So what is it?
Its an array-like data structure that caches derived data about its elements using MobX
Imagine an array that can re-compute the following reduce call:
array.reduce((acc, el) => acc + el);
in O(log(n))
instead of O(n)
any time you change or add an element in the array.
For an array of length 1024, that would be 7
steps instead of 1024
.
Now imagine that you can also get a partial reduce (fold):
array.reduceTo(elementIndex, (acc, el) => acc + el);
in the same O(log(n))
time. Magic!
For yads to work, the reduce operation has to be defined in a slightly more complex way.
Instead of just the reduce function, you will need 3 pieces of information
array.reduce(fn, initialValue)
)By giving these items, yads
will effectively compute:
array.reduce((acc, el) => operation(acc, getCacheValue(el)), identity);
Lets see how we can write the code to do this:
import { MArray, MonoidObj } from 'yads';
let Total: MonoidObj<number, number> = {
operation: (a: number, b: number) => a + b,
identity: 0,
getCacheValue: a => a,
};
let a = new MArray([5, 10, 2, 3, 11]);
expect(a.reduceTo(2, Total)).toEqual(17); // reduces to the 3rd element
One example would be a custom calculated layout:
O(log(n) + k)
with yads regardless
of which element got updated; it will cost O(n + k)
for a regular arrayAnother example are live search results for a huge list of items
@observer
react component can render results of this tree (either direct results from a leaf
or a tree of recursive results)O(1)
re-renders of the search
results (only the leaf items will update)TODO: more examples
A monoid is a simple structure that defines an identity value and an associative operation.
An associative operation is a binary operation (has 2 operands) that gives the same result, no
matter how the operands are grouped. For example, addition and multiplication are associative
operations: (a + b) + c = a + (b + c)
.
The identity value is a special value for an associative operation. When the operation is performed
on any value (A) with the identity value (I), the result is always (A). For addition, the identity
value is 0
, and for multiplication it's 1
. For example: 5 + 0 = 5
and 1 * 6 = 6
.
The current design is dependent on associativity since we're reducing form the left and there is no order defined between any child nodes. Consider the following example:
R___
/ \
a b
/ \ / \
e1 e2 e3 e4
Since there is a partial fold pf
defined on a
and b
, we require associativity so that
pf(a) o pf(b) = pf(R)
for any operation o
. This will not be fulfilled e.g. for the operation -
since we will have that pf(a) = e1 - e2
and pf(b) = e3 - e4
, but
pf(a) - pf(b) = e1 - e2 - e3 + e4
, which is different from pf(R) = e1 - e2 - e3 - e4
.
We also need a way to express how the cache values are extracted from a single element in the array.
We do this by defining a function property on the monoid called getCacheValue
.
One cool thing about this data structure is that you can lazily define caches, by passing the monoid
each time you do cache lookups. If the cache is cold, the getCacheValue
function is used to
construct it. A warm cache will be reused as much as possible. Adding a new element to the array
will trigger a single run of getCacheValue
for the new element, and O(log(N))
runs of the
operation
function.
The data structure is implemented as a modified 2-3 tree. The difference from regular 2-3 trees is that data is only kept in the leaf nodes, while the internal nodes (iNodes) are only used to store the cumulative cached values for their descendants. Additionally, ordering of the elements is not taken into consideration. All leaf nodes are kept at the same depth which makes it easier to balance the tree.
The leaf nodes have a data
property which references the actual data element they represent. The
leaf nodes are passed to the getCacheValue
function instead of the data elements - that's why you
access the actual array elements with leaf.data
.
2-3 trees are much easier to keep balanced and the balancing algorithm is quite simple: Each iNode can have either 2 or 3 children. If an iNode ends up with a single child, that child is moved into one of its siblings. If an iNode ends up with no children, it's destroyed. If a iNode ends up with 4 children, it gets split into two iNodes with 2 children each. That's pretty much it.
The balancing algorithm will work recursively up the tree splitting and merging iNodes where needed and eventually increasing the depth of the tree. The depth of the tree is between Log2(N) and Log3(N).
The data structure is also efficient on how often it triggers a rebalance since it's sparse. An iNode that has 2 children won't trigger a rebalance when another child is added. When a 4th child is added, the the iNode will rebalance by splitting into 2 iNodes, which will only trigger a rebalance to the parent node if the parent already contained 3 children. This does not happen often. The worst case is when all the iNodes have 3 children. In this case adding a leaf node will trigger Log3(N) rebalances. However, after this rebalance cascade, the tree will be sparse again so the next inserted element will be again efficient.
Here's an example of how the tree changes when we keep adding leaf nodes.
R
/ \
e e
R___
/ \ \
e e e
R___
/ \
a b
/ \ / \
e e e e
R___
/ \
a b___
/ \ / \ \
e e e e e
R__________
/ \ \
a b c
/ \ / \ / \
e e e e e e
R__________
/ \ \
a b c___
/ \ / \ / \ \
e e e e e e e
R__________
/ \
a___ b___
/ \ / \
a b a b
/ \ / \ / \ / \
e e e e e e e e
R__________
/ \
a___ b___
/ \ / \
a b a b___
/ \ / \ / \ / \ \
e e e e e e e e e
R__________
/ \
a___ b__________
/ \ / \ \
a b a b c
/ \ / \ / \ / \ / \
e e e e e e e e e e
R__________
/ \
a___ b__________
/ \ / \ \
a b a b c___
/ \ / \ / \ / \ / \ \
e e e e e e e e e e e
Random access is a log(N)
operation. We leverage the cache system to keep track of how many leaf
nodes (elements) there are under each iNode and there's a predefined Size
monoid that you can use
to query the array's length
property "indirectly"
import { Size } from 'yads';
const length = myYadsArray.reduceAll(Size); // Returns myYadsArray.length
The data structure depends on MobX. This part of the documentation should be extended to explain why and how Mobx can be leveraged to compute stuff.
This is very much an early work in progress. There are a lot of optimizations to be done and a true array-like interface that hides the internals properly.
The cache system currently supports only associative operations. Having a traversal-based cache system will also be useful.
You will need yarn (https://yarnpkg.com/en/) and parcel (https://parceljs.org/).
yarn
yarn browser
to start a development server with parcel
, then visit
"http://localhost:1234" to play around with it in the browser. Check out the dev
folder for the
browser code.