我正在使用自定义键在无序映射中存储指向组件类的指针。
(有关这样做的动机,请参见https://stackoverflow.com/a/56688344/16582)
我最多可以存储30,000个组件。当我存储31,000个组件时,该容器完全无声地失败。
(我首先想到了一个有符号的16位整数的最大值,但是在32767处稍大一些)
我怀疑自定义键的散列有问题,因为使用标准键不会显示此问题。对于此可行性测试,我并不关心性能,因此我使用的是一个非常简单易懂的哈希函数。我尝试了几种不同的哈希函数,但是都显示了相同的问题-下面的代码最简单。
下面的最小完整程序代码对于30,000个组件的行为均符合预期
Map contains 30000
type 12 found type 12 found total 10, OK
但无法用于31,000个组件
Map contains 31000
type 12 found type 12 found total 0, ERROR! Incorrect component count recovered
代码如下:
#include <iostream>
#include <sstream>
#include <iomanip>
#include <unordered_map>
#define maxScene 10
#define maxLayer 10
#define maxType 100
#define maxID 10000
#define COUNT_COMPS_FOR_EACH_SCENE_LAYER_TYPE 10
// OK for 30, but fails for 31
#define COUNT_TYPES 31
using namespace std;
class Component
{
public:
int myID;
static long long lastID;
Component()
{
myID = ++lastID;
}
};
long long Component::lastID = -1;
class cKey
{
public:
size_t scene;
size_t layer;
size_t type;
long long id;
void Display() const;
};
struct KeyHash
{
public:
size_t operator()(const cKey & key) const
{
std::hash<string> shash;
stringstream ss;
ss << setw(3) << key.scene << setw(3)<< key.layer << setw(4) << key.type;
//key.Display();
//cout << " " << ss.str() << "\n";
return shash( ss.str() );
}
};
struct KeyEqual
{
public:
bool operator()(const cKey & key1, const cKey & key2) const
{
if( key1.scene != key2.scene )
return false;
if( key1.layer != key2.layer )
return false;
if( key1.type != key2.type )
return false;
if( key1.id != key2.id )
return false;
return true;
}
};
void cKey::Display() const
{
cout << scene <<" "<< layer <<" "<< type <<" "<<id ;
}
int main()
{
unordered_map< cKey, Component*,
KeyHash, KeyEqual > theMap;
// store components
int insertCount = 0;
cKey key;
for( key.scene = 0; key.scene < maxScene; key.scene++ )
{
for( key.layer = 0; key.layer < maxLayer; key.layer++ )
{
// store specified number of types
for( key.type = 0; key.type < COUNT_TYPES; key.type++ )
{
// store specified number of components for this scene, layer and type
for( int k = 0; k < COUNT_COMPS_FOR_EACH_SCENE_LAYER_TYPE; k++ )
{
insertCount++;
Component* pc = new Component;
key.id = pc->myID;
auto ret = theMap.insert( make_pair( key, pc ));
if( ! ret.second )
{
cout << "insert failed ";
key.Display();
return 1;
}
}
}
}
}
cout << "Map contains " << theMap.size() << "\n";
// iterate over components of one type in a particular scene and layer
key.scene = 3;
key.layer = 2;
key.type = 12;
cout << "type " << key.type << " found ";
int count = 0;
for( key.id = 0; key.id < maxID; key.id++ )
{
auto it = theMap.find( key );
if( it == theMap.end() )
continue;
count++;
}
cout << "type " << key.type << " found total "<< count << ", ";
if( count != COUNT_COMPS_FOR_EACH_SCENE_LAYER_TYPE )
cout << "ERROR! Incorrect component count recovered\n";
else
cout << "OK";
return 0;
}
如果有人想提出更快的哈希值,请在https://gist.github.com/JamesBremner/d71b158b32e4dd8ffaf8cbe93cf3f180处固定生产代码...
答案 0 :(得分:1)
如果您编写以下作为对元素进行计数的循环
for (key.id = 0; key.id <= Component::lastID; key.id++)
{
auto it = theMap.find(key);
if (it == theMap.end())
continue;
count++;
}
测试通过。我认为这只是跟踪最大可能ID的问题。