Files
MycLib/Src/Myc.Data.Series.pas
T
2025-08-30 01:38:40 +02:00

411 lines
14 KiB
ObjectPascal

unit Myc.Data.Series;
interface
type
TChunkArray<T> = record
type
PT = ^T;
private
const
ChunkSize = 1024;
type
TChunk = array of T;
private
FChunks: TArray<TChunk>;
FOffset: Integer;
FCount: Integer;
function GetItems(Idx: Integer): T; inline;
function GetItemRef(Idx: Integer): PT; inline;
public
constructor Create(const AChunks: TArray<TChunk>; ACount: Integer; AOffset: Integer);
class operator Initialize(out Dest: TChunkArray<T>);
// Add a single item without creating a temporary array.
procedure Add(const Data: T; MaxCount: Integer); overload;
// Add items, but ensure that the result has MaxCount items.
procedure Add(const Data: array of T; MaxCount: Integer); overload;
class function CreateFromArray(const AData: TArray<T>; MaxCount: Integer): TChunkArray<T>; static;
// Creates a deep copy of the array, optionally truncating it to the last MaxCount items.
function Copy(MaxCount: Integer = -1): TChunkArray<T>;
property Count: Integer read FCount;
property Items[Idx: Integer]: T read GetItems; default;
property ItemRef[Idx: Integer]: PT read GetItemRef;
end;
// A series where the last added item has index 0.
TSeries<T> = record
private
FArray: TChunkArray<T>;
FTotalCount: Int64;
function GetCount: Integer;
function GetItems(Idx: Integer): T;
public
constructor Create(const AArray: TChunkArray<T>; ATotalCount: Int64);
class operator Initialize(out Dest: TSeries<T>);
// Creates a deep copy of the series, optionally truncating it to the last Lookback items.
function Copy(Lookback: Integer = -1): TSeries<T>;
procedure Add(const Data: T; Lookback: Int64 = -1); overload;
procedure Add(const Data: array of T; Lookback: Integer); overload;
class function CreateFromArray(const AData: TArray<T>; Lookback: Integer): TSeries<T>; static;
property Count: Integer read GetCount;
property TotalCount: Int64 read FTotalCount;
property Items[Idx: Integer]: T read GetItems; default;
end;
implementation
uses
System.Generics.Collections,
System.Math;
{ TChunkArray<T> }
constructor TChunkArray<T>.Create(const AChunks: TArray<TChunk>; ACount, AOffset: Integer);
begin
FChunks := AChunks;
FCount := ACount;
FOffset := AOffset;
Assert(FOffset < ChunkSize);
end;
procedure TChunkArray<T>.Add(const Data: T; MaxCount: Integer);
var
newCount, totalNewOffset: Integer;
oldLogicalEnd, newLogicalEnd, oldStartChunk, newStartChunk, oldEndChunk, newEndChunk, chunksToRemove, chunksToAdd: Integer;
begin
if MaxCount < 0 then
MaxCount := MaxInt;
if MaxCount <= 0 then
exit;
// 1. Calculate the new logical state (numToAdd is always 1)
newCount := Min(FCount + 1, MaxCount);
totalNewOffset := FOffset + FCount + 1 - newCount;
// 2. Determine if the underlying FChunks array needs restructuring
oldLogicalEnd := FOffset + FCount - 1;
newLogicalEnd := totalNewOffset + newCount - 1;
oldStartChunk := FOffset div ChunkSize;
newStartChunk := totalNewOffset div ChunkSize;
oldEndChunk := -1;
if FCount > 0 then
oldEndChunk := oldLogicalEnd div ChunkSize;
newEndChunk := -1;
if newCount > 0 then
newEndChunk := newLogicalEnd div ChunkSize;
chunksToRemove := newStartChunk - oldStartChunk;
chunksToAdd := newEndChunk - oldEndChunk;
// 3. Perform the add operation
if (chunksToRemove > 0) or (chunksToAdd > 0) then
begin
// --- Rebuild Path: Chunks must be added or removed ---
var newChunks: TArray<TChunk>;
var oldChunkCount := Length(FChunks);
var newChunkCount := oldChunkCount - chunksToRemove + chunksToAdd;
SetLength(newChunks, newChunkCount);
var numChunksToKeep := oldChunkCount - chunksToRemove;
if numChunksToKeep > 0 then
TArray.Copy<TChunk>(FChunks, newChunks, chunksToRemove, 0, numChunksToKeep);
for var i := numChunksToKeep to newChunkCount - 1 do
SetLength(newChunks[i], ChunkSize);
FChunks := newChunks;
// Copy the new data item into the rebuilt chunks
var writeStartLogicalIdx := FOffset + FCount;
var physicalWriteStartIdx := writeStartLogicalIdx - (chunksToRemove * ChunkSize);
var chunkIdx := physicalWriteStartIdx div ChunkSize;
var idxInChunk := physicalWriteStartIdx mod ChunkSize;
Assert(chunkIdx < Length(FChunks), 'Chunk index out of bounds during rebuild');
FChunks[chunkIdx][idxInChunk] := Data;
end
else
begin
// --- Fast Path: Window slides within existing chunk allocation ---
var writeStartLogicalIdx := FOffset + FCount;
var chunkIdx := writeStartLogicalIdx div ChunkSize;
var idxInChunk := writeStartLogicalIdx mod ChunkSize;
Assert(chunkIdx < Length(FChunks), 'Chunk index out of bounds on fast path');
if Length(FChunks[chunkIdx]) = 0 then // Safeguard
SetLength(FChunks[chunkIdx], ChunkSize);
FChunks[chunkIdx][idxInChunk] := Data;
end;
// 4. Finalize the new state
FOffset := totalNewOffset mod ChunkSize;
FCount := newCount;
end;
class function TChunkArray<T>.CreateFromArray(const AData: TArray<T>; MaxCount: Integer): TChunkArray<T>;
begin
Result.Add(AData, MaxCount);
end;
procedure TChunkArray<T>.Add(const Data: array of T; MaxCount: Integer);
var
dataLen, dataReadOffset, numToAdd, newCount, totalNewOffset: Integer;
oldLogicalEnd, newLogicalEnd, oldStartChunk, newStartChunk, oldEndChunk, newEndChunk, chunksToRemove, chunksToAdd: Integer;
begin
if MaxCount < 0 then
MaxCount := MaxInt;
dataLen := Length(Data);
if (dataLen = 0) or (MaxCount <= 0) then
exit;
// 1. Trim input data if it's larger than MaxCount
dataReadOffset := 0;
if dataLen > MaxCount then
dataReadOffset := dataLen - MaxCount;
numToAdd := dataLen - dataReadOffset;
// 2. Calculate the new logical state (total offset and count)
newCount := Min(FCount + numToAdd, MaxCount);
// Total logical offset of the new window's start
totalNewOffset := FOffset + FCount + numToAdd - newCount;
// 3. Determine if the underlying FChunks array needs restructuring
oldLogicalEnd := FOffset + FCount - 1;
newLogicalEnd := totalNewOffset + newCount - 1;
oldStartChunk := FOffset div ChunkSize;
newStartChunk := totalNewOffset div ChunkSize;
oldEndChunk := -1;
if FCount > 0 then
oldEndChunk := oldLogicalEnd div ChunkSize;
newEndChunk := -1;
if newCount > 0 then
newEndChunk := newLogicalEnd div ChunkSize;
chunksToRemove := newStartChunk - oldStartChunk;
chunksToAdd := newEndChunk - oldEndChunk;
// 4. Perform the add operation
if (chunksToRemove > 0) or (chunksToAdd > 0) then
begin
// --- Rebuild Path: Chunks must be added or removed ---
var newChunks: TArray<TChunk>;
var oldChunkCount := Length(FChunks);
var newChunkCount := oldChunkCount - chunksToRemove + chunksToAdd;
SetLength(newChunks, newChunkCount);
// Copy references to the chunks that are kept
var numChunksToKeep := oldChunkCount - chunksToRemove;
if numChunksToKeep > 0 then
TArray.Copy<TChunk>(FChunks, newChunks, chunksToRemove, 0, numChunksToKeep);
// Allocate new chunks at the end
for var i := numChunksToKeep to newChunkCount - 1 do
SetLength(newChunks[i], ChunkSize);
FChunks := newChunks;
// Copy the new data into the rebuilt chunks
var writeStartLogicalIdx := FOffset + FCount;
var physicalWriteStartIdx := writeStartLogicalIdx - (chunksToRemove * ChunkSize);
var remainingToAdd := numToAdd;
var currentDataOffset := dataReadOffset;
while remainingToAdd > 0 do
begin
var chunkIdx := physicalWriteStartIdx div ChunkSize;
var idxInChunk := physicalWriteStartIdx mod ChunkSize;
var spaceInChunk := ChunkSize - idxInChunk;
var countToCopy := Min(remainingToAdd, spaceInChunk);
Assert(chunkIdx < Length(FChunks), 'Chunk index out of bounds during rebuild');
TArray.Copy<T>(Data, FChunks[chunkIdx], currentDataOffset, idxInChunk, countToCopy);
inc(physicalWriteStartIdx, countToCopy);
inc(currentDataOffset, countToCopy);
dec(remainingToAdd, countToCopy);
end;
end
else
begin
// --- Fast Path: Window slides within existing chunk allocation ---
var writeStartLogicalIdx := FOffset + FCount;
var remainingToAdd := numToAdd;
var currentDataOffset := dataReadOffset;
while remainingToAdd > 0 do
begin
var chunkIdx := writeStartLogicalIdx div ChunkSize;
var idxInChunk := writeStartLogicalIdx mod ChunkSize;
var spaceInChunk := ChunkSize - idxInChunk;
var countToCopy := Min(remainingToAdd, spaceInChunk);
Assert(chunkIdx < Length(FChunks), 'Chunk index out of bounds on fast path');
if Length(FChunks[chunkIdx]) = 0 then // Should not happen on fast path, but as a safeguard
SetLength(FChunks[chunkIdx], ChunkSize);
TArray.Copy<T>(Data, FChunks[chunkIdx], currentDataOffset, idxInChunk, countToCopy);
inc(writeStartLogicalIdx, countToCopy);
inc(currentDataOffset, countToCopy);
dec(remainingToAdd, countToCopy);
end;
end;
// 5. Finalize the new state
FOffset := totalNewOffset mod ChunkSize;
FCount := newCount;
end;
function TChunkArray<T>.GetItems(Idx: Integer): T;
begin
Result := GetItemRef(Idx)^;
end;
function TChunkArray<T>.Copy(MaxCount: Integer): TChunkArray<T>;
var
effectiveCount: Integer;
logicalStartIndex: Integer;
physicalStartIndex, physicalEndIndex: Integer;
startChunkIdx, endChunkIdx: Integer;
newOffset: Integer;
newChunkCount: Integer;
i: Integer;
begin
// 1. Determine the number of items to copy.
effectiveCount := FCount;
if (MaxCount >= 0) and (MaxCount < FCount) then
effectiveCount := MaxCount;
if effectiveCount = 0 then
begin
// Return an empty array.
Result := Default(TChunkArray<T>);
exit;
end;
// 2. Calculate physical location of the data to be copied.
logicalStartIndex := FCount - effectiveCount;
physicalStartIndex := FOffset + logicalStartIndex;
physicalEndIndex := physicalStartIndex + effectiveCount - 1;
startChunkIdx := physicalStartIndex div ChunkSize;
endChunkIdx := physicalEndIndex div ChunkSize;
newOffset := physicalStartIndex mod ChunkSize;
// 3. Create the new chunk array for the result.
newChunkCount := endChunkIdx - startChunkIdx + 1;
SetLength(Result.FChunks, newChunkCount);
// 4. Copy chunks. Boundary chunks are deep-copied, internal chunks are shared.
if newChunkCount = 1 then
begin
// All data is in a single chunk, which is both a start and end boundary.
// It must always be a deep copy.
Result.FChunks[0] := System.Copy(FChunks[startChunkIdx]);
end
else
begin
// First chunk (start boundary) must be a deep copy.
Result.FChunks[0] := System.Copy(FChunks[startChunkIdx]);
// Middle, immutable chunks can be shared by reference.
// This loop only runs if there are 3 or more chunks in the copy.
for i := 1 to newChunkCount - 2 do
begin
Result.FChunks[i] := FChunks[startChunkIdx + i];
end;
// Last chunk (end boundary) must be a deep copy.
Result.FChunks[newChunkCount - 1] := System.Copy(FChunks[endChunkIdx]);
end;
// 5. Finalize the new TChunkArray state.
Result.FOffset := newOffset;
Result.FCount := effectiveCount;
end;
function TChunkArray<T>.GetItemRef(Idx: Integer): PT;
begin
Assert((Idx >= 0) and (Idx < FCount));
var physicalIdx := Idx + FOffset;
Result := @FChunks[physicalIdx div ChunkSize][physicalIdx mod ChunkSize];
end;
class operator TChunkArray<T>.Initialize(out Dest: TChunkArray<T>);
begin
Dest.FOffset := 0;
Dest.FCount := 0;
end;
{ TSeries<T> }
constructor TSeries<T>.Create(const AArray: TChunkArray<T>; ATotalCount: Int64);
begin
FArray := AArray;
FTotalCount := ATotalCount;
end;
procedure TSeries<T>.Add(const Data: T; Lookback: Int64);
begin
FArray.Add(Data, Lookback);
inc(FTotalCount);
end;
procedure TSeries<T>.Add(const Data: array of T; Lookback: Integer);
begin
FArray.Add(Data, Lookback);
inc(FTotalCount, Length(Data));
end;
function TSeries<T>.Copy(Lookback: Integer): TSeries<T>;
begin
// Create a copy of the underlying chunk array, optionally truncating it.
Result.FArray := FArray.Copy(Lookback);
// The new series' total count is the number of items it actually contains.
Result.FTotalCount := Result.FArray.Count;
end;
class function TSeries<T>.CreateFromArray(const AData: TArray<T>; Lookback: Integer): TSeries<T>;
begin
Result.FArray.Add(AData, Lookback);
Result.FTotalCount := Length(AData);
end;
function TSeries<T>.GetCount: Integer;
begin
Result := FArray.Count;
end;
function TSeries<T>.GetItems(Idx: Integer): T;
begin
// Access is reversed: series index 0 is the last element in the underlying array
Assert((Idx >= 0) and (Idx < FArray.Count), 'Index out of bounds');
Result := FArray.Items[FArray.Count - 1 - Idx];
end;
class operator TSeries<T>.Initialize(out Dest: TSeries<T>);
begin
Dest.FTotalCount := 0;
end;
end.