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c++ - std::unordered map with custom key 在 ~ 31,000 个元素处失败

转载 作者:行者123 更新时间:2023-11-30 04:46:29 25 4
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我使用自定义键将指向组件类的指针存储在无序映射中。

(有关这样做的动机,请参阅 https://stackoverflow.com/a/56688344/16582)

我可以毫无问题地存储多达 30,000 个组件。当我存储 31,000 个组件时,容器完全无声地失效。

(我首先想到的是有符号的16位整数的最大值,但是在32767处稍大)

我怀疑自定义 key 的散列有问题,因为使用标准 key 不会显示此问题。对于这个可行性测试,我不关心性能,所以我使用了一个非常简单易懂的哈希函数。我尝试了几种不同的哈希函数,但都显示出相同的问题 - 下面的代码是最简单的。

下面的最小完整程序代码对于 30,000 个组件的行为符合预期

Map contains 30000
type 12 found type 12 found total 10, OK

但 31,000 个组件失败

Map contains 31000
type 12 found type 12 found total 0, ERROR! Incorrect component count recovered

代码如下:

#include <iostream>
#include <sstream>
#include <iomanip>
#include <unordered_map>

#define maxScene 10
#define maxLayer 10
#define maxType 100
#define maxID 10000

#define COUNT_COMPS_FOR_EACH_SCENE_LAYER_TYPE 10

// OK for 30, but fails for 31
#define COUNT_TYPES 31

using namespace std;

class Component
{
public:
int myID;
static long long lastID;
Component()
{
myID = ++lastID;
}
};

long long Component::lastID = -1;

class cKey
{
public:
size_t scene;
size_t layer;
size_t type;
long long id;

void Display() const;

};

struct KeyHash
{
public:
size_t operator()(const cKey & key) const
{
std::hash<string> shash;
stringstream ss;
ss << setw(3) << key.scene << setw(3)<< key.layer << setw(4) << key.type;
//key.Display();
//cout << " " << ss.str() << "\n";
return shash( ss.str() );
}
};
struct KeyEqual
{
public:
bool operator()(const cKey & key1, const cKey & key2) const
{
if( key1.scene != key2.scene )
return false;
if( key1.layer != key2.layer )
return false;
if( key1.type != key2.type )
return false;
if( key1.id != key2.id )
return false;
return true;
}
};

void cKey::Display() const
{
cout << scene <<" "<< layer <<" "<< type <<" "<<id ;
}

int main()
{

unordered_map< cKey, Component*,
KeyHash, KeyEqual > theMap;

// store components
int insertCount = 0;
cKey key;
for( key.scene = 0; key.scene < maxScene; key.scene++ )
{
for( key.layer = 0; key.layer < maxLayer; key.layer++ )
{
// store specified number of types
for( key.type = 0; key.type < COUNT_TYPES; key.type++ )
{
// store specified number of components for this scene, layer and type
for( int k = 0; k < COUNT_COMPS_FOR_EACH_SCENE_LAYER_TYPE; k++ )
{
insertCount++;
Component* pc = new Component;
key.id = pc->myID;

auto ret = theMap.insert( make_pair( key, pc ));
if( ! ret.second )
{
cout << "insert failed ";
key.Display();
return 1;
}
}
}
}
}

cout << "Map contains " << theMap.size() << "\n";

// iterate over components of one type in a particular scene and layer
key.scene = 3;
key.layer = 2;
key.type = 12;
cout << "type " << key.type << " found ";
int count = 0;
for( key.id = 0; key.id < maxID; key.id++ )
{
auto it = theMap.find( key );
if( it == theMap.end() )
continue;
count++;
}
cout << "type " << key.type << " found total "<< count << ", ";
if( count != COUNT_COMPS_FOR_EACH_SCENE_LAYER_TYPE )
cout << "ERROR! Incorrect component count recovered\n";
else
cout << "OK";

return 0;
}

固定生产代码在 https://gist.github.com/JamesBremner/d71b158b32e4dd8ffaf8cbe93cf3f180如果有人想建议更快的散列 ...

最佳答案

如果您将以下内容编写为对元素进行计数的循环

for (key.id = 0; key.id <= Component::lastID; key.id++)
{
auto it = theMap.find(key);
if (it == theMap.end())
continue;
count++;
}

测试通过。我认为这只是一个跟踪最大可能 ID 的问题。

关于c++ - std::unordered map with custom key 在 ~ 31,000 个元素处失败,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/56716589/

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