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