§23.1.2.8 in the standard states that insertion/deletion operations on a set/map will not invalidate any iterators to those objects (except iterators pointing to a deleted element).
Now, consider the following situation: you want to implement a graph with uniquely numbered nodes, where every node has a fixed number (let's say 4) of neighbors. Taking advantage of the above rule, you do it like this:
class Node {
private:
// iterators to neighboring nodes
std::map<int, Node>::iterator neighbors[4];
friend class Graph;
};
class Graph {
private:
std::map<int, Node> nodes;
};
(EDIT: Not literally like this due to the incompleteness of Node
in line 4 (see responses/comments), but along these lines anyway)
This is good, because this way you can insert and delete nodes without invalidating the consistency of the structure (assuming you keep track of deletions and remove the deleted iterator from every node's array).
But let's say you also want to be able to store an "invalid" or "nonexistent" neighbor value. Not to worry, we can just use nodes.end()
... or can we? Is there some sort of guarantee that nodes.end()
at 8 AM will be the same as nodes.end()
at 10 PM after a zillion insertions/deletions? That is, can I safely ==
compare an iterator received as a parameter to nodes.end()
in some method of Graph?
And if not, would this work?
class Graph {
private:
std::map<int, Node> nodes;
std::map<int, Node>::iterator _INVALID;
public:
Graph() { _INVALID = nodes.end(); }
};
That is, can I store nodes.end()
in a variable upon construction, and then use this variable whenever I want to set a neighbor to invalid state, or to compare it against a parameter in a method? Or is it possible that somewhere down the line a valid iterator pointing to an existing object will compare equal to _INVALID
?
And if this doesn't work either, what can I do to leave room for an invalid neighbor value?