Difference between revisions of "Skip list"
(Made it a little robust. It'd also be nice if it adjusted the maxLevel automatically as more things got put in, but that's a little stickier.) |
m (Fixed a typo in the code) |
||
Line 171: | Line 171: | ||
if not expected_size then | if not expected_size then | ||
expected_size = 16 | expected_size = 16 | ||
+ | end | ||
local maxLevel = floor( log(expected_size) / log(2) ) | local maxLevel = floor( log(expected_size) / log(2) ) |
Revision as of 16:41, 20 April 2013
The skip list is a nifty tool to implement a time line, a Z-index for sprites or other tasks where a data structure with fast insert and delete operations is needed, rather than one with fast random access.
Warning, hardcore paragraph: an (indexable) skip list is an ordered, probabilistic data structure with O(log(n)) insertions, deletions and search, and O(n*log(n)) space usage. Their main advantage over binary trees is that they're very easy to implement ~= 150 LOC in Lua.
The only restriction is that, since it's an ordered data structure, its elements have to be comparable with < and <=.
Here's a Lua implementation based on this python version.
-- file: skiplist.lua
--[[------------------------------------------------------------------
The MIT License
Original Python version Copyright (c) 2009 Raymond Hettinger
see http://code.activestate.com/recipes/576930/
Lua conversion + extensions Copyright (c) 2010 Pierre-Yves Gérardy
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
--]]------------------------------------------------------------------
local log, floor, ceil, min, random
= math.log, math.floor, math.ceil, math.min, math.random
local makeNode = function(value,size)
return {
value=value,
next={},
width={},
size=size
}
end
local End ={}
local NIL = makeNode(End,0)
local insert = function(self,value)
local node, chain, stepsAtLevel = self.head, {}, {}
for i=1, self.maxLevel do stepsAtLevel[i]=0 end
for level = self.maxLevel, 1, -1 do
while node.next[level] ~= NIL and node.next[level].value <= value do
stepsAtLevel[level] = ( stepsAtLevel[level] or 0 ) + node.width[level]
node = node.next[level]
--print(level, stepsAtLevel[level],value)
end
chain[level]=node
end
local nodeLevel = min( self.maxLevel, - floor(log(random()) / log(2) ) )
local newNode = makeNode( value, nodeLevel)
local steps, prevNode = 0
for level= 1, nodeLevel do
prevNode = chain[level]
newNode.next[level] = prevNode.next[level]
prevNode.next[level] = newNode
newNode.width[level] = prevNode.width[level] - steps
prevNode.width[level] = steps + 1
steps = steps + stepsAtLevel[level]
end
for level = nodeLevel + 1, self.maxLevel do
chain[level].width[level] = chain[level].width[level] +1
end
self.size = self.size + 1
end
local delete = function(self,value)
-- find first node on each level where node.next[levels].value >= value
node, chain = self.head, {}
for level = self.maxLevel, 1, -1 do
while node.next[level] ~= NIL and node.next[level].value < value do
node = node.next[level]
end
chain[level] = node
end
if value ~= chain[1].next[1].value then
return nil, "value not found: "..value
end
-- remove one link at each level
nodeLevel = chain[1].next[1].size
for level = 1, nodeLevel do
prevnode = chain[level]
prevnode.width[level] = prevnode.width[level] + prevnode.next[level].width[level] - 1
prevnode.next[level] = prevnode.next[level].next[level]
end
for level = nodeLevel+1, self.maxLevel do
chain[level].width[level] = chain[level].width[level] - 1
end
self.size = self.size - 1
return true --success
end
local first = function(self)
return self.head.next[1].value
end
local pop=function (self)
if self.size == 0 then return nil, "Trying to pop an empty list" end
local node, head = self.head.next[1], self.head
for level = 1, node.size do
head.next[level]=node.next[level]
head.width[level]=node.width[level]
end
for level = node.size + 1, self.maxLevel do
head.width[level] = head.width[level] -1
end
self.size = self.size - 1
return node.value
end
-- get the value of the node at index i ( O( log( n ) ) )
local tostring = function (self)
local t = {}
for k,v in self:ipairs() do table.insert(t,v) end
return "( "..table.concat(t,", ").. " )"
end
local islMT = {
__index = function(self,i)
if type(i) ~= "number" then return end
if i > self.size then return end
local node = self.head
for level=self.maxLevel, 1, -1 do
while node.width[level] <= i do
i = i - node.width[level]
node = node.next[level]
end
end
return node.value
end,
__tostring=tostring
}
local ipairs = function (self)
local node, size = self.head.next[1] , self.size
count = 0
return function()
value=node.value
node = node.next[1]
count = count+1
return count <= size and count or nil, value
end
end
local function new (expected_size)
local size = expected_size or 16
if not expected_size then
expected_size = 16
end
local maxLevel = floor( log(expected_size) / log(2) )
local head = makeNode("HEAD",maxLevel)
for i=1,maxLevel do
head.next[i] = NIL
head.width[i] = 1
end
return setmetatable( {
size = 0,
head = head,
maxLevel = maxLevel,
insert = insert,
delete = delete,
first = first,
tostring = tostring,
ipairs=ipairs,
pop = pop
}, islMT
)
end
return {
new=new
}
The API by example:
local skiplist = require"skiplist"
math.randomseed(os.time())
-- Creation:
insdel = skiplist.new(8) -- you must pass an estimation of the length of the list to get optimal performance.
-- insertions
s = "YeeHoyeE"
for i=1,#s do
insdel:insert(s:sub(i,i))
print(insdel)
end
print()
-- indexing
print(insdel[4])
print(insdel[8])
print(insdel[12]) -- out of bounds --> nil
print()
-- iterate over the list.
for k,v in insdel:ipairs() do
print(k,v)
end
print()
-- remove elements
print(insdel:delete"Z") --> not found
for i=1,#s do
insdel:delete(s:sub(i,i))
print(insdel)
end
-- alternate insertion syntax, pop() and first()
insdel:insert("e")
insdel[0]=("g")
print( insdel:first() ) -- returns the first element.
print( insdel:pop() ) -- returns the first element and removes it from the list
print( insdel:first() )
print( insdel.size )
print( insdel:pop() )
print( insdel:pop() ) -- attempt to pop an empty list --> nil + error message.
print()
-------------------------------
-- ASCII representation of the structure:
-- Uncomment the _End assignment at the penultimate line
-- of the previous code section for this to work.
-- This is required because the following code goes
-- under the hood to show the inner structure of the list.
-- This isn't needed for normal use of the library.
l = skiplist.new(9)
s = "SweetLOVE"
for i=1,#s do local e = s:sub(i,i) l:insert(e) end
for level = l.maxLevel, 1, -1 do
local line='Level '..level..": "
node = l.head
while node.value ~= _End do
line=line..node.value..node.width[level].." "
for i=1,node.width[level]-1 do line=line.." " end
node = node.next[level]
end
print(line.."NIL")
end
Output:
( Y )
( Y, e )
( Y, e, e )
( H, Y, e, e )
( H, Y, e, e, o )
( H, Y, e, e, o, y )
( H, Y, e, e, e, o, y )
( E, H, Y, e, e, e, o, y )
e
y
nil
1 E
2 H
3 Y
4 e
5 e
6 e
7 o
8 y
nil value not found: Z
( E, H, e, e, e, o, y )
( E, H, e, e, o, y )
( E, H, e, o, y )
( E, e, o, y )
( E, e, y )
( E, e )
( E )
( )
e
e
g
1
g
nil Trying to pop an empty list
Level 3: HEAD4 S6 NIL
Level 2: HEAD1 E3 S1 V2 e2 w1 NIL
Level 1: HEAD1 E1 L1 O1 S1 V1 e1 e1 t1 w1 NIL