What is the time complexity for Immutable.JS's deleteIn? - immutable.js

Just curious, what is the time complexity for Immutable.JS's deleteIn? In the documentation, it says that gets and sets are O(log32 N) for immutable.Map. Assume that we are not deleting from an array, and the path length is P, I assume deleteIn would be O(P log32 N)?

Yes, O(P log32 N). All the xIn mutators simply perform an action at a given location and then recursively update the collections along the path, back to the root.

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What does "cleanup" in NEXT_INST_F and NEXT_INST_V mean?

I am plowing TCL source code and get confused at macro NEXT_INST_F and NEXT_INST_V in tclExecute.c. Specifically the cleanup parameter of the macro.
Initially I thought cleanup means the net number of slots consumed/popped from the stack, e.g. when 3 objects are popped out and 1 object pushed in, cleanup is 2.
But I see INST_LOAD_STK has cleanup set to 1, shouldn't it be zero since one object is popped out and 1 object is pushed in?
I am lost reading the code of NEXT_INST_F and NEXT_INST_V, there are too many jumps.
Hope you can clarify the semantic of cleanup for me.
The NEXT_INST_F and NEXT_INST_V macros (in the implementation of Tcl's bytecode engine) clean up the state of the operand stack and push the result of the operation before going to the next instruction. The only practical difference between the two is that one is designed to be highly efficient when the number of stack locations to be cleaned up is a constant number (from a small range: 0, 1 and 2 — this is the overwhelming majority of cases), and the other is less efficient but can handle a variable number of locations to clean up or a number outside the small range. So NEXT_INST_F is basically an optimised version of NEXT_INST_V.
The place where macros are declared in tclExecute.c has this to say about them:
/*
* The new macro for ending an instruction; note that a reasonable C-optimiser
* will resolve all branches at compile time. (result) is always a constant;
* the macro NEXT_INST_F handles constant (nCleanup), NEXT_INST_V is resolved
* at runtime for variable (nCleanup).
*
* ARGUMENTS:
* pcAdjustment: how much to increment pc
* nCleanup: how many objects to remove from the stack
* resultHandling: 0 indicates no object should be pushed on the stack;
* otherwise, push objResultPtr. If (result < 0), objResultPtr already
* has the correct reference count.
*
* We use the new compile-time assertions to check that nCleanup is constant
* and within range.
*/
However, instructions can also directly manipulate the stack. This complicates things quite a lot. Most don't, but that's not the same as all. If you were to view this particular load of code as one enormous pile of special cases, you'd not be very wrong.
INST_LOAD_STK (a.k.a loadStk if you're reading disassembly of some Tcl code) is an operation that will pop an unparsed variable name from the stack and push the value read from the variable with that name. (Or an error will be thrown.) It is totally expected to pop one value and push another (from objResultPtr) since we are popping (and decrementing the reference count) of the variable name value, and pushing and incrementing the reference count of a different value that was read from the variable.
The code to read and write variables is among the most twisty in the bytecode engine. Far more goto than is good for your health.

Constructor/Function overload signature lookup time complexity?

I was reading up on the std::string class in C++ and noticed there are quite a few different constructors available giving us a wide set of initialization features. This got me wondering how a compiler picks which constructor to choose when given parameters, or in the case of overloads, how a compiler matches a function signature with a given set of parameters.
If we have the following functions declared in pseudo-code:
function f1(int numberHere) {
//....do something
}
function f1(int numberHere, string stringHere) {
//....do something
}
And I decide to call f1(4), there are obviously two options to choose from, but what if there are 10000 options/signatures? Would it take proportionally longer? If so, what takes longer? Does the compiler have some sneaky O(n) way to index overloads such that it can call the right one in O(1) time once the program is running or would it compile in O(1) no matter how many overloads exist but take longer to run the finished result because of on-the-fly signature matching?
Can this question even be answered effectively?
Thanks!
Matching function signatures is actually not different from any other search or lookup problem. There are three basic ways to do it depending on the data structure you are storing the available function signatures in:
Use an unsorted list or array and get O(n) time complexity.
Use a sorted array or a tree-like structure and get O(log(n)). (You can sort by type of 1st argument, then 2nd and so on, assuming that each type has an integer id assigned to it.)
Use a hash map and get O(1).
But I doubt that time complxity has any practical relevance in this case. It describes the asymptotic behaviour of algorithms for large values of n. Even for n=100, an unsorted array search might be faster than hash map lookup because it has less overhead.
And from a usability point of view it is a very bad idea to design an API having functions with 10 or even 100 overloads.

PIC Assembly: Calling functions with variables

So say I have a variable, which holds a song number. -> song_no
Depending upon the value of this variable, I wish to call a function.
Say I have many different functions:
Fcn1
....
Fcn2
....
Fcn3
So for example,
If song_no = 1, call Fcn1
If song_no = 2, call Fcn2
and so forth...
How would I do this?
you should have compare function in the instruction set (the post suggests you are looking for assembly solution), the result for that is usually set a True bit or set a value in a register. But you need to check the instruction set for that.
the code should look something like:
load(song_no, $R1)
cmpeq($1,R1) //result is in R3
jmpe Fcn1 //jump if equal
cmpeq ($2,R1)
jmpe Fcn2
....
Hope this helps
I'm not well acquainted with the pic, but these sort of things are usually implemented as a jump table. In short, put pointers to the target routines in an array and call/jump to the entry indexed by your song_no. You just need to calculate the address into the array somehow, so it is very efficient. No compares necessary.
To elaborate on Jens' reply the traditional way of doing on 12/14-bit PICs is the same way you would look up constant data from ROM, except instead of returning an number with RETLW you jump forward to the desired routine with GOTO. The actual jump into the jump table is performed by adding the offset to the program counter.
Something along these lines:
movlw high(table)
movwf PCLATH
movf song_no,w
addlw table
btfsc STATUS,C
incf PCLATH
addwf PCL
table:
goto fcn1
goto fcn2
goto fcn3
.
.
.
Unfortunately there are some subtleties here.
The PIC16 only has an eight-bit accumulator while the address space to jump into is 11-bits. Therefore both a directly writable low-byte (PCL) as well as a latched high-byte PCLATH register is available. The value in the latch is applied as MSB once the jump is taken.
The jump table may cross a page, hence the manual carry into PCLATH. Omit the BTFSC/INCF if you know the table will always stay within a 256-instruction page.
The ADDWF instruction will already have been read and be pointing at table when PCL is to be added to. Therefore a 0 offset jumps to the first table entry.
Unlike the PIC18 each GOTO instruction fits in a single 14-bit instruction word and PCL addresses instructions not bytes, so the offset should not be multiplied by two.
All things considered you're probably better off searching for general PIC16 tutorials. Any of these will clearly explain how data/jump tables work, not to mention begin with the basics of how to handle the chip. Frankly it is a particularly convoluted architecture and I would advice staying with the "free" hi-tech C compiler unless you particularly enjoy logic puzzles or desperately need the performance.

Most efficient way to track x and y values of multiple object instances on the stage?

I have an arbitrary number of object instances on the stage. At any one given time the number of objects may be between 10 and 50. Each object instance can move, but the movement is gradual, the current coordinates are not predictable and at any given moment I may need to retrieve the coordinates of a specific object instance.
Is there a common best-practice method to use in this case to track object instance coordinates? I can think of two approaches:
I write a function within the object class that, upon arbitrary event execution, is called on an object instance and returns that object instances coordinates.
Within the object class I declare global static variables that represent x and y values and, upon arbitrary event execution, the variables are updated with the latest values for that object instance.
While I can get both methods to work, I do not know whether one or the other would be detrimental to program performance in the long run. I lean toward the global variables because I expect it is less resource intensive to update and call a variable than to call a function which subsequently updates and calls a variable. Maybe there is even a third option?
I understand that this is a somewhat subjective question. I am asking with respect to resource consumption so please answer in that respect.
I don't understand.. The x and y properties are both stored on the object (if it's a DisplayObject) and readable.. Why do you need to store these in a global or whatever?
If you're not using DisplayObject as a base, then just create the properties yourself with appropriate getters.
If you want to get the coordinates of all your objects, add them to an array, let's say objectList.
Then just use a loop to check the values:
for each(var i:MovieClip in objectList)
{
trace(i.x, i.y);
}
I think I'm misunderstanding the question, though.
definitely 1.
for code readability use a get property, ie
public function get x():Number { return my_x; }
The problem with 2, is you may well also need to keep track of which object those coords are for - not to mention it is just messy... Globals can get un-managable quickly, hence all this reesearch into OOP and encapsuilation, and doing away with (mostly) the need for globals..
with only 50 or less object - don't even consider performance issues...
And remember that old mantra - "Premature optimisation is the root of programming evil" ;-)

Best datastructure for a heightmap

I have a heightmap (a 2D array of floating point values) and I wish to find the highest point on the map, once I have found this point, I want to change its value, and the values of all nearby points. What's the best datastructure to use for efficient retrieval of the highest point?
Requirements:
Find the highest point efficiently
Change the value of an arbitrary set of points, this set will always contain the highest current point, and a load of points nearby, the delta will be different for each point.
My current thinking is a priority queue, I can find the highest point in O(1) and I can change a load of values and heapify in O(n log n).
Nb. I've marked this as language-agnostic and Lua, because it is a largely language agnostic question, but I will be implementing the final solution in Lua.
If memory is not that big of an issue I would store each value in a priority queue as a table so that each table has its data value and references to its closest neighbors. Something like this: { data = number, neighbors = { ... } }.
While you are building your priority queue I'd simply be scanning the array and returning the indices of the highest value found. I can then access any element of the array 'nearby' in O(1).
Or am I missing something ?