Simplify API some more
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d42bf8adc9
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181
src/lib.rs
181
src/lib.rs
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@ -139,7 +139,7 @@ where
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for added in done.iter().copied() {
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search.push(added, &points[pid], &points);
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}
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zero.insert_node(pid, &search.nearest, &points);
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insert(&mut zero, pid, &search.nearest, &points);
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done.push(pid);
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pool.push(search);
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}
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@ -226,6 +226,65 @@ where
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}
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}
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/// Insert new node in the zero layer
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///
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/// `new` contains the `PointId` for the new node; `found` is a slice containing all
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/// `Candidate`s found during searching (ordered from near to far).
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///
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/// Creates the new node, initializing its `nearest` array and updates the nearest neighbors
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/// for the new node's neighbors if necessary before appending the new node to the layer.
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fn insert<P: Point>(layer: &mut Vec<ZeroNode>, new: PointId, found: &[Candidate], points: &[P]) {
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let mut node = ZeroNode::default();
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// Just make sure the candidates are all unique
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debug_assert_eq!(
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found.len(),
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found.iter().map(|c| c.pid).collect::<HashSet<_>>().len()
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);
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// Only use the `Self::LINKS` nearest candidates found
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for (i, candidate) in found.iter().take(M * 2).enumerate() {
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// `candidate` here is the new node's neighbor
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let &Candidate { distance, pid } = candidate;
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node.nearest[i] = pid; // Update the new node's `nearest`
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let old = &points[pid];
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let nearest = &layer[pid.0 as usize].nearest;
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// Find the correct index to insert at to keep the neighbor's neighbors sorted
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let idx = nearest
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.binary_search_by(|third| {
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// `third` here is one of the neighbors of the new node's neighbor.
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let third = match third {
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pid if pid.is_valid() => *pid,
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// if `third` is `None`, our new `node` is always "closer"
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_ => return Ordering::Greater,
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};
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distance.cmp(&old.distance(&points[third.0 as usize]).into())
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})
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.unwrap_or_else(|e| e);
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// It might be possible for all the neighbor's current neighbors to be closer to our
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// neighbor than to the new node, in which case we skip insertion of our new node's ID.
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if idx >= nearest.len() {
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continue;
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}
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let nearest = &mut layer[pid.0 as usize].nearest;
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if !nearest[idx].is_valid() {
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nearest[idx] = new;
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continue;
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}
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let end = (M * 2) - 1;
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nearest.copy_within(idx..end, idx + 1);
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nearest[idx] = new;
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}
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layer.push(node);
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}
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#[derive(Default)]
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struct SearchPool {
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pool: Vec<Search>,
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@ -371,46 +430,22 @@ impl Builder {
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}
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impl Layer for Vec<ZeroNode> {
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const LINKS: usize = M * 2;
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type Node = ZeroNode;
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fn push(&mut self, new: ZeroNode) {
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self.push(new);
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}
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fn nearest_mut(&mut self, pid: PointId) -> &mut [PointId] {
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&mut self[pid.0 as usize].nearest
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}
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fn nearest(&self, pid: PointId) -> &[PointId] {
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&self[pid.0 as usize].nearest
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fn nearest_iter(&self, pid: PointId) -> NearestIter<'_> {
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NearestIter {
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nearest: &self[pid.0 as usize].nearest,
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}
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}
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}
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impl Layer for Vec<UpperNode> {
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const LINKS: usize = M;
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type Node = UpperNode;
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fn push(&mut self, new: UpperNode) {
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self.push(new);
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}
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fn nearest_mut(&mut self, pid: PointId) -> &mut [PointId] {
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&mut self[pid.0 as usize].nearest
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}
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fn nearest(&self, pid: PointId) -> &[PointId] {
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&self[pid.0 as usize].nearest
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fn nearest_iter(&self, pid: PointId) -> NearestIter<'_> {
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NearestIter {
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nearest: &self[pid.0 as usize].nearest,
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}
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}
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}
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trait Layer {
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const LINKS: usize;
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type Node: Node;
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/// Search this layer for nodes near the given `point`
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///
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/// This contains the loops from the paper's algorithm 2. `point` represents `q`, the query
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@ -439,77 +474,7 @@ trait Layer {
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search.nearest.truncate(search.ef);
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}
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/// Insert new node in this layer
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///
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/// `new` contains the `PointId` for the new node; `found` is a slice containing all
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/// `Candidate`s found during searching (ordered from near to far).
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///
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/// Creates the new node, initializing its `nearest` array and updates the nearest neighbors
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/// for the new node's neighbors if necessary.
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fn insert_node<P: Point>(&mut self, new: PointId, found: &[Candidate], points: &[P]) {
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let mut node = Self::Node::default();
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let new_nearest = node.nearest_mut();
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// Just make sure the candidates are all unique
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debug_assert_eq!(
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found.len(),
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found.iter().map(|c| c.pid).collect::<HashSet<_>>().len()
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);
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// Only use the `Self::LINKS` nearest candidates found
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for (i, candidate) in found.iter().take(Self::LINKS).enumerate() {
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// `candidate` here is the new node's neighbor
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let &Candidate { distance, pid } = candidate;
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new_nearest[i] = pid; // Update the new node's `nearest`
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let old = &points[pid];
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let nearest = self.nearest(pid);
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// Find the correct index to insert at to keep the neighbor's neighbors sorted
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let idx = nearest
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.binary_search_by(|third| {
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// `third` here is one of the neighbors of the new node's neighbor.
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let third = match third {
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pid if pid.is_valid() => *pid,
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// if `third` is `None`, our new `node` is always "closer"
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_ => return Ordering::Greater,
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};
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distance.cmp(&old.distance(&points[third.0 as usize]).into())
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})
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.unwrap_or_else(|e| e);
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// It might be possible for all the neighbor's current neighbors to be closer to our
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// neighbor than to the new node, in which case we skip insertion of our new node's ID.
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if idx >= nearest.len() {
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continue;
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}
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let nearest = self.nearest_mut(pid);
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if !nearest[idx].is_valid() {
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nearest[idx] = new;
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continue;
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}
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let end = Self::LINKS - 1;
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nearest.copy_within(idx..end, idx + 1);
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nearest[idx] = new;
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}
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self.push(node);
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}
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fn push(&mut self, new: Self::Node);
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fn nearest_mut(&mut self, pid: PointId) -> &mut [PointId];
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fn nearest_iter(&self, pid: PointId) -> NearestIter<'_> {
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NearestIter {
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nearest: self.nearest(pid),
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}
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}
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fn nearest(&self, pid: PointId) -> &[PointId];
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fn nearest_iter(&self, pid: PointId) -> NearestIter<'_>;
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}
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#[cfg_attr(feature = "serde", derive(Deserialize, Serialize))]
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@ -660,6 +625,14 @@ impl<P: Point> Index<PointId> for [P] {
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}
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}
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impl Index<PointId> for [ZeroNode] {
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type Output = ZeroNode;
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fn index(&self, index: PointId) -> &Self::Output {
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&self[index.0 as usize]
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}
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}
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/// The parameter `M` from the paper
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///
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/// This should become a generic argument to `Hnsw` when possible.
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