测试结果居然比红黑树,AVL都块。
import java.util.Random;
public class TreapMap<Key extends Comparable <Key>, Value> {
private class Node {
Key key;
Value value;
Node left, right;
int ht, sz, priority;
Node(Key k, Value v) {
this.key = k;
this.value = v;
this.ht = 1;
this.sz = 1;
this.priority = random.nextInt();
}
}
private Node root;
private Random random = new Random();
private int height(Node root) {
if (root == null) return 0;
return root.ht;
}
private int size(Node root) {
if (root == null) return 0;
return root.sz;
}
private Value get(Node root, Key key) {
if (root == null) return null;
int cmp = key.compareTo(root.key);
if (cmp == 0) return root.value;
if (cmp < 0) return get(root.left, key);
return get(root.right, key);
}
public Value get(Key key) { return get(root, key);}
private void update(Node root) {
root.sz = size(root.left) + size(root.right) + 1;
root.ht = Math.max(height(root.left), height(root.right)) + 1;
}
private Node rotateRight(Node root) {
Node l = root.left;
root.left = l.right;
update(root);
l.right = root;
update(l);
return l;
}
private Node rotateLeft(Node root) {
Node r = root.right;
root.right = r.left;
update(root);
r.left = root;
update(r);
return r;
}
private Node maintain(Node root) {
if (root.left != null && root.left.priority > root.priority)
root = rotateRight(root);
else if (root.right != null && root.right.priority > root.priority)
root = rotateLeft(root);
update(root);
return root;
}
private Node put(Node root, Key key, Value value) {
if (root == null) return new Node(key, value);
if (key.compareTo(root.key) < 0) root.left = put(root.left, key, value);
else if (key.compareTo(root.key) > 0) root.right = put(root.right, key, value);
else root.value = value;
return maintain(root);
}
public void put(Key key, Value value) {
root = put(root, key, value);
}
private Node min(Node root) {
if (root.left == null) return root;
return min(root.left);
}
private Node remove(Node root, Key key) {
if (root == null) return null;
if (key.compareTo(root.key) < 0) {
root.left = remove(root.left, key);
}
else if (key.compareTo(root.key) > 0) {
root.right = remove(root.right, key);
}
else {
if (root.left == null) return root.right;
else if (root.right == null) return root.left;
else {
Node successor = min(root.right);
Key tempKey = root.key;
root.key = successor.key;
root.value = successor.value;
successor.key = tempKey;
root.right = remove(root.right, tempKey);
}
}
return maintain(root);
}
public void remove(Key key) {
root = remove(root, key);
}
private int rank(Node root, Key key) {
if (root == null) return 0;
if (key.compareTo(root.key) == 0) return size(root.left);
if (key.compareTo(root.key) < 0) return rank(root.left, key);
return size(root.left) + 1 + rank(root.right, key);
}
public int rank(Key key) {
return rank(root, key);
}
private Node select(Node root, int rank) {
if (root == null) return null;
if (rank == size(root.left)) return root;
if (rank < size(root.left)) return select(root.left, rank);
return select(root.right, rank - size(root.left) - 1);
}
public Key select(int rank) {
Node x = select(root, rank);
if (x == null) return null;
return x.key;
}
}
平衡树的研究告一段落(就差Splay Tree,这个不算平衡树)。RBT,AVL,SBT,Treap 区别只是节点信息和 maintain函数(保证满足特定的性质)。从面向对象的角度,可以以一个普通BST作为基类,所有的读操作(get, floor, ceiling, rank, select, range query) 放在普通BST里;rotate,insert 和 delete(除了RBT)也可以。这里有一个方法模板设计模式,插入和删除的主体步骤是一样的,具体的平衡树类只是最后的maintain步骤不同,只需要扩展Node 和 重写maintain函数。