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#pragma once
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#ifndef TCG_HASH_H
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#define TCG_HASH_H
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// tcg includes
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#include "list.h"
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namespace tcg {
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//============================================================================================
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/*!
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  The hash class implements a hash map using tcg lists
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*/
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template <typename &)="" (*)(const="" hash_functor="size_t" k="" k,="" t,="" typename=""></typename>
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class hash {
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public:
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  typedef K key_type;
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  typedef T value_type;
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  typedef Hash_functor hash_type;
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  struct BucketNode {
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    K m_key;
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    T m_val;
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    size_t m_next;
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    size_t m_prev;
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    BucketNode(const K &key, const T &val)
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        : m_key(key), m_val(val), m_next(-1), m_prev(-1) {}
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    BucketNode(const std::pair<k, t=""> &pair)</k,>
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        : m_key(pair.first), m_val(pair.second), m_next(-1), m_prev(-1) {}
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    ~BucketNode() {}
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  };
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  typedef typename tcg::list<bucketnode>::size_t size_t;</bucketnode>
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  typedef typename tcg::list<bucketnode>::iterator iterator;</bucketnode>
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  typedef typename tcg::list<bucketnode>::const_iterator const_iterator;</bucketnode>
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private:
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  std::vector<size_t> m_bucketsIdx;</size_t>
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  tcg::list<bucketnode> m_items;</bucketnode>
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  Hash_functor m_hash;
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private:
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  bool createItem(const K &key, const T &val) {
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    m_items.push_back(BucketNode(key, val));
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    size_t itemsCount = m_items.size(), bucketsCount = m_bucketsIdx.size();
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    if (itemsCount > bucketsCount) {
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      do
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        bucketsCount =
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            2 * bucketsCount + 1;  // Please, note that 2n here would be moronic
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      while (itemsCount > bucketsCount);
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      rehash(bucketsCount);
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      return true;
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    }
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    return false;
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  }
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  size_t touchKey(const K &key, const T &val = T()) {
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    size_t hashValue = m_hash(key) % m_bucketsIdx.size();
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    size_t bucketIdx = m_bucketsIdx[hashValue];
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    size_t oldIdx    = _neg;
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    if (bucketIdx == _neg) {
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      // A new bucket is created
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      bool rehashed = createItem(key, val);
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      bucketIdx     = m_items.last().m_idx;
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      if (!rehashed)
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        // Need to manually update the stored bucket index
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        m_bucketsIdx[hashValue] = bucketIdx;
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      return bucketIdx;
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    } else {
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      // Bucket exists - search key in it
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      for (; bucketIdx != _neg && m_items[bucketIdx].m_key != key;
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           oldIdx = bucketIdx, bucketIdx = m_items[bucketIdx].m_next)
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        ;
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    }
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    if (bucketIdx == _neg) {
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      // Key was not found - create an item and insert it
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      bool rehashed = createItem(key, val);
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      bucketIdx     = m_items.last().m_idx;
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      if (!rehashed && oldIdx != _neg) {
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        // Need to relink manually
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        m_items[oldIdx].m_next    = bucketIdx;
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        m_items[bucketIdx].m_prev = oldIdx;
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      }
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    }
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    return bucketIdx;
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  }
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public:
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  // NOTE: The defaulted 89 is a *good* initial buckets size when expanding by
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  // the (2n+1) rule.
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  // See http://www.concentric.net/~ttwang/tech/hashsize.htm for details
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  hash(const Hash_functor &func = Hash_functor(), size_t bucketsCount = 89)
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      : m_bucketsIdx(bucketsCount, _neg), m_hash(func) {}
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  template <typename forit=""></typename>
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  hash(ForIt begin, ForIt end, const Hash_functor &func = Hash_functor(),
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       size_t bucketsCount = 89)
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      : m_items(begin, end), m_hash(func) {
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    for (size_t nCount = m_items.nodesCount(); bucketsCount < nCount;
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         bucketsCount  = 2 * bucketsCount + 1)
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      ;
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    rehash(bucketsCount);
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  }
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  //! Constructs from a range of (index, value) item pairs
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  template <typename bidit=""></typename>
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  hash(BidIt begin, BidIt end, size_t nodesCount,
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       const Hash_functor &func = Hash_functor(), size_t bucketsCount = 89)
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      : m_items(begin, end, nodesCount), m_hash(func) {
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    for (size_t nCount = m_items.nodesCount(); bucketsCount < nCount;
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         bucketsCount  = 2 * bucketsCount + 1)
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      ;
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    rehash(bucketsCount);
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  }
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  //--------------------------------------------------------------------------
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  void rehash(size_t newSize) {
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    m_bucketsIdx.clear();
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    m_bucketsIdx.resize(newSize, _neg);
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    size_t bucketIdx;
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    iterator it, iEnd = end();
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    for (it = begin(); it != iEnd; ++it) {
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      bucketIdx   = m_hash(it->m_key) % newSize;
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      size_t &idx = m_bucketsIdx[bucketIdx];
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      it->m_next = idx;
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      it->m_prev = _neg;
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      if (idx != _neg) m_items[idx].m_prev = it.m_idx;
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      idx                                  = it.m_idx;
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    }
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  }
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  //--------------------------------------------------------------------------
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  size_t size() const { return m_items.size(); }
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  bool empty() { return size() == 0; }
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  void clear() {
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    m_items.clear();
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    m_bucketsIdx.clear();
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    m_bucketsIdx.resize(1, _neg);
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  }
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  //--------------------------------------------------------------------------
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  iterator begin() { return m_items.begin(); }
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  iterator last() { return m_items.last(); }
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  iterator end() { return m_items.end(); }
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  //--------------------------------------------------------------------------
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  const_iterator begin() const { return m_items.begin(); }
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  const_iterator last() const { return m_items.last(); }
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  const_iterator end() const { return m_items.end(); }
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  //--------------------------------------------------------------------------
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  iterator find(const K &key) {
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    size_t hashValue = m_hash(key) % m_bucketsIdx.size();
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    size_t bucketIdx = m_bucketsIdx[hashValue];
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    if (bucketIdx == _neg) return end();
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    for (; bucketIdx != _neg && m_items[bucketIdx].m_key != key;
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         bucketIdx = m_items[bucketIdx].m_next)
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      ;
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    return bucketIdx == _neg ? end() : iterator(&m_items, bucketIdx);
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  }
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  const_iterator find(const K &key) const {
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    return const_iterator(&m_items, const_cast<hash *="">(this)->find(key).m_idx);</hash>
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  }
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  //--------------------------------------------------------------------------
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  iterator insert(const K &key, const T &val) {
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    size_t idx         = touchKey(key);
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    m_items[idx].m_val = val;
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    return iterator(&m_items, idx);
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  }
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  //--------------------------------------------------------------------------
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  //!\warning Assignment of the kind hash_map[i1] = hash_map[i2] are DANGEROUS!
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  //!The
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  //! reference returned on the right may be INVALIDATED if the first key is
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  //! inserted!
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  T &operator[](const K &key) { return m_items[touchKey(key)].m_val; }
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  //--------------------------------------------------------------------------
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  //!\warning The same remark of operator[] applies here!
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  T &touch(const K &key, const T &val) {
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    return m_items[touchKey(key, val)].m_val;
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  }
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  //--------------------------------------------------------------------------
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  iterator insert(const std::pair<k, t=""> &pair) {</k,>
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    return insert(pair.first, pair.second);
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  }
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  //--------------------------------------------------------------------------
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  void erase(iterator it) {
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    BucketNode &node                                     = *it;
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    if (node.m_next != _neg) m_items[node.m_next].m_prev = node.m_prev;
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    if (node.m_prev != _neg)
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      m_items[node.m_prev].m_next = node.m_next;
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    else
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      m_bucketsIdx[m_hash(node.m_key) % m_bucketsIdx.size()] = _neg;
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    m_items.erase(it);
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  }
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  //--------------------------------------------------------------------------
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  void erase(const K &key) {
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    iterator it = find(key);
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    if (it != end()) erase(it);
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  }
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  //--------------------------------------------------------------------------
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  friend void swap(hash &a, hash &b) {
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    using std::swap;
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    a.m_bucketsIdx.swap(b.m_bucketsIdx);
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    swap(a.m_items, b.m_items);
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    swap(a.m_hash, b.m_hash);
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  }
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  //--------------------------------------------------------------------------
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  const tcg::list<bucketnode> &items() const { return m_items; }</bucketnode>
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  //--------------------------------------------------------------------------
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  const std::vector<size_t> &buckets() const { return m_bucketsIdx; }</size_t>
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  //--------------------------------------------------------------------------
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  const Hash_functor &hashFunctor() const { return m_hash; }
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  //! Remember to rehash() if the hash functor changes
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  Hash_functor &hashFunctor() { return m_hash; }
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};
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}  // namespace tcg
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#endif  // TCG_HASH_H