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Show HN: Integer Map Data Structure

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11–20 of 28 posts

Re: Show HN: Integer Map Data Structure

#12

Interesting, but the summary does not mention an important fact: the data structure can contain at most 67108864 items, which is a quite low limit.

It is mentioned prominently enough in the readme, I would say. 2²⁶ is plenty enough for many applications. I currently use a persistent intmap to label continuations in a toy CPS compiler, and with my current approach there is no chance whatsoever that any conceivable program would compile to use that many continuation labels.

Re: Show HN: Integer Map Data Structure

#14

This really doesn't seem to be comparing to comparable data structures. For int map specializations like this, the optimized alternatives are things like Judy (which is looking quite aged these days) or roaring bitmaps, not to mention that any C++ developer using "ordinary" maps will be using absl's SwissTable (flat_hash_map) or folly's F14 (F14FastMap) or perhaps absl::btree_map if order is important. Comparisons to…

Oh come on. Don't be too harsh. This is an ordered map. Most of the mentioned ones are unordered maps. They might be fast but they are unordered. The only comparables are absl::btree_map and Judy Array. Without benchmarking, my gut feeling is this will beat absl::btree_map. Trie usually beats BTree.

Re: Show HN: Integer Map Data Structure

#15
post #2

FWIW there is prior art here. e.g. see IntMap in Haskell: https://hackage.haskell.org/package/containers-0.7/docs/Data...

It's similar but not quite. IntMap in Haskell uses bit as the prefix unit with a span factor of 2. This uses nibble as the prefix unit with a span factor of 16. Also IntMap uses a bitmask for the range of prefix units in a node while this uses a subnet-mask style to get the prefix of a node.

Re: Show HN: Integer Map Data Structure

#16
This looks very good. The idea of using a subnet-mask style to compute the prefix of a node is pretty novel. I haven't seen anything like it. The choice of span factor of 16 is a good compromise between node size and tree depth. The node slot packing is amazing. Actually if you relax the restriction on 64-byte node to 128-byte node, you can get 64 bits per slot and will get a much higher limit for the item count. Newer CPU's are starting to support 128-byte cache line.

Re: Show HN: Integer Map Data Structure

#17
post #14

This really doesn't seem to be comparing to comparable data structures. For int map specializations like this, the optimized alternatives are things like Judy (which is looking quite aged these days) or roaring bitmaps, not to mention that any C++ developer using "ordinary" maps will be using absl's SwissTable (flat_hash_map) or folly's F14 (F14FastMap) or perhaps absl::btree_map if order is important. Comparisons to…

Oh come on. Don't be too harsh. This is an ordered map. Most of the mentioned ones are unordered maps. They might be fast but they are unordered. The only comparables are absl::btree_map and Judy Array. Without benchmarking, my gut feeling is this will beat absl::btree_map. Trie usually beats BTree.

I've written a lot of high performance/scale C++ code using a lot of data structures over the years, and ordered iteration has been very rarely needed; unordered data structures still rule the day in performance the vast majority of the time, and their lower constant factors very frequently outperform more specialized data structures. They're absolutely worth benchmarking against if the goal is actual uptake in the actual world.

In my experience, practically every single time I've used absl::btree_map, I've ended up reverting for performance reasons to either a flat hash map or, in some relatively rare cases, a sorted vector map (despite its O(n) insert/erase) because the constant factors are _so doggone low_. The experience remains: btree_map (or SkipLists, or whatever) has (in my experience) essentially never, in over a half million lines of C++, actually remained in the code.

Also, I presume (based on the implementation details, not based on actual use) that roaring bitmaps have some reasonable iteration API that would make them relevant even to the ordered comparison.

The important thing here is that if anyone wants to contend that someone should use their new data structure because it's better or faster or more optimal for some particular use case, it's important for them to demonstrate that they've thoroughly investigated the data structure space around their proposal. Comparison against std::map and std::unordered_map simply doesn't demonstrate the kind of comprehensive knowledge that I would expect from someone who claims that I should use their optimized integer map in my own code.

Re: Show HN: Integer Map Data Structure

#18
post #16

This looks very good. The idea of using a subnet-mask style to compute the prefix of a node is pretty novel. I haven't seen anything like it. The choice of span factor of 16 is a good compromise between node size and tree depth. The node slot packing is amazing. Actually if you relax the restriction on 64-byte node to 128-byte node, you can get 64 bits per slot and will get a much higher limit for the item count. New…

If I understood it correctly, it's not much different from what `absl::flat_hash_map` does.

Look for "Metadata information"/control bits at https://abseil.io/about/design/swisstables

Re: Show HN: Integer Map Data Structure

#19
post #14

Earlier quoted context omitted.

Oh come on. Don't be too harsh. This is an ordered map. Most of the mentioned ones are unordered maps. They might be fast but they are unordered. The only comparables are absl::btree_map and Judy Array. Without benchmarking, my gut feeling is this will beat absl::btree_map. Trie usually beats BTree.

I've written a lot of high performance/scale C++ code using a lot of data structures over the years, and ordered iteration has been very rarely needed; unordered data structures still rule the day in performance the vast majority of the time, and their lower constant factors very frequently outperform more specialized data structures. They're absolutely worth benchmarking against if the goal is actual uptake in the a…

That just means you never have the need for implementing a querying or search functionality. Range query and search are used everywhere and need ordered maps.

I'm not saying we should rush to adopt it right the way, but at least don't dismiss it hastily. It has some novel ideas to advance the art.

Re: Show HN: Integer Map Data Structure

#20
We're using a similar trie structure as the main document (node) index in SirixDB[1]. Lately, I got some inspiration for different page-sizes based on the ART and HAMT basically for the rightmost inner pages (as the node-IDs are generated by a simple sequence generator and thus also all inner pages (we call them IndirectPage) except for the rightmost are fully occupied (the tree height is adapted dynamically depending on the size of the stored data. Currently, always 1024 references are stored to indirect child pages, but I'll experiment with smaller sized, as the inner nodes are simply copied for each new revision, whereas the leaf pages storing the actual data are versioned themselfes with a novel sliding snapshot algorithm.

You can simply compute from a unique nodeId each data is assigned (64bit) the page and reference to traverse on each level in the trie through some bit shifting.

[1] https://github.com/sirixdb/sirix

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