In
computer science, an in-place algorithm is an
algorithm which transforms input using no auxiliary
data structure
In computer science, a data structure is a data organization, management, and storage format that is usually chosen for efficient access to data. More precisely, a data structure is a collection of data values, the relationships among them, a ...
. However, a small amount of extra storage space is allowed for auxiliary variables. The input is usually overwritten by the output as the algorithm executes. An in-place algorithm updates its input sequence only through replacement or swapping of elements. An algorithm which is not in-place is sometimes called not-in-place or out-of-place.
In-place can have slightly different meanings. In its strictest form, the algorithm can only have a
constant amount of extra space, counting everything including
function calls and
pointers. However, this form is very limited as simply having an index to a length array requires bits. More broadly, in-place means that the algorithm does not use extra space for manipulating the input but may require a small though nonconstant extra space for its operation. Usually, this space is , though sometimes anything in is allowed. Note that space complexity also has varied choices in whether or not to count the index lengths as part of the space used. Often, the space complexity is given in terms of the number of indices or pointers needed, ignoring their length. In this article, we refer to total space complexity (
DSPACE), counting pointer lengths. Therefore, the space requirements here have an extra factor compared to an analysis that ignores the length of indices and pointers.
An algorithm may or may not count the output as part of its space usage. Since in-place algorithms usually overwrite their input with output, no additional space is needed. When writing the output to write-only memory or a stream, it may be more appropriate to only consider the working space of the algorithm. In theoretical applications such as
log-space reductions, it is more typical to always ignore output space (in these cases it is more essential that the output is ''write-only'').
Examples
Given an
array of items, suppose we want an array that holds the same elements in reversed order and to dispose of the original. One seemingly simple way to do this is to create a new array of equal size, fill it with copies from in the appropriate order and then delete .
function reverse(a
..n - 1
allocate b
..n - 1 for i from 0 to n - 1
b
− 1 − i:= a
return b
Unfortunately, this requires extra space for having the arrays and available simultaneously. Also,
allocation and deallocation are often slow operations. Since we no longer need , we can instead overwrite it with its own reversal using this in-place algorithm which will only need constant number (2) of integers for the auxiliary variables and , no matter how large the array is.
function reverse_in_place(a
..n-1
for i from 0 to floor((n-2)/2)
tmp := a
a
:= a
− 1 − i a
− 1 − i:= tmp
As another example, many
sorting algorithms rearrange arrays into sorted order in-place, including:
bubble sort
Bubble sort, sometimes referred to as sinking sort, is a simple sorting algorithm that repeatedly steps through the input list element by element, comparing the current element with the one after it, swapping their values if needed. These passes ...
,
comb sort
Comb sort is a relatively simple sorting algorithm originally designed by Włodzimierz Dobosiewicz and Artur Borowy in 1980, later rediscovered (and given the name "Combsort") by Stephen Lacey and Richard Box in 1991. Comb sort improves on bubble ...
,
selection sort,
insertion sort,
heapsort, and
Shell sort. These algorithms require only a few pointers, so their space complexity is .
Quicksort operates in-place on the data to be sorted. However, quicksort requires stack space pointers to keep track of the subarrays in its
divide and conquer
Divide and rule policy ( la, divide et impera), or divide and conquer, in politics and sociology is gaining and maintaining power divisively. Historically, this strategy was used in many different ways by empires seeking to expand their terr ...
strategy. Consequently, quicksort needs additional space. Although this non-constant space technically takes quicksort out of the in-place category, quicksort and other algorithms needing only additional pointers are usually considered in-place algorithms.
Most
selection algorithms are also in-place, although some considerably rearrange the input array in the process of finding the final, constant-sized result.
Some text manipulation algorithms such as
trim and reverse may be done in-place.
In computational complexity
In
computational complexity theory, the strict definition of in-place algorithms includes all algorithms with space complexity, the class
DSPACE(1). This class is very limited; it equals the
regular languages. In fact, it does not even include any of the examples listed above.
We usually consider algorithms in
L, the class of problems requiring additional space, to be in-place. This class is more in line with the practical definition, as it allows numbers of size as pointers or indices. This expanded definition still excludes quicksort, however, because of its recursive calls.
Identifying the in-place algorithms with L has some interesting implications; for example, it means that there is a (rather complex) in-place algorithm to determine whether a path exists between two nodes in an
undirected graph,
a problem that requires extra space using typical algorithms such as
depth-first search
Depth-first search (DFS) is an algorithm for traversing or searching tree or graph data structures. The algorithm starts at the root node (selecting some arbitrary node as the root node in the case of a graph) and explores as far as possible alon ...
(a visited bit for each node). This in turn yields in-place algorithms for problems such as determining if a graph is
bipartite
Bipartite may refer to:
* 2 (number)
* Bipartite (theology), a philosophical term describing the human duality of body and soul
* Bipartite graph, in mathematics, a graph in which the vertices are partitioned into two sets and every edge has an en ...
or testing whether two graphs have the same number of
connected components. See
SL for more information.
Role of randomness
In many cases, the space requirements of an algorithm can be drastically cut by using a
randomized algorithm
A randomized algorithm is an algorithm that employs a degree of randomness as part of its logic or procedure. The algorithm typically uses uniformly random bits as an auxiliary input to guide its behavior, in the hope of achieving good performan ...
. For example, say we wish to know if two vertices in a graph of vertices are in the same
connected component of the graph. There is no known simple, deterministic, in-place algorithm to determine this, but if we simply start at one vertex and perform a
random walk of about steps, the chance that we will stumble across the other vertex provided that it is in the same component is very high. Similarly, there are simple randomized in-place algorithms for primality testing such as the
Miller–Rabin primality test, and there are also simple in-place randomized factoring algorithms such as
Pollard's rho algorithm. See
RL and
BPL for more discussion of this phenomenon.
In functional programming
Functional programming languages often discourage or do not support explicit in-place algorithms that overwrite data, since this is a type of
side effect; instead, they only allow new data to be constructed. However, good functional language compilers will often recognize when an object very similar to an existing one is created and then the old one is thrown away, and will optimize this into a simple mutation "under the hood".
Note that it is possible in principle to carefully construct in-place algorithms that do not modify data (unless the data is no longer being used), but this is rarely done in practice. See
purely functional data structures.
See also
*
Table of in-place and not-in-place sorting algorithms
References
{{DEFAULTSORT:In-Place Algorithm
Algorithms