Why aren't FingerTrees used enough to have a stable implementation?

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萌比男神i
萌比男神i 2021-02-07 11:31

A while ago, I ran across an article on FingerTrees (See Also an accompanying Stack Overflow Question) and filed the idea away. I have finally found a reason to make use of the

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  •  清酒与你
    2021-02-07 12:08

    To answer your question about finger trees in particular, I think the problem is that they have relatively high constant costs compared to arrays, and are more complex than other ways of achieving efficient concatenation. A Builder has a more efficient interface for just appending chunks, and they're usually readily available (see the links in @informatikr's answer). Suppose that Data.Text.Lazy is implemented with a linked list of chunks, and you're creating a Data.Text.Lazy from a builder. Unless you have a lot of chunks (probably more than 50), or are accessing data near the end of the list repeatedly, the high constant cost of a finger tree probably isn't worth it.

    The Data.Sequence implementation is specialized for performance reasons, and isn't as general as the full interface provided by the fingertree package. That's why it isn't exported; it's not really possible to use it for anything other than a Sequence.

    I also suspect that many programmers are at a loss as to how to actually use the monoidal annotation, as it's behind a fairly significant abstraction barrier. So many people wouldn't use it because they don't see how it can be useful compared to other data types.

    I didn't really get it until I read Chung-chieh Shan's blog series on word numbers (part2, part3, part4). That's proof that the idea can definitely be used in practical code.

    In your case, if you need to both inspect partial results and have efficient appends, using a fingertree may be better than a builder. Depending on the builder's implementation, you may end up doing a lot of repeated work as you convert to Text, add more stuff to the builder, convert to Text again, etc. It would depend on your usage pattern though.

    You might be interested in my splaytree package, which provides splay trees with monoidal annotations, and several different structures build upon them. Other than the splay tree itself, the Set and RangeSet modules have more-or-less complete API's, the Sequence module is mostly a skeleton I used for testing. It's not a "batteries included" solution to what you're looking for (again, @informatikr's answer provides those), but if you want to experiment with monoidal annotations it may be more useful than Data.FingerTree. Be aware that a splay tree can get unbalanced if you traverse all the elements in sequence (or continually snoc onto the end, or similar), but if appends and lookups are interleaved performance can be excellent.

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