/* "Rotating trees" (Armin Rigo) * * Google "splay trees" for the general idea. * * It's a dict-like data structure that works best when accesses are not * random, but follow a strong pattern. The one implemented here is for * access patterns where the same small set of keys is looked up over * and over again, and this set of keys evolves slowly over time. */#include <stdlib.h>#define EMPTY_ROTATING_TREE ((rotating_node_t *)NULL)typedef struct rotating_node_s rotating_node_t;typedef int (*rotating_tree_enum_fn) (rotating_node_t *node, void *arg);struct rotating_node_s { void *key; rotating_node_t *left; rotating_node_t *right;};void RotatingTree_Add(rotating_node_t **root, rotating_node_t *node);rotating_node_t* RotatingTree_Get(rotating_node_t **root, void *key);int RotatingTree_Enum(rotating_node_t *root, rotating_tree_enum_fn enumfn, void *arg);
/* "Rotating trees" (Armin Rigo)
*
* Google "splay trees" for the general idea.
*
* It's a dict-like data structure that works best when accesses are not
* random, but follow a strong pattern. The one implemented here is for
* access patterns where the same small set of keys is looked up over
* and over again, and this set of keys evolves slowly over time.
*/
#include <stdlib.h>
#define EMPTY_ROTATING_TREE ((rotating_node_t *)NULL)
typedef struct rotating_node_s rotating_node_t;
typedef int (*rotating_tree_enum_fn) (rotating_node_t *node, void *arg);
struct rotating_node_s {
void *key;
rotating_node_t *left;
rotating_node_t *right;
};
void RotatingTree_Add(rotating_node_t **root, rotating_node_t *node);
rotating_node_t* RotatingTree_Get(rotating_node_t **root, void *key);
int RotatingTree_Enum(rotating_node_t *root, rotating_tree_enum_fn enumfn,
void *arg);