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June 5, 2012 07:52
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skiplist implementation in c
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/* Skip Lists: A Probabilistic Alternative to Balanced Trees */ | |
#include <stdlib.h> | |
#include <stdio.h> | |
#include <limits.h> | |
#define SKIPLIST_MAX_LEVEL 6 | |
typedef struct snode { | |
int key; | |
int value; | |
struct snode **forward; | |
} snode; | |
typedef struct skiplist { | |
int level; | |
int size; | |
struct snode *header; | |
} skiplist; | |
skiplist *skiplist_init(skiplist *list) | |
{ | |
int i; | |
snode *header = (snode *)malloc(sizeof(struct snode)); | |
list->header = header; | |
header->key = INT_MAX; | |
header->forward = (snode **)malloc(sizeof(snode*) * (SKIPLIST_MAX_LEVEL+1)); | |
for (i = 0; i <= SKIPLIST_MAX_LEVEL; i++) { | |
header->forward[i] = list->header; | |
} | |
list->level = 1; | |
list->size = 0; | |
return list; | |
} | |
static int rand_level() | |
{ | |
int level = 1; | |
while (rand() < RAND_MAX/2 && level < SKIPLIST_MAX_LEVEL) | |
level++; | |
return level; | |
} | |
int skiplist_insert(skiplist *list, int key, int value) | |
{ | |
snode *update[SKIPLIST_MAX_LEVEL+1]; | |
snode *x = list->header; | |
int i, level; | |
for (i = list->level; i >= 1; i--) { | |
while (x->forward[i]->key < key) | |
x = x->forward[i]; | |
update[i] = x; | |
} | |
x = x->forward[1]; | |
if (key == x->key) { | |
x->value = value; | |
return 0; | |
} else { | |
level = rand_level(); | |
if (level > list->level) { | |
for (i = list->level+1; i <= level; i++) { | |
update[i] = list->header; | |
} | |
list->level = level; | |
} | |
x = (snode *)malloc(sizeof(snode)); | |
x->key = key; | |
x->value = value; | |
x->forward = (snode **)malloc(sizeof(snode*) * (level + 1)); | |
for (i = 1; i <= level; i++) { | |
x->forward[i] = update[i]->forward[i]; | |
update[i]->forward[i] = x; | |
} | |
} | |
return 0; | |
} | |
snode *skiplist_search(skiplist *list, int key) | |
{ | |
snode *x = list->header; | |
int i; | |
for (i = list->level; i >= 1; i--) { | |
while (x->forward[i]->key < key) | |
x = x->forward[i]; | |
} | |
if (x->forward[1]->key == key) { | |
return x->forward[1]; | |
} else { | |
return NULL; | |
} | |
return NULL; | |
} | |
static void skiplist_node_free(snode *x) | |
{ | |
if (x) { | |
free(x->forward); | |
free(x); | |
} | |
} | |
int skiplist_delete(skiplist *list, int key) | |
{ | |
int i; | |
snode *update[SKIPLIST_MAX_LEVEL + 1]; | |
snode *x = list->header; | |
for (i = list->level; i >= 1; i--) { | |
while (x->forward[i]->key < key) | |
x = x->forward[i]; | |
update[i] = x; | |
} | |
x = x->forward[1]; | |
if (x->key == key) { | |
for (i = 1; i <= list->level; i++) { | |
if (update[i]->forward[i] != x) | |
break; | |
update[i]->forward[1] = x->forward[i]; | |
} | |
skiplist_node_free(x); | |
while (list->level > 1 && list->header->forward[list->level] == list->header) | |
list->level--; | |
return 0; | |
} | |
return 1; | |
} | |
static void skiplist_dump(skiplist *list) | |
{ | |
snode *x = list->header; | |
while (x && x->forward[1] != list->header) { | |
printf("%d[%d]->", x->forward[1]->key, x->forward[1]->value); | |
x = x->forward[1]; | |
} | |
printf("NIL\n"); | |
} | |
int main() | |
{ | |
int arr[] = {3, 6, 9, 2, 11, 1, 4}, i; | |
skiplist list; | |
skiplist_init(&list); | |
printf("Insert:--------------------\n"); | |
for (i = 0; i < sizeof(arr)/sizeof(arr[0]); i++) { | |
skiplist_insert(&list, arr[i], arr[i]); | |
} | |
skiplist_dump(&list); | |
printf("Search:--------------------\n"); | |
int keys[] = {3, 4, 7, 10, 111}; | |
for (i = 0; i < sizeof(keys)/sizeof(keys[0]); i++) { | |
snode *x = skiplist_search(&list, keys[i]); | |
if (x) { | |
printf("key = %d, value = %d\n", keys[i], x->value); | |
} else { | |
printf("key = %d, not fuound\n", keys[i]); | |
} | |
} | |
printf("Search:--------------------\n"); | |
skiplist_delete(&list, 3); | |
skiplist_delete(&list, 9); | |
skiplist_dump(&list); | |
return 0; | |
} |
What does the forward[0] of each node store? I think forward[0] is never used after header. So, is the initialization of (maxlevel+1) necessary?
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I don't like the look of those unchecked mallocs()! Memory might be plentiful on your PC but not so much so in constrained environments.