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+#include<iostream>
+#include"table.hpp"
+
+Table::Table(bool useChaining = false) {
+ /* This constructor takes in a boolean value as a parameter.
+ The boolean value useChaining represents
+ whether or not the user intends on using separate chaining
+ as their hashing method. When set to true, the constructor
+ will create a table object represented by an array of pointers
+ to the heads of linked lists, a structure more appropriate
+ for separate chaining. When useChaining is false, the
+ constructor defaults to a simple array-based hash table.
+ */
+
+ if (useChaining) {
+
+ // initialize array of linked list heads
+ for (int i = 0; i < 10; i++) {
+ tableHeads[i] = NULL;
+ }
+
+ }
+ else {
+ unhashable = false;
+
+ // initialize array with 'empty' values
+ for (int i = 0; i < 10; i++) {
+ tableArray[i] = EMPTY;
+ unhashableList[i] = EMPTY;
+ }
+
+ }
+
+}
+
+void Table::hashLinear(int intList[]) {
+ /* Implementation of hash table insertion using linear probing.
+ This method takes in an array of integers (10 items max) and hashes
+ them into a table object using linear probing for conflict resolution.
+ This means that the probe distance is equal to the number of probing
+ attempts, or, f(i) = i. An item cannot be hashed into the table if the probing
+ results in cycling around to the original insertion location again.
+ */
+ int count = 0;
+ int slotIndex = 0;
+ int originalSlotIndex;
+ bool probeFinished;
+
+ while (intList[count] != EMPTY && count < 10) {
+ slotIndex = intList[count] % 10;
+
+ if (tableArray[slotIndex] == EMPTY) { // slot empty; insert item
+ tableArray[slotIndex] = intList[count];
+ }
+ else { // slot taken; must probe
+ originalSlotIndex = slotIndex;
+ probeFinished = false;
+
+ while (!probeFinished) {
+ slotIndex++; // f(i) = i
+
+ if (slotIndex > 9) { // wrap around array
+ slotIndex = slotIndex - 10;
+ }
+
+ if (slotIndex == originalSlotIndex) { // gone over whole array; end probing
+ unhashable = true;
+ unhashableList[count] = intList[count];
+ probeFinished = true;
+ }
+
+ if (tableArray[slotIndex] == EMPTY) { // slot empty; insert item
+ tableArray[slotIndex] = intList[count];
+ probeFinished = true;
+ }
+
+ }
+
+ }
+
+ count++;
+ }
+
+}
+
+void Table::hashQuad(int intList[]) {
+ /* Implementation of hash table insertion using quadratic probing.
+ This method takes in an array of integers (10 items max) and hashes
+ them into a table object using quadratic probing for conflict resolution.
+ This means that the probe distance is equal to the number of probing
+ attempts squared, or, f(i) = i^2. An item cannot be hashed into the table if the probing
+ results in cycling around to the original insertion location again.
+ */
+ int count = 0;
+ int probeCount = 0;
+ int slotIndex = 0;
+ int originalSlotIndex;
+ bool probeFinished;
+
+ while (intList[count] != EMPTY && count < 10) {
+ slotIndex = intList[count] % 10;
+
+ if (tableArray[slotIndex] == EMPTY) { // slot empty; insert item
+ tableArray[slotIndex] = intList[count];
+ }
+ else { // slot taken; must probe
+ originalSlotIndex = slotIndex;
+ probeCount = 0;
+ probeFinished = false;
+
+ while (!probeFinished) {
+ probeCount++;
+ slotIndex = originalSlotIndex + (probeCount * probeCount); // f(i) = i^2
+
+ while (slotIndex > 9) { // wrap around array multiple times
+ slotIndex = slotIndex - 10;
+ }
+
+ if (probeCount > 5) {
+ unhashable = true;
+ unhashableList[count] = intList[count];
+ probeFinished = true;
+ }
+
+ if (tableArray[slotIndex] == EMPTY) { // slot empty; insert item
+ tableArray[slotIndex] = intList[count];
+ probeFinished = true;
+ }
+
+ }
+
+ }
+
+ count++;
+ }
+
+}
+
+void Table::hashDouble(int intList[]) {
+ /* Implementation of hash table insertion using double hashing.
+ This method takes in an array of integers (10 items max) and hashes
+ them into a table object using a second hash function for conflict resolution.
+ The second hash function is equivalent to f(x) = 7 - x % 7. An item cannot be
+ hashed into the table if the probing results in cycling around to the original
+ insertion location again.
+ */
+ int count = 0;
+ int probeCount = 0;
+ int slotIndex = 0;
+ int originalSlotIndex;
+ bool probeFinished;
+
+ while (intList[count] != EMPTY && count < 10) {
+ slotIndex = intList[count] % 10;
+
+ if (tableArray[slotIndex] == EMPTY) { // slot empty; insert item
+ tableArray[slotIndex] = intList[count];
+ }
+ else { // slot taken; must probe
+ originalSlotIndex = slotIndex;
+ probeCount = 0;
+ probeFinished = false;
+
+ while (!probeFinished) {
+ probeCount++;
+ slotIndex = originalSlotIndex + (probeCount * (7 - intList[count] % 7)); // f(x) = 7 - x % 7
+
+ while (slotIndex > 9) { // wrap around array
+ slotIndex = slotIndex - 10;
+ }
+
+ if (slotIndex == originalSlotIndex) { // gone over whole array; end probing
+ unhashable = true;
+ unhashableList[count] = intList[count];
+ probeFinished = true;
+ }
+
+ if (tableArray[slotIndex] == EMPTY) { // slot empty; insert item
+ tableArray[slotIndex] = intList[count];
+ probeFinished = true;
+ }
+
+ }
+
+ }
+
+ count++;
+ }
+
+}
+
+void Table::hashChaining(int intList[]) {
+ /* Implementation of hash table insertion using separate chaining.
+ This method takes in an array of integers (10 items max) and hashes
+ the items into a table object using separate chaining for conflict
+ resolution. This means for each insertion index, a linked list exists
+ where all of the values that hash to that index are inserted at the head
+ of the linked list.
+ */
+ int count = 0;
+ int slotIndex = 0;
+ NODE *newHead;
+
+ while (intList[count] != EMPTY && count < 10) {
+ newHead = new NODE();
+ slotIndex = intList[count] % 10;
+ newHead->key = intList[count];
+ newHead->next = tableHeads[slotIndex];
+ tableHeads[slotIndex] = newHead;
+ count++;
+ }
+
+}
+
+void Table::printTable(bool useChaining = false) {
+ /* A method for printing out the contents of a hash table object
+ that creates a visual representation of the hash table and its
+ contents and prints them to the console (or a file if directed).
+ This method takes in a boolean value letting the method know
+ whether or not to print a separately-chained linked hash table
+ with a linke list or a hash table based on an array (ex. linear
+ probing).
+ */
+ if (useChaining) {
+ NODE *node = new NODE();
+
+ // print visual hash table of items from linked lists
+ for (int i = 0; i < 10; i++) {
+ std::cout << "[" << i << "]" << "-> ";
+
+ for (node = tableHeads[i]; node != NULL; node = node->next) {
+ std::cout << node->key << " -> ";
+ delete node; // have to clean up nodes from memory
+ }
+
+ std::cout << "_\n";
+ }
+
+ }
+ else {
+ // print visual hash table of items from array
+ for (int i = 0; i < 10; i++) {
+ std::cout << "[" << i << "]" << " ";
+
+ if (tableArray[i] != EMPTY) {
+ std::cout << tableArray[i];
+ }
+
+ std::cout << "\n";
+ }
+
+ // print items that could not be inserted
+ if (unhashable) {
+ std::cout << "The following item(s) could not be inserted: ";
+
+ for (int i = 0; i < 10; i++) {
+
+ if (unhashableList[i] != EMPTY) {
+ std::cout << unhashableList[i] << " ";
+ }
+
+ }
+
+ std::cout << "\n";
+ }
+ }
+}