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198 lines
5.5 KiB
C++

QuadraticProbing.cpp - Implementation for quadratic probing hash table
#include "QuadraticProbing.h"
#include <iostream.h>
/**
* Internal method to test if a positive number is prime.
* Not an efficient algorithm.
*/
bool isPrime( int n )
{
if( n == 2 || n == 3 )
return true;
if( n == 1 || n % 2 == 0 )
return false;
for( int i = 3; i * i <= n; i += 2 )
if( n % i == 0 )
return false;
return true;
}
/**
* Internal method to return a prime number at least as large as n.
* Assumes n > 0.
*/
int nextPrime( int n )
{
if( n % 2 == 0 )
n++;
for( ; !isPrime( n ); n += 2 )
;
return n;
}
/**
* Construct the hash table.
*/
template <class HashedObj>
HashTable<HashedObj>::HashTable( const HashedObj & notFound, int size )
: ITEM_NOT_FOUND( notFound ), array( nextPrime( size ) )
{
makeEmpty( );
}
/**
* Insert item x into the hash table. If the item is
* already present, then do nothing.
*/
template <class HashedObj>
void HashTable<HashedObj>::insert( const HashedObj & x )
{
// Insert x as active
int currentPos = findPos( x );
if( isActive( currentPos ) )
return;
array[ currentPos ] = HashEntry( x, ACTIVE );
// Rehash; see Section 5.5
if( ++currentSize > array.size( ) / 2 )
rehash( );
}
/**
* Expand the hash table.
*/
template <class HashedObj>
void HashTable<HashedObj>::rehash( )
{
vector<HashEntry> oldArray = array;
// Create new double-sized, empty table
array.resize( nextPrime( 2 * oldArray.size( ) ) );
for( int j = 0; j < array.size( ); j++ )
array[ j ].info = EMPTY;
// Copy table over
currentSize = 0;
for( int i = 0; i < oldArray.size( ); i++ )
if( oldArray[ i ].info == ACTIVE )
insert( oldArray[ i ].element );
}
/**
* Method that performs quadratic probing resolution.
* Return the position where the search for x terminates.
*/
template <class HashedObj>
int HashTable<HashedObj>::findPos( const HashedObj & x ) const
{
/* 1*/ int collisionNum = 0;
/* 2*/ int currentPos = hash( x, array.size( ) );
/* 3*/ while( array[ currentPos ].info != EMPTY &&
array[ currentPos ].element != x )
{
/* 4*/ currentPos += 2 * ++collisionNum - 1; // Compute ith probe
/* 5*/ if( currentPos >= array.size( ) )
/* 6*/ currentPos -= array.size( );
}
/* 7*/ return currentPos;
}
/**
* Remove item x from the hash table.
*/
template <class HashedObj>
void HashTable<HashedObj>::remove( const HashedObj & x )
{
int currentPos = findPos( x );
if( isActive( currentPos ) )
array[ currentPos ].info = DELETED;
}
/**
* Find item x in the hash table.
* Return the matching item or ITEM_NOT_FOUND if not found
*/
template <class HashedObj>
const HashedObj & HashTable<HashedObj>::find( const HashedObj & x ) const
{
int currentPos = findPos( x );
if( isActive( currentPos ) )
return array[ currentPos ].element;
else
return ITEM_NOT_FOUND;
}
/**
* Make the hash table logically empty.
*/
template <class HashedObj>
void HashTable<HashedObj>::makeEmpty( )
{
currentSize = 0;
for( int i = 0; i < array.size( ); i++ )
array[ i ].info = EMPTY;
}
/**
* Deep copy.
*/
template <class HashedObj>
const HashTable<HashedObj> & HashTable<HashedObj>::
operator=( const HashTable<HashedObj> & rhs )
{
if( this != &rhs )
{
array = rhs.array;
currentSize = rhs.currentSize;
}
return *this;
}
/**
* Return true if currentPos exists and is active.
*/
template <class HashedObj>
bool HashTable<HashedObj>::isActive( int currentPos ) const
{
return array[ currentPos ].info == ACTIVE;
}
/**
* A hash routine for string objects.
*/
int hash( const string & key, int tableSize )
{
int hashVal = 0;
for( int i = 0; i < key.length( ); i++ )
hashVal = 37 * hashVal + key[ i ];
hashVal %= tableSize;
if( hashVal < 0 )
hashVal += tableSize;
return hashVal;
}
/**
* A hash routine for ints.
*/
int hash( int key, int tableSize )
{
if( key < 0 ) key = -key;
return key % tableSize;
}