Design a Skiplist without using any built-in libraries.
A skiplist is a data structure that takes O(log(n))
time to add, erase and search. Comparing with treap and red-black tree which has the same function and performance, the code length of Skiplist can be comparatively short and the idea behind Skiplists is just simple linked lists.
For example, we have a Skiplist containing [30,40,50,60,70,90]
and we want to add 80
and 45
into it. The Skiplist works this way:
Artyom Kalinin [CC BY-SA 3.0], via Wikimedia Commons
You can see there are many layers in the Skiplist. Each layer is a sorted linked list. With the help of the top layers, add, erase and search can be faster than O(n)
. It can be proven that the average time complexity for each operation is O(log(n))
and space complexity is O(n)
.
See more about Skiplist: https://en.wikipedia.org/wiki/Skip_list
Implement the Skiplist
class:
Skiplist()
Initializes the object of the skiplist.bool search(int target)
Returnstrue
if the integertarget
exists in the Skiplist orfalse
otherwise.void add(int num)
Inserts the valuenum
into the SkipList.bool erase(int num)
Removes the valuenum
from the Skiplist and returnstrue
. Ifnum
does not exist in the Skiplist, do nothing and returnfalse
. If there exist multiplenum
values, removing any one of them is fine.
Note that duplicates may exist in the Skiplist, your code needs to handle this situation.
Example 1:
Input ["Skiplist", "add", "add", "add", "search", "add", "search", "erase", "erase", "search"] [[], [1], [2], [3], [0], [4], [1], [0], [1], [1]] Output [null, null, null, null, false, null, true, false, true, false] Explanation Skiplist skiplist = new Skiplist(); skiplist.add(1); skiplist.add(2); skiplist.add(3); skiplist.search(0); // return False skiplist.add(4); skiplist.search(1); // return True skiplist.erase(0); // return False, 0 is not in skiplist. skiplist.erase(1); // return True skiplist.search(1); // return False, 1 has already been erased.
Constraints:
0 <= num, target <= 2 * 104
- At most
5 * 104
calls will be made tosearch
,add
, anderase
.
Because the level
of the nodes is random, multiple next
pointers are required, and the rest of the operation is like a single linked list.
class Node:
def __init__(self, val: int, level: int):
self.val = val
self.next = [None for _ in range(level)]
class Skiplist:
max_level = 16
p = 0.5
def __init__(self):
self.head = Node(-1, self.max_level)
self.level = 1
def search(self, target: int) -> bool:
p = self.head
for i in range(self.level - 1, -1, -1):
p = self.find_closest(p, i, target)
if p.next[i] != None and p.next[i].val == target:
return True
return False
def add(self, num: int) -> None:
level = self.random_level()
self.level = max(self.level, level)
node = Node(num, level)
p = self.head
for i in range(self.level - 1, -1, -1):
p = self.find_closest(p, i, num)
if i < level:
node.next[i] = p.next[i]
p.next[i] = node
def erase(self, num: int) -> bool:
ok = False
p = self.head
for i in range(self.level - 1, -1, -1):
p = self.find_closest(p, i, num)
if p.next[i] != None and p.next[i].val == num:
p.next[i] = p.next[i].next[i]
ok = True
while self.level > 1 and self.head.next[self.level - 1] == None:
self.level -= 1
return ok
def find_closest(self, p: Node, level: int, target: int) -> Node:
while p.next[level] != None and p.next[level].val < target:
p = p.next[level]
return p
def random_level(self) -> int:
level = 1
while level < self.max_level and random.random() < self.p:
level += 1
return level
# Your Skiplist object will be instantiated and called as such:
# obj = Skiplist()
# param_1 = obj.search(target)
# obj.add(num)
# param_3 = obj.erase(num)
class Skiplist {
private static final int DEFAULT_MAX_LEVEL = 16;
private static final double DEFAULT_P_FACTOR = 0.5;
private final Node head;
private int currentLevel;
public Skiplist() {
this.head = new Node(0, DEFAULT_MAX_LEVEL);
this.currentLevel = 1;
}
public boolean search(int target) {
Node node = head;
for (int i = currentLevel - 1; i >= 0; i--) {
node = findClosest(node, i, target);
if (node.next[i] != null && node.next[i].value == target) {
return true;
}
}
return false;
}
public void add(int num) {
int level = randomLevel();
currentLevel = Math.max(currentLevel, level);
Node newNode = new Node(num, level);
Node updateNode = head;
for (int i = currentLevel - 1; i >= 0; i--) {
updateNode = findClosest(updateNode, i, num);
if (i < level) {
newNode.next[i] = updateNode.next[i];
updateNode.next[i] = newNode;
}
}
}
public boolean erase(int num) {
boolean exist = false;
Node node = head;
for (int i = currentLevel - 1; i >= 0; i--) {
node = findClosest(node, i, num);
if (node.next[i] != null && node.next[i].value == num) {
node.next[i] = node.next[i].next[i];
exist = true;
}
}
while (currentLevel > 1 && head.next[currentLevel - 1] == null) {
currentLevel--;
}
return exist;
}
private Node findClosest(Node node, int level, int value) {
while (node.next[level] != null && node.next[level].value < value) {
node = node.next[level];
}
return node;
}
private int randomLevel() {
int level = 1;
while (level < DEFAULT_MAX_LEVEL && Math.random() < DEFAULT_P_FACTOR) {
level++;
}
return level;
}
static class Node {
int value;
Node[] next;
Node(int value, int level) {
this.value = value;
this.next = new Node[level];
}
}
}
func init() { rand.Seed(time.Now().UnixNano()) }
const (
maxLevel = 16
p = 0.5
)
type node struct {
val int
next []*node
}
func newNode(val, level int) *node {
return &node{
val: val,
next: make([]*node, level),
}
}
type Skiplist struct {
head *node
level int
}
func Constructor() Skiplist {
return Skiplist{
head: newNode(-1, maxLevel),
level: 1,
}
}
func (this *Skiplist) Search(target int) bool {
p := this.head
for i := this.level - 1; i >= 0; i-- {
p = findClosest(p, i, target)
if p.next[i] != nil && p.next[i].val == target {
return true
}
}
return false
}
func (this *Skiplist) Add(num int) {
level := randomLevel()
if level > this.level {
this.level = level
}
node := newNode(num, level)
p := this.head
for i := this.level - 1; i >= 0; i-- {
p = findClosest(p, i, num)
if i < level {
node.next[i] = p.next[i]
p.next[i] = node
}
}
}
func (this *Skiplist) Erase(num int) bool {
ok := false
p := this.head
for i := this.level - 1; i >= 0; i-- {
p = findClosest(p, i, num)
if p.next[i] != nil && p.next[i].val == num {
p.next[i] = p.next[i].next[i]
ok = true
}
}
for this.level > 1 && this.head.next[this.level-1] == nil {
this.level--
}
return ok
}
func findClosest(p *node, level, target int) *node {
for p.next[level] != nil && p.next[level].val < target {
p = p.next[level]
}
return p
}
func randomLevel() int {
level := 1
for level < maxLevel && rand.Float64() < p {
level++
}
return level
}
/**
* Your Skiplist object will be instantiated and called as such:
* obj := Constructor();
* param_1 := obj.Search(target);
* obj.Add(num);
* param_3 := obj.Erase(num);
*/