Ejemplo n.º 1
0
        public override void Add(char[] word, int start)
        {
            if (word.Length == start)
            {
                End = true;
                return;
            }
            int c = (int)word[start];

            if (_next == null)
            {
                _next = new BurstNavigable[TRIE_WIDTH];
            }

            BurstNavigable target = _next[c];

            if (target == null)
            {
                // always start with a bucket.
                target   = new BurstCacheBucket();
                _next[c] = target;
            }
            else if (target.ShouldBurst)  // else OK because there's never any need to burst a brand new bucket
            {
                target   = BurstThisBucket(target);
                _next[c] = target;
            }

            target.Add(word, start + 1);
        }
Ejemplo n.º 2
0
        BurstTrieNode BurstThisBucket(BurstNavigable bucketIn)
        {
            BurstCacheBucket bucket = (BurstCacheBucket)bucketIn;
            BurstTrieNode    node   = new BurstTrieNode
            {
                _next = new BurstNavigable[TRIE_WIDTH],
                End   = bucket.End
            };

//            node.me = key;  // debug only

            // TODO maybe make this a higher performance construct?
            foreach (ArraySegment <char> item in bucket)
            {
                if (item.Count == 1) // in this case the suffix is consumed by the new trie node + entry (empty destination bucket, maybe, or now creating and adding to)
                {
                    if (node._next[(int)item.Array[item.Offset]] == null)
                    {
                        BurstCacheBucket emptyBucket = new BurstCacheBucket();
                        emptyBucket.End = true;
                        node._next[(int)item.Array[item.Offset]] = emptyBucket;  // only needed if it was not there, so maybe save this assignment
                        continue;
                    }
                    else // already a bucket there, from previous iteration in this loop
                    {
                        BurstCacheBucket reusingBucket = (BurstCacheBucket)node._next[(int)item.Array[item.Offset]];
                        reusingBucket.End = true;
                        continue;
                    }
                }

                else // there is more suffix that's not consumed by the new trie node + entry, so create / fill bucket
                {
                    BurstNavigable nav = node._next[(int)item.Array[item.Offset]];
                    if (nav == null)
                    {
                        BurstCacheBucket newBucket = new BurstCacheBucket();
                        char[]           arr       = item.Array;
                        int offset = item.Offset;
                        newBucket.Add(arr, offset + 1, item.Count - 1);
                        node._next[(int)arr[offset]] = newBucket;
                    }
                    else
                    {
                        ((BurstCacheBucket)nav).Add(item.Array, item.Offset + 1, item.Count - 1);
                    }
                }
            }
            return(node);
        }