package org.j4me.collections; /** * <code>TreeNode</code> objects can be combined into a tree. The tree is not * a special tree such as a balanced tree. It can have any number of levels * and each node can have any number of children. * <p> * Each tree node may have at most one parent and 0 or more children. * <code>TreeNode</code> provides operations for examining and modifying a node's * parent and children. A node's tree is the set of all nodes that can be * reached by starting at the node and following all the possible links to * parents and children. A node with no parent is the root of its tree; a * node with no children is a leaf. A tree may consist of many subtrees, * each node acting as the root for its own subtree. * <p> * Every <code>TreeNode</code> can hold a reference to one user object. It is up * to the developer to decide what the object is and how to use it. For * example in maintaining the golf course tree the user object is an * <code>ICourseElement</code>. * <p> * <i>This is not a thread safe class.</i> If used from multiple threads it * must be manually sychronized by your code. */ public class TreeNode { /** * This node's parent node. If this is the root of the tree then * the parent will be <code>null</code>. */ private TreeNode parent; /** * An array of all this node's child nodes. The array will always * exist (i.e. never <code>null</code>) and be of length zero if this is * a leaf node. * <p> * This is an array instead of a <code>Vector</code> to favor speed of * accessing the children. The array takes longer on adds because * of array copying and management. However to get the array it * can just be returned instead of creating a new array from the * <code>Vector</code> each time. The tree is used frequently enough for * reading course elements that this difference makes a small impact * on rendering. */ private TreeNode[] children = new TreeNode[0]; /** * Constructs a tree node object. It can become the root of a tree. * Or it can become a child of another node by calling the other node's * <code>add</code> method. * <p> * There is no user object attached to the node. Call <code>setUserObject</code> * to attach one. */ public TreeNode () { // Nothing needed. } /** * Constructs a tree node object. It can become the root of a tree. * Or it can become a child of another node by calling the other node's * <code>add</code> method. * * @param userObject is an object this node encapsulates. It is up to * the developer to maintain its type. To get the object back out * call <code>getUserObject</code>. */ public TreeNode (Object userObject) { m_userData = userObject; } /** * Adds the <code>child</code> node to this container making this its parent. * * @param child is the node to add to the tree as a child of <code>this</code> * * @param index is the position within the children list to add the * child. It must be between 0 (the first child) and the * total number of current children (the last child). If it is * negative the child will become the last child. */ public void add (TreeNode child, int index) { // Add the child to the list of children. if ( index < 0 || index == children.length ) // then append { TreeNode[] newChildren = new TreeNode[ children.length + 1 ]; System.arraycopy( children, 0, newChildren, 0, children.length ); newChildren[children.length] = child; children = newChildren; } else if ( index > children.length ) { throw new IllegalArgumentException("Cannot add child to index " + index + ". There are only " + children.length + " children."); } else // insert { TreeNode[] newChildren = new TreeNode[ children.length + 1 ]; if ( index > 0 ) { System.arraycopy( children, 0, newChildren, 0, index ); } newChildren[index] = child; System.arraycopy( children, index, newChildren, index + 1, children.length - index ); children = newChildren; } // Set the parent of the child. child.parent = this; } /** * Adds the <code>child</code> node to this container making this its parent. * The child is appended to the list of children as the last child. */ public void add (TreeNode child) { add( child, -1 ); } /** * Removes the child at position <code>index</code> from the tree. * * @param index is the position of the child. It should be between * 0 (the first child) and the total number of children minus 1 * (the last child). * @return The removed child node. This will be <code>null</code> if * no child exists at the specified <code>index</code>. */ public TreeNode remove (int index) { if ( index < 0 || index >= children.length ) throw new IllegalArgumentException("Cannot remove element with index " + index + " when there are " + children.length + " elements."); // Get a handle to the node being removed. TreeNode node = children[index]; node.parent = null; // Remove the child from this node. TreeNode[] newChildren = new TreeNode[ children.length - 1 ]; if ( index > 0 ) { System.arraycopy( children, 0, newChildren, 0, index ); } if ( index != children.length - 1 ) { System.arraycopy( children, index + 1, newChildren, index, children.length - index - 1 ); } children = newChildren; return node; } /** * Removes this node from its parent. This node becomes the root * of a subtree where all of its children become first level * nodes. * <p> * Calling this on the root node has no effect. */ public void removeFromParent () { if ( parent != null ) { int position = this.index(); parent.remove( position ); parent = null; } } /** * Gets the parent node of this one. * * @return The parent of this node. This will return <code>null</code> * if this node is the root node in the tree. */ public TreeNode getParent () { return parent; } /** * Returns if this node is the root node in the tree or not. * * @return <code>true</code> if this node is the root of the tree; * <code>false</code> if it has a parent. */ public boolean isRoot () { if ( parent == null ) { return true; } else { return false; } } /** * Gets a list of all the child nodes of this node. * * @return An array of all the child nodes. The array will * be the size of the number of children. A leaf node * will return an empty array, not <code>null</code>. */ public TreeNode[] children () { return children; } /** * Returns if this node has children or if it is a leaf * node. * * @return <code>true</code> if this node has children; <code>false</code> * if it does not have any children. */ public boolean hasChildren () { if ( children.length == 0 ) { return false; } else { return true; } } /** * Gets the position of this node in the list of siblings * managed by the parent node. This node can be obtained * by <code>this = parent.children[this.index()]</code>. * * @return The index of the child array of this node's * parent. If this is the root node it will return -1. */ public int index () { if ( parent != null ) { for ( int i = 0; ; i++ ) { Object node = parent.children[i]; if ( this == node ) { return i; } } } // Only ever make it here if this is the root node. return -1; } /** * Gets this node's depth in the tree. The root node will * have a depth of 0, first-level nodes will have a depth * of 1, and so on. * * @return The depth of this node in the tree. */ public int depth () { int depth = recurseDepth( parent, 0 ); return depth; } /** * Recursive helper method to calculate the depth of a node. * The caller should pass its parent and an initial depth of 0. * <p> * A recursive approach is used so that when a node that is * part of a tree is removed from that tree, we do not need * to recalculate the depth of every node in that subtree. * * @param node is the node to recursively check for its depth. * This should be set to <code>parent</code> by the caller. * @param depth is the depth of the current node (i.e. the * child of <code>node</code>). This should be set to 0 by the * caller. */ private int recurseDepth (TreeNode node, int depth) { if ( node == null ) // reached top of tree { return depth; } else { return recurseDepth( node.parent, depth + 1 ); } } /** * A handle to the programmer assigned object encapsulated by this * node. This will be <code>null</code> when the user has not assigned * any data to this node. */ private Object m_userData; /** * Attaches a user defined object to this node. Only one * object can be attached to a node. * * @param userObject is the programmer defined object to * attach to this node in the tree. Set it to <code>null</code> * to clear any objects. */ public void setUserObject (Object userObject) { m_userData = userObject; } /** * Gets the user defined object attached to this node. It * must be cast back to what it was inserted as. It is up * to the developer to make this cast. * * @return The programmer defined object attached to this * node in the tree. Returns <code>null</code> if no object is * attached. */ public Object getUserObject () { return m_userData; } }