Why declare pointer in linked list? - c

I'm new to C language.
studying linked list, I found it very hard to understand using pointer.
(I understand the benefit of linked list compared to array.)
Let's assume I have 3 customers and specific value to each.
struct linknode{
int data;
struct linknode *next
};
why we use pointer like (case1)
linknode *a = malloc(sizeof(Node));
linknode *b = malloc(sizeof(Node));
a->value = 1;
b->value = 2;
a->next = b;
b->next = NULL;
How about just (case2)
linknode a, b;
a.value = 1;
b.value = 2;
a.next = &b;
b.next = NULL;
Isn't it possible to make linked list with case 2?
also insert, delete being possible?
thanks.

Isn't it possible to make linked list with case 2? also insert, delete being possible?
It is possible, it just isn’t very useful. The maximum size of your list is limited to the number of variables you declare, and I doubt you’re going to want to declare more than a dozen separate variables.
Something you can do is use an array as your backing store - instead of declaring separate variables a and b you can declare an array of 10, 100, or 1000 elements, then do something like:
a[i].next = &a[j];
But you’re still limited - your list can never be bigger than the array. The advantage of using dynamic memory is that the list size isn’t limited (at least, not some fixed compile-time limit); however, it means messing with pointers.
Pointers are a fundamental part of programming in C - you cannot write useful C code without using pointers in some fashion.
Edit: A more realistic implementation of a linked list would use an insert function like
/**
* Inserts items into the list in ascending order.
*
* If the list is empty (head is NULL) or if the value
* of the new node is less than the value of the current
* head, then the new node becomes the new head of the
* list.
*
* Returns the pointer to the new node. If the allocation
* was unsuccessful, it returns NULL.
*/
struct linknode *insert( struct linknode **head, int val )
{
struct linknode *newnode = calloc( 1, sizeof *newnode );
if ( !newnode )
return NULL;
newnode->data = val;
if ( !*head )
{
/**
* list is empty, newnode becomes the head of the list.
*/
*head = newnode;
}
else if ( newnode->data < (*head)->data )
{
/**
* Value stored in newnode is less than the
* value stored at the list head, newnode
* becomes the new list head.
*/
newnode->next = *head;
*head = newnode;
}
else
{
/**
* Iterate through the list and insert the
* newnode in the correct location.
*/
struct linknode *cur = *head;
while ( cur->next && cur->next->data < newnode->data )
cur = cur->next;
newnode->next = cur->next;
cur->next = newnode;
}
return newnode;
}
and it would be used something like this:
int main( void )
{
struct linknode *list = NULL;
int val;
while ( scanf( "%d", &val ) == 1 )
{
if ( !insert( &list, val ) )
{
fprintf( stderr, "Could not add %d to list, not taking any more input...\n", val );
break;
}
}
...
}
So the elements of the list are allocated and added dynamically, and you're only limited by the amount of memory you have available.

Statically-allocated nodes (the latter) is fine, but not very useful in practice.
You'll presumably need to add nodes to your list. And chances are overwhelmingly in favour of some of them needing to be dynamically allocated. For example, nodes created in a loop would need to be dynamically allocated.
If you had a mix of statically- and dynamically-allocated nodes, you won't know which ones to free without some extra flag in each node. This would add complexity of the program. It's easier to only deal with dynamically-allocated nodes than a mix.

Your examples are not about pointers but about memory allocation and lifetime.
linknode *a = malloc(sizeof(linknode)); //creates a linknode on heap
linknode b; //creates a linknode on stack
First example creates a node on heap. It exists in memory until you free it. Second example creates a node on stack. It exists until program leaves current scope (eg. a function).
Pointers are very easy to understand, they just point somewhere. You've probably already used pointers in Java, C# or other languages (they're called different names in those languages but they work mostly the same). What's difficult to understand is object lifetime. In other languages garbage collector makes sure objects are alive as long as need them, by magic. In C it's your duty to carefully design lifetime of your objects. If you mess up lifetime, you end up using memory that was already assigned to something else or you end up with memory leaks.
In your second example, the list ceases to exist when the function returns. I guess that's not what you intended.
In both of your examples struct linknode *next is a pointer. In one you make it point to an object on heap and in other you make it point to an object on stack, but the pointer works same. It's the target of the pointer where the magic happens.

There is a way to build a similar data structure without pointers. This is the same technique used to serialize a linked data structure for storage or transmission where the pointers lose their meaning.
You allocate a large fixed static array, put your data into it, and use integers to index into the array as your "pointers". Using an integer as an index is commonly called a cursor.
typedef unsigned index;
typedef struct linknode {
int data;
index next;
} link;
link memory[ 1000 ];
index next = 0;
Then you can add data into it.
link *a = memory + next++;
link *b = memory + next++;
a->data = 1;
b->data = 2;
a->next = b - memory;
Some details would need to be worked out for a robust system like whether index 0 is considered valid or a NULL pointer, or if all the .next indices need to be pre-initialized with some non-zero "null" index. IMO, simplest is to treat 0 as NULL and initialize next to 1.
You could also create nodes as above without using pointers, but keeping track of the index is a little clumsier and the expression involving the index is more cumbersome.
index a_index = next++;
index b_index = next++;
memory[ a_index ].data = 1;
memory[ b_index ].data = 2;
memory[ a_index ].next = b_index;
Aside: There's room for improvement in your malloc calls.
linknode *a = malloc(sizeof(Node));
A better style is to use either the typename or variable name from the same line of code, so it can be verified at a glance.
linknode *a = malloc( sizeof( linknode ) );
Or, preferred by many is to use the variable itself, then you can change the type easily if you want because it's only written once.
linknode *a = malloc( sizeof *a );
By giving sizeof an expression argument (which you can do because it's an operator, not a function) you can drop the parentheses, too. The expression argument to sizeof is not evaluated, just inspected for its type. There is one weird exception if the type is variably modified, but that's too complicated to explain (I don't fully understand it). So just remember, there is a weird exception, but for the most part *a in the above code is safe because sizeof just needs the size of the type.
Think of it as "what the size would be if the malloc call succeeds".

Related

Freeing the temp node when adding to a linkedlist

I have a function called addMod that, when called, adds a node to a certain index of an array of Module struct LinkedLists called modules contained within a System struct. A Module struct has a string field, two int fields, and a pointer to the next Module, the first three fields being initialized according to arguments provided in addMod. addMod roughly looks like this:
int addMod(System *system, const char *text, int num1, int num2, int index) {
Module *temp = malloc(sizeof(Module));
Module *current;
temp->next = NULL;
if ([any of the constructors are invalid]) return 0;
temp->text = malloc(strlen(text)+1);
strcpy(temp->text, text);
temp->num1 = num1; temp->num2 = num2;
if (!system->modules[index]) {
system->modules[index] = temp; //If there are no modules in the LinkedList at the given index, makes the head = temp.
}
else {
if (system->compare(temp, system->modules[index]) <= 0) { //compare is a func pointer field of system that compares two Modules to see in what order they should be. Here, we check if temp should become the head of modules[index].
temp->next = system->modules[index]; //Assigns the current head as the module following temp.
system->modules[index] = temp; //Makes temp the current head.
}
else {
current = system->modules[index];
while (current->next && system->compare(temp, current->next) > 0) { //While current isn't the last node in the LinkedList and temp comes after the node after current
current = current->next;
}
temp->next = current->next; //Adds temp in between current and current->next.
current->next = temp;
}
}
return 1;
}
All of the above works as expected, except when printing the contents of system, the console indicates there's a memory leak that I'm assuming is because I fail to properly free temp based on what valgrind tells me. My problem is not knowing where to free it- it seems anywhere I put it causes a segfault after printing the contents. From my understanding, I have to make sure that no other variables are depending upon the value being held by temp, but I can't seem to find a way to do that considering every possible ending of my if statement leads to assigning temp to a node within modules. Putting free(temp) between the logic and return 1 also yields a segfault, I'm assuming because I often malloc temp again when calling addMod multiple times in succession.
In summary, to add a new node to a LinkedList that may or may not be populated, in which this new node may be inserted in any arbitrary position in the LinkedList, I have to allocate memory to a temporary node so that I can insert it later. Where do I free this allocated memory once I have successfully inserted the node?
Assuming your management of a System instance is sound (a big assumption, since I cannot see that code), you have giant hole in the memory allocation of temp with a subsequent hard return 0 in the condition where the "constructor" check fails. More to the point:
Module *temp = malloc(sizeof(Module)); // memory allocated here...
Module *current;
temp->next = NULL;
if ([any of the constructors are invalid])
return 0; // and leaked here.
It may be as simple as swapping the check around. Obviously other code that is supposed to free the dynamic allocations should be considered and evaluated as well.
A Simpler Approach
The node addition code is complicated and it need not be. In the end all you should really care about is finding the place where your new node resides.
If the slot in the table is empty, its the first node in that list.
IF the slot in the table is NOT empty, find the sorted location and insert it there.
Both of those can be accomplished with a single while-loop by using a pointer-to-pointer, where said entity hold the address of the pointer that will hold the new node in either of the cases above, and as a bonus, surgical insertion is literally two assignments.
It's done like this. Note that most of this code is just making the Module object safely. The actual insertion is only a single while-loop and some pointer assignments. It assumes the table in System initially contains NULL entries:
int addMod(System *system, const char *text, int num1, int num2, int index)
{
// allocate new node here
Module *temp = malloc(sizeof *temp);
if (temp == NULL)
{
perror("Failed to allocate new Module");
return 0;
}
size_t len = strlen(text);
temp->text = malloc(len + 1);
if (temp->text == NULL)
{
perror("Failed to allocate module name");
free(temp);
return 0;
}
// finish copying member data
memcpy(temp->text, text, len);
temp->text[len] = 0;
temp->num1 = num1;
temp->num2 = num2;
// now find where it belongs, and set next appropriately
Module **pp = system->modules + index;
while (*pp && system->compare(temp, *pp) <= 0)
pp = &(*pp)->next;
temp->next = *pp;
*pp = temp;
return 1;
}
Understand this is from deriving what I think your System type looks like, as it was never presented:
typedef struct System
{
Module *modules[MAX_MODULES];
int (*compare)(const Module* lhs, const Module *rhs);
} System;
I'm fairly confident it is similar to this. Of course, you'll have to adapt if it isn't. I suggest you review this and step through it in a debugger. There is no substitute for watching it live.
Best of luck.

How can a Linked List be implemented using only pointers (w/o structures)?

I'm trying to create a linked list without using structures in C.
I want to be able to store an int variable on every node and a pointer to the next node, add unlimited numbers to the list, remove the first item, print all of the elements, etc.
I was thinking that every node of type int** should have 2 pointers of type int*.
the first one will point to an int address and the second will point to NULL.
Then, if I like to add a number to the list, I'll use the last pointer to point to a new allocated node of type int** and so on.
I'm having trouble writing the proper code for this though, and can't seem to reach to the actual int values. See the image below:
You can achieve this by allocating two uintptr_t each time: the first allocated memory space will be responsible for storing the value of the integer and the second one will be pointing to the next memory location.
uintptr_t nodeFirst = malloc(2 * sizeof(uintptr_t));
...
...
uintptr_t nodeNext = malloc(2 * sizeof(uintptr_t));
....
....
*nodeFirst = someIntValue;
*(nodeFirst + 1) = nodeNext;
...
The fact is, my solution above is still using the struct analogy, but w/o the struct keyword.
Here is a complete solution of a LinkedList managed as int ** pointers.
Step 1 - the addNode() function to add one node to the int **head.
int **addNode(int **head, int ival)
{
int **node = malloc(2 * sizeof(int *));
// don't forget to alloc memory to store the int value
node[0] = malloc(sizeof(int));
*(node[0]) = ival;
// next is pointing to NULL
node[1] = NULL;
if (head == NULL) {
// first node to be added
head = node;
}
else {
int **temp;
temp = head;
// temp[1] is the next
while (temp[1]!=NULL) {
// cast needed to go to the next node
temp = (int **)temp[1];
}
// cast needed to store the next node
temp[1] = (int *)node;
}
return (head);
}
Step 2 - a function display() to explore the current linkedlist.
void display(int **head)
{
int **temp;
int i = 0;
temp = head;
printf("display:\n");
while (temp!=NULL) {
// temp[0] is pointing to the ivalue
printf("node[%d]=%d\n",i++,*(temp[0]));
temp = (int **)temp[1];
}
printf("\n");
}
Step 3 - the popNode() function to remove the first node.
int **popNode(int **head)
{
int **temp;
if (head!=NULL) {
temp = (int **)head[1];
// don't forget to free ivalue
free(head[0]);
// then free the next pointer
free(head[1]);
head = temp;
}
return (head);
}
Step 4 - then an example of main() function using the linkedlist.
int main()
{
int **head = NULL;
head = addNode(head,111);
head = addNode(head,222);
head = addNode(head,333);
display(head);
// display:
// node[0]=111
// node[1]=222
// node[2]=333
head = popNode(head);
display(head);
// display:
// node[0]=222
// node[1]=333
while ((head = popNode(head))!=NULL);
display(head);
// display:
return (0);
}
Allocate two arrays, both of which are stored as pointers. In C, they can be the pointers you get back from calloc(). The first holds your node data. We can call it nodes. The second is an array of pointers (or integral offsets). We can call it nexts. Whenever you update the list, update nodes so that each nexts[i] links to the next node after the one that contains nodes[i], or an invalid value such as NULL or -1 if it is the tail. For a double-linked list, you’d need befores or to use the XOR trick. You’ll need a head pointer and some kind of indicator of which elements in your pool are unallocated, which could be something simple like a first free index, or something more complicated like a bitfield.
You would still need to wrap all this in a structure to get more than one linked list in your program, but that does give you one linked list using no data structure other than pointers.
This challenge is crazy, but a structure of arrays isn’t, and you might see a graph or a list of vertices stored in a somewhat similar way. You can allocate or deallocate your node pool all at once instead of in small chunks, it could be more efficient to use 32-bit offsets instead of 64-bit next pointers, and contiguous storage gets you locality of reference.

c - creating a linked list without malloc

in order to create a linked list(which will contain an attribute of next and previous node),i will be using pointers for the 2 next and previous nodes,yet i was wondering if i could complete the code without using malloc(allocating memory):
for example:
instead of malloc-ing:
link *const l = (link *)malloc(sizeof(link));
if(l == NULL)
/* Handle allocation failure. */
...
l->data = d;
l->next = list->head;
head = l;
can i simply create a new link variable with the attributes formatted(value,pointer to next and previous link),and simply link the last link in my last link in the chain to this one?
my list file is b,for example.
link i;
i.date=d;
getlast(b).next=&i
i appologize ahead for the fact i am new to c,and will be more than glad to receive an honest solution :D
edit:
i tried using malloc to solve the matter.i will be glad if anyone could sort out my error in the code,as i can not seem to find it.
#include <stdio.h>
#include <malloc.h>
struct Node{
int value;
struct Node * Next;
struct Node * Previous;
};
typedef struct Node Node;
struct List{
int Count;
int Total;
Node * First;
Node * Last;
};
typedef struct List List;
List Create();
void Add(List a,int value);
void Remove(List a,Node * b);
List Create()
{
List a;
a.Count=0;
return a;
}
void Add(List a,int value)
{
Node * b = (Node *)malloc(sizeof(Node));
if(b==NULL)
printf("Memory allocation error \n");
b->value=value;
if(a.Count==0)
{
b->Next=NULL;
b->Previous=NULL;
a.First=b;
}
else
{
b->Next=NULL;
b->Previous=a.Last;
a.Last->Next=b;
}
++a.Count;
a.Total+=value;
a.Last=b;
}
void Remove(List a,Node * b)
{
if(a.Count>1)
{
if(a.Last==b)
{
b->Previous->Next=NULL;
}
else
{
b->Previous->Next=b->Next;
b->Next->Previous=b->Previous;
}
}
free(b);
}
Yes - you can do that.
e.g.
link l1,l2;
l1.next = &l2;
l2.next = NULL;
Is a perfectly fine and valid linked list of 2 nodes.
You could also create a bunch of nodes, and link them together based on your needs, e.g. create a linked list of the argv:
int main(int argc, char *argv[])
int i;
link links[100];
for (i = 0; i < argc && i < 100; i++) {
//assuming the nodes can hold a char*
links[i].data = argv[i];
links[i].next = NULL;
if (i > 0)
links[i-1].next = &links[i];
}
There are of course some drawbacks:
The number of nodes is determined at compile time in these examples. (in the last example one could malloc a buffer for argc
nodes instead of hardcoding 100 though)
The lifetime of these nodes are the scope they are declared in, they no longer exists when the scope ends.
So you cannot do something like this:
void append_link(link *n, char *data)
{
link new_link;
n->next = &new_link;
new_link.next = NULL;
new_link.data = data;
}
That is invalid, since when append_link ends, the new_link is gone. And the passed in n->next now points to a local variable that is invalid. If new_link instead was malloc'ed, it will live beyond this function - and all is ok.
Not really.
You could create a variable for each and every node in your list, but what happens when you want another node? Fifty more nodes? These variables also won't hang around after you've left the scope they were defined in, which means you'd either have to make everything global or use static storage and expose a pointer to them. This means that all pointers to them after that scope will be invalid. These are both very ugly solutions.
If you don't understand what I mean by scope, here's a quick example:
int main() { /* Entering function scope. */
int x = 5;
{ /* Entering block scope. */
int y = 7;
printf("%d\n", y);
} /* Exiting block scope, all variables of this scope are gone. (y) */
printf("%d %d\n", x, y); /* Won't compile because y doesn't exist here. */
} /* Exiting function scope, all non-static storage variables are gone. (x)
You could also create a global array, thinking that this gets around having a lot of different variables, but if your solution is to implement this using an array, why are you using a linked list and not an array? You've lost the benefits of a linked list by this point.
There are only two ways in C to create in-memory data structures that don't have a fixed-at-compile-time size:
with allocated storage duration, i.e. via malloc.
with automatic storage duration, which in terms of implementation, means "on the stack", either using variable-length arrays or recursion (so that you get a new instance at each level of recursion).
The latter (automatic storage) has the property that its lifetime ends when execution of the block where it's declared terminates, so it's difficult to use for long-lived data. There's also typically a bound on the amount of such storage you can obtain, and no way to detect when you've exceeded that bound (typically this results in a crash or memory corruption). So from a practical standpoint, malloc is the only way to make runtime-dynamic-sized data structures.
Note that in cases where your linked list does not need to have dynamic size (i.e. it's of fixed or bounded size) you can use static storage duration for it, too.
Memory for new nodes has to come from somwhere. You can certainly create individual variables and link them manually:
link a, b, c;
...
a.next = &b;
b.next = &c;
c.next = NULL;
As you can imagine, this approach doesn't scale; if you want more than 3 elements in your list, you'd have to allocate more than 3 link variables. Note that the following won't work:
void addToList( link *b )
{
link new;
...
b->next = &new;
}
because new ceases to exist when the addToList exits, so that pointer is no longer meaningful1.
What you can do is use an array of link as your "heap", and allocate from that array. You'll need to keep track of which elements are available for use; an easy way of doing that is initializing the array so that each a[i] points to a[i+1] (except for the last element, which points to NULL), then have a pointer which points to the first available element. Something like the following:
// You really want your "heap" to have static storage duration
static link a[HEAP_SIZE];
// Initialize the "heap"
for ( size_t i = 0; i < SIZE - 1; i++ )
a[i].next = &a[i+1];
a[i].next = NULL;
// Set up the freeList pointer; points to the first available element in a
link *freeList = &a[0];
// Get an element from the "heap"
link *newNode = freeList;
freeList = freeList->next;
newNode->next = NULL;
// Add a node back to the "heap" when you're done with it:
deletedNode->next = freeList;
freeList = deletedNode;
Again, you're limited in how many list nodes you can create, but this way you can create a large enough "heap" to satisfy your requirements.
1. Obviously, the phsyical memory location that new occupied still exists, but it's now free for other processes/threads to use, so the value contained in that address will no longer be what you expect.

Making a void* within a struct point to an integer

I have a struct as follows:
typedef struct Node {
void* data;
unsigned long id;
NodePtr next;
NodePtr prev;
} Node;
It is meant to be a node in a linked list ADT. I have 2 different constructors depending on what the Node needs to hold in data. One constructor uses:
NodePtr TempNode;
TempNode = malloc( sizeof(Node) );
/* Other stuff */
TempNode->data = newList();
return (TempNode);
And this seems to work just fine for letting me access that list by returning (List->current->data) where current is a Node pointer in the List Struct
However, I want to make a version of the constructor where (data) points to an int. I've read that I can do this by doing the following
void* ptr;
int x = 0;
*((int*)ptr) = x;
But with the way my constructor is set up, that would mean I have to do something like this?
*((int*)TempNode->data) = 1; // data starts at 1
And this doesn't work. I'm very new to C so I don't understand much of the terminology. I read that dereferencing (using the -> notation?) cannot be done with void*'s, but it seems to work fine in my list version of the constructor. How can I rewrite my other constructor to cast this void* to an int?
I strongly counsel against doing this, but if you really want to use the void * member to hold an integer, you can do:
Node *constructor_int(int n)
{
Node *tmp = malloc(sizeof(*tmp));
/* Other stuff */
tmp->data = (void *)n;
return(tmp);
}
This involves the minimum number of casts and avoids most problems with relative sizes of types.
The obvious, logical way to do it is to allocate an integer for the data member to point at:
Node *constructor_int(int n)
{
Node *tmp = malloc(sizeof(*tmp));
/* Other stuff */
tmp->data = malloc(sizeof(int));
*(int *)temp->data = n;
return(tmp);
}
You just have to remember to free the two memory allocations.
The code should also check that the memory allocations succeeded before using the results.
Let's talk about this
When you do something like
NodePtr TempNode;
TempNode = malloc( sizeof(Node) );
you have asked the library to reseve you some dynamic storage which is big enough for a Node. The initial values of that memory are undefined, so right now the pointer TempNode->data could point anywhere and probably does not point at memory reserved for your use.
When you do
TempNode->data = newList();
you give the pointer a (presumably, as long as newList() does something legal and sensible) valid value;
If instead you do
*((int*)TempNode->data) = 1;
you instruct the compiler to
treat TempNode->Data as a pointer-to-int,
de-reference it and
set the value of what every memory is at the other end to 1 (notice that at no point have you set data itself, just whatever it points at)
But you don't know what it points to! De-referencing it is undefined behavior and strictly a bad thing.
You are always responsible for ensuring that you do not de-reference a pointer unless it points to memory that you are entitled to use.
"How can I make data point to an area I can use?"
I'm not sure if you mean what I'm going to explain below (and it won't be short :P), but if you are asking how you can distinguish the type of the data stored in Node->data, then with that implementation you cannot.
You leave it up to the end-programmer to remember what type of data he has stored into the list (which is not a bad thing btw.. on the contrary, it is the norm). In other words, you trust the end-programmer that he/she will apply the proper casts when say printing the Node->data.
If for some reason you wish to provide a more managed API for your list, you could add one more field in a List struct, for identifying the type of the data stored in your list.
For example...
enum DataType {
DT_INVALID = 0,
DT_PTR
DT_CHAR,
DT_INT,
DT_FLOAT,
DT_DOUBLE,
...
/* not a data-type, just their total count */
DT_MAX
};
#define DT_IS_VALID(dt) ( (dt) > DT_INVALID && (dt) < DT_MAX )
typedef struct List List;
struct List {
enum DataType dt;
Node *head;
};
Of course you are free to support less or more data-types than the ones I listed in the enum, above (even custom ones, say for strings, or whatever you see fit according to your project).
So first you'll need a constructor (or initializer) for a list, something like this...
List *new_list( enum DataType dt )
{
List *ret = NULL;
if ( !DT_IS_VALID(dt) )
return NULL;
ret = malloc( sizeof(List) );
if ( NULL == ret )
return NULL;
ret->dt = dt;
ret->head = NULL;
return ret;
}
and instantiate it, say like this...
int main( void )
{
List *listInt = new_list( DT_INT );
if ( NULL == list ) {
/* handle failure here */
}
Now that you have already stored the intended data-type into the list meta-data, you are free to choose how you will implement the Node constructors. For example, a generic one could look something like this...
int list_add_node( List *list, const void *data )
{
Node *node = NULL;
size_t datasz = 0;
/* sanity checks */
if ( !list || !data || !DT_IS_VALID(list->dt) )
return 0; /* false */
node = malloc( sizeof(Node) );
if ( NULL == node )
return 0; /* false */
/* when data points to mem already reserved say for an array (TRICKY) */
if ( DT_PTR == list->dt ) {
node->data = data;
}
/* when data points to mem reserved for a primitive data-type */
else {
datasz = dt_size( list->dt ); /* implement dt_size() according to your supported data-types */
node->data = malloc( datasz );
if ( NULL == node->data ) {
free( node );
return 0; /* false */
}
memcpy(node->data, data, datasz );
}
/* add here the code dealing with adding node into list->head */
...
return 1; /* true */
}
For DT_PTR (which I flagged as TRICKY in the example) it is more safe to implement a different Node constructor, perhaps accepting 2 extra arguments, lets say elemsz and nelems, so the function can allocate elemsz * nelems bytes for copying the data contents into them, in case data points to an array, a struct or any other non-primitive type. Or you can provide an extra DT_ARR enum value specifically for arrays. You are free to do whatever suits you best.
In any case, for DT_PTR the example above relies on the caller of list_add_node to have properly allocated the passed data, and in general context this is not a good thing at all.
The code is more complicated, but you know the data-type stored in your list. So for at least the primitive data-types you can add say a printing routine that automatically casts its output according to list->dt (for non-primitive data types you should provide support for custom printing routines, usually via callback functions).
You can even take it to the extreme, and move the dt field from List to Node. In that case you implement a list of heterogeneous data in the nodes, but it gets much more complicated and also its rarely useful (if ever).
All this ADT stuff via (void *) pointers have serious performance issues, that's why speed critical implementations utilize (or abuse if you prefer) the pre-processor instead, for this kind of stuff.

Reversing Doublely Linked Deque in C

I'm having trouble reversing my doublely linked deque list (with only a back sentinel) in C, I'm approaching it by switching the pointers and here is the code I have so far:
/* Reverse the deque
param: q pointer to the deque
pre: q is not null and q is not empty
post: the deque is reversed
*/
/* reverseCirListDeque */
void reverseCirListDeque(struct cirListDeque *q)
{
struct DLink *back = q->backSentinel;
struct DLink *second = q->backSentinel->prev;
struct DLink *third = q->backSentinel->next;
while (second != q->backSentinel->next){
back->next = second;
third = back->prev;
back->next->prev = back;
back = second;
second = third;
}
}
But it doesn't seem to work, I've been testing it with a deque that looks like this: 1, 2, 3
The output is: 3 and this process seems to mess up the actual value of the numbers. ie. 2 becomes 2.90085e-309... I think the pointer switching is messed up but I cannot find the problem. And even though it doesn't mean my code is correct; it compiles fine.
Linked structures like deques lend themselves readily to recursion, so I tend to favor a recursive style when dealing with linked structures. This also allows us to write it incrementally so that we can test each function easily. Looping as your function does has many downsides: you can easily introduce fencepost errors and it tends toward large functions that are confusing.
First, you've decided to do this by swapping the pointers, right? So write a function to swap pointers:
void swapCirListDequePointers(
struct cirListDeque** left,
struct cirListDeque** right)
{
struct cirListDeque* temp = *left;
*left = *right;
*right = temp;
}
Now, write a function that reverses the pointers in a single node:
void swapPointersInCirListDeque(struct cirListDeque* q)
{
swapCirListDequePointers(&(q->prev),&(q->next));
}
Now, put it together recursively:
void reverseCirListDeque(struct cirListDeque* q)
{
if(q == q->backSentinel)
return;
swapPointersInCirListDeque(q);
// Leave this call in tail position so that compiler can optimize it
reverseCirListDeque(q->prev); // Tricky; this used to be q->next
}
I'm not sure exactly how your struct is designed; my function assumes that your deque is circular and that you'll be calling this on the sentinel.
EDIT: If your deque isn't circular, you'll want to call swapPointersInCirListDeque(q) on the sentinel as well, so move swapPointersInCirListDeque(q) before the if statement.
If you plan to use the backSentinel after this, you should change that also, since it's now the front of the list. If you have a frontSentinel, you can just add swapCirListDequePointers(&(q->frontSentinel),&(q->backSentinel)); to swapPointersInCirListDeque. Otherwise, you'll have to pass in the first node along with q and set q->backSentinel to that.
If it's a doubly linked list, you shouldn't need to change any pointers at all. Just swap over the payloads:
pointer1 = first
pointer2 = last
while pointer1 != pointer2 and pointer2->next != pointer1:
temp = pointer1->payload
pointer1->payload = pointer2->payload
pointer2->payload = temp
pointer1 = pointer1->next
pointer2 = pointer2->prev
If by back sentinel you mean the last pointer (as in no first pointer is available), then you need to step backwards throw the deque to find it. It's hard to believe however that this would be the case since it would be a fairly inefficient deque (which is supposed to be a double ended queue).
You've been given a couple of suggestions already; here's another possibility:
// Assumes a node something like:
typedef struct node {
struct node *next, *prev;
int data;
} node;
and also assumes a couple of variables (globals for the moment) named head and tail that point to the head and tail of the deque, respectively.
void reverse() {
node *pos = head;
node *temp = pos->next;
head = tail;
tail = pos;
while (pos != NULL) {
node *t = pos->prev;
pos->prev = pos->next;
pos->next = t;
pos = temp;
if (temp)
temp = temp->next;
}
}
At least for the moment, this does not assume any sentinels -- just NULL pointers to signal the ends of the list.
If you're just storing ints in the deque, Paxdiablo's suggestion is a good one (except that creating a doubly-linked node to hold only an int is a massive waste). Assuming that in reality you were storing something large enough for doubly-linked nodes to make sense, you'd also prefer to avoid moving that data around any more than necessary, at least as a general rule.

Resources