On Sat, Apr 01, 2017 at 03:56:08AM -0800, Christopher Howard wrote: > tree as the primary data structure for managing game data. I wrote my > own AA Tree implementation (with guidance from Wikipedia). I see the idx > and balance functions in PicoLisp reference, but my concern is I don't > see how you do with those an (efficient) self-balance after single > inserts to an existing tree, nor how to do self-balancing deletes from > an existing tree.
Right, 'idx' trees don't balance after every operation. Still, this is often not a problem, and might be even more efficient than balancing algorithms if the data are not too un-random. As Joh-Tob said, you could also consider to 'balance' the list explicitly from time to time. A third option (which I would probably choose for such a game) is using the database. Here you have B-Trees, which are always balanced. And other advantages like persistence and multi-user synchronization. ♪♫ Alex -- UNSUBSCRIBE: mailto:picolisp@software-lab.de?subject=Unsubscribe