Bug in Microsoft's internal PriorityQueue<T>?

C#.NetPriority Queue

C# Problem Overview


In the .NET Framework in PresentationCore.dll, there is a generic PriorityQueue<T> class whose code can be found here.

I wrote a short program to test the sorting, and the results weren't great:

using System;
using System.Collections.Generic;
using System.Diagnostics;
using MS.Internal;

namespace ConsoleTest {
	public static class ConsoleTest {
		public static void Main() {
			PriorityQueue<int> values = new PriorityQueue<int>(6, Comparer<int>.Default);
			Random random = new Random(88);
			for (int i = 0; i < 6; i++)
				values.Push(random.Next(0, 10000000));
			int lastValue = int.MinValue;
			int temp;
			while (values.Count != 0) {
				temp = values.Top;
				values.Pop();
				if (temp >= lastValue)
					lastValue = temp;
				else
					Console.WriteLine("found sorting error");
				Console.WriteLine(temp);
			}
			Console.ReadLine();
		}
	}
}

Results:

2789658
3411390
4618917
6996709
found sorting error
6381637
9367782

There is a sorting error, and if the sample size is increased, the number of sorting errors increases somewhat proportionally.

Have I done something wrong? If not, where is the bug in the code of the PriorityQueue class located exactly?

C# Solutions


Solution 1 - C#

The behavior can be reproduced using the initialization vector [0, 1, 2, 4, 5, 3]. The result is: > [0, 1, 2, 4, 3, 5]

(we can see that 3 is incorrectly placed)

The Push algorithm is correct. It builds a min-heap in a straightforward way:

  • Start from the bottom right
  • If the value is greater than the parent node then insert it and return
  • Otherwise, put instead the parent in the bottom right position, then try inserting the value at the parent place (and keep swapping up the tree until the right place has been found)

The resulting tree is:

                 0
               /   \
              /     \
             1       2
           /  \     /
          4    5   3

The issue is with the Pop method. It starts by considering the top node as a "gap" to fill (since we popped it):

                 *
               /   \
              /     \
             1       2
           /  \     /
          4    5   3

To fill it, it searches for the lowest immediate child (in this case: 1). It then moves the value up to fill the gap (and the child is now the new gap):

                 1
               /   \
              /     \
             *       2
           /  \     /
          4    5   3

It then does the exact same thing with the new gap, so the gap moves down again:

                 1
               /   \
              /     \
             4       2
           /  \     /
          *    5   3

When the gap has reached the bottom, the algorithm... takes the bottom-rightmost value of the tree and uses it to fill the gap:

                 1
               /   \
              /     \
             4       2
           /  \     /
          3    5   *

Now that the gap is at the bottom-rightmost node, it decrements _count to remove the gap from the tree:

                 1
               /   \
              /     \
             4       2
           /  \     
          3    5   

And we end up with... A broken heap.

To be perfectly honest, I don't understand what the author was trying to do, so I can't fix the existing code. At most, I can swap it with a working version (shamelessly copied from Wikipedia):

internal void Pop2()
{
    if (_count > 0)
    {
        _count--;
        _heap[0] = _heap[_count];

        Heapify(0);
    }
}

internal void Heapify(int i)
{
    int left = (2 * i) + 1;
    int right = left + 1;
    int smallest = i;

    if (left <= _count && _comparer.Compare(_heap[left], _heap[smallest]) < 0)
    {
        smallest = left;
    }

    if (right <= _count && _comparer.Compare(_heap[right], _heap[smallest]) < 0)
    {
        smallest = right;
    }

    if (smallest != i)
    {
        var pivot = _heap[i];
        _heap[i] = _heap[smallest];
        _heap[smallest] = pivot;

        Heapify(smallest);
    }
}

Main issue with that code is the recursive implementation, which will break if the number of elements is too large. I strongly recommend using an optimized thirdparty library instead.


Edit: I think I found out what is missing. After taking the bottom-rightmost node, the author just forgot to rebalance the heap:

internal void Pop()
{
    Debug.Assert(_count != 0);

    if (_count > 1)
    {
        // Loop invariants:
        //
        //  1.  parent is the index of a gap in the logical tree
        //  2.  leftChild is
        //      (a) the index of parent's left child if it has one, or
        //      (b) a value >= _count if parent is a leaf node
        //
        int parent = 0;
        int leftChild = HeapLeftChild(parent);

        while (leftChild < _count)
        {
            int rightChild = HeapRightFromLeft(leftChild);
            int bestChild =
                (rightChild < _count && _comparer.Compare(_heap[rightChild], _heap[leftChild]) < 0) ?
                    rightChild : leftChild;

            // Promote bestChild to fill the gap left by parent.
            _heap[parent] = _heap[bestChild];

            // Restore invariants, i.e., let parent point to the gap.
            parent = bestChild;
            leftChild = HeapLeftChild(parent);
        }

        // Fill the last gap by moving the last (i.e., bottom-rightmost) node.
        _heap[parent] = _heap[_count - 1];

        // FIX: Rebalance the heap
        int index = parent;
        var value = _heap[parent];

        while (index > 0)
        {
            int parentIndex = HeapParent(index);
            if (_comparer.Compare(value, _heap[parentIndex]) < 0)
            {
                // value is a better match than the parent node so exchange
                // places to preserve the "heap" property.
                var pivot = _heap[index];
                _heap[index] = _heap[parentIndex];
                _heap[parentIndex] = pivot;
                index = parentIndex;
            }
            else
            {
                // Heap is balanced
                break;
            }
        }
    }

    _count--;
}

Solution 2 - C#

Kevin Gosse's answer identifies the problem. Although his re-balancing of the heap will work, it's not necessary if you fix the fundamental problem in the original removal loop.

As he pointed out, the idea is to replace the item at the top of the heap with the lowest, right-most item, and then sift it down to the proper location. It's a simple modification of the original loop:

internal void Pop()
{
    Debug.Assert(_count != 0);

    if (_count > 0)
    {
        --_count;
        // Logically, we're moving the last item (lowest, right-most)
        // to the root and then sifting it down.
        int ix = 0;
        while (ix < _count/2)
        {
            // find the smallest child
            int smallestChild = HeapLeftChild(ix);
            int rightChild = HeapRightFromLeft(smallestChild);
            if (rightChild < _count-1 && _comparer.Compare(_heap[rightChild], _heap[smallestChild]) < 0)
            {
                smallestChild = rightChild;
            }

            // If the item is less than or equal to the smallest child item,
            // then we're done.
            if (_comparer.Compare(_heap[_count], _heap[smallestChild]) <= 0)
            {
                break;
            }

            // Otherwise, move the child up
            _heap[ix] = _heap[smallestChild];

            // and adjust the index
            ix = smallestChild;
        }
        // Place the item where it belongs
        _heap[ix] = _heap[_count];
        // and clear the position it used to occupy
        _heap[_count] = default(T);
    }
}

Note also that the code as written has a memory leak. This bit of code:

        // Fill the last gap by moving the last (i.e., bottom-rightmost) node.
        _heap[parent] = _heap[_count - 1];

Does not clear the value from _heap[_count - 1]. If the heap is storing reference types, then the references remain in the heap and cannot be garbage collected until the memory for the heap is garbage collected. I don't know where this heap is used, but if it's large and lives for any significant amount of time, it could cause excess memory consumption. The answer is to clear the item after it's copied:

_heap[_count - 1] = default(T);

My replacement code incorporates that fix.

Solution 3 - C#

Not reproducible in .NET Framework 4.8

Trying to reproduce this issue in 2020 with the .NET Framework 4.8 implementation of the PriorityQueue<T> as linked in the question using the following XUnit test ...

public class PriorityQueueTests
{
    [Fact]
    public void PriorityQueueTest()
    {
        Random random = new Random();
        // Run 1 million tests:
        for (int i = 0; i < 1000000; i++)
        {
            // Initialize PriorityQueue with default size of 20 using default comparer.
            PriorityQueue<int> priorityQueue = new PriorityQueue<int>(20, Comparer<int>.Default);
            // Using 200 entries per priority queue ensures possible edge cases with duplicate entries...
            for (int j = 0; j < 200; j++)
            {
                // Populate queue with test data
                priorityQueue.Push(random.Next(0, 100));
            }
            int prev = -1;
            while (priorityQueue.Count > 0)
            {
                // Assert that previous element is less than or equal to current element...
                Assert.True(prev <= priorityQueue.Top);
                prev = priorityQueue.Top;
                // remove top element
                priorityQueue.Pop();
            }
        }
    }
}

... succeeds in all 1 million test cases:

enter image description here

So it seems like Microsoft fixed the bug in their implementation:

internal void Pop()
{
	Debug.Assert(_count != 0);
	if (!_isHeap)
	{
		Heapify();
	}

	if (_count > 0)
	{
		--_count;

		// discarding the root creates a gap at position 0.  We fill the
		// gap with the item x from the last position, after first sifting
		// the gap to a position where inserting x will maintain the
		// heap property.  This is done in two phases - SiftDown and SiftUp.
		//
		// The one-phase method found in many textbooks does 2 comparisons
		// per level, while this method does only 1.  The one-phase method
		// examines fewer levels than the two-phase method, but it does
		// more comparisons unless x ends up in the top 2/3 of the tree.
		// That accounts for only n^(2/3) items, and x is even more likely
		// to end up near the bottom since it came from the bottom in the
		// first place.  Overall, the two-phase method is noticeably better.

		T x = _heap[_count];        // lift item x out from the last position
		int index = SiftDown(0);    // sift the gap at the root down to the bottom
		SiftUp(index, ref x, 0);    // sift the gap up, and insert x in its rightful position
		_heap[_count] = default(T); // don't leak x
	}
}

As the link in the questions only points to most recent version of Microsoft's source code (currently .NET Framework 4.8) it's hard to say what exactly was changed in the code but most notably there's now an explicit comment not to leak memory, so we can assume the memory leak mentioned in @JimMischel's answer has been addressed as well which can be confirmed using the Visual Studio Diagnostic tools:

enter image description here

If there was a memory leak we'd see some changes here after a couple of million Pop() operations...

Attributions

All content for this solution is sourced from the original question on Stackoverflow.

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Content TypeOriginal AuthorOriginal Content on Stackoverflow
QuestionMathuSum MutView Question on Stackoverflow
Solution 1 - C#Kevin GosseView Answer on Stackoverflow
Solution 2 - C#Jim MischelView Answer on Stackoverflow
Solution 3 - C#Frederik HoeftView Answer on Stackoverflow