{
node* wineryNode = new node(winery);
assert (wineryNode);
// Find a node in the list with a name greater than wineryNode's
node* prevNode = NULL;
node* searchNode = headByName; // Note: not using the list member itself to iterate but a local variable
while (NULL != searchNode &&
searchNode.winery.getName() < wineryNode.winery.getName())
{
// Keep iterating through the list until there are no more items, or the right node is found
prevNode = searchNode;
searchNode = searchNode->nextByName;
}
/* At this point searchNode is either NULL
or it's name is greater than or equal to wineryNode's */
// Check for the case where the list was empty, or the first item was what we wanted
if (NULL == prevNode)
{
headByName = wineryNode;
}
else
{
// prevNode is not NULL, and it's Name is less wineryNode's
prevNode-> nextByName = wineryNode;
}
wineryNode->nextByName = searchNode;
/* Now you just need to insert sorted by rating using the same approach as above, except initialize searchNode to headByRating,
and compare and iterate by ratings in the while loop. Don't forget to reset prevNode to NULL */
}
You called this a doubly linked list, and although it's true that your nodes each have two links, this isn't really what most people think of when they hear about doubly linked lists. Since your two links are apparently unrelated to each other — nobody rates wineries alphabetically — it will be a little easier if you don't think of this as a doubly linked list.
The usual place to insert into a linked list, when a more specific order isn't required, is at the end of the list. The steps to do that are as follows:
Create a new node.
Find the place to insert the new node (i.e., the last node, at end of the list)
Update the last node's "next" pointer to point to the new node.
When you're inserting into what may be the middle of the list, as is the case for you, then there is another step:
2.5. Update the new node's "next" pointer.
The reason that step isn't usually there is that when inserting at the end of a list, the new node's "next" pointer is already null from when you constructed the new node object.
You've figured out the first step already. In fact, you've done it too well because your code actually creates two new nodes. One you store in current_node and the other you store in tail_node. Get rid of the second one.
Step 2 is about figuring out which node should be the one that immediately precedes the new node. When ordering by name, that would be the node that comes before the first node you find that has a name after the current name. You're going to have to walk along the list, possibly looking at every node, until you find one that belongs after the new node's name. As you move along the list, you're going to have to keep track of which node came before that node, too, because once you find the node you're looking for, you're going to have to backtrack.
Worry about the name and the rating separately. Don't try to solve both parts at once. Once you get the winery inserted correctly by name, then duplicate that code and replace "name" with "rating." But don't create another node object. Keep using the same one you created before.
As you've worked on this assignment, have you drawn any pictures of nodes with arrows pointing to other nodes? Try it. You've surely seen it done in your textbook or on your teacher's chalkboard. If a problem is too big for you to reason about entirely in your head, then use something to help you keep track of things outside your head. The professionals do it, too. Since each node has multiple pointers, you should either label the pointers or use different colors for name and rating.
To be a doubly-linked list each node must have a pointer to the node before and after it. You can also store a head and tail node if you like, but that would be more for personal convenience than to meet the requirements of a doubly-linked list.
I'm not sure I understand your question exactly. Going just from the topic "How do you insert into a sorted linked list?" I would do something like this (pseudocode):
list::insert(Winery winery) {
Winery node = getHeadNode();
// winery comes before the head node
if (winery.name < node.name) {
// the old head node now goes after this new node
// and this new node becomes the new head node
winery.next = node;
setHeadNode(winery);
return;
}
// let's iterate over the rest of the nodes in the list
Winery previous_node = node;
node = node.next;
while (node != NULL) {
// we found our insertion point
if (winery.name < node.name) {
// insert our new node
previous_node.next = winery;
winery.next = node;
return;
}
// insertion point not found, move to the next node and repeat
previous_node = node;
node = node.next;
}
// all elements visited, append our new element to the end of the list
previous_node.next = winery;
winery.next = NULL;
}
The above algorithm will insert your new node in the appropriate place in the list, assuming the list is sorted by name.