fast random acces to linked list nodes - c

I have a singly linked list which can have 10000<< nodes at any given time.
Now in the interface I need to print these in order and a user can acces a single node and perform operations on that node. Obviously if the user chooses a very high number on the node count it will have to go over thousands of node before being able to acces the desired node.
My current fix "translates" the linked list to an array, since my code is multithreaded my linked list can grow at any given time. But by code design never shrink.
Here is code I use to translate linked list to array.
unsigned int i=0;
unsigned int LL_arr_bufsize=128;
my_ll **LL_arr;
my_ll *temp;
LL_arr = malloc(LL_arr_bufsize * sizeof(my_ll *));
// err check mem alooc
temp = l_list->next;
while (temp != NULL) {
LL_arr[i] = temp;
temp = temp->next;
if (++i == LL_arr_bufsize) {
LL_arr_bufsize = LL_arr_bufsize * 2;
LL_arr = realloc(LL_arr, LL_arr_bufsize * sizeof(my_ll *));
// err check mem alloc
}
}
What am I basically wondering if there is a better way to acces any given node without incuring the overhead of traversing the entire list before a given node can be accessed...

I will probably get down voted because I literally just thought of this idea and it might have some flaws. Here it goes.
What if you do a two dimensional node stack. Here me out.
NodeList - holds an array of 10 nodes and it's own index. ( you can experiment with bigger values)
What happens is that NodeList is a regular link list that you can de-queue and queue again. But you can get still some of that constant time look-upness that you are looking for. This is done with a clever search function that goes goes through the link list normally however, once it goes to the location of where your particular node is being held in the list you get that constant time look up from the array it stores.
I can probably clarify more of this concept if you want but I think you can get a good picture of what I'm going for with the description.

Related

C Code: Efficient way to parse through to end of LinkedList

I have a Struct Data, this will be a Linked List of Messages. For every new message, I need to append at the last in linked List. I have a Counter where I know how many messages are present.
Instead of parsing till the end of the linked List. Is there any better way to get to the specific position in Linked List??
struct Data {
char *message;
struct Data *next;
}data;
int total_message;
Right now I am parsing like below:
struct Data *traverse;
while(traverse->next != NULL)
traverse = traverse->next;
I tried below as well, I am not sure why this wrong logically it seems right to me.
data[total_messages - 1].next = new_data;
Is there any better way other than storing pointer to Last Message?
Consider maintaining a pointer to the tail of the linked list.
data * head = NULL;
data * tail = NULL;
void Append(data * entry) {
if (!head) {
head = entry;
}
if (tail) {
tail->next = entry;
}
tail = entry;
}
Why traversing (as in the question) is bad?
If we maintain only the head and the number of messages say n, then for each append we have to traverse the n linked nodes starting from head -- that's O(n) operation -- slightly inefficient. If adding to the tail of the list is a frequent operation -- as it seems in your case -- then maintaining the tail pointer is efficient. Space wise, maintaining a counter is same as maintaining a pointer.
Why the following is bad?
data[total_messages - 1].next = new_data;
That's an array notation. Arrays are contiguous block of memory. In linked list, the nodes could be anywhere in memory, they cannot be accessed in array notation like that.
The [] syntax works for arrays because arrays arrange their data in a line, in a predictable way. Linked lists do not. You can only find out where the ith element is by following the next pointers.
data[i] refers to the data i places after the memory address data, which is unlikely to be at the location of a Data struct. Writing data to that position will generally just disrupt a random section of code somewhere else in the program.
A fast and relatively simple solution is to push each new element onto the front of the list while parsing, and then reverse the list in place once you have pushed all the elements.

What is a hash table and how do you make it in C? [closed]

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I have a few questions on a data-structure called a hash table (also know as associative array) and how it is implemented in C.
How do you make a hash table in C?
What is a hashtable and how do you implement it?
Why would I want to use a hash table rather than an array?
NOTE:
I know this is a really broad question which will require a large answer but, I made this because I had some people asking me what it all was. so I put it on here to fully explain it and help anyone else out.
Prerequisites
For this answer I'm going to assume you know how to use pointers, structs, and have a basic understanding of the C language.
Also if you don't know. When talking about the speed of algorithms and data structures you should know the terms:
O() = (it's pronounced "Big-oh") Big-oh or O() refers to the "worst-case-scenario" runtime. Similarly, in math, it's big O notation and describes the limiting behavior of a function. If somethings O(1) that's constant time "really good". If somethings O(n) that means if the list is a million long. It is at worst going to run a million time. O() is generally the one used to determine how fast something runs because that's how fast it'll run in it's worst case.
Ω = (greek letter Omega) refers to it's best case scenario. It's not used that as much as O() so I won't go into too much detail about it. But just know that if somethings Ω(1), in it's best case scenario it'll take just one time.
Θ = (greek letter theta) is unique in that it is only used when the O() and Ω() runtime are the same. So like in the case of the recursive sorting algorithm merge sort. It's run time is Θ(n(log(n))). Which means that it's O(n(log(n))) and it's Ω(n(log(n))).
What is a Hash table?
A hash table or associative array is a popular data structure used in programming. A hash table is just a linked list (I'll get to what a linked list is later on) with a hash function. A hash function basically just takes things and puts them in different "baskets". Each "basket" is just another linked list or something else depending on how you implement it. I'll explain more details on hash tables when I show you how to implement one.
Why would I want to use a hash table rather than an array?
An array is very easy to use and simple to make, but it also has its downsides. For this example, let's say we have a program and in which we want to keep all its users in an array.
That's pretty simple. Let's just say we plan on this program having no more than 100 users and fill that array with our users
char* users[100];
// iterate over every user and "store" their name
for (int i = 0; i < userCount; i++)
{
users[i] = "New username here";
}
So that works all well and fine and really fast too. That's O(1) right there. We can access any user in constant time.
But let's now assume that our program gets really popular. It now has over 80 users. Uh-Oh! We better increase the size of that array or else we'll get a buffer overflow.
So how do we do that? Well we're gonna have to make a new array that's bigger and copy over the contents of the old array into the new array.
That's very costly and we don't want to do that. We want to think cleverly and not use a something that has a fixed size. Well we already know how to use pointers to our advantage and we can bundle information into a struct if we wanted to.
So we could create a struct to store the username and then have it point (via a pointer) to a new struct. Voila! We now have a data structure that is expandable. It's a list of bundled information that's linked together by pointers. Thus the name linked list.
Linked Lists
So let's create that linked list. First we're gonna need a struct
typedef struct node
{
char* name;
struct node* next;
}
node;
Alright so we have a string name and a... Wait a sec... I've never heard of a data type called a struct node. Well for our convenience I typedef a new "data type" called node that also happens to be our struct called node.
So now that we have our node for our list, what do we need next? Well we need to create a "root" to our list so we can traverse it (I'll explain what I mean by traverse later). So let's assign a root. (remember that node data type I typdefed earlier)
node* first = NULL;
So now that we have our root all we need to do is make a function to insert new usernames into our list.
/*
* inserts a name called buffer into
* our linked list
*/
void insert(char* buffer)
{
// try to instantiate node for number
node* newptr = malloc(sizeof(node));
if (newptr == NULL)
{
return;
}
// make a new ponter
newptr->name = buffer;
newptr->next = NULL;
// check for empty list
if (first == NULL)
{
first = newptr;
}
// check for insertion at tail
else
{
// keep track of the previous spot in list
node* predptr = first;
// because we don't know how long this list is
// we must induce a forever loop until we find the end
while (true)
{
// check if it is the end of the list
if (predptr->next == NULL)
{
// add new node to end of list
predptr->next = newptr;
// break out of forever loop
break;
}
// update pointer
predptr = predptr->next;
}
}
}
So there you go. We have a basic linked list and now we can keep adding users all we want and we don't have to worry about running out of room. But this does come with down sides. The big problem with this is that every node or "user" in our list is "anonymous". We don't know were they are at or even how many users we have with this. (of course there are ways of making this much better -- I just want to show a very basic linked list) We have to traverse the entire list to add a user because we cannot access the end directly.
It's like we are in a huge dust storm and you can't see anything and we need to get to our barn. We can't see where our barn is but we have a solution. There are people standing our there (our nodes) and they are all holding two ropes (our pointers). Each person only owns one rope but that rope is being held at the other end by someone else. Just like our struct, the rope acts as a pointer to where they are. So how do we get to our barn? (for this example the barn is the last "person" in the list). Well we have no idea how big our line of people are or where they go. In fact, all we see is a fence post with a rope tied to it. (Our root!) that fence post will never change so we can grab the post and start moving along until we see our first person. That person is holding two ropes (the post's pointer and their pointer).
So we keep traveling along the rope until we reach a new person and grab onto their rope. Eventually, we get to the end and find our barn!
So that is a linked list in a nutshell. Its benefits are that it can expand as much as you want but its runtime depends on how big the list is, namely O(n). So if there are 1 million users, it would have to run 1 million times to insert a new name! Wow that seems really wasteful just to insert 1 name.
Luckily, we are clever and can create a better solution. Why don't we, instead of having just one linked list, have a few linked lists. An array of linked lists if you will. Why don't we make an array of size 26. So we can have a unique linked list for every letter of the alphabet. Now instead of a run time of n. We can reasonably say that our new run time will be n/26. Now that won't make much of a difference at all if you have a list 1 million big. But we're just going to keep it simple for this example.
So we have an array of linked lists but how are we going to sort our users into the array. Well... why don't we make a function that decides which user should go where. This function will "hash" the users if you will into an array or "table". So let's create this "hashed" linked list. Thus the name hash table
Hash Table
As I just said, our hash table will be an array of linked lists and will be hashed by the first letter of their username. A will go to position 0, B to 1, and so on.
The struct for the this hash table will be the same as the struct for our previous linked list
typedef struct node
{
char* name;
struct node* next;
}
node;
Now just like our linked list, we need a root for our hash table
node* first[26] = {NULL};
The root will be an array the size of the alphabet and all positions in it will be initialized to NULL. (Remember: the last element in a linked list always has to point to NULL or else we wouldn't know it was the end)
Let's make a main function. It takes a username we are going to hash then insert.
int main(char* name)
{
// hash the name into a spot
int hashedValue = hash(name);
// insert the name in table with hashed value
insert(hashedValue, name);
}
So here's our hash function. It's pretty simple. All we want to do is look at the first letter in the word and give a value from 0 - 25 based on what letter it is
/*
* takes a string and hashes it into the correct bucket
*/
int hash(const char* buffer)
{
// assign a number to the first char of buffer from 0-25
return tolower(buffer[0]) - 'a';
}
So now all we need is to create our insert function. It's going to look just like our insert function before except every time we reference our root, we're going to reference it as an array.
/*
* takes a string and inserts it into a linked list at a part of the hash table
*/
void insert(int key, const char* buffer)
{
// try to instantiate node to insert word
node* newptr = malloc(sizeof(node));
if (newptr == NULL)
{
return;
}
// make a new pointer
strcpy(newptr->name, buffer);
newptr->next = NULL;
// check for empty list
if (first[key] == NULL)
{
first[key] = newptr;
}
// check for insertion at tail
else
{
node* predptr = first[key];
while (true)
{
// insert at tail
if (predptr->next == NULL)
{
predptr->next = newptr;
break;
}
// update pointer
predptr = predptr->next;
}
}
}
So that's basics of a hash table. It's pretty simple if you know how to use pointers and structs. I know that was a pretty simple example of a hash table with only an insert function, but you can make it a lot better and get more creative with your hashing function. You can also make the array as big as you want or even a use multi-dimensional array.

Accessing attributes of structures stored in linked lists

I'm trying to find a specific location in a linked list and then be able to access its attributes. I know how to sort through the linked list but I can not figure out how to access the name attribute of the Locations.
I define my Location * structure as (These locations are stored into the list later):
#ifndef NESW_STRUCT
#define NESW_STRUCT
typedef struct location{
char *name;
char *longer;
char *shorter;
char *tip;
char *north;
char *south;
char *east;
char *west;
char *logic;
int visited;
char *items[20];
} Location;
#endif
My instructor provides us with a module to create a linked list as well as various functions to manipulate the list. The linked list is comprised of Node * which I believe hold the Locations as well as point to the next node in the list.
typedef struct node
{
Location *loc;
struct node *next;
} Node;
So in my game loop I create a global variable 'world' that is my linked list of (I think) Locations:
Node *world;
and
extern Node* world;
In other modules that also access it.
I then run a simple while loop in my main that creates a Location structure and then joins it to the Linked list(excluded from this post), world, using join(location,world) with the following functions my instructor provided, modified by me to work with Locations rather than void objects. I don't initialize world to anything before joining the first location to it, I think I may need to, but since its a core dump and crashes either way, I can't tell if it makes a difference/is necessary:
Node *
newNode(Location *place,Node *next)
{
Node *n = malloc(sizeof(Node));
if (n == 0)
{
fprintf(stderr,"newNode: out of memory!\n");
exit(1);
}
n->loc = place;
n->next = next;
return n;
}
Node *
join(Location *s,Node *rest)
{
return newNode(s,rest);
}
This all works perfectly fine so far and I create my list successfully. However, elsewhere in my program I created a function that maps through the world list and find the location that has a matching name to whichever name I pass to the function, which, logically, works correctly . I created a temp list that is equal to 'world', and then compared the name attribute of the head of the list to the name of the location I was looking for using, strcmp, returning that location if it matches, and setting the list = to the tail of the list if it doesn't.
Head and Tail are defined here, again provided in the module from my instructor:
Location *
head(Node *items)
{
return items->loc;
}
Node *
tail(Node *items)
{
return items->next;
}
If I understand these functions correctly, using head(list) should return a Location right, not a pointer? Then I should be able to just use 'location->name' to access the name? Apparently not though...
To save time of running through all the game logic just get to the part where it needs to compare the names, I tried writing some temporary code similar to how it would be in the mapping function, to test getting a location from the list and then accessing the attributes.
The probably wrong code I'm using to try and test accessing the list is:
Location *test = 0; //creating an empty location, (not sure if it needs to be initialized to 0 before assigning the desired value but I think I remember a mention of that during class)
test = head(world); //I would like to believe this sets test equal to the location of the head of the list world, but I am fairly certain this is where my error occurs because what is getting assigned to test really isn't a location
printf("%s",test->name); //basic print of the name attribute, I know this works logically because I use it elsewhere when dealing with locations not accessed through world, however this is what causes the core dump because I think I'm trying to access a garbage value so to speak
The program compiles with no errors and successfully reads all the the locations based on a debugging print statement I added. Any help, advice, or tips are greatly welcomed. I know people hate on kids that post here because they think they are trying to get their work done for free, but this is a very small part of an immersive project and once I figure this out, the game is essentially done other than content. I'm at a minor roadblock that is a major inhibitor and have tried everything my friend and I could think of and have even just started changing random data types in the Node struct and join/newNode functions as well as the Location struct hoping to either get lucky or figure out a solution through different error messages that occurred but as you can guess, no luck.
Solution by OP.
Because each new item is joined to the front of the list, the very last Node read into (which is the first node read when going through the list because the list is filled backwards) is the null pointer.
Example: Because the join function used stores a pointer to a Location and then points to the next Node in the list, the list is reversed after reading in.
Say you want to read alpha, bravo, charlie, delta epsilon into the list and you read them in that order, the list in memory looks like this with null being the head in the list:
null<-epsilon<-delta<-charlie<-bravo<-alpha
Therefore when I was trying to print with
Node *spot = world;
Location *loc = 0;
loc = head(spot);
printf("%s",loc->name);
I was attempting the print the name for the location which was really just a null pointer and obviously doesn't exist...So a very easy fix was to set spot equal to the tail before actually working with any of the Nodes in the list.
Node *spot = world;
Location *loc = 0;
spot = tail(spot);
loc = head(spot);
printf("%s",loc->name);

Why create heap when creating a linked list when we can simply do this?

I'm studying linked lists from this lesson.
The writer (and all other coders on every single tutorial) goes through creating node type pointer variables, then allocates memory to them using typecasting and malloc. It seems kinda unnecessary to me (Offourse I know I'm missing something), why can't we implement the same using this?
struct node
{
int data;
struct node *next;
};
int main()
{
struct node head;
struct node second;
struct node third;
head.data = 1;
head.next = &second;
second.data = 2;
second.next = &third;
third.data = 3;
third.next = NULL;
getchar();
return 0;
}
I've created nodes and the next pointers points towards the addresses of the next nodes...
Let's say you create a variable of type node called my_node:
struct node my_node;
You can access its members as my_node.data and my_node.next because it is not a pointer. Your code, however, will only be able to create 3 nodes. Let's say you have a loop that asks the user for a number and stores that number in the linked list, stopping only when the user types in 0. You don't know when the user will type in 0, so you have to have a way of creating variables while the program is running. "Creating a variable" at runtime is called dynamic memory allocation and is done by calling malloc, which always returns a pointer. Don't forget to free the dynamically allocated data after it is no longer needed, to do so call the free function with the pointer returned by malloc. The tutorial you mentioned is just explaining the fundamental concepts of linked lists, in an actual program you're not going to limit yourself to a fixed number of nodes but will instead make the linked list resizable depending on information you only have at runtime (unless a fixed-sized linked list is all you need).
Edit:
"Creating a variable at runtime" was just a highly simplified way of explaining the need for pointers. When you call malloc, it allocates memory on the heap and gives you an address, which you must store in a pointer.
int var = 5;
int * ptr = &var;
In this case, ptr is a variable (it was declared in all its glory) that holds the address of another variable, and so it is called a pointer. Now consider an excerpt from the tutorial you mentioned:
struct node* head = NULL;
head = (struct node*)malloc(sizeof(struct node));
In this case, the variable head will point to data allocated on the heap at runtime.
If you keep allocating nodes on the heap and assigning the returned address to the next member of the last node in the linked list, you will be able to iterate over the linked list simply by writing pointer_to_node = pointer_to_node->next. Example:
struct node * my_node = head; // my_node points to the first node in the linked list
while (true)
{
printf("%d\n", my_node->data); // print the data of the node we're iterating over
my_node = my_node->next; // advance the my_node pointer to the next node
if (my_node->next == NULL) // let's assume that the 'next' member of the last node is always set to NULL
{
printf("%d\n", my_node->data);
break;
}
}
You can, of course, insert an element into any position of the linked list, not just at the end as I mentioned above. Note though that the only node you ever have a name for is head, all the others are accessed through pointers because you can't possibly name all nodes your program will ever have a hold of.
When you declare 'struct node xyz;' in a function, it exists only so long as that function exists. If you add it to a linked list and then exit the function, that object no longer exists, but the linked list still has a reference to it. On the other hand, if you allocate it from the heap and add it to the linked list, it will still exist until it is removed from the linked list and deleted.
This mechanism allows an arbitrary number of nodes to be created at various times throughout your program and inserted into the linked list. The method you show above only allows a fixed number of specific items to be placed in the list for a short duration. You can do that, but it serves little purpose, since you could have just accessed the items directly outside the list.
Of course you can do like that. but how far ? how many nodes are you going to create ? We use linkedlists when we don't know how many entries we need when we create the list. So how can you create nodes ? How much ?
That's why we use malloc() (or new nodes).
But what if you had a file containing an unknown number of entries, and you needed to iterate over them, adding each one to the linked list? Think about how you might do that without malloc.
You would have a loop, and in each iteration you need to create a completely new "instance" of a node, different to all the other nodes. If you just had a bunch of locals, each loop iteration they would still be the same locals.
Your code and approach is correct as long as you know the number of nodes that you need in advance. In many cases, though, the number of nodes depends on user input and is not known in advance.
You definitely have to decide between C and C++, because typecasting and malloc belong in C only. Your C++ linked list code won't be doing typecasting nor using malloc precisely because it's not C code, but C++ code.
Say you are writing an application such as a text editor. The writer of the application has no idea how big a file a user in the future may want to edit.
Making the editor always use a large amount of memory is not helpful in multi-tasking environments, especially one with a large number of users.
With malloc() an editing application can take additional amounts of memory from the heap as required, with different processes using different amounts of memory, without large amounts of memory being wasted.
You can, and you can exploit this technique to create cute code like this, to use the stack as a malloc in a way:
The code below should be safe enough assuming there are no tail optimizations enabled.
#include <stdio.h>
typedef struct node_t {
struct node_t *next;
int cur;
int n;
} node_t;
void factorial(node_t *state, void (*then)(node_t *))
{
node_t tmp;
if (state->n <= 1) {
then(state);
} else {
tmp.next = state;
tmp.cur = state->n * state->cur;
tmp.n = state->n - 1;
printf("down: %x %d %d.\n", tmp);
factorial(&tmp, then);
printf("up: %x %d %d.\n", tmp);
}
}
void andThen(node_t *result)
{
while (result != (node_t *)0) {
printf("printing: %x %d %d.\n", *result);
result = result->next;
}
}
int main(int argc, char **argv)
{
node_t initial_state;
node_t *result_state;
initial_state.next = (node_t *)0;
initial_state.n = 6; // factorial of
initial_state.cur = 1; // identity for factorial
factorial(&initial_state, andThen);
}
result:
$ ./fact
down: 28ff34 6 5.
down: 28ff04 30 4.
down: 28fed4 120 3.
down: 28fea4 360 2.
down: 28fe74 720 1.
printing: 28fe74 720 1.
printing: 28fea4 360 2.
printing: 28fed4 120 3.
printing: 28ff04 30 4.
printing: 28ff34 6 5.
printing: 0 1 6.
up: 28fe74 720 1.
up: 28fea4 360 2.
up: 28fed4 120 3.
up: 28ff04 30 4.
up: 28ff34 6 5.
factorial works differently than usual because we can't return the result to caller because the caller will invalidate it with any single stack operation. a single function call will destroy the result, so instead, we must pass it to another function that will have its own frame on top of the current result, which will not invalidate the arbitrary number of stack frames it's sitting on top of that hold our nodes.
I imagine there are many ways for this to break other than tail call optimizations, but it's really elegant when it doesn't, because the links are guaranteed to be fairly cache local, since they are fairly close to each other, and there is no malloc/free needed for arbitrary sized consecutive allocations, since everything is cleaned as soon as returns happen.
Lets think you are making an Application like CHROME web browser, then you wanna create link between tabs created by user at run time which can only possible if you use Dynamic Memory Allocation.
That's why we use new, malloc() etc to apply dynamic memory allocation.
☺:).

Obtain node number n of a linked list

If I have a linked list:
first node -----> second node ------> third node ---> ?
Can I show the third node value ( for example ) without use a classic list-linear-searching algorithm?
My attempt of getting the n'th node:
struct node* indexof( struct node* head, int i )
{
int offset = (int)((char*)head->next - (char*)head);
return ((struct node*)((char*)head + offset * i));
}
That depends on your exact linked list implementation, but in general, no. You will have to traverse the list in order to access the nth element.
This is a characteristic of linked lists, in the sense that the normal tricks you could use for computing an offset into an array or other sequence-like structure will not work, as your individual list elements are not guaranteed to be laid out in memory in any sensible way, so you are forced to follow the next pointers in-order to retrieve the third element.
You could consider other data structures that provide constant-time indexed access into your linked list.
Sounds like you've picked the wrong data structure. If you want to go straight to nth then you should use an array.
Failing that, what's so bad about going through in linear fashion? Would have to be called a lot on a very long linked list to be causing performance problem.
One of the purposes of a linked list is to be able to easily add and delete nodes with little cost.
You can renounce that capability and use an array of payload pointers, but then it is no longer a linked list (what would the purpose be of having a pointer to the next node when the same node can be obtained trivially by arithmetic increment?).
E.g. instead of
struct
{
struct node *next;
void *payload;
...
} node;
node *root = NULL;
and allocate space for no nodes, you can have
typedef struct
{
void *payload;
...
} node;
node *vector = NULL;
size_t vectorsize = 0;
and allocate space for as many nodes as initially required, then using realloc to extend the list when needed, and memmove to remove nodes by shifting back the nodes beyond the deleted one. This incurs a clear performance loss when adding or removing nodes. On the other hand, the n-th node is just vector[n].
I repeat, this is no longer a linked list: it may be that whatever you're needing this for, it can be better accomplished with an array of pointers instead than a linked list.
Which reminds me, you'd do well to explain why you need the direct-addressing ability ("State the problem, don't ask how to implement the solution"): it may also well be that what you need is neither an array nor a linked list, but, who knows?, maybe a ring buffer, a stack, a hill, or a binary tree.
In some implementations you can even deploy two bonded structures, e.g. you might use a (doubly?) linked list in a first phase with lots of insertions and deletions especially of recently inserted data; then you build, and switch to, a pointer array for a second phase where you need direct addressing driven by the node number (use the array as "cache" of list node addresses):
for (listsize = 0, scan = root; scan; scan = scan->next)
listsize++;
if (NULL == (vector = (node *)malloc(listsize * sizeof(node))))
{
// out of memory
return EXIT_FAILURE;
}
for (listsize = 0, scan = root; scan; scan = scan->next)
vector[listsize++] = scan;
// Now vector[i]->payload is the payload of the i-th node

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