新增子模块与文件迁移

This commit is contained in:
yhh
2020-12-10 16:15:19 +08:00
parent c0450f21b6
commit 59c8d456cb
30 changed files with 3028 additions and 2726 deletions

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module es {
/**
* 围绕一个数组的非常基本的包装,当它达到容量时自动扩展。
* 注意在迭代时应该这样直接访问缓冲区但使用FastList.length字段。
*
* @tutorial
* for( var i = 0; i <= list.length; i++ )
* var item = list.buffer[i];
*/
export class FastList<T> {
/**
* 直接访问后备缓冲区。
* 不要使用buffer.Length! 使用FastList.length
*/
public buffer: T[];
/**
* 直接访问缓冲区内填充项的长度。不要改变。
*/
public length: number = 0;
constructor(size: number = 5) {
this.buffer = new Array(size);
}
/**
* 清空列表并清空缓冲区中的所有项目
*/
public clear() {
this.buffer.length = 0;
this.length = 0;
}
/**
* 和clear的工作原理一样只是它不会将缓冲区中的所有项目清空。
*/
public reset() {
this.length = 0;
}
/**
* 将该项目添加到列表中
* @param item
*/
public add(item: T) {
if (this.length == this.buffer.length)
this.buffer.length = Math.max(this.buffer.length << 1, 10);
this.buffer[this.length++] = item;
}
/**
* 从列表中删除该项目
* @param item
*/
public remove(item: T){
let comp = EqualityComparer.default<T>();
for (let i = 0; i < this.length; ++i){
if (comp.equals(this.buffer[i], item)){
this.removeAt(i);
return;
}
}
}
/**
* 从列表中删除给定索引的项目。
* @param index
*/
public removeAt(index: number){
if (index >= this.length)
throw new Error("index超出范围");
this.length --;
new linq.List(this.buffer).removeAt(index);
}
/**
* 检查项目是否在FastList中
* @param item
*/
public contains(item: T){
let comp = EqualityComparer.default<T>();
for (let i = 0; i < this.length; ++ i){
if (comp.equals(this.buffer[i], item))
return true;
}
return false;
}
/**
* 如果缓冲区达到最大将分配更多的空间来容纳额外的ItemCount。
* @param additionalItemCount
*/
public ensureCapacity(additionalItemCount: number = 1){
if (this.length + additionalItemCount >= this.buffer.length)
this.buffer.length = Math.max(this.buffer.length << 1, this.length + additionalItemCount);
}
/**
* 添加数组中的所有项目
* @param array
*/
public addRange(array: T[]){
for (let item of array)
this.add(item);
}
/**
* 对缓冲区中的所有项目进行排序,长度不限。
*/
public sort(comparer: IComparer<T>){
this.buffer.sort(comparer.compare);
}
}
}

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module es {
/**
* 创建这个字典的原因只有一个:
* 我需要一个能让我直接以数组的形式对值进行迭代的字典,而不需要生成一个数组或使用迭代器。
* 对于这个目标是比标准字典快N倍。
* Faster dictionary在大部分操作上也比标准字典快但差别可以忽略不计。
* 唯一较慢的操作是在添加时调整内存大小,因为与标准数组相比,这个实现需要使用两个单独的数组。
*/
export class FasterDictionary<TKey, TValue> {
public _values: TValue[];
public _valuesInfo: FastNode[];
public _buckets: number[];
public _freeValueCellIndex: number = 0;
public _collisions: number = 0;
constructor(size: number = 1) {
this._valuesInfo = new Array(size);
this._values = new Array(size);
this._buckets = new Array(HashHelpers.getPrime(size));
}
public getValuesArray(count: {value: number}): TValue[] {
count.value = this._freeValueCellIndex;
return this._values;
}
public get valuesArray(): TValue[] {
return this._values;
}
public get count(): number {
return this._freeValueCellIndex;
}
public add(key: TKey, value: TValue) {
if (!this.addValue(key, value, {value: 0}))
throw new Error("key 已经存在")
}
public addValue(key: TKey, value: TValue, indexSet: {value: number}) {
let hash = HashHelpers.getHashCode(key);
let bucketIndex = FasterDictionary.reduce(hash, this._buckets.length);
if (this._freeValueCellIndex == this._values.length) {
let expandPrime = HashHelpers.expandPrime(this._freeValueCellIndex);
this._values.length = expandPrime;
this._valuesInfo.length = expandPrime;
}
// buckets值-1表示它是空的
let valueIndex = NumberExtension.toNumber(this._buckets[bucketIndex]) - 1;
if (valueIndex == -1) {
// 在最后一个位置创建信息节点,并填入相关信息
this._valuesInfo[this._freeValueCellIndex] = new FastNode(key, hash);
} else {
{
let currentValueIndex = valueIndex;
do {
// 必须检查键是否已经存在于字典中
if (this._valuesInfo[currentValueIndex].hashcode == hash &&
this._valuesInfo[currentValueIndex].key == key) {
// 键已经存在,只需将其值替换掉即可
this._values[currentValueIndex] = value;
indexSet.value = currentValueIndex;
return false;
}
currentValueIndex = this._valuesInfo[currentValueIndex].previous;
}
while (currentValueIndex != -1); // -1表示没有更多的值与相同的哈希值的键
}
this._collisions++;
// 创建一个新的节点,该节点之前的索引指向当前指向桶的节点
this._valuesInfo[this._freeValueCellIndex] = new FastNode(key, hash, valueIndex);
// 更新现有单元格的下一个单元格指向新的单元格,旧的单元格 -> 新的单元格 -> 旧的单元格 <- 下一个单元格
this._valuesInfo[valueIndex].next = this._freeValueCellIndex;
}
// 重要的是:新的节点总是被桶单元格指向的那个节点,所以我可以假设被桶指向的那个节点总是最后添加的值(next = -1)
// item与这个bucketIndex将指向最后创建的值
// TODO: 如果相反我假设原来的那个是bucket中的那个我就不需要在这里更新bucket了
this._buckets[bucketIndex] = (this._freeValueCellIndex + 1);
this._values[this._freeValueCellIndex] = value;
indexSet.value = this._freeValueCellIndex;
this._freeValueCellIndex++;
if (this._collisions > this._buckets.length) {
// 我们需要更多的空间和更少的碰撞
this._buckets = new Array(HashHelpers.expandPrime(this._collisions));
this._collisions = 0;
// 我们需要得到目前存储的所有值的哈希码,并将它们分布在新的桶长上
for (let newValueIndex = 0; newValueIndex < this._freeValueCellIndex; newValueIndex++) {
// 获取原始哈希码并根据新的长度找到新的bucketIndex
bucketIndex = FasterDictionary.reduce(this._valuesInfo[newValueIndex].hashcode, this._buckets.length);
// bucketsIndex可以是-1或下一个值。
// 如果是-1意味着没有碰撞。
// 如果有碰撞,我们创建一个新节点,它的上一个指向旧节点。
// 旧节点指向新节点新节点指向旧节点旧节点指向新节点现在bucket指向新节点这样我们就可以重建linkedlist.
// 获取当前值Index如果没有碰撞则为-1。
let existingValueIndex = NumberExtension.toNumber(this._buckets[bucketIndex]) - 1;
// 将bucket索引更新为共享bucketIndex的当前项目的索引最后找到的总是bucket中的那个
this._buckets[bucketIndex] = newValueIndex + 1;
if (existingValueIndex != -1) {
// 这个单元格已经指向了新的bucket list中的一个值这意味着有一个碰撞出了问题
this._collisions++;
// bucket将指向这个值所以新的值将使用以前的索引
this._valuesInfo[newValueIndex].previous = existingValueIndex;
this._valuesInfo[newValueIndex].next = -1;
// 并将之前的下一个索引更新为新的索引
this._valuesInfo[existingValueIndex].next = newValueIndex;
} else {
// 什么都没有被索引,桶是空的。我们需要更新之前的 next 和 previous 的值。
this._valuesInfo[newValueIndex].next = -1;
this._valuesInfo[newValueIndex].previous = -1;
}
}
}
return true;
}
public remove(key: TKey): boolean {
let hash = FasterDictionary.hash(key);
let bucketIndex = FasterDictionary.reduce(hash, this._buckets.length);
// 找桶
let indexToValueToRemove = NumberExtension.toNumber(this._buckets[bucketIndex]) - 1;
// 第一部分在bucket list中寻找实际的键如果找到了我就更新bucket list使它不再指向要删除的单元格。
while (indexToValueToRemove != -1) {
if (this._valuesInfo[indexToValueToRemove].hashcode == hash &&
this._valuesInfo[indexToValueToRemove].key == key) {
// 如果找到了密钥,并且桶直接指向了要删除的节点
if (this._buckets[bucketIndex] - 1 == indexToValueToRemove){
if (this._valuesInfo[indexToValueToRemove].next != -1)
throw new Error("如果 bucket 指向单元格,那么 next 必须不存在。");
// 如果前一个单元格存在,它的下一个指针必须被更新!
//<---迭代顺序
// B(ucket总是指向最后一个)
// ------- ------- -------
// 1 | | | | 2 | | | 3 | //bucket不能有下一个只能有上一个。
// ------- ------- -------
//--> 插入
let value = this._valuesInfo[indexToValueToRemove].previous;
this._buckets[bucketIndex] = value + 1;
}else{
if (this._valuesInfo[indexToValueToRemove].next == -1)
throw new Error("如果 bucket 指向另一个单元格,则 NEXT 必须存在");
}
FasterDictionary.updateLinkedList(indexToValueToRemove, this._valuesInfo);
break;
}
indexToValueToRemove = this._valuesInfo[indexToValueToRemove].previous;
}
if (indexToValueToRemove == -1)
return false; // 未找到
this._freeValueCellIndex --; // 少了一个需要反复计算的值
// 第二部分
// 这时节点指针和水桶会被更新但_values数组会被更新仍然有要删除的值
// 这个字典的目标是能够做到像数组一样对数值进行迭代,所以数值数组必须始终是最新的
// 如果要删除的单元格是列表中的最后一个,我们可以执行较少的操作(不需要交换),否则我们要将最后一个值的单元格移到要删除的值上。
if (indexToValueToRemove != this._freeValueCellIndex){
// 我们可以将两个数组的最后一个值移到要删除的数组中。
// 为了做到这一点,我们需要确保 bucket 指针已经更新了
// 首先我们在桶列表中找到指向要移动的单元格的指针的索引
let movingBucketIndex = FasterDictionary.reduce(this._valuesInfo[this._freeValueCellIndex].hashcode, this._buckets.length);
// 如果找到了键,并且桶直接指向要删除的节点,现在必须指向要移动的单元格。
if (this._buckets[movingBucketIndex] - 1 == this._freeValueCellIndex)
this._buckets[movingBucketIndex] = (indexToValueToRemove + 1);
// 否则意味着有多个键具有相同的哈希值(碰撞),所以我们需要更新链接列表和它的指针
let next = this._valuesInfo[this._freeValueCellIndex].next;
let previous = this._valuesInfo[this._freeValueCellIndex].previous;
// 现在它们指向最后一个值被移入的单元格
if (next != -1)
this._valuesInfo[next].previous = indexToValueToRemove;
if (previous != -1)
this._valuesInfo[previous].next = indexToValueToRemove;
// 最后,实际上是移动值
this._valuesInfo[indexToValueToRemove] = this._valuesInfo[this._freeValueCellIndex];
this._values[indexToValueToRemove] = this._values[this._freeValueCellIndex];
}
return true;
}
public trim(){
let expandPrime = HashHelpers.expandPrime(this._freeValueCellIndex);
if (expandPrime < this._valuesInfo.length){
this._values.length = expandPrime;
this._valuesInfo.length = expandPrime;
}
}
public clear(){
if (this._freeValueCellIndex == 0) return;
this._freeValueCellIndex = 0;
this._buckets.length = 0;
this._values.length = 0;
this._valuesInfo.length = 0;
}
public fastClear(){
if (this._freeValueCellIndex == 0) return;
this._freeValueCellIndex = 0;
this._buckets.length = 0;
this._valuesInfo.length = 0;
}
public containsKey(key: TKey){
if (this.tryFindIndex(key, {value: 0})){
return true;
}
return false;
}
public tryGetValue(key: TKey): TValue {
let findIndex = {value: 0};
if (this.tryFindIndex(key, findIndex)){
return this._values[findIndex.value];
}
return null;
}
public tryFindIndex(key: TKey, findIndex: {value: number}){
// 我把所有的索引都用偏移量+1来存储这样在bucket list中0就意味着实际上不存在
// 当读取时,偏移量必须再偏移-1才是真实的
// 这样我就避免了将数组初始化为-1
let hash = FasterDictionary.hash(key);
let bucketIndex = FasterDictionary.reduce(hash, this._buckets.length);
let valueIndex = NumberExtension.toNumber(this._buckets[bucketIndex]) - 1;
// 即使我们找到了一个现有的值,我们也需要确定它是我们所要求的值
while (valueIndex != -1){
if (this._valuesInfo[valueIndex].hashcode == hash && this._valuesInfo[valueIndex].key == key){
findIndex.value = valueIndex;
return true;
}
valueIndex = this._valuesInfo[valueIndex].previous;
}
findIndex.value = 0;
return false;
}
public getDirectValue(index: number): TValue {
return this._values[index];
}
public getIndex(key: TKey): number {
let findIndex = {value: 0};
if (this.tryFindIndex(key, findIndex))
return findIndex.value;
throw new Error("未找到key");
}
public static updateLinkedList(index: number, valuesInfo: FastNode[]){
let next = valuesInfo[index].next;
let previous = valuesInfo[index].previous;
if (next != -1)
valuesInfo[next].previous = previous;
if (previous != -1)
valuesInfo[previous].next = next;
}
public static hash(key) {
return HashHelpers.getHashCode(key);
}
public static reduce(x: number, n: number) {
if (x >= n)
return x % n;
return x;
}
}
export class FastNode {
readonly key;
readonly hashcode: number;
previous: number;
next: number;
constructor(key, hash: number, previousNode: number = -1) {
this.key = key;
this.hashcode = hash;
this.previous = previousNode;
this.next = -1;
}
}
}

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@@ -1,297 +1,297 @@
class ArrayUtils {
/**
*
* @param ary
*/
public static bubbleSort(ary: number[]): void {
let isExchange: Boolean = false;
for (let i: number = 0; i < ary.length; i++) {
isExchange = false;
for (let j: number = ary.length - 1; j > i; j--) {
if (ary[j] < ary[j - 1]) {
let temp: number = ary[j];
ary[j] = ary[j - 1];
ary[j - 1] = temp;
isExchange = true;
}
}
if (!isExchange)
break;
}
}
/**
*
* @param ary
*/
public static insertionSort(ary: number[]): void {
let len: number = ary.length;
for (let i: number = 1; i < len; i++) {
let val: number = ary[i];
for (var j: number = i; j > 0 && ary[j - 1] > val; j--) {
ary[j] = ary[j - 1];
}
ary[j] = val;
}
}
/**
*
* @param ary
* @param value
* @returns
*/
public static binarySearch(ary: number[], value: number): number {
let startIndex: number = 0;
let endIndex: number = ary.length;
let sub: number = (startIndex + endIndex) >> 1;
while (startIndex < endIndex) {
if (value <= ary[sub]) endIndex = sub;
else if (value >= ary[sub]) startIndex = sub + 1;
sub = (startIndex + endIndex) >> 1;
}
if (ary[startIndex] == value) return startIndex;
return -1;
}
/**
*
* @param ary
* @param num
*/
public static findElementIndex(ary: any[], num: any): any {
let len: number = ary.length;
for (let i: number = 0; i < len; ++i) {
if (ary[i] == num)
return i;
}
return null;
}
/**
*
* @param ary
*/
public static getMaxElementIndex(ary: number[]): number {
let matchIndex: number = 0;
let len: number = ary.length;
for (let j: number = 1; j < len; j++) {
if (ary[j] > ary[matchIndex])
matchIndex = j;
}
return matchIndex;
}
/**
*
* @param ary
*/
public static getMinElementIndex(ary: number[]): number {
let matchIndex: number = 0;
let len: number = ary.length;
for (let j: number = 1; j < len; j++) {
if (ary[j] < ary[matchIndex])
matchIndex = j;
}
return matchIndex;
}
/**
* "唯一性"
* @param ary
* @returns
*
* @tutorial
* : [1, 2, 2, 3, 4]
* : [1, 2, 3, 4]
*/
public static getUniqueAry(ary: number[]): number[] {
let uAry: number[] = [];
let newAry: number[] = [];
let count = ary.length;
for (let i: number = 0; i < count; ++i) {
let value: number = ary[i];
if (uAry.indexOf(value) == -1) uAry.push(value);
}
count = uAry.length;
for (let i: number = count - 1; i >= 0; --i) {
newAry.unshift(uAry[i]);
}
return newAry;
}
/**
* 2
* A = [1, 2, 3, 4, 6]
* B = [0, 2, 1, 3, 4]
* [6, 0]
* @param aryA
* @param aryB
* @return
*/
public static getDifferAry(aryA: number[], aryB: number[]): number[] {
aryA = this.getUniqueAry(aryA);
aryB = this.getUniqueAry(aryB);
let ary: number[] = aryA.concat(aryB);
let uObj: Object = {};
let newAry: number[] = [];
let count: number = ary.length;
for (let j: number = 0; j < count; ++j) {
if (!uObj[ary[j]]) {
uObj[ary[j]] = {};
uObj[ary[j]].count = 0;
uObj[ary[j]].key = ary[j];
uObj[ary[j]].count++;
} else {
if (uObj[ary[j]] instanceof Object) {
uObj[ary[j]].count++;
}
}
}
for (let i in uObj) {
if (uObj[i].count != 2) {
newAry.unshift(uObj[i].key);
}
}
return newAry;
}
/**
*
* @param array
* @param index1
* @param index2
*/
public static swap(array: any[], index1: number, index2: number): void {
let temp: any = array[index1];
array[index1] = array[index2];
array[index2] = temp;
}
/**
*
* @param ary
*/
public static clearList(ary: any[]): void {
if (!ary) return;
let length: number = ary.length;
for (let i: number = length - 1; i >= 0; i -= 1) {
ary.splice(i, 1);
}
}
/**
*
* @param ary
* @return
*/
public static cloneList(ary: any[]): any[] {
if (!ary) return null;
return ary.slice(0, ary.length);
}
/**
* 2
* @param ary1 1
* @param ary2 2
*/
public static equals(ary1: number[], ary2: number[]): Boolean {
if (ary1 == ary2) return true;
let length: number = ary1.length;
if (length != ary2.length) return false;
while (length--) {
if (ary1[length] != ary2[length])
return false;
}
return true;
}
/**
*
* @param ary
* @param index
* @param value
* @returns
*/
public static insert(ary: any[], index: number, value: any): any {
if (!ary) return null;
let length: number = ary.length;
if (index > length) index = length;
if (index < 0) index = 0;
if (index == length) ary.push(value); //插入最后
else if (index == 0) ary.unshift(value); //插入头
else {
for (let i: number = length - 1; i >= index; i -= 1) {
ary[i + 1] = ary[i];
}
ary[index] = value;
}
return value;
}
/**
* FisherYates shuffle
* @param list
*/
public static shuffle<T>(list: T[]) {
let n = list.length;
while (n > 1) {
n--;
let k = RandomUtils.randint(0, n + 1);
let value: T = list[k];
list[k] = list[n];
list[n] = value;
}
}
/**
* falsetrue
* @param list
* @param item
*/
public static addIfNotPresent<T>(list: T[], item: T) {
if (new linq.List(list).contains(item))
return false;
list.push(item);
return true;
}
/**
*
* @param list
*/
public static lastItem<T>(list: T[]) {
return list[list.length - 1];
}
/**
* !
* @param list
*/
public static randomItem<T>(list: T[]) {
return list[RandomUtils.randint(0, list.length - 1)];
}
/**
* List可以通过ListPool.free放回池中
* @param list
* @param itemCount
*/
public static randomItems<T>(list: T[], itemCount: number){
let set = new Set<T>();
while (set.size != itemCount) {
let item = this.randomItem(list);
if (!set.has(item))
set.add(item);
}
let items = es.ListPool.obtain<T>();
set.forEach(value => items.push(value));
return items;
}
class ArrayUtils {
/**
*
* @param ary
*/
public static bubbleSort(ary: number[]): void {
let isExchange: Boolean = false;
for (let i: number = 0; i < ary.length; i++) {
isExchange = false;
for (let j: number = ary.length - 1; j > i; j--) {
if (ary[j] < ary[j - 1]) {
let temp: number = ary[j];
ary[j] = ary[j - 1];
ary[j - 1] = temp;
isExchange = true;
}
}
if (!isExchange)
break;
}
}
/**
*
* @param ary
*/
public static insertionSort(ary: number[]): void {
let len: number = ary.length;
for (let i: number = 1; i < len; i++) {
let val: number = ary[i];
for (var j: number = i; j > 0 && ary[j - 1] > val; j--) {
ary[j] = ary[j - 1];
}
ary[j] = val;
}
}
/**
*
* @param ary
* @param value
* @returns
*/
public static binarySearch(ary: number[], value: number): number {
let startIndex: number = 0;
let endIndex: number = ary.length;
let sub: number = (startIndex + endIndex) >> 1;
while (startIndex < endIndex) {
if (value <= ary[sub]) endIndex = sub;
else if (value >= ary[sub]) startIndex = sub + 1;
sub = (startIndex + endIndex) >> 1;
}
if (ary[startIndex] == value) return startIndex;
return -1;
}
/**
*
* @param ary
* @param num
*/
public static findElementIndex(ary: any[], num: any): any {
let len: number = ary.length;
for (let i: number = 0; i < len; ++i) {
if (ary[i] == num)
return i;
}
return null;
}
/**
*
* @param ary
*/
public static getMaxElementIndex(ary: number[]): number {
let matchIndex: number = 0;
let len: number = ary.length;
for (let j: number = 1; j < len; j++) {
if (ary[j] > ary[matchIndex])
matchIndex = j;
}
return matchIndex;
}
/**
*
* @param ary
*/
public static getMinElementIndex(ary: number[]): number {
let matchIndex: number = 0;
let len: number = ary.length;
for (let j: number = 1; j < len; j++) {
if (ary[j] < ary[matchIndex])
matchIndex = j;
}
return matchIndex;
}
/**
* "唯一性"
* @param ary
* @returns
*
* @tutorial
* : [1, 2, 2, 3, 4]
* : [1, 2, 3, 4]
*/
public static getUniqueAry(ary: number[]): number[] {
let uAry: number[] = [];
let newAry: number[] = [];
let count = ary.length;
for (let i: number = 0; i < count; ++i) {
let value: number = ary[i];
if (uAry.indexOf(value) == -1) uAry.push(value);
}
count = uAry.length;
for (let i: number = count - 1; i >= 0; --i) {
newAry.unshift(uAry[i]);
}
return newAry;
}
/**
* 2
* A = [1, 2, 3, 4, 6]
* B = [0, 2, 1, 3, 4]
* [6, 0]
* @param aryA
* @param aryB
* @return
*/
public static getDifferAry(aryA: number[], aryB: number[]): number[] {
aryA = this.getUniqueAry(aryA);
aryB = this.getUniqueAry(aryB);
let ary: number[] = aryA.concat(aryB);
let uObj: Object = {};
let newAry: number[] = [];
let count: number = ary.length;
for (let j: number = 0; j < count; ++j) {
if (!uObj[ary[j]]) {
uObj[ary[j]] = {};
uObj[ary[j]].count = 0;
uObj[ary[j]].key = ary[j];
uObj[ary[j]].count++;
} else {
if (uObj[ary[j]] instanceof Object) {
uObj[ary[j]].count++;
}
}
}
for (let i in uObj) {
if (uObj[i].count != 2) {
newAry.unshift(uObj[i].key);
}
}
return newAry;
}
/**
*
* @param array
* @param index1
* @param index2
*/
public static swap(array: any[], index1: number, index2: number): void {
let temp: any = array[index1];
array[index1] = array[index2];
array[index2] = temp;
}
/**
*
* @param ary
*/
public static clearList(ary: any[]): void {
if (!ary) return;
let length: number = ary.length;
for (let i: number = length - 1; i >= 0; i -= 1) {
ary.splice(i, 1);
}
}
/**
*
* @param ary
* @return
*/
public static cloneList(ary: any[]): any[] {
if (!ary) return null;
return ary.slice(0, ary.length);
}
/**
* 2
* @param ary1 1
* @param ary2 2
*/
public static equals(ary1: number[], ary2: number[]): Boolean {
if (ary1 == ary2) return true;
let length: number = ary1.length;
if (length != ary2.length) return false;
while (length--) {
if (ary1[length] != ary2[length])
return false;
}
return true;
}
/**
*
* @param ary
* @param index
* @param value
* @returns
*/
public static insert(ary: any[], index: number, value: any): any {
if (!ary) return null;
let length: number = ary.length;
if (index > length) index = length;
if (index < 0) index = 0;
if (index == length) ary.push(value); //插入最后
else if (index == 0) ary.unshift(value); //插入头
else {
for (let i: number = length - 1; i >= index; i -= 1) {
ary[i + 1] = ary[i];
}
ary[index] = value;
}
return value;
}
/**
* FisherYates shuffle
* @param list
*/
public static shuffle<T>(list: T[]) {
let n = list.length;
while (n > 1) {
n--;
let k = RandomUtils.randint(0, n + 1);
let value: T = list[k];
list[k] = list[n];
list[n] = value;
}
}
/**
* falsetrue
* @param list
* @param item
*/
public static addIfNotPresent<T>(list: T[], item: T) {
if (new linq.List(list).contains(item))
return false;
list.push(item);
return true;
}
/**
*
* @param list
*/
public static lastItem<T>(list: T[]) {
return list[list.length - 1];
}
/**
* !
* @param list
*/
public static randomItem<T>(list: T[]) {
return list[RandomUtils.randint(0, list.length - 1)];
}
/**
* List可以通过ListPool.free放回池中
* @param list
* @param itemCount
*/
public static randomItems<T>(list: T[], itemCount: number){
let set = new Set<T>();
while (set.size != itemCount) {
let item = this.randomItem(list);
if (!set.has(item))
set.add(item);
}
let items = es.ListPool.obtain<T>();
set.forEach(value => items.push(value));
return items;
}
}

View File

@@ -1,134 +1,134 @@
module es{
export class Base64Utils {
private static _keyStr = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=";
/**
* Base64位解析
*/
static get nativeBase64() {
return (typeof (window.atob) === "function");
}
/**
*
* @param input
*/
static decode(input:string): string {
input = input.replace(/[^A-Za-z0-9\+\/\=]/g, "");
if (this.nativeBase64) {
return window.atob(input);
} else {
var output: any = [], chr1: number, chr2: number, chr3: number, enc1: number, enc2: number, enc3: number, enc4: number, i: number = 0;
while (i < input.length) {
enc1 = this._keyStr.indexOf(input.charAt(i++));
enc2 = this._keyStr.indexOf(input.charAt(i++));
enc3 = this._keyStr.indexOf(input.charAt(i++));
enc4 = this._keyStr.indexOf(input.charAt(i++));
chr1 = (enc1 << 2) | (enc2 >> 4);
chr2 = ((enc2 & 15) << 4) | (enc3 >> 2);
chr3 = ((enc3 & 3) << 6) | enc4;
output.push(String.fromCharCode(chr1));
if (enc3 !== 64) {
output.push(String.fromCharCode(chr2));
}
if (enc4 !== 64) {
output.push(String.fromCharCode(chr3));
}
}
output = output.join("");
return output;
}
}
/**
*
* @param input
*/
static encode(input:string): string {
input = input.replace(/\r\n/g, "\n");
if (this.nativeBase64) {
window.btoa(input);
} else {
var output: any = [], chr1: number, chr2: number, chr3: number, enc1: number, enc2: number, enc3: number, enc4: number, i: number = 0;
while (i < input.length) {
chr1 = input.charCodeAt(i++);
chr2 = input.charCodeAt(i++);
chr3 = input.charCodeAt(i++);
enc1 = chr1 >> 2;
enc2 = ((chr1 & 3) << 4) | (chr2 >> 4);
enc3 = ((chr2 & 15) << 2) | (chr3 >> 6);
enc4 = chr3 & 63;
if (isNaN(chr2)) {
enc3 = enc4 = 64;
} else if (isNaN(chr3)) {
enc4 = 64;
}
output.push(this._keyStr.charAt(enc1));
output.push(this._keyStr.charAt(enc2));
output.push(this._keyStr.charAt(enc3));
output.push(this._keyStr.charAt(enc4));
}
output = output.join("");
return output;
}
}
/**
* Base64格式数据
* @param input
* @param bytes
*/
static decodeBase64AsArray(input: string, bytes: number): Uint32Array {
bytes = bytes || 1;
var dec = Base64Utils.decode(input), i, j, len;
var ar: Uint32Array = new Uint32Array(dec.length / bytes);
for (i = 0, len = dec.length / bytes; i < len; i++) {
ar[i] = 0;
for (j = bytes - 1; j >= 0; --j) {
ar[i] += dec.charCodeAt((i * bytes) + j) << (j << 3);
}
}
return ar;
}
/**
*
* @param data
* @param decoded
* @param compression
* @private
*/
static decompress(data: string, decoded: any, compression: string): any {
throw new Error("GZIP/ZLIB compressed TMX Tile Map not supported!");
}
/**
* csv数据
* @param input
*/
static decodeCSV(input: string): Array<number> {
var entries: Array<any> = input.replace("\n", "").trim().split(",");
var result:Array<number> = [];
for (var i:number = 0; i < entries.length; i++) {
result.push(+entries[i]);
}
return result;
}
}
}
module es{
export class Base64Utils {
private static _keyStr = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=";
/**
* Base64位解析
*/
static get nativeBase64() {
return (typeof (window.atob) === "function");
}
/**
*
* @param input
*/
static decode(input:string): string {
input = input.replace(/[^A-Za-z0-9\+\/\=]/g, "");
if (this.nativeBase64) {
return window.atob(input);
} else {
var output: any = [], chr1: number, chr2: number, chr3: number, enc1: number, enc2: number, enc3: number, enc4: number, i: number = 0;
while (i < input.length) {
enc1 = this._keyStr.indexOf(input.charAt(i++));
enc2 = this._keyStr.indexOf(input.charAt(i++));
enc3 = this._keyStr.indexOf(input.charAt(i++));
enc4 = this._keyStr.indexOf(input.charAt(i++));
chr1 = (enc1 << 2) | (enc2 >> 4);
chr2 = ((enc2 & 15) << 4) | (enc3 >> 2);
chr3 = ((enc3 & 3) << 6) | enc4;
output.push(String.fromCharCode(chr1));
if (enc3 !== 64) {
output.push(String.fromCharCode(chr2));
}
if (enc4 !== 64) {
output.push(String.fromCharCode(chr3));
}
}
output = output.join("");
return output;
}
}
/**
*
* @param input
*/
static encode(input:string): string {
input = input.replace(/\r\n/g, "\n");
if (this.nativeBase64) {
window.btoa(input);
} else {
var output: any = [], chr1: number, chr2: number, chr3: number, enc1: number, enc2: number, enc3: number, enc4: number, i: number = 0;
while (i < input.length) {
chr1 = input.charCodeAt(i++);
chr2 = input.charCodeAt(i++);
chr3 = input.charCodeAt(i++);
enc1 = chr1 >> 2;
enc2 = ((chr1 & 3) << 4) | (chr2 >> 4);
enc3 = ((chr2 & 15) << 2) | (chr3 >> 6);
enc4 = chr3 & 63;
if (isNaN(chr2)) {
enc3 = enc4 = 64;
} else if (isNaN(chr3)) {
enc4 = 64;
}
output.push(this._keyStr.charAt(enc1));
output.push(this._keyStr.charAt(enc2));
output.push(this._keyStr.charAt(enc3));
output.push(this._keyStr.charAt(enc4));
}
output = output.join("");
return output;
}
}
/**
* Base64格式数据
* @param input
* @param bytes
*/
static decodeBase64AsArray(input: string, bytes: number): Uint32Array {
bytes = bytes || 1;
var dec = Base64Utils.decode(input), i, j, len;
var ar: Uint32Array = new Uint32Array(dec.length / bytes);
for (i = 0, len = dec.length / bytes; i < len; i++) {
ar[i] = 0;
for (j = bytes - 1; j >= 0; --j) {
ar[i] += dec.charCodeAt((i * bytes) + j) << (j << 3);
}
}
return ar;
}
/**
*
* @param data
* @param decoded
* @param compression
* @private
*/
static decompress(data: string, decoded: any, compression: string): any {
throw new Error("GZIP/ZLIB compressed TMX Tile Map not supported!");
}
/**
* csv数据
* @param input
*/
static decodeCSV(input: string): Array<number> {
var entries: Array<any> = input.replace("\n", "").trim().split(",");
var result:Array<number> = [];
for (var i:number = 0; i < entries.length; i++) {
result.push(+entries[i]);
}
return result;
}
}
}

View File

@@ -1,133 +1,133 @@
class RandomUtils {
/**
* start stop之间取一个随机整数step指定间隔 start与stop较大的一个
*
* this.randrange(1, 10, 3)
* 1 4 7 , 1010
*
* @param start
* @param stop
* @param step
* @return start < stop, [start, stop)
*
*/
public static randrange(start: number, stop: number, step: number = 1): number {
if (step == 0)
throw new Error('step 不能为 0');
let width: number = stop - start;
if (width == 0)
throw new Error('没有可用的范围(' + start + ',' + stop + ')');
if (width < 0)
width = start - stop;
let n: number = Math.floor((width + step - 1) / step);
return Math.floor(this.random() * n) * step + Math.min(start, stop);
}
/**
* a b直间的随机整数 a b
* @param a
* @param b
* @return [a, b]
*
*/
public static randint(a: number, b: number): number {
a = Math.floor(a);
b = Math.floor(b);
if (a > b)
a++;
else
b++;
return this.randrange(a, b);
}
/**
* a - b之间的随机数 Math.max(a, b)
* @param a
* @param b
* @return a < b, [a, b)
*/
public static randnum(a: number, b: number): number {
return this.random() * (b - a) + a;
}
/**
*
* @param array
* @return
*/
public static shuffle(array: any[]): any[] {
array.sort(this._randomCompare);
return array;
}
/**
*
* @param sequence vectorlength属性
*
* @return
*
*/
public static choice(sequence: any): any {
if (!sequence.hasOwnProperty("length"))
throw new Error('无法对此对象执行此操作');
let index: number = Math.floor(this.random() * sequence.length);
if (sequence instanceof String)
return String(sequence).charAt(index);
else
return sequence[index];
}
/**
* æ ?
* <pre>
* this.sample([1, 2, 3, 4, 5], 3) // Choose 3 elements
* [4, 1, 5]
* </pre>
* @param sequence
* @param num
* @return
*
*/
public static sample(sequence: any[], num: number): any[] {
let len: number = sequence.length;
if (num <= 0 || len < num)
throw new Error("采样数量不够");
let selected: any[] = [];
let indices: any[] = [];
for (let i: number = 0; i < num; i++) {
let index: number = Math.floor(this.random() * len);
while (indices.indexOf(index) >= 0)
index = Math.floor(this.random() * len);
selected.push(sequence[index]);
indices.push(index);
}
return selected;
}
/**
* 0.0 - 1.0 Math.random()
* @return Math.random()
*
*/
public static random(): number {
return Math.random();
}
/**
*
* @param chance
* @return
*/
public static boolean(chance: number = .5): boolean {
return (this.random() < chance) ? true : false;
}
private static _randomCompare(a: Object, b: Object): number {
return (this.random() > .5) ? 1 : -1;
}
class RandomUtils {
/**
* start stop之间取一个随机整数step指定间隔 start与stop较大的一个
*
* this.randrange(1, 10, 3)
* 1 4 7 , 1010
*
* @param start
* @param stop
* @param step
* @return start < stop, [start, stop)
*
*/
public static randrange(start: number, stop: number, step: number = 1): number {
if (step == 0)
throw new Error('step 不能为 0');
let width: number = stop - start;
if (width == 0)
throw new Error('没有可用的范围(' + start + ',' + stop + ')');
if (width < 0)
width = start - stop;
let n: number = Math.floor((width + step - 1) / step);
return Math.floor(this.random() * n) * step + Math.min(start, stop);
}
/**
* a b直间的随机整数 a b
* @param a
* @param b
* @return [a, b]
*
*/
public static randint(a: number, b: number): number {
a = Math.floor(a);
b = Math.floor(b);
if (a > b)
a++;
else
b++;
return this.randrange(a, b);
}
/**
* a - b之间的随机数 Math.max(a, b)
* @param a
* @param b
* @return a < b, [a, b)
*/
public static randnum(a: number, b: number): number {
return this.random() * (b - a) + a;
}
/**
*
* @param array
* @return
*/
public static shuffle(array: any[]): any[] {
array.sort(this._randomCompare);
return array;
}
/**
*
* @param sequence vectorlength属性
*
* @return
*
*/
public static choice(sequence: any): any {
if (!sequence.hasOwnProperty("length"))
throw new Error('无法对此对象执行此操作');
let index: number = Math.floor(this.random() * sequence.length);
if (sequence instanceof String)
return String(sequence).charAt(index);
else
return sequence[index];
}
/**
* æ ?
* <pre>
* this.sample([1, 2, 3, 4, 5], 3) // Choose 3 elements
* [4, 1, 5]
* </pre>
* @param sequence
* @param num
* @return
*
*/
public static sample(sequence: any[], num: number): any[] {
let len: number = sequence.length;
if (num <= 0 || len < num)
throw new Error("采样数量不够");
let selected: any[] = [];
let indices: any[] = [];
for (let i: number = 0; i < num; i++) {
let index: number = Math.floor(this.random() * len);
while (indices.indexOf(index) >= 0)
index = Math.floor(this.random() * len);
selected.push(sequence[index]);
indices.push(index);
}
return selected;
}
/**
* 0.0 - 1.0 Math.random()
* @return Math.random()
*
*/
public static random(): number {
return Math.random();
}
/**
*
* @param chance
* @return
*/
public static boolean(chance: number = .5): boolean {
return (this.random() < chance) ? true : false;
}
private static _randomCompare(a: Object, b: Object): number {
return (this.random() > .5) ? 1 : -1;
}
}

View File

@@ -0,0 +1,220 @@
module es {
export class RectangleExt {
/**
* 获取指定边的位置
* @param rect
* @param edge
*/
public static getSide(rect: Rectangle, edge: Edge) {
switch (edge) {
case Edge.top:
return rect.top;
case Edge.bottom:
return rect.bottom;
case es.Edge.left:
return rect.left;
case Edge.right:
return rect.right;
}
}
/**
* 计算两个矩形的并集。结果将是一个包含其他两个的矩形。
* @param first
* @param point
*/
public static union(first: Rectangle, point: Vector2) {
let rect = new Rectangle(point.x, point.y, 0, 0);
let result = new Rectangle();
result.x = Math.min(first.x, rect.x);
result.y = Math.min(first.y, rect.y);
result.width = Math.max(first.right, rect.right) - result.x;
result.height = Math.max(first.bottom, rect.bottom) - result.y;
return result;
}
public static getHalfRect(rect: Rectangle, edge: Edge) {
switch (edge) {
case Edge.top:
return new Rectangle(rect.x, rect.y, rect.width, rect.height / 2);
case Edge.bottom:
return new Rectangle(rect.x, rect.y + rect.height / 2, rect.width, rect.height / 2);
case Edge.left:
return new Rectangle(rect.x, rect.y, rect.width / 2, rect.height);
case Edge.right:
return new Rectangle(rect.x + rect.width / 2, rect.y, rect.width / 2, rect.height);
}
}
/**
* 获取矩形的一部分,其宽度/高度的大小位于矩形的边缘,但仍然包含在其中。
* @param rect
* @param edge
* @param size
*/
public static getRectEdgePortion(rect: Rectangle, edge: Edge, size: number = 1) {
switch (edge) {
case es.Edge.top:
return new Rectangle(rect.x, rect.y, rect.width, size);
case Edge.bottom:
return new Rectangle(rect.x, rect.y + rect.height - size, rect.width, size);
case Edge.left:
return new Rectangle(rect.x, rect.y, size, rect.height);
case Edge.right:
return new Rectangle(rect.x + rect.width - size, rect.y, size, rect.height);
}
}
public static expandSide(rect: Rectangle, edge: Edge, amount: number) {
amount = Math.abs(amount);
switch (edge) {
case Edge.top:
rect.y -= amount;
rect.height += amount;
break;
case es.Edge.bottom:
rect.height += amount;
break;
case Edge.left:
rect.x -= amount;
rect.width += amount;
break;
case Edge.right:
rect.width += amount;
break;
}
}
public static contract(rect: Rectangle, horizontalAmount, verticalAmount) {
rect.x += horizontalAmount;
rect.y += verticalAmount;
rect.width -= horizontalAmount * 2;
rect.height -= verticalAmount * 2;
}
/**
* 给定多边形的点,计算其边界
* @param points
*/
public static boundsFromPolygonVector(points: Vector2[]) {
// 我们需要找到最小/最大的x/y值。
let minX = Number.POSITIVE_INFINITY;
let minY = Number.POSITIVE_INFINITY;
let maxX = Number.NEGATIVE_INFINITY;
let maxY = Number.NEGATIVE_INFINITY;
for (let i = 0; i < points.length; i ++) {
let pt = points[i];
if (pt.x < minX)
minX = pt.x;
if (pt.x > maxX)
maxX = pt.x;
if (pt.y < minY)
minY = pt.y;
if (pt.y > maxY)
maxY = pt.y;
}
return this.fromMinMaxVector(new Vector2(minX, minY), new Vector2(maxX, maxY));
}
/**
* 创建一个给定最小/最大点(左上角,右下角)的矩形
* @param min
* @param max
*/
public static fromMinMaxVector(min: Vector2, max: Vector2) {
return new Rectangle(min.x, min.y, max.x - min.x, max.y - min.y);
}
/**
* 返回一个跨越当前边界和提供的delta位置的Bounds
* @param rect
* @param deltaX
* @param deltaY
*/
public static getSweptBroadphaseBounds(rect: Rectangle, deltaX: number, deltaY: number){
let broadphasebox = Rectangle.empty;
broadphasebox.x = deltaX > 0 ? rect.x : rect.x + deltaX;
broadphasebox.y = deltaY > 0 ? rect.y : rect.y + deltaY;
broadphasebox.width = deltaX > 0 ? deltaX + rect.width : rect.width - deltaX;
broadphasebox.height = deltaY > 0 ? deltaY + rect.height : rect.height - deltaY;
return broadphasebox;
}
/**
* 如果矩形发生碰撞返回true
* moveX和moveY将返回b1为避免碰撞而必须移动的移动量
* @param rect
* @param other
* @param moveX
* @param moveY
*/
public collisionCheck(rect: Rectangle, other: Rectangle, moveX: Ref<number>, moveY: Ref<number>) {
moveX.value = moveY.value = 0;
let l = other.x - (rect.x + rect.width);
let r = (other.x + other.width) - rect.x;
let t = other.y - (rect.y + rect.height);
let b = (other.y + other.height) - rect.y;
// 检验是否有碰撞
if (l > 0 || r < 0 || t > 0 || b < 0)
return false;
// 求两边的偏移量
moveX.value = Math.abs(l) < r ? l : r;
moveY.value = Math.abs(t) < b ? t : b;
// 只使用最小的偏移量
if (Math.abs(moveX.value) < Math.abs(moveY.value))
moveY.value = 0;
else
moveX.value = 0;
return true;
}
/**
* 计算两个矩形之间有符号的交点深度
* @param rectA
* @param rectB
* @returns 两个相交的矩形之间的重叠量。
* 这些深度值可以是负值,取决于矩形相交的边。
* 这允许调用者确定正确的推送对象的方向,以解决碰撞问题。
* 如果矩形不相交则返回Vector2.zero。
*/
public static getIntersectionDepth(rectA: Rectangle, rectB: Rectangle) {
// 计算半尺寸
let halfWidthA = rectA.width / 2;
let halfHeightA = rectA.height / 2;
let halfWidthB = rectB.width / 2;
let halfHeightB = rectB.height / 2;
// 计算中心
let centerA = new Vector2(rectA.left + halfWidthA, rectA.top + halfHeightA);
let centerB = new Vector2(rectB.left + halfWidthB, rectB.top + halfHeightB);
// 计算当前中心间的距离和最小非相交距离
let distanceX = centerA.x - centerB.x;
let distanceY = centerA.y - centerB.y;
let minDistanceX = halfWidthA + halfWidthB;
let minDistanceY = halfHeightA + halfHeightB;
// 如果我们根本不相交,则返回(00)
if (Math.abs(distanceX) >= minDistanceX || Math.abs(distanceY) >= minDistanceY)
return Vector2.zero;
// 计算并返回交叉点深度
let depthX = distanceX > 0 ? minDistanceX - distanceX : -minDistanceX - distanceX;
let depthY = distanceY > 0 ? minDistanceY - distanceY : -minDistanceY - distanceY;
return new Vector2(depthX, depthY);
}
}
}

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@@ -1,9 +1,9 @@
class WebGLUtils {
/**
* webgl context
*/
public static getContext() {
const canvas = document.getElementsByTagName('canvas')[0];
return canvas.getContext('2d');
}
class WebGLUtils {
/**
* webgl context
*/
public static getContext() {
const canvas = document.getElementsByTagName('canvas')[0];
return canvas.getContext('2d');
}
}

View File

@@ -1,4 +1,4 @@
///<reference path="../LinkList.ts" />
///<reference path="../Collections/LinkList.ts" />
module es {
/**
* 类,它可以计算出一个网格,表示从给定的一组遮挡物的原点可以看到哪些区域。使用方法如下。

View File

@@ -1,96 +0,0 @@
module es {
export class RectangleExt {
/**
* 获取指定边的位置
* @param rect
* @param edge
*/
public static getSide(rect: Rectangle, edge: Edge) {
switch (edge) {
case Edge.top:
return rect.top;
case Edge.bottom:
return rect.bottom;
case es.Edge.left:
return rect.left;
case Edge.right:
return rect.right;
}
}
/**
* 计算两个矩形的并集。结果将是一个包含其他两个的矩形。
* @param first
* @param point
*/
public static union(first: Rectangle, point: Vector2) {
let rect = new Rectangle(point.x, point.y, 0, 0);
let result = new Rectangle();
result.x = Math.min(first.x, rect.x);
result.y = Math.min(first.y, rect.y);
result.width = Math.max(first.right, rect.right) - result.x;
result.height = Math.max(first.bottom, rect.bottom) - result.y;
return result;
}
public static getHalfRect(rect: Rectangle, edge: Edge) {
switch (edge) {
case Edge.top:
return new Rectangle(rect.x, rect.y, rect.width, rect.height / 2);
case Edge.bottom:
return new Rectangle(rect.x, rect.y + rect.height / 2, rect.width, rect.height / 2);
case Edge.left:
return new Rectangle(rect.x, rect.y, rect.width / 2, rect.height);
case Edge.right:
return new Rectangle(rect.x + rect.width / 2, rect.y, rect.width / 2, rect.height);
}
}
/**
* 获取矩形的一部分,其宽度/高度的大小位于矩形的边缘,但仍然包含在其中。
* @param rect
* @param edge
* @param size
*/
public static getRectEdgePortion(rect: Rectangle, edge: Edge, size: number = 1) {
switch (edge) {
case es.Edge.top:
return new Rectangle(rect.x, rect.y, rect.width, size);
case Edge.bottom:
return new Rectangle(rect.x, rect.y + rect.height - size, rect.width, size);
case Edge.left:
return new Rectangle(rect.x, rect.y, size, rect.height);
case Edge.right:
return new Rectangle(rect.x + rect.width - size, rect.y, size, rect.height);
}
}
public static expandSide(rect: Rectangle, edge: Edge, amount: number) {
amount = Math.abs(amount);
switch (edge) {
case Edge.top:
rect.y -= amount;
rect.height += amount;
break;
case es.Edge.bottom:
rect.height += amount;
break;
case Edge.left:
rect.x -= amount;
rect.width += amount;
break;
case Edge.right:
rect.width += amount;
break;
}
}
public static contract(rect: Rectangle, horizontalAmount, verticalAmount) {
rect.x += horizontalAmount;
rect.y += verticalAmount;
rect.width -= horizontalAmount * 2;
rect.height -= verticalAmount * 2;
}
}
}