athekunal 4 days ago

I built a project that implemented intervaltree in Rust and exposed PyO3 bindings as a drop-in replacement for Python's native intervaltree. It is significantly faster, and I will be adding more features, such as AVL and red-black trees for balancing.

  • eru 21 hours ago

    If you want balanced trees, have a look at what Rust's standard library does with BTreeMap.

    • jeffparsons 20 hours ago

      And with a little work you can even use them to map ranges of keys to values in a way that's reminiscent of interval trees — e.g. https://crates.io/crates/rangemap. (Disclosure: that's my crate.)

      • eru 20 hours ago

        Nice! I was only suggesting considering BTrees because they also play nice with caches, instead of the more conventional binary tree balancing mechanisms.

      • airstrike 17 hours ago

        I love that crate! Kudos

  • stefanka 20 hours ago

    Will you publish it as a crate too?

2Pacalypse- 19 hours ago

Pretty cool to have this in Rust, might be useful if/when I decide to move some functionality from TS -> Rust.

In the meantime, I have this impelemented in TypeScript in case anyone else will find it useful: https://github.com/ShieldBattery/node-interval-tree

  • croemer 16 hours ago

    Did you intend this to be a comment on https://news.ycombinator.com/item?id=45821737 with the first line as a quote?

    • griffzhowl 11 hours ago

      The comment you're linking to is younger than the comment you're replying to.

      Plus, the account of the one you're linking to only has that one comment in their comment history. So I think the shenanigans lie there

vswaroop04 19 hours ago

Pretty nice to have this in Rust could come in handy if I decide to migrate some functionality from TypeScript to Rust later on.

jonstewart 18 hours ago

In C++ there’s the Boost Interval Container Library, which has an excellent API: https://www.boost.org/doc/libs/latest/libs/icl/doc/html/inde...

Unfortunately it’s implemented on top of std::set/std::map and I’ve had problems with heap blow up on large maps. This project looks like it uses 32 bit indices into a vector for backing store.