不使用任何内建的哈希表库设计一个哈希映射
具体地说,你的设计应该包含以下的功能
put(key, value)
:向哈希映射中插入(键,值)的数值对。如果键对应的值已经存在,更新这个值。get(key)
:返回给定的键所对应的值,如果映射中不包含这个键,返回-1。remove(key)
:如果映射中存在这个键,删除这个数值对。
MyHashMap hashMap = new MyHashMap(); hashMap.put(1, 1); hashMap.put(2, 2); hashMap.get(1); // 返回 1 hashMap.get(3); // 返回 -1 (未找到) hashMap.put(2, 1); // 更新已有的值 hashMap.get(2); // 返回 1 hashMap.remove(2); // 删除键为2的数据 hashMap.get(2); // 返回 -1 (未找到)
- 所有的值都在
[1, 1000000]
的范围内。 - 操作的总数目在
[1, 10000]
范围内。 - 不要使用内建的哈希库。
struct MyHashMap {
buckets: Vec<Vec<(i32, i32)>>,
}
/**
* `&self` means the method takes an immutable reference.
* If you need a mutable reference, change it to `&mut self` instead.
*/
impl MyHashMap {
/** Initialize your data structure here. */
fn new() -> Self {
Self {
buckets: vec![Vec::new(); 1000],
}
}
/** value will always be non-negative. */
fn put(&mut self, key: i32, value: i32) {
let id = key as usize % 1000;
match self.buckets[id].iter().position(|&x| x.0 == key) {
Some(i) => self.buckets[id][i].1 = value,
None => self.buckets[id].push((key, value)),
};
}
/** Returns the value to which the specified key is mapped, or -1 if this map contains no mapping for the key */
fn get(&self, key: i32) -> i32 {
let id = key as usize % 1000;
for &(k, v) in &self.buckets[id] {
if k == key {
return v;
}
}
-1
}
/** Removes the mapping of the specified value key if this map contains a mapping for the key */
fn remove(&mut self, key: i32) {
let id = key as usize % 1000;
match self.buckets[id].iter().position(|&x| x.0 == key) {
Some(i) => self.buckets[id].remove(i),
None => (0, 0),
};
}
}
/**
* Your MyHashMap object will be instantiated and called as such:
* let obj = MyHashMap::new();
* obj.put(key, value);
* let ret_2: i32 = obj.get(key);
* obj.remove(key);
*/