SPLAY_PROTOTYPE SPLAY_GENERATE SPLAY_ENTRY SPLAY_HEAD SPLAY_INITIALIZER SPLAY_ROOT SPLAY_EMPTY SPLAY_NEXT SPLAY_MIN SPLAY_MAX SPLAY_FIND SPLAY_LEFT SPLAY_RIGHT SPLAY_FOREACH SPLAY_INIT SPLAY_INSERT SPLAY_REMOVE RB_PROTOTYPE RB_PROTOTYPE_STATIC RB_GENERATE RB_GENERATE_STATIC RB_ENTRY RB_HEAD RB_INITIALIZER RB_ROOT RB_EMPTY RB_NEXT RB_PREV RB_MIN RB_MAX RB_FIND RB_NFIND RB_LEFT RB_RIGHT RB_PARENT RB_FOREACH RB_FOREACH_REVERSE RB_INIT RB_INSERT RB_REMOVE - implementations of splay and red-black trees
In the macro definitions,
Fa TYPE
is the name tag of a user defined structure that must contain a field of type
Vt SPLAY_ENTRY ,
or
Vt RB_ENTRY ,
named
Fa ENTRYNAME .
The argument
Fa HEADNAME
is the name tag of a user defined structure that must be declared
using the macros
SPLAY_HEAD (,);
or
RB_HEAD (.);
The argument
Fa NAME
has to be a unique name prefix for every tree that is defined.
The function prototypes are declared with
SPLAY_PROTOTYPE (,);
RB_PROTOTYPE (,);
or
RB_PROTOTYPE_STATIC (.);
The function bodies are generated with
SPLAY_GENERATE (,);
RB_GENERATE (,);
or
RB_GENERATE_STATIC (.);
See the examples below for further explanation of how these macros are used.
This has the benefit that request locality causes faster lookups as the requested nodes move to the top of the tree. On the other hand, every lookup causes memory writes.
The Balance Theorem bounds the total access time for
m
operations and
n
inserts on an initially empty tree as
O (lp]m + nrp]lg n .);
The
amortized cost for a sequence of
m
accesses to a splay tree is
O (lg n .);
A splay tree is headed by a structure defined by the
SPLAY_HEAD ();
macro.
A
structure is declared as follows:
SPLAY_HEAD (HEADNAME TYPE);
head
where Fa HEADNAME is the name of the structure to be defined, and struct Fa TYPE is the type of the elements to be inserted into the tree.
The
SPLAY_ENTRY ();
macro declares a structure that allows elements to be connected in the tree.
In order to use the functions that manipulate the tree structure,
their prototypes need to be declared with the
SPLAY_PROTOTYPE ();
macro,
where
Fa NAME
is a unique identifier for this particular tree.
The
Fa TYPE
argument is the type of the structure that is being managed
by the tree.
The
Fa FIELD
argument is the name of the element defined by
SPLAY_ENTRY (.);
The function bodies are generated with the
SPLAY_GENERATE ();
macro.
It takes the same arguments as the
SPLAY_PROTOTYPE ();
macro, but should be used only once.
Finally, the Fa CMP argument is the name of a function used to compare tree nodes with each other. The function takes two arguments of type Vt struct TYPE * . If the first argument is smaller than the second, the function returns a value smaller than zero. If they are equal, the function returns zero. Otherwise, it should return a value greater than zero. The compare function defines the order of the tree elements.
The
SPLAY_INIT ();
macro initializes the tree referenced by
Fa head .
The splay tree can also be initialized statically by using the
SPLAY_INITIALIZER ();
macro like this:
SPLAY_HEAD (HEADNAME TYPE);
head = SPLAY_INITIALIZER (&head ;);
The
SPLAY_INSERT ();
macro inserts the new element
Fa elm
into the tree.
The
SPLAY_REMOVE ();
macro removes the element
Fa elm
from the tree pointed by
Fa head .
The
SPLAY_FIND ();
macro can be used to find a particular element in the tree.
struct TYPE find, *res; find.key = 30; res = SPLAY_FIND(NAME, head, &find);
The
SPLAY_ROOT (,);
SPLAY_MIN (,);
SPLAY_MAX (,);
and
SPLAY_NEXT ();
macros can be used to traverse the tree:
for (np = SPLAY_MIN(NAME, &head); np != NULL; np = SPLAY_NEXT(NAME, &head, np))
Or, for simplicity, one can use the
SPLAY_FOREACH ();
macro:
SPLAY_FOREACH (np NAME head);
The
SPLAY_EMPTY ();
macro should be used to check whether a splay tree is empty.
Every operation on a red-black tree is bounded as
O (lg n .);
The maximum height of a red-black tree is
2lg (n + 1 .);
A red-black tree is headed by a structure defined by the
RB_HEAD ();
macro.
A
structure is declared as follows:
RB_HEAD (HEADNAME TYPE);
head
where Fa HEADNAME is the name of the structure to be defined, and struct Fa TYPE is the type of the elements to be inserted into the tree.
The
RB_ENTRY ();
macro declares a structure that allows elements to be connected in the tree.
In order to use the functions that manipulate the tree structure,
their prototypes need to be declared with the
RB_PROTOTYPE ();
or
RB_PROTOTYPE_STATIC ();
macro,
where
Fa NAME
is a unique identifier for this particular tree.
The
Fa TYPE
argument is the type of the structure that is being managed
by the tree.
The
Fa FIELD
argument is the name of the element defined by
RB_ENTRY (.);
The function bodies are generated with the
RB_GENERATE ();
or
RB_GENERATE_STATIC ();
macro.
These macros take the same arguments as the
RB_PROTOTYPE ();
and
RB_PROTOTYPE_STATIC ();
macros, but should be used only once.
Finally, the Fa CMP argument is the name of a function used to compare tree noded with each other. The function takes two arguments of type Vt struct TYPE * . If the first argument is smaller than the second, the function returns a value smaller than zero. If they are equal, the function returns zero. Otherwise, it should return a value greater than zero. The compare function defines the order of the tree elements.
The
RB_INIT ();
macro initializes the tree referenced by
Fa head .
The red-black tree can also be initialized statically by using the
RB_INITIALIZER ();
macro like this:
RB_HEAD (HEADNAME TYPE);
head = RB_INITIALIZER (&head ;);
The
RB_INSERT ();
macro inserts the new element
Fa elm
into the tree.
The
RB_REMOVE ();
macro removes the element
Fa elm
from the tree pointed by
Fa head .
The
RB_FIND ();
and
RB_NFIND ();
macros can be used to find a particular element in the tree.
struct TYPE find, *res; find.key = 30; res = RB_FIND(NAME, head, &find);
The
RB_ROOT (,);
RB_MIN (,);
RB_MAX (,);
RB_NEXT (,);
and
RB_PREV ();
macros can be used to traverse the tree:
"for (np = RB_MIN(NAME, &head); np != NULL; np = RB_NEXT(NAME, &head, np))"
Or, for simplicity, one can use the
RB_FOREACH ();
or
RB_FOREACH_REVERSE ();
macro:
RB_FOREACH (np NAME head);
The
RB_EMPTY ();
macro should be used to check whether a red-black tree is empty.
SPLAY_FOREACH(var, NAME, head) { SPLAY_REMOVE(NAME, head, var); free(var); } free(head);
Since
var
is freed, the
FOREACH ();
macro refers to a pointer that may have been reallocated already.
Proper code needs a second variable.
for (var = SPLAY_MIN(NAME, head); var != NULL; var = nxt) { nxt = SPLAY_NEXT(NAME, head, var); SPLAY_REMOVE(NAME, head, var); free(var); }
Both
RB_INSERT ();
and
SPLAY_INSERT ();
return
NULL
if the element was inserted in the tree successfully, otherwise they
return a pointer to the element with the colliding key.
Accordingly,
RB_REMOVE ();
and
SPLAY_REMOVE ();
return the pointer to the removed element otherwise they return
NULL
to indicate an error.
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