C# binary heap priority queue












0














I made an A* pathfinder and it was too slow so i did some research into priority queues, i got it working but i am wondering if there is any improvements i can make for this class.



I opted to make a constructor that allows the option of min or max order, since it runs on the pathfinder the performance of this is quite crucial as well. So hopefully some one has some suggestions on ways to improve it.



Here is the class:



public class Heap : IEnumerable
{
private readonly bool _isMinHeap;
public readonly IMinHeap _items;
private int _count;
public int Size => _count;
public Heap(int size, bool isMinHeap = true)
{
_items = new IMinHeap[size];
_count = 0;
_isMinHeap = isMinHeap;
}

public void Insert(IMinHeap item, int priority)
{
item.SetPriority(priority);
if (Contains(item))
{
UpdateItem(item);
return;
}
_items[_count] = item;
item.HeapIndex = _count;
_count++;
CascadeUp(item);
}

private void UpdateItem(IMinHeap item)
{
int parentIndex = item.HeapIndex / 2;

if (parentIndex > 0 && !HasCorrectParent(item.Value,_items[parentIndex].Value))
{
CascadeUp(item);
}
else
{
CascadeDown(item);
}
}
public bool Contains(IMinHeap item)
{
if(item.HeapIndex < 0 || item.HeapIndex > _items.Length-1 || !Equals(_items[item.HeapIndex], item)) return false;
return true;
}
/// <summary>
/// Clear the priority queue and reset all nodes
/// </summary>
public void Wipe()
{
for (int i = 0; i < _items.Length; i++)
{
_items[i].HeapIndex = -1;
}

Array.Clear(_items,0,_items.Length);
_count = 0;
}
/// <summary>
/// Clear the priority but does not reset node indexes
/// </summary>
public void Clear()
{
Array.Clear(_items, 0, _items.Length);
_count = 0;
}

public bool Pop(out IMinHeap item)
{
item = null;
if (_count == 0)
return false;

item = _items[0];

IMinHeap newRoot = _items[_count];
_items[0] = newRoot;
newRoot.HeapIndex = 0;

_items[_count] = null;
_count--;

CascadeDown(newRoot);

return true;

}
private void CascadeDown(IMinHeap item)
{
do
{
int childLeftIndex = item.HeapIndex * 2;
int childRightIndex = childLeftIndex + 1;

if (!HasCorrectChild(item.Value, _items[childLeftIndex]))
{
Swap(item.HeapIndex,childLeftIndex);
}
else if (!HasCorrectChild(item.Value, _items[childRightIndex]))
{
Swap(item.HeapIndex, childLeftIndex);
}

int parentIndex = item.HeapIndex / 2;
SortChildren(parentIndex);

if (!HasCorrectParent(item.Value, _items[parentIndex].Value))
{
Swap(item.HeapIndex, parentIndex);
}
else
{
return;
}
} while (true);
}

private bool HasCorrectChild(int itemValue, IMinHeap child)
{
return _isMinHeap && child.Value >= itemValue || !_isMinHeap && child.Value <= itemValue;
}

private void CascadeUp(IMinHeap item)
{
if (item.HeapIndex == 0) return; // there is no parents to look for
do
{
int parentIndex = item.HeapIndex / 2;

if (_items[parentIndex] == null) return;
var parentValue = _items[parentIndex].Value;

if (!HasCorrectParent(item.Value, parentValue))
{
Swap(item.HeapIndex, parentIndex);
SortChildren(parentIndex);
}
else
{
return;
}
} while (true);
}

private void SortChildren(int parentIndex)
{
int leftChildIndex = 2 * parentIndex;
int rightChildIndex = leftChildIndex + 1;

var leftChild = _items[leftChildIndex];
var rightChild = _items[rightChildIndex];

if(leftChild == null || rightChild == null) //the parent has only one or no children - nothing to sort
return;
else if(leftChild.Value > rightChild.Value && _isMinHeap || leftChild.Value < rightChild.Value && !_isMinHeap)
Swap(leftChildIndex,rightChildIndex);
}

private void Swap(int itemIndexA, int itemIndexB)
{
var item = _items[itemIndexA];
var parent = _items[itemIndexB];

_items[itemIndexA] = parent;
_items[itemIndexB] = item;

parent.HeapIndex = itemIndexA;
item.HeapIndex = itemIndexB;
}

private bool HasCorrectParent(int itemValue, int parentValue)
{
return _isMinHeap && parentValue <= itemValue || !_isMinHeap && parentValue >= itemValue;
}

public IEnumerator<IMinHeap> GetEnumerator()
{
for (int i = 0; i < _count; i++)
yield return _items[i];
}

IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
}








share



























    0














    I made an A* pathfinder and it was too slow so i did some research into priority queues, i got it working but i am wondering if there is any improvements i can make for this class.



    I opted to make a constructor that allows the option of min or max order, since it runs on the pathfinder the performance of this is quite crucial as well. So hopefully some one has some suggestions on ways to improve it.



    Here is the class:



    public class Heap : IEnumerable
    {
    private readonly bool _isMinHeap;
    public readonly IMinHeap _items;
    private int _count;
    public int Size => _count;
    public Heap(int size, bool isMinHeap = true)
    {
    _items = new IMinHeap[size];
    _count = 0;
    _isMinHeap = isMinHeap;
    }

    public void Insert(IMinHeap item, int priority)
    {
    item.SetPriority(priority);
    if (Contains(item))
    {
    UpdateItem(item);
    return;
    }
    _items[_count] = item;
    item.HeapIndex = _count;
    _count++;
    CascadeUp(item);
    }

    private void UpdateItem(IMinHeap item)
    {
    int parentIndex = item.HeapIndex / 2;

    if (parentIndex > 0 && !HasCorrectParent(item.Value,_items[parentIndex].Value))
    {
    CascadeUp(item);
    }
    else
    {
    CascadeDown(item);
    }
    }
    public bool Contains(IMinHeap item)
    {
    if(item.HeapIndex < 0 || item.HeapIndex > _items.Length-1 || !Equals(_items[item.HeapIndex], item)) return false;
    return true;
    }
    /// <summary>
    /// Clear the priority queue and reset all nodes
    /// </summary>
    public void Wipe()
    {
    for (int i = 0; i < _items.Length; i++)
    {
    _items[i].HeapIndex = -1;
    }

    Array.Clear(_items,0,_items.Length);
    _count = 0;
    }
    /// <summary>
    /// Clear the priority but does not reset node indexes
    /// </summary>
    public void Clear()
    {
    Array.Clear(_items, 0, _items.Length);
    _count = 0;
    }

    public bool Pop(out IMinHeap item)
    {
    item = null;
    if (_count == 0)
    return false;

    item = _items[0];

    IMinHeap newRoot = _items[_count];
    _items[0] = newRoot;
    newRoot.HeapIndex = 0;

    _items[_count] = null;
    _count--;

    CascadeDown(newRoot);

    return true;

    }
    private void CascadeDown(IMinHeap item)
    {
    do
    {
    int childLeftIndex = item.HeapIndex * 2;
    int childRightIndex = childLeftIndex + 1;

    if (!HasCorrectChild(item.Value, _items[childLeftIndex]))
    {
    Swap(item.HeapIndex,childLeftIndex);
    }
    else if (!HasCorrectChild(item.Value, _items[childRightIndex]))
    {
    Swap(item.HeapIndex, childLeftIndex);
    }

    int parentIndex = item.HeapIndex / 2;
    SortChildren(parentIndex);

    if (!HasCorrectParent(item.Value, _items[parentIndex].Value))
    {
    Swap(item.HeapIndex, parentIndex);
    }
    else
    {
    return;
    }
    } while (true);
    }

    private bool HasCorrectChild(int itemValue, IMinHeap child)
    {
    return _isMinHeap && child.Value >= itemValue || !_isMinHeap && child.Value <= itemValue;
    }

    private void CascadeUp(IMinHeap item)
    {
    if (item.HeapIndex == 0) return; // there is no parents to look for
    do
    {
    int parentIndex = item.HeapIndex / 2;

    if (_items[parentIndex] == null) return;
    var parentValue = _items[parentIndex].Value;

    if (!HasCorrectParent(item.Value, parentValue))
    {
    Swap(item.HeapIndex, parentIndex);
    SortChildren(parentIndex);
    }
    else
    {
    return;
    }
    } while (true);
    }

    private void SortChildren(int parentIndex)
    {
    int leftChildIndex = 2 * parentIndex;
    int rightChildIndex = leftChildIndex + 1;

    var leftChild = _items[leftChildIndex];
    var rightChild = _items[rightChildIndex];

    if(leftChild == null || rightChild == null) //the parent has only one or no children - nothing to sort
    return;
    else if(leftChild.Value > rightChild.Value && _isMinHeap || leftChild.Value < rightChild.Value && !_isMinHeap)
    Swap(leftChildIndex,rightChildIndex);
    }

    private void Swap(int itemIndexA, int itemIndexB)
    {
    var item = _items[itemIndexA];
    var parent = _items[itemIndexB];

    _items[itemIndexA] = parent;
    _items[itemIndexB] = item;

    parent.HeapIndex = itemIndexA;
    item.HeapIndex = itemIndexB;
    }

    private bool HasCorrectParent(int itemValue, int parentValue)
    {
    return _isMinHeap && parentValue <= itemValue || !_isMinHeap && parentValue >= itemValue;
    }

    public IEnumerator<IMinHeap> GetEnumerator()
    {
    for (int i = 0; i < _count; i++)
    yield return _items[i];
    }

    IEnumerator IEnumerable.GetEnumerator()
    {
    return GetEnumerator();
    }
    }








    share

























      0












      0








      0







      I made an A* pathfinder and it was too slow so i did some research into priority queues, i got it working but i am wondering if there is any improvements i can make for this class.



      I opted to make a constructor that allows the option of min or max order, since it runs on the pathfinder the performance of this is quite crucial as well. So hopefully some one has some suggestions on ways to improve it.



      Here is the class:



      public class Heap : IEnumerable
      {
      private readonly bool _isMinHeap;
      public readonly IMinHeap _items;
      private int _count;
      public int Size => _count;
      public Heap(int size, bool isMinHeap = true)
      {
      _items = new IMinHeap[size];
      _count = 0;
      _isMinHeap = isMinHeap;
      }

      public void Insert(IMinHeap item, int priority)
      {
      item.SetPriority(priority);
      if (Contains(item))
      {
      UpdateItem(item);
      return;
      }
      _items[_count] = item;
      item.HeapIndex = _count;
      _count++;
      CascadeUp(item);
      }

      private void UpdateItem(IMinHeap item)
      {
      int parentIndex = item.HeapIndex / 2;

      if (parentIndex > 0 && !HasCorrectParent(item.Value,_items[parentIndex].Value))
      {
      CascadeUp(item);
      }
      else
      {
      CascadeDown(item);
      }
      }
      public bool Contains(IMinHeap item)
      {
      if(item.HeapIndex < 0 || item.HeapIndex > _items.Length-1 || !Equals(_items[item.HeapIndex], item)) return false;
      return true;
      }
      /// <summary>
      /// Clear the priority queue and reset all nodes
      /// </summary>
      public void Wipe()
      {
      for (int i = 0; i < _items.Length; i++)
      {
      _items[i].HeapIndex = -1;
      }

      Array.Clear(_items,0,_items.Length);
      _count = 0;
      }
      /// <summary>
      /// Clear the priority but does not reset node indexes
      /// </summary>
      public void Clear()
      {
      Array.Clear(_items, 0, _items.Length);
      _count = 0;
      }

      public bool Pop(out IMinHeap item)
      {
      item = null;
      if (_count == 0)
      return false;

      item = _items[0];

      IMinHeap newRoot = _items[_count];
      _items[0] = newRoot;
      newRoot.HeapIndex = 0;

      _items[_count] = null;
      _count--;

      CascadeDown(newRoot);

      return true;

      }
      private void CascadeDown(IMinHeap item)
      {
      do
      {
      int childLeftIndex = item.HeapIndex * 2;
      int childRightIndex = childLeftIndex + 1;

      if (!HasCorrectChild(item.Value, _items[childLeftIndex]))
      {
      Swap(item.HeapIndex,childLeftIndex);
      }
      else if (!HasCorrectChild(item.Value, _items[childRightIndex]))
      {
      Swap(item.HeapIndex, childLeftIndex);
      }

      int parentIndex = item.HeapIndex / 2;
      SortChildren(parentIndex);

      if (!HasCorrectParent(item.Value, _items[parentIndex].Value))
      {
      Swap(item.HeapIndex, parentIndex);
      }
      else
      {
      return;
      }
      } while (true);
      }

      private bool HasCorrectChild(int itemValue, IMinHeap child)
      {
      return _isMinHeap && child.Value >= itemValue || !_isMinHeap && child.Value <= itemValue;
      }

      private void CascadeUp(IMinHeap item)
      {
      if (item.HeapIndex == 0) return; // there is no parents to look for
      do
      {
      int parentIndex = item.HeapIndex / 2;

      if (_items[parentIndex] == null) return;
      var parentValue = _items[parentIndex].Value;

      if (!HasCorrectParent(item.Value, parentValue))
      {
      Swap(item.HeapIndex, parentIndex);
      SortChildren(parentIndex);
      }
      else
      {
      return;
      }
      } while (true);
      }

      private void SortChildren(int parentIndex)
      {
      int leftChildIndex = 2 * parentIndex;
      int rightChildIndex = leftChildIndex + 1;

      var leftChild = _items[leftChildIndex];
      var rightChild = _items[rightChildIndex];

      if(leftChild == null || rightChild == null) //the parent has only one or no children - nothing to sort
      return;
      else if(leftChild.Value > rightChild.Value && _isMinHeap || leftChild.Value < rightChild.Value && !_isMinHeap)
      Swap(leftChildIndex,rightChildIndex);
      }

      private void Swap(int itemIndexA, int itemIndexB)
      {
      var item = _items[itemIndexA];
      var parent = _items[itemIndexB];

      _items[itemIndexA] = parent;
      _items[itemIndexB] = item;

      parent.HeapIndex = itemIndexA;
      item.HeapIndex = itemIndexB;
      }

      private bool HasCorrectParent(int itemValue, int parentValue)
      {
      return _isMinHeap && parentValue <= itemValue || !_isMinHeap && parentValue >= itemValue;
      }

      public IEnumerator<IMinHeap> GetEnumerator()
      {
      for (int i = 0; i < _count; i++)
      yield return _items[i];
      }

      IEnumerator IEnumerable.GetEnumerator()
      {
      return GetEnumerator();
      }
      }








      share













      I made an A* pathfinder and it was too slow so i did some research into priority queues, i got it working but i am wondering if there is any improvements i can make for this class.



      I opted to make a constructor that allows the option of min or max order, since it runs on the pathfinder the performance of this is quite crucial as well. So hopefully some one has some suggestions on ways to improve it.



      Here is the class:



      public class Heap : IEnumerable
      {
      private readonly bool _isMinHeap;
      public readonly IMinHeap _items;
      private int _count;
      public int Size => _count;
      public Heap(int size, bool isMinHeap = true)
      {
      _items = new IMinHeap[size];
      _count = 0;
      _isMinHeap = isMinHeap;
      }

      public void Insert(IMinHeap item, int priority)
      {
      item.SetPriority(priority);
      if (Contains(item))
      {
      UpdateItem(item);
      return;
      }
      _items[_count] = item;
      item.HeapIndex = _count;
      _count++;
      CascadeUp(item);
      }

      private void UpdateItem(IMinHeap item)
      {
      int parentIndex = item.HeapIndex / 2;

      if (parentIndex > 0 && !HasCorrectParent(item.Value,_items[parentIndex].Value))
      {
      CascadeUp(item);
      }
      else
      {
      CascadeDown(item);
      }
      }
      public bool Contains(IMinHeap item)
      {
      if(item.HeapIndex < 0 || item.HeapIndex > _items.Length-1 || !Equals(_items[item.HeapIndex], item)) return false;
      return true;
      }
      /// <summary>
      /// Clear the priority queue and reset all nodes
      /// </summary>
      public void Wipe()
      {
      for (int i = 0; i < _items.Length; i++)
      {
      _items[i].HeapIndex = -1;
      }

      Array.Clear(_items,0,_items.Length);
      _count = 0;
      }
      /// <summary>
      /// Clear the priority but does not reset node indexes
      /// </summary>
      public void Clear()
      {
      Array.Clear(_items, 0, _items.Length);
      _count = 0;
      }

      public bool Pop(out IMinHeap item)
      {
      item = null;
      if (_count == 0)
      return false;

      item = _items[0];

      IMinHeap newRoot = _items[_count];
      _items[0] = newRoot;
      newRoot.HeapIndex = 0;

      _items[_count] = null;
      _count--;

      CascadeDown(newRoot);

      return true;

      }
      private void CascadeDown(IMinHeap item)
      {
      do
      {
      int childLeftIndex = item.HeapIndex * 2;
      int childRightIndex = childLeftIndex + 1;

      if (!HasCorrectChild(item.Value, _items[childLeftIndex]))
      {
      Swap(item.HeapIndex,childLeftIndex);
      }
      else if (!HasCorrectChild(item.Value, _items[childRightIndex]))
      {
      Swap(item.HeapIndex, childLeftIndex);
      }

      int parentIndex = item.HeapIndex / 2;
      SortChildren(parentIndex);

      if (!HasCorrectParent(item.Value, _items[parentIndex].Value))
      {
      Swap(item.HeapIndex, parentIndex);
      }
      else
      {
      return;
      }
      } while (true);
      }

      private bool HasCorrectChild(int itemValue, IMinHeap child)
      {
      return _isMinHeap && child.Value >= itemValue || !_isMinHeap && child.Value <= itemValue;
      }

      private void CascadeUp(IMinHeap item)
      {
      if (item.HeapIndex == 0) return; // there is no parents to look for
      do
      {
      int parentIndex = item.HeapIndex / 2;

      if (_items[parentIndex] == null) return;
      var parentValue = _items[parentIndex].Value;

      if (!HasCorrectParent(item.Value, parentValue))
      {
      Swap(item.HeapIndex, parentIndex);
      SortChildren(parentIndex);
      }
      else
      {
      return;
      }
      } while (true);
      }

      private void SortChildren(int parentIndex)
      {
      int leftChildIndex = 2 * parentIndex;
      int rightChildIndex = leftChildIndex + 1;

      var leftChild = _items[leftChildIndex];
      var rightChild = _items[rightChildIndex];

      if(leftChild == null || rightChild == null) //the parent has only one or no children - nothing to sort
      return;
      else if(leftChild.Value > rightChild.Value && _isMinHeap || leftChild.Value < rightChild.Value && !_isMinHeap)
      Swap(leftChildIndex,rightChildIndex);
      }

      private void Swap(int itemIndexA, int itemIndexB)
      {
      var item = _items[itemIndexA];
      var parent = _items[itemIndexB];

      _items[itemIndexA] = parent;
      _items[itemIndexB] = item;

      parent.HeapIndex = itemIndexA;
      item.HeapIndex = itemIndexB;
      }

      private bool HasCorrectParent(int itemValue, int parentValue)
      {
      return _isMinHeap && parentValue <= itemValue || !_isMinHeap && parentValue >= itemValue;
      }

      public IEnumerator<IMinHeap> GetEnumerator()
      {
      for (int i = 0; i < _count; i++)
      yield return _items[i];
      }

      IEnumerator IEnumerable.GetEnumerator()
      {
      return GetEnumerator();
      }
      }






      c# priority-queue





      share












      share










      share



      share










      asked 6 mins ago









      WDUKWDUK

      1084




      1084






















          0






          active

          oldest

          votes











          Your Answer





          StackExchange.ifUsing("editor", function () {
          return StackExchange.using("mathjaxEditing", function () {
          StackExchange.MarkdownEditor.creationCallbacks.add(function (editor, postfix) {
          StackExchange.mathjaxEditing.prepareWmdForMathJax(editor, postfix, [["\$", "\$"]]);
          });
          });
          }, "mathjax-editing");

          StackExchange.ifUsing("editor", function () {
          StackExchange.using("externalEditor", function () {
          StackExchange.using("snippets", function () {
          StackExchange.snippets.init();
          });
          });
          }, "code-snippets");

          StackExchange.ready(function() {
          var channelOptions = {
          tags: "".split(" "),
          id: "196"
          };
          initTagRenderer("".split(" "), "".split(" "), channelOptions);

          StackExchange.using("externalEditor", function() {
          // Have to fire editor after snippets, if snippets enabled
          if (StackExchange.settings.snippets.snippetsEnabled) {
          StackExchange.using("snippets", function() {
          createEditor();
          });
          }
          else {
          createEditor();
          }
          });

          function createEditor() {
          StackExchange.prepareEditor({
          heartbeatType: 'answer',
          autoActivateHeartbeat: false,
          convertImagesToLinks: false,
          noModals: true,
          showLowRepImageUploadWarning: true,
          reputationToPostImages: null,
          bindNavPrevention: true,
          postfix: "",
          imageUploader: {
          brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
          contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
          allowUrls: true
          },
          onDemand: true,
          discardSelector: ".discard-answer"
          ,immediatelyShowMarkdownHelp:true
          });


          }
          });














          draft saved

          draft discarded


















          StackExchange.ready(
          function () {
          StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fcodereview.stackexchange.com%2fquestions%2f211239%2fc-binary-heap-priority-queue%23new-answer', 'question_page');
          }
          );

          Post as a guest















          Required, but never shown

























          0






          active

          oldest

          votes








          0






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes
















          draft saved

          draft discarded




















































          Thanks for contributing an answer to Code Review Stack Exchange!


          • Please be sure to answer the question. Provide details and share your research!

          But avoid



          • Asking for help, clarification, or responding to other answers.

          • Making statements based on opinion; back them up with references or personal experience.


          Use MathJax to format equations. MathJax reference.


          To learn more, see our tips on writing great answers.





          Some of your past answers have not been well-received, and you're in danger of being blocked from answering.


          Please pay close attention to the following guidance:


          • Please be sure to answer the question. Provide details and share your research!

          But avoid



          • Asking for help, clarification, or responding to other answers.

          • Making statements based on opinion; back them up with references or personal experience.


          To learn more, see our tips on writing great answers.




          draft saved


          draft discarded














          StackExchange.ready(
          function () {
          StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fcodereview.stackexchange.com%2fquestions%2f211239%2fc-binary-heap-priority-queue%23new-answer', 'question_page');
          }
          );

          Post as a guest















          Required, but never shown





















































          Required, but never shown














          Required, but never shown












          Required, but never shown







          Required, but never shown

































          Required, but never shown














          Required, but never shown












          Required, but never shown







          Required, but never shown







          Popular posts from this blog

          404 Error Contact Form 7 ajax form submitting

          How to know if a Active Directory user can login interactively

          Refactoring coordinates for Minecraft Pi buildings written in Python