让我们定义一个树T:
A
/ \
B C
/ \
D E
假设有一个新节点被添加到E,产生T':
A
/ \
B C
/ \
D E
\
G
在可变语言中,这是一项简单的任务 - 只需更新E的孩子,我们就完成了。然而,在一个不可变的世界中,有必要先知道E的路径,然后从E +新孩子中导出E',然后导出B',最后得到A'(= T')。
这很麻烦;理想情况下,会有一些函数可以获取E和G的值(可能还有T)并产生T',而不提供E的路径。
我看到两种可能的方法来解决这个问题:
在考虑到合理的表现时,我的愿望是否可能?非常感谢任何意见!
答案 0 :(得分:1)
另一种选择, 基于做懒惰替换。 如果它对性能至关重要并且会对它做出很多改变,我会建议对它进行基准测试。
我已经在F#中实现了它,但我不认为除了我的打印功能之外我还没有使用任何“inpure”。
这是一个文字墙, 基本原则是保持树懒, 通过替换返回节点的函数来替换节点。
诀窍是你需要一些方法来识别一个节点,这不是它自己的引用/名称,而不是按值。 识别必须可以复制到ReplacementNodes上 在这种情况下,我使用了System.Object,因为它们是各自不同的。
type TreeNode<'a> = {
getChildren: unit -> seq<TreeNode<'a>>;
value: 'a;
originalRefId: System.Object; //This is set when the onject is created,
// so we can identify any nodes that are effectivly this one
}
let BasicTreeNode : 'a ->seq<TreeNode<'a>>-> TreeNode<'a> = fun nodeValue -> fun children ->
{value = nodeValue; originalRefId = System.Object(); getChildren = fun () -> children;}
let rec ReplacementNode : TreeNode<'a> -> TreeNode<'a> -> TreeNode<'a> -> TreeNode<'a> =
fun nodeToReplace -> fun newNode -> fun baseNode ->
if (System.Object.ReferenceEquals(baseNode.originalRefId, nodeToReplace.originalRefId)) then
//If it has the same Oringal
newNode //replace the node
else
//Just another pass on node, tranform its children, keep orignial reference
{value = baseNode.value;
originalRefId = baseNode.originalRefId;
getChildren = fun () ->
baseNode.getChildren() |> Seq.map(ReplacementNode nodeToReplace newNode); }
type TreeType<'a> = {
Print: unit -> unit;
ReplaceNode: TreeNode<'a> -> TreeNode<'a> -> TreeType<'a>;
//Put all the other tree methods, like Traversals, searches etc in this type
}
let rec Tree = fun rootNode ->
{
Print = fun () ->
let rec printNode = fun node -> fun depth ->
printf "%s %A\n" (String.replicate depth " - ") node.value
for n in node.getChildren() do printNode n (depth + 1)
printNode rootNode 0
;
ReplaceNode = fun oldNode -> fun newNode ->
Tree (ReplacementNode oldNode newNode rootNode)
}
测试用例/示例:
let e = BasicTreeNode "E" Seq.empty
let d = BasicTreeNode "D" Seq.empty
let c = BasicTreeNode "C" Seq.empty
let b = BasicTreeNode "B" [d;e]
let a = BasicTreeNode "A" [b;c]
let originalTree = Tree a
printf "The Original Tree:\n"
originalTree.Print()
let g = BasicTreeNode "G" Seq.empty
let newE = BasicTreeNode "E" [g]
let newTree = originalTree.ReplaceNode e newE
printf "\n\nThe Tree with a Local Change: \n"
newTree.Print()
printf "\n\nThe Original Tree is Unchanged: \n"
originalTree.Print()
printf "\n\nThe Tree with a Second Local Change: \n"
let h = BasicTreeNode "H" Seq.empty
let newC = BasicTreeNode "C" [h]
let newTree2 = newTree.ReplaceNode c newC
newTree2.Print()
printf "\n\nTrying to Change a node that has been replaced doesn't work \n"
let i = BasicTreeNode "i" Seq.empty
let newnewC = BasicTreeNode "C" [h; i]
let newTree3 = newTree.ReplaceNode c newC //newTree.ReplaceNode newc newnewC would work
newTree3.Print()
我们在测试结束时看到,对于要替换的对象使用旧节点名称(/ reference)不起作用。 可以选择创建具有另一个节点的引用ID的新类型:
//Like a basicTreeNode, but reuses an existing ID, so they can be replaced for oneanother
let EdittedTreeNode = fun orignalNode -> fun nodeValue -> fun children ->
{value = nodeValue; originalRefId = orignalNode.originalRefId; getChildren = fun () -> children;}
您还可以编辑ReplacementNode
定义,以便保留其替换的节点的ID。 (不仅仅是返回newNode
,而是返回另一个新节点,其中包含value
的{{1}}和getChildren
,但newNode
的{{1}} {1}})