Skylinesort
skylinesort.com
skylinesort.com
It sorts in time O(ku-ulog(u)+n), where k is the number of bits in each key, u is the number of unique elements, and n is the total number of elements.
The other thing about it that's better is that Skylinesort is the only sorting algorithm that is downward-concave, i.e. it takes less time to sort a list of size a (keeping clustering constant) than it takes to sort two lists of size a/2. In other words, it shows economies of scale. It has been a long-remarked paradox that sorting algorithms take longer per element when there's more elements.
It sounds like this is just a variation of counting sort or bucket sort optimized for a small number of unique values.
When I say that it can sort an array of size 2n faster than two arrays of size n it is because if you plot the asymptotic time, you find it's second derivative is negative (concave-up). This is because of the subtraction in the asymptotic time, O(k u - u log u + n). A Stanford professor was reluctant to accept an asymptotic time with a subtraction in it, but I explained it was really the logarithm of a division, ku-ulogu was actually u log(K/u) where K is 2^k, the total number of elements in the empty auxiliary array. log(K / u) is the same as log K - log u and log(K)=k, so you end up with k u - u log u, which has a negative second derivative when k is fixed.
When log u = k, skylinesort does indeed run in linear time, but it runs slower that linear time before that, and log u is never greater than k, by definition.
<rant> That kind of phenomenon (reading too far into an infinite process) is ubiquitous once you start noticing it. Infinitely many universes don't imply the existence of every possible universe (if you subscribe to such theories), pie having infinitely many digits doesn't imply that it encodes every possible message somewhere in those digits (most real numbers have that property, but iirc it's still an open question for pi), and so on. </rant>
I have not made SIMD optimizations, which djbsort includes, and skylinesort does not require pre-computing the merging network, or padding the array to that size. This works great for crypto where array sizes are known ahead of time and generally always the same, but not all use cases are like this.
Second, consider this line.
> Otherwise we keep traveling to the left until we are able to make another leap.
Wouldn't sorting an array with the two elements 2^n and 2^(n+1)-1 require ~2^n repeats of this step? That's a second 2^k cost.
Overall this is just counting sort with skips, but for that I'd imagine it's cheaper to just use a bit array to track set elements, which also makes zeroing much faster.
When there's 2^n and 2^(n+1)-1, it takes n-2 steps to reach the former from the latter, not 2^n.
1. You claim to have explained the height of the sticks "later". Maybe you had it explained in one of the paragraphs, but I just don't see it.
2. In the diagram that is supposed to illustrate the left sweeping part, it has fancy windows and doors but doesn't have anything to explain why the lines are drawn that way. The home page animation also didn't give me any insight on how that part is supposed to work.
For left skipping AKA "gather", what you're trying to do is log-skip across contiguous zeroes in the auxiliary array. So you skip bigger and bigger regions until you hit a nonzero spot. I'd have to think a bit more to prove that you do actually hit the next number, but the visualisation of the transitions should get you in the ballpark: the tall sticks tend to get numbers written under them by the lesser sticks to their left, and when you are skipping from the right, you tend to hit the tall sticks.
The explanation doesn't mention it, but the left-skips are defined as p <- (((p+1) & p) - 1) & MASK. This is also simply explained: "clear any contiguous 1s pinned to the least significant end, then subtract 1 to create more 1s" e.g.:
1100 1100 ( =204)
1100 1011 (-1, =203)
1100 0111 (-4, =199)
1011 1111 (-8, =191)
0111 1111 (-64, =127)
1111 1111 (-128, =255, wrapped)
So the "buildings" get wider as you go, until you hit another nonzero spot, and you start drawing thin buildings again because you start from the element to its left, whose binary representation ends with 11*0.The bitwise ops are the key to understanding why you can draw the sticks at those heights: for each index i, simply draw to height = 1 + the # of trailing 1s in i. Many trailing ones makes for bigger jumps in either direction. So the wide buildings are also tall.
With this memory issue, it's not a general purpose sort, nor does it have subproblems that you can defer to other sorts, so you wouldn't be able to use it as a default in those "glomsorts" anyway. So plugging pathological gaps is a bit irrelevant.
My advice is to use skylinesort when you have or can have tons of empty memory and have clustered data. Clustered means there's repetition of data points or they are in some ranges more than others. But in practice whenever your data isn't uniformly randomly distributed, skylinesort is better.
Note that if your data is uniformly randomly distributed the caching will hurt and it will be slower than quicksort, as this is quicksort's optimal use case.
That's the benefit of skylinesort: you can skip huge ranges of empty pigeonholes.