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SkipList.cs
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SkipList.cs
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/***
* The Skip-List data structure implementation.
*
* Uses the custom class SkipListNode<T>.
*
* Note: A more memory efficient implementation would use structs, but this is the simplest implementation possible.
*/
using System;
using System.Collections.Generic;
using DataStructures.Lists;
using DataStructures.Common;
namespace DataStructures.Lists
{
/// <summary>
/// THE SKIP-LIST DATA STRUCTURE
/// </summary>
public class SkipList<T> : ICollection<T>, IEnumerable<T> where T : IComparable<T>
{
private int _count { get; set; }
private int _currentMaxLevel { get; set; }
private Random _randomizer { get; set; }
// The skip-list root node
private SkipListNode<T> _firstNode { get; set; }
// Readonly values
private readonly int MaxLevel = 32;
private readonly double Probability = 0.5;
/// <summary>
/// Private helper. Used in Add method.
/// </summary>
/// <returns></returns>
private int _getNextLevel()
{
int lvl = 0;
while (_randomizer.NextDouble() < Probability && lvl <= _currentMaxLevel && lvl < MaxLevel)
++lvl;
return lvl;
}
/// <summary>
/// CONSTRUCTOR
/// </summary>
public SkipList()
{
_count = 0;
_currentMaxLevel = 1;
_randomizer = new Random();
_firstNode = new SkipListNode<T>(default(T), MaxLevel);
for (int i = 0; i < MaxLevel; ++i)
_firstNode.Forwards[i] = _firstNode;
}
/// <summary>
/// Getter accessor for the first node
/// </summary>
public SkipListNode<T> Root
{
get { return _firstNode; }
}
/// <summary>
/// Checks if list is empty or not
/// </summary>
public bool IsEmpty
{
get { return Count == 0; }
}
/// <summary>
/// Return count of elements
/// </summary>
public int Count
{
get { return _count; }
}
/// <summary>
/// Return current max-node level
/// </summary>
public int Level
{
get { return _currentMaxLevel; }
}
/// <summary>
/// Access elements by index
/// </summary>
public T this[int index]
{
get
{
throw new NotImplementedException();
}
}
/// <summary>
/// Adds item to the list
/// </summary>
public void Add(T item)
{
var current = _firstNode;
var toBeUpdated = new SkipListNode<T>[MaxLevel];
for (int i = _currentMaxLevel - 1; i >= 0; --i)
{
while (current.Forwards[i] != _firstNode && current.Forwards[i].Value.IsLessThan(item))
current = current.Forwards[i];
toBeUpdated[i] = current;
}
current = current.Forwards[0];
// Get the next node level, and update list level if required.
int lvl = _getNextLevel();
if (lvl > _currentMaxLevel)
{
for (int i = _currentMaxLevel; i < lvl; ++i)
toBeUpdated[i] = _firstNode;
_currentMaxLevel = lvl;
}
// New node
var newNode = new SkipListNode<T>(item, lvl);
// Insert the new node into the skip list
for (int i = 0; i < lvl; ++i)
{
newNode.Forwards[i] = toBeUpdated[i].Forwards[i];
toBeUpdated[i].Forwards[i] = newNode;
}
// Increment the count
++_count;
}
/// <summary>
/// Remove element from the list.
/// </summary>
public bool Remove(T item)
{
T deleted;
return Remove(item, out deleted);
}
/// <summary>
/// Remove an element from list and then return it
/// </summary>
public bool Remove(T item, out T deleted)
{
// Find the node in each of the levels
var current = _firstNode;
var toBeUpdated = new SkipListNode<T>[MaxLevel];
// Walk after all the nodes that have values less than the node we are looking for.
// Mark all nodes as toBeUpdated.
for (int i = _currentMaxLevel - 1; i >= 0; --i)
{
while (current.Forwards[i] != _firstNode && current.Forwards[i].Value.IsLessThan(item))
current = current.Forwards[i];
toBeUpdated[i] = current;
}
current = current.Forwards[0];
// Return default value of T if the item was not found
if (current.Value.IsEqualTo(item) == false)
{
deleted = default(T);
return false;
}
// We know that the node is in the list.
// Unlink it from the levels where it exists.
for (int i = 0; i < _currentMaxLevel; ++i)
if (toBeUpdated[i].Forwards[i] == current)
toBeUpdated[i].Forwards[i] = current.Forwards[i];
// Decrement the count
--_count;
// Check to see if we've deleted the highest-level node
// Decrement level
while (_currentMaxLevel > 1 && _firstNode.Forwards[_currentMaxLevel - 1] == _firstNode)
--_currentMaxLevel;
// Assign the deleted output parameter to the node.Value
deleted = current.Value;
return true;
}
/// <summary>
/// Checks if an item is in the list
/// </summary>
public bool Contains(T item)
{
T itemOut;
return Find(item, out itemOut);
}
/// <summary>
/// Look for an element and return it if found
/// </summary>
public bool Find(T item, out T result)
{
var current = _firstNode;
// Walk after all the nodes that have values less than the node we are looking for
for (int i = _currentMaxLevel - 1; i >= 0; --i)
while (current.Forwards[i] != _firstNode && current.Forwards[i].Value.IsLessThan(item))
current = current.Forwards[i];
current = current.Forwards[0];
// Return true if we found the element; false otherwise
if (current.Value.IsEqualTo(item))
{
result = current.Value;
return true;
}
else
{
result = default(T);
return false;
}
}
/// <summary>
/// Deletes the min element if the list is empty; otherwise throws exception
/// </summary>
public T DeleteMin()
{
T min;
if (!TryDeleteMin(out min))
{
throw new ApplicationException("SkipList is empty.");
}
return min;
}
/// <summary>
/// Tries to delete the min element, returns false if list is empty
/// </summary>
public bool TryDeleteMin(out T result)
{
if (IsEmpty)
{
result = default(T);
return false;
}
return Remove(_firstNode.Forwards[0].Value, out result);
}
/// <summary>
/// Returns the first element if the list is not empty; otherwise throw an exception
/// </summary>
public T Peek()
{
T peek;
if (!TryPeek(out peek))
{
throw new ApplicationException("SkipList is empty.");
}
return peek;
}
/// <summary>
/// Tries to return the first element, if the list is empty it returns false
/// </summary>
public bool TryPeek(out T result)
{
if (IsEmpty)
{
result = default(T);
return false;
}
result = _firstNode.Forwards[0].Value;
return true;
}
#region IEnumerable<T> Implementation
/// <summary>
/// IEnumerable method implementation
/// </summary>
public IEnumerator<T> GetEnumerator()
{
var node = _firstNode;
while (node.Forwards[0] != null && node.Forwards[0] != _firstNode)
{
node = node.Forwards[0];
yield return node.Value;
}
}
/// <summary>
/// IEnumerable method implementation
/// </summary>
System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
#endregion IEnumerable<T> Implementation
#region ICollection<T> Implementation
/// <summary>
/// Checks whether this collection is readonly
/// </summary>
public bool IsReadOnly
{
get { return false; }
}
/// <summary>
/// Copy this list to an array
/// </summary>
public void CopyTo(T[] array, int arrayIndex)
{
// Validate the array and arrayIndex
if (array == null)
throw new ArgumentNullException();
else if (array.Length == 0 || arrayIndex >= array.Length || arrayIndex < 0)
throw new IndexOutOfRangeException();
// Get enumerator
var enumarator = this.GetEnumerator();
// Copy elements as long as there is any in the list and as long as the index is within the valid range
for (int i = arrayIndex; i < array.Length; ++i)
{
if (enumarator.MoveNext())
array[i] = enumarator.Current;
else
break;
}
}
/// <summary>
/// Clears this instance
/// </summary>
public void Clear()
{
_count = 0;
_currentMaxLevel = 1;
_randomizer = new Random();
_firstNode = new SkipListNode<T>(default(T), MaxLevel);
for (int i = 0; i < MaxLevel; ++i)
_firstNode.Forwards[i] = _firstNode;
}
#endregion
}
}