3 .\" Manual for symbol table
5 .\" (c) 1999, 2001, 2003, 2005, 2007, 2009, 2023, 2024 Straylight/Edgeware
8 .\"----- Licensing notice ---------------------------------------------------
10 .\" This file is part of the mLib utilities library.
12 .\" mLib is free software: you can redistribute it and/or modify it under
13 .\" the terms of the GNU Library General Public License as published by
14 .\" the Free Software Foundation; either version 2 of the License, or (at
15 .\" your option) any later version.
17 .\" mLib is distributed in the hope that it will be useful, but WITHOUT
18 .\" ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
19 .\" FITNESS FOR A PARTICULAR PURPOSE. See the GNU Library General Public
20 .\" License for more details.
22 .\" You should have received a copy of the GNU Library General Public
23 .\" License along with mLib. If not, write to the Free Software
24 .\" Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307,
27 .\"--------------------------------------------------------------------------
28 .so ../defs.man \" @@@PRE@@@
30 .\"--------------------------------------------------------------------------
31 .TH sym 3mLib "8 May 1999" "Straylight/Edgeware" "mLib utilities library"
43 .\"--------------------------------------------------------------------------
45 sym \- symbol table manager
47 .\"--------------------------------------------------------------------------
51 .B "#include <mLib/sym.h>"
53 .B "type struct { ...\& } sym_table;"
54 .B "type struct { ...\& } sym_base;"
55 .B "type struct { ...\& } sym_iter;"
57 .BI "void sym_create(sym_table *" t );
58 .BI "void sym_destroy(sym_table *" t );
60 .ta \w'\fBvoid *sym_find('u
61 .BI "void *sym_find(sym_table *" t ,
62 .BI " const char *" n ", long " l ,
63 .BI " size_t " sz ", unsigned *" f );
64 .BI "void sym_remove(sym_table *" t ", void *" b );
66 .BI "const char *SYM_NAME(const void *" p );
67 .BI "size_t SYM_LEN(const void *" p );
68 .BI "uint32 SYM_HASH(const void *" p );
70 .BI "void sym_mkiter(sym_iter *" i ", sym_table *" t );
71 .BI "void *sym_next(sym_iter *" i );
74 .\"--------------------------------------------------------------------------
79 functions implement a data structure often described as a dictionary, a
80 finite map, an associative array, or a symbol table. It associates
84 such that the value corresponding to a given key can be found quickly.
85 Additionally, all stored associations can be enumerated.
87 The interface provides an
89 symbol table. The data objects stored in the table must include a small
90 header used by the symbol table manager. This reduces the amount of
91 pointer fiddling that needs to be done, and in practice doesn't seem to
92 be much of a problem. It's also fairly easy to construct a
93 non-intrusive interface if you really want one.
95 There are three main data structures involved in the interface:
98 Keeps track of the information associated with a particular table.
101 The header which must be attached to the front of all the value
105 An iterator object, used for enumerating all of the associations stored
108 All of the above data structures should be considered
110 don't try looking inside. Representations have changed in the past, and
111 they may change again in the future.
113 .SS "Creation and destruction"
116 object itself needs to be allocated by the caller. It is initialized by
117 passing it to the function
119 After initialization, the table contains no entries.
121 Initializing a symbol table involves allocating some memory. If this
126 When a symbol table is no longer needed, the memory occupied by the
127 values and other maintenance structures can be reclaimed by calling
129 Any bits of user data attached to values should previously have been
132 .SS "Adding, searching and removing"
133 Most of the actual work is done by the function
135 It does both lookup and creation, depending on its arguments. To do its
136 job, it needs to know the following bits of information:
139 A pointer to a symbol table to manipulate.
144 to look up or create. Usually this will be a simple text string,
145 although it can actually be any arbitrary binary data.
148 The length of the key. If this is \-1,
150 assumes that the key is a null-terminated string, and calculates its
151 length itself. This is entirely equivalent to passing
155 The size of the value block to allocate if the key could not be found.
156 If this is zero, no value is allocated, and a null pointer is returned
157 to indicate an unsuccessful lookup.
160 The address of a `found' flag to set. This is an output parameter. On
163 will set the value of
165 to zero if the key could not be found, or nonzero if it was found. This
166 can be used to tell whether the value returned has been newly allocated,
167 or whether it was already in the table.
169 A terminating null byte is appended to the copy of the symbol's name in
170 memory. This is not considered to be a part of the symbol's name, and
171 does not contribute to the name's length as reported by the
175 A symbol can be removed from the table by calling
177 passing the symbol table itself, and the value block that needs
180 .SS "Enquiries about symbols"
181 Three macros are provided to enable simple enquiries about a symbol.
184 to a symbol table entry,
186 returns the length of the symbol's name (excluding any terminating null
189 returns a pointer to the symbol's name; and
191 returns the symbol's hash value.
193 .SS "Enumerating symbols"
194 Enumerating the values in a symbol table is fairly simple. Allocate a
196 object from somewhere. Attach it to a symbol table by calling
198 and passing in the addresses of the iterator and the symbol table.
201 will return a different value from the symbol table, until all of them
202 have been enumerated, at which point,
204 returns a null pointer.
206 It's safe to remove the symbol you've just been returned by
208 However, it's not safe to remove any other symbol. So don't do that.
210 When you've finished with an iterator, it's safe to just throw it away.
211 You don't need to call any functions beforehand.
213 .SS "Use in practice"
214 In normal use, the keys are simple strings (usually identifiers from
215 some language), and the values are nontrivial structures providing
216 information about types and values.
218 In this case, you'd define something like the following structure for
223 sym_base _base; /* Symbol header */
224 unsigned type; /* Type of this symbol */
225 int dispoff; /* Which display variable is in */
226 size_t frameoff; /* Offset of variable in frame */
233 you can find the variable's name by calling
234 .BI SYM_NAME( v )\fR.
236 You can look up a name in the table by saying something like:
239 val *v = sym_find(t, name, -1, 0, 0);
241 error("unknown variable `%s'", name);
243 You can add in a new variable by saying something like
247 val *v = sym_find(t, name, -1, sizeof(val), &f);
249 error("variable `%s' already exists", name);
252 You can examine all the variables in your symbol table by saying
259 for (sym_mkiter(&i, t); (v = sym_next(&i)) != 0; ) {
263 That ought to be enough examples to be getting on with.
266 The symbol table is an extensible hashtable, using the universal hash
267 function described in
269 and the global hashing key. The hash chains are kept very short
270 (probably too short, actually). Every time a symbol is found, its block
271 is promoted to the front of its bin chain so it gets found faster next
274 .\"--------------------------------------------------------------------------
280 .\"--------------------------------------------------------------------------
283 Mark Wooding, <mdw@distorted.org.uk>
285 .\"----- That's all, folks --------------------------------------------------