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SkipList.cs
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SkipList.cs
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using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
namespace DataStructures.LinkedList.SkipList;
/// <summary>
/// Skip list implementation that is based on the singly linked list,
/// but offers O(log n) time complexity on most operations.
/// </summary>
/// <typeparam name="TValue">The type of the values in the list.</typeparam>
/// <remarks>
/// Skip list nodes sorted by key.
/// The "skip lanes" allow searching for a node in O(log n) time on average.
/// The worst case performence is O(n) when the height of all nodes is 1 (very
/// unluckily to happen on any decent list size).
/// These two properties make the skip list an excellent data structure for
/// implementing additional operations like finding min/max value in the list,
/// finding values with the key in a given range, etc.
///
/// Sourses:
/// - "Skip Lists: A Probabilistic Alternative to Balanced Trees" by William Pugh.
/// - https://en.wikipedia.org/wiki/Skip_list
/// - https://iq.opengenus.org/skip-list/
/// - https://medium.com/simple-computer-science/data-structures-basics-skip-list-8b8c69f9a044
/// - https://github.com/TheAlgorithms/Java/blob/master/src/main/java/com/thealgorithms/datastructures/lists/SkipList.java
///
/// The key is hardcoded to be of type <c>int</c> to simplify the implementation,
/// but it can be easily an any generic type that implements <c>IComparable</c>.
/// </remarks>
[DebuggerDisplay("Count = {Count}")]
public class SkipList<TValue>
{
private const double Probability = 0.5;
private readonly int maxLevels;
private readonly SkipListNode<TValue> head;
private readonly SkipListNode<TValue> tail;
private readonly Random random = new Random();
/// <summary>
/// Initializes a new instance of the <see cref="SkipList{TValue}"/> class.
/// </summary>
/// <param name="capacity">Expected number of elements the list might contain.</param>
public SkipList(int capacity = 255)
{
maxLevels = (int)Math.Log2(capacity) + 1;
head = new(int.MinValue, default(TValue), maxLevels);
tail = new(int.MaxValue, default(TValue), maxLevels);
for(int i = 0; i < maxLevels; i++)
{
head.Next[i] = tail;
}
}
/// <summary>
/// Gets the number of elements currently in the list.
/// </summary>
public int Count { get; private set; }
/// <summary>
/// Gets or sets the element with the specified key.
/// </summary>
/// <exception cref="KeyNotFoundException">The key is not present in the list.</exception>
public TValue this[int key]
{
get
{
var previousNode = GetSkipNodes(key).First();
if(previousNode.Next[0].Key == key)
{
return previousNode.Next[0].Value!;
}
else
{
throw new KeyNotFoundException();
}
}
set => AddOrUpdate(key, value);
}
/// <summary>
/// Adds an element with the specified key and value to the list.
/// If an element with the same key already exists, updates its value.
/// </summary>
/// <param name="key">The key of the element to add.</param>
/// <param name="value">The value of the element to add.</param>
/// <remarks>
/// Time complexity: O(log n) where n is the number of elements in the list.
/// </remarks>
public void AddOrUpdate(int key, TValue value)
{
var skipNodes = GetSkipNodes(key);
var previousNode = skipNodes.First();
if (previousNode.Next[0].Key == key)
{
// Node with the given key already exists.
// Update its value.
previousNode.Next[0].Value = value;
return;
}
// Node with the given key does not exist.
// Insert the new one and update the skip nodes.
var newNode = new SkipListNode<TValue>(key, value, GetRandomHeight());
for (var level = 0; level < newNode.Height; level++)
{
newNode.Next[level] = skipNodes[level].Next[level];
skipNodes[level].Next[level] = newNode;
}
Count++;
}
/// <summary>
/// Returns whether a value with the given key exists in the list.
/// </summary>
/// <remarks>
/// Time complexity: O(log n) where n is the number of elements in the list.
/// </remarks>
public bool Contains(int key)
{
var previousNode = GetSkipNodes(key).First();
return previousNode.Next[0].Key == key;
}
/// <summary>
/// Removes the value with the given key from the list.
/// </summary>
/// <returns>
/// <c>true</c> if the value was removed; otherwise, <c>false</c>.
/// </returns>
/// <remarks>
/// Time complexity: O(log n) where n is the number of elements in the list.
/// </remarks>
public bool Remove(int key)
{
var skipNodes = GetSkipNodes(key);
var previousNode = skipNodes.First();
if (previousNode.Next[0].Key != key)
{
return false;
}
// Key exists in the list, remove it and update the skip nodes.
var nodeToRemove = previousNode.Next[0];
for (var level = 0; level < nodeToRemove.Height; level++)
{
skipNodes[level].Next[level] = nodeToRemove.Next[level];
}
Count--;
return true;
}
/// <summary>
/// Returns an enumerator that iterates through the list.
/// </summary>
/// <remarks>
/// Order of values is the ascending order of their keys.
/// Time complexity: O(n) where n is the number of elements in the list.
/// </remarks>
public IEnumerable<TValue> GetValues()
{
var current = head.Next[0];
while (current.Key != tail.Key)
{
yield return current.Value!;
current = current.Next[0];
}
}
/// <summary>
/// Builds a list of skip nodes on each level that
/// are closest, but smaller than the given key.
/// </summary>
/// <remarks>
/// The node on level 0 will point to the node with the given key, if it exists.
/// Time complexity: O(log n) where n is the number of elements in the list.
/// </remarks>
private SkipListNode<TValue>[] GetSkipNodes(int key)
{
var skipNodes = new SkipListNode<TValue>[maxLevels];
var current = head;
for (var level = head.Height - 1; level >= 0; level--)
{
while (current.Next[level].Key < key)
{
current = current.Next[level];
}
skipNodes[level] = current;
}
return skipNodes;
}
/// <summary>
/// Determines the height of skip levels for the new node.
/// </summary>
/// <remarks>
/// Probability of the next level is 1/(2^level).
/// </remarks>
private int GetRandomHeight()
{
int height = 1;
while (random.NextDouble() < Probability && height < maxLevels)
{
height++;
}
return height;
}
}