closed account (*D4S8vCM9*)

I published an article in the articles section, but got a quite low vote on it.

http://www.cplusplus.com/articles/4wTbqMoL/

So; i would like to discuss what can I improve on my algorithm, since it is also an integral part of my project HGL.

http://www.cplusplus.com/articles/4wTbqMoL/

So; i would like to discuss what can I improve on my algorithm, since it is also an integral part of my project HGL.

Personally, I'm not really seeing a point to it. If I have to write the functors your function takes then it isn't saving me much time or code. So I might as well write an iterator and traversal functions myself.

closed account (*D4S8vCM9*)

Ok, now I understand the point of critisism, it seems people are annoyed by the sourrounding "body".

My question was the "Algorithm", i.e. the traversal.

I spend hours to search for an NON recursive algorithm on n-trees. No problem to find for binary trees, but not for n-ary trees, in the case of HGL - my project - rather complex compositions.

A "naive" recursive implementation would lead with guarantee earlier or later to stack overflows or at least to an inacceptable performance.

In my case I took the the ideas from the great book "Algorithms" by R. Sedgewick, where he spends some lines on how to remove recusrsion from arbitrary functions.

I implemented the "naive" algorithm first and succesively removed the recursion according his scheme and finally improved it to a "readable" source. His scheme leads to code with an horrible amount of "`gotos`" in it. This is wanted by him and he notes after testing, the next step is too change all `gotos` to ordinary loops.

I.e. the "traversal" itself is the point. About the "body" I'm willing to try out every suggestion, but my question was about the algorithm itself.

EDIT: BTW: HGL has a iterator on top of it, but it is too specialized to include into the article.

My question was the "Algorithm", i.e. the traversal.

I spend hours to search for an NON recursive algorithm on n-trees. No problem to find for binary trees, but not for n-ary trees, in the case of HGL - my project - rather complex compositions.

A "naive" recursive implementation would lead with guarantee earlier or later to stack overflows or at least to an inacceptable performance.

In my case I took the the ideas from the great book "Algorithms" by R. Sedgewick, where he spends some lines on how to remove recusrsion from arbitrary functions.

I implemented the "naive" algorithm first and succesively removed the recursion according his scheme and finally improved it to a "readable" source. His scheme leads to code with an horrible amount of "

I.e. the "traversal" itself is the point. About the "body" I'm willing to try out every suggestion, but my question was about the algorithm itself.

EDIT: BTW: HGL has a iterator on top of it, but it is too specialized to include into the article.

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