Deal with collisions using another hash function? - java

My question is not about double hashing technique http://en.wikipedia.org/wiki/Double_hashing , which is a way to resolve collisions. It is about handling existing collisions in hash table of strings. Say, we have a collision: several strings in the same bucket, so now we must go through the bucket checking the strings. It seems it would make sense to calculate another hash function for fast string comparison (compare hash values for quick rejection). The hash key could be lazily computed and saved with the string. Did you use such technique? Could you provide a reference? If not, do you think it's not worth doing since perfomance gain is questionable? Some notes:
I put tag "Java" since I did measurements in Java: String.hashCode() in most cases outperforms String.equals() (and BTW greatly outperforms manual hash code calculation: hashCode = 31 * hashCode + strInTable.charAt(i));
Of course, the same could be asked about any string comparison, not necessarily strings in a hash table. But I am considering a specific situation with huge amount of strings which are kept in hash table.
This probably makes sense if the strings in the bucket are somewhat similar (like in Rabin-Karp algorithm). Looking for your opinion in general situation.

Many hash-based collections store the hash value of each item in the collection, on the premise that since every item's hash will have been computed when it was added to the collection, and code which is looking for an item in a hashed collection will have to know its hash, comparing hash values will be a quick and easy way of reducing the cost of false hits. For example, if one has a 16-bucket hash-table that contains four strings of 1,000 characters each, and will be searching for a lot of 1,000-character strings which match one of the table entries in all but the last few characters, more than 6% of of searches will hit on a bucket that contains a near-match string, but a much smaller fraction will hit a bucket that contains a string whose 32-bit hashCode matches that of the string being sought. Since comparisons of nearly-identical strings are expensive, comparing full 32-bit hash codes is helpful.
If one has large immutable collections which may need to be stored in hash tables and matched against other such collections, there may be some value in having such collections compute and cache longer hash functions, and having their equals methods compare the results of those longer hash functions before proceeding further. In such cases, computing a longer hash function will often be almost as fast as computing a shorter one. Further, not only will comparisons on the longer hash code greatly reduce the risks that false positives will cause needless "deep" comparisons, but computing longer hash functions and combining them into the reported hashCode() may greatly reduce the dangers of strongly-correlated hash collisions.

Comparing a hash only makes sense if the number of comparisons (lookups) is large compared to the number of entries. You would need a large hash (32 bits are not enough; you'd want at least 128 bits), and that would be expensive to calculate. You would want to amortize the cost of hashing each string over a large number of probes into the buckets.
As to whether it's worth it or not, it's highly context dependent. The only way to find out is to actually do it with your data and compare the performance of both methods.

Related

Hash Function MD5 30 length

From a given string I am generating 32 digit unique hash code using MD5
MessageDigest.getInstance("MD5")
.digest("SOME-BIG-STRING").map("%02x".format(_)).mkString
//output: 47a8899bdd7213fb1baab6cd493474b4
Is it possible to generate 30 digit long instead of 32 digit and what will be problem if it do so?
Any another hash algorithm to use to support 30 character long and 1 trillion unique strings collision probability?
Security is not important, uniqueness is required.
For generating unique IDs from strings, hash functions are never the correct answer.
What you would need is define a one-to-one mapping of text strings (such as "v1.0.0") onto 30-character-long strings (such as "123123..."). This is also known as a bijection, although in your case a injection (a simple one-to-one mapping from inputs to outputs, not necessarily onto) may be enough. As the other answer at the time of this writing notes, hash functions don't necessarily ensure this mapping, but there are other possibilities, such as full-period linear congruential generators (if they take a seed that you can map one-to-one onto input string values), or other reversible functions.
However, if the set of possible input strings is larger than the set of possible output strings, then you can't map all input strings one-to-one with all output strings (without creating duplicates), due to the pigeonhole principle.
See also this question: How to generate a GUID with a custom alphabet, that behaves similar to an MD5 hash (in JavaScript)?.
Indeed, if you use hash functions, the chance of collision will be close to zero but never exactly zero (meaning that the risk of duplicates will always be there). If we take MD5 as an example (which produces any of 2^128 hash codes), then roughly speaking, the chance of accidental collision becomes non-negligible only after 2^64 IDs are generated, which is well over 1 trillion.
But MD5 and other hash functions are not the right way to do what you want to do. This is discussed next.
If you can't restrict the format of your input strings to 30 digits and can't compress them to 30 digits or less and can't tolerate the risk of duplicates, then the next best thing is to create a database table mapping your input strings to randomly generated IDs.
This database table should have two columns: one column holds your input strings (e.g., "<UUID>-NAME-<UUID>"), and the other column holds randomly generated IDs associated with those strings. Since random numbers don't ensure uniqueness, every time you create a new random ID you will need to check whether the random ID already exists in the database, and if it does exist, try a new random ID (but the chance that a duplicate is found will shrink as the size of the ID grows).
Is it possible to generate 30 digit long instead of 32 digit and what will be problem if it do so?
Yes.
You increase the probability of a collision by a factor of 28.
Any another hash algorithm to use to support 30 character long and 1 trillion unique strings collision probability ?
Probably. Taking the first 30 hex digits of a hash produced by any crypto-strength hash algorithm has roughly equivalent uniqueness properties.
Security is not important, uniqueness is required ?
In that case, the fact that MD5 is no longer considered secure is moot. (Note that the reason that MD5 is no longer considered secure is that it is computationally feasible to engineer a collision; i.e. to find a second input for a given MD5 hash.)
However, uniqueness of hashes cannot be guaranteed. Even with a "perfect" crypto strength hash function that generates N bit hashes, the probability of a collision for any 2 arbitrary (different) inputs is one in 2N. For large enough values of N, the probability is very small. But it is never zero.

Is it possible to use hashCode as a content unique ID?

I need to compare two large strings. Rather than using an equals method like that, is there a way like a hashCode or something which generates a unique id for String?
That is because my String is very large. Also, I need distinct content unique Id. Is that possible to use hashCode in String for my purpose.
The purpose of hashCode is to provide a quick means of identifying most of the circumstances where two objects would compare unequal. A hash function which has a 1% false positive rate would for most purposes be considered superior to one that has a 0% false positive rate, but takes twice as long.
There are some hashing functions which are designed for use as "digests", such that two different strings of arbitrary length would be very unlikely to have the same digest. In order to be very effective, however, digests need to be much larger than a 32-bit hashcode value. A well-designed 64-byte (512 bit) digest would generally be adequate to guard strings of any length well enough that one would be more likely to get struck by lightning twice on the same weekend as one wins five state lotteries than to find two different strings that yield the same digest. The cost of computing a good digest function for a string would be much greater than that of comparing the string to another string, but if each string will be compared against many other strings, computing each digest function once and comparing it to the digests of every other string may offer a major performance win.

Why is time complexity of get() in HashMap O(1) [duplicate]

I've seen some interesting claims on SO re Java hashmaps and their O(1) lookup time. Can someone explain why this is so? Unless these hashmaps are vastly different from any of the hashing algorithms I was bought up on, there must always exist a dataset that contains collisions.
In which case, the lookup would be O(n) rather than O(1).
Can someone explain whether they are O(1) and, if so, how they achieve this?
A particular feature of a HashMap is that unlike, say, balanced trees, its behavior is probabilistic. In these cases its usually most helpful to talk about complexity in terms of the probability of a worst-case event occurring would be. For a hash map, that of course is the case of a collision with respect to how full the map happens to be. A collision is pretty easy to estimate.
pcollision = n / capacity
So a hash map with even a modest number of elements is pretty likely to experience at least one collision. Big O notation allows us to do something more compelling. Observe that for any arbitrary, fixed constant k.
O(n) = O(k * n)
We can use this feature to improve the performance of the hash map. We could instead think about the probability of at most 2 collisions.
pcollision x 2 = (n / capacity)2
This is much lower. Since the cost of handling one extra collision is irrelevant to Big O performance, we've found a way to improve performance without actually changing the algorithm! We can generalzie this to
pcollision x k = (n / capacity)k
And now we can disregard some arbitrary number of collisions and end up with vanishingly tiny likelihood of more collisions than we are accounting for. You could get the probability to an arbitrarily tiny level by choosing the correct k, all without altering the actual implementation of the algorithm.
We talk about this by saying that the hash-map has O(1) access with high probability
You seem to mix up worst-case behaviour with average-case (expected) runtime. The former is indeed O(n) for hash tables in general (i.e. not using a perfect hashing) but this is rarely relevant in practice.
Any dependable hash table implementation, coupled with a half decent hash, has a retrieval performance of O(1) with a very small factor (2, in fact) in the expected case, within a very narrow margin of variance.
In Java, how HashMap works?
Using hashCode to locate the corresponding bucket [inside buckets container model].
Each bucket is a LinkedList (or a Balanced Red-Black Binary Tree under some conditions starting from Java 8) of items residing in that bucket.
The items are scanned one by one, using equals for comparison.
When adding more items, the HashMap is resized (doubling the size) once a certain load percentage is reached.
So, sometimes it will have to compare against a few items, but generally, it's much closer to O(1) than O(n) / O(log n).
For practical purposes, that's all you should need to know.
Remember that o(1) does not mean that each lookup only examines a single item - it means that the average number of items checked remains constant w.r.t. the number of items in the container. So if it takes on average 4 comparisons to find an item in a container with 100 items, it should also take an average of 4 comparisons to find an item in a container with 10000 items, and for any other number of items (there's always a bit of variance, especially around the points at which the hash table rehashes, and when there's a very small number of items).
So collisions don't prevent the container from having o(1) operations, as long as the average number of keys per bucket remains within a fixed bound.
I know this is an old question, but there's actually a new answer to it.
You're right that a hash map isn't really O(1), strictly speaking, because as the number of elements gets arbitrarily large, eventually you will not be able to search in constant time (and O-notation is defined in terms of numbers that can get arbitrarily large).
But it doesn't follow that the real time complexity is O(n)--because there's no rule that says that the buckets have to be implemented as a linear list.
In fact, Java 8 implements the buckets as TreeMaps once they exceed a threshold, which makes the actual time O(log n).
O(1+n/k) where k is the number of buckets.
If implementation sets k = n/alpha then it is O(1+alpha) = O(1) since alpha is a constant.
If the number of buckets (call it b) is held constant (the usual case), then lookup is actually O(n).
As n gets large, the number of elements in each bucket averages n/b. If collision resolution is done in one of the usual ways (linked list for example), then lookup is O(n/b) = O(n).
The O notation is about what happens when n gets larger and larger. It can be misleading when applied to certain algorithms, and hash tables are a case in point. We choose the number of buckets based on how many elements we're expecting to deal with. When n is about the same size as b, then lookup is roughly constant-time, but we can't call it O(1) because O is defined in terms of a limit as n → ∞.
Elements inside the HashMap are stored as an array of linked list (node), each linked list in the array represents a bucket for unique hash value of one or more keys.
While adding an entry in the HashMap, the hashcode of the key is used to determine the location of the bucket in the array, something like:
location = (arraylength - 1) & keyhashcode
Here the & represents bitwise AND operator.
For example: 100 & "ABC".hashCode() = 64 (location of the bucket for the key "ABC")
During the get operation it uses same way to determine the location of bucket for the key. Under the best case each key has unique hashcode and results in a unique bucket for each key, in this case the get method spends time only to determine the bucket location and retrieving the value which is constant O(1).
Under the worst case, all the keys have same hashcode and stored in same bucket, this results in traversing through the entire list which leads to O(n).
In the case of java 8, the Linked List bucket is replaced with a TreeMap if the size grows to more than 8, this reduces the worst case search efficiency to O(log n).
We've established that the standard description of hash table lookups being O(1) refers to the average-case expected time, not the strict worst-case performance. For a hash table resolving collisions with chaining (like Java's hashmap) this is technically O(1+α) with a good hash function, where α is the table's load factor. Still constant as long as the number of objects you're storing is no more than a constant factor larger than the table size.
It's also been explained that strictly speaking it's possible to construct input that requires O(n) lookups for any deterministic hash function. But it's also interesting to consider the worst-case expected time, which is different than average search time. Using chaining this is O(1 + the length of the longest chain), for example Θ(log n / log log n) when α=1.
If you're interested in theoretical ways to achieve constant time expected worst-case lookups, you can read about dynamic perfect hashing which resolves collisions recursively with another hash table!
It is O(1) only if your hashing function is very good. The Java hash table implementation does not protect against bad hash functions.
Whether you need to grow the table when you add items or not is not relevant to the question because it is about lookup time.
This basically goes for most hash table implementations in most programming languages, as the algorithm itself doesn't really change.
If there are no collisions present in the table, you only have to do a single look-up, therefore the running time is O(1). If there are collisions present, you have to do more than one look-up, which drives down the performance towards O(n).
It depends on the algorithm you choose to avoid collisions. If your implementation uses separate chaining then the worst case scenario happens where every data element is hashed to the same value (poor choice of the hash function for example). In that case, data lookup is no different from a linear search on a linked list i.e. O(n). However, the probability of that happening is negligible and lookups best and average cases remain constant i.e. O(1).
Only in theoretical case, when hashcodes are always different and bucket for every hash code is also different, the O(1) will exist. Otherwise, it is of constant order i.e. on increment of hashmap, its order of search remains constant.
Academics aside, from a practical perspective, HashMaps should be accepted as having an inconsequential performance impact (unless your profiler tells you otherwise.)
Of course the performance of the hashmap will depend based on the quality of the hashCode() function for the given object. However, if the function is implemented such that the possibility of collisions is very low, it will have a very good performance (this is not strictly O(1) in every possible case but it is in most cases).
For example the default implementation in the Oracle JRE is to use a random number (which is stored in the object instance so that it doesn't change - but it also disables biased locking, but that's an other discussion) so the chance of collisions is very low.

Do hashing algorithms guarantee unique outputs if the same salt is used for unique inputs?

We have a view into a system that uses a value for the unique id that another company we want to share information with will not accept. I was thinking of using an one way encryption hash similar to what is done with passwords. The concern is can the hashing algorithm created output values be guaranteed unique if the inputs are guaranteed unique and the salt is constant?
Answer is yes. Same id input with same salt will always produce same output.
But, if your question is about guaranteeing that outputs will always be unique, the answer is no. There is a very small statistical probability that the hashing will create the same output twice even if the inputs are different and the salt constant.
In principle, there is no hashing algorithm without collisions if the input size is larger than the output size. (In your case, the relevant input size would be the size of this part which changes from one input to the next.)
Whether there are collisions also for shorter inputs is a property of the hashing algorithm, but the idea is that the probability of these should be quite small (about 1/(2^output size) for each pair of input, for a good algorithm).
Is your question can two different values hash to the same thing or is it are hashes deterministic?
If it's the former then yes, you can have hash collisions. A well designed cryptographically strong hash should make it difficult to find two values hashing to the same value though or to find an input that matches a given hash but they can't guarantee uniqueness.
By the pigeon-hole principal:
if your hash is a constant size, say 64 bits (without loss of generality) you will have at most 2^64 unique output hash values. Since there are more than 2^64 potential inputs if you're using strings, a collision is guaranteed after your hash at most 2^64+1 items.
Yes the same hash will be produced when the input and salt are the same. Note that different inputs may produce the same hash.
In short no. The longer answer is the perfect oracle would be able to solve the question you posed. Since no one has ever proven the existence of a perfect oracle it is currently believed to be impossible. The other side of it isn't that it is impossible just that we as a collective are not intelligent enough to figure this out. Similar to P != NP

understanding of hash code

hash function is important in implementing hash table. I know that in java
Object has its hash code, which might be generated from weak hash function.
Following is one snippet that is "supplement hash function"
static int hash(Object x) {
int h = x.hashCode();
h += ~(h << 9);
h ^= (h >>> 14);
h += (h << 4);
h ^= (h >>> 10);
return h;
}
Can anybody help to explain what is the fundamental idea of a hash algorithm
? to generate non-duplicate integer? If so, how does these bitwise
operations make it?
A hash function is any well-defined procedure or mathematical function that converts a large, possibly variable-sized amount of data into a small datum, usually a single integer that may serve as an index to an array. The values returned by a hash function are called hash values, hash codes, hash sums, checksums or simply hashes. (wikipedia)
Using more "human" language object hash is a short and compact value based on object's properties. That is if you have two objects that vary somehow - you can expect their hash values to be different. Good hash algorithm produces different values for different objects.
What you are usually trying to do with a hash algorithm is convert a large search key into a small nonnegative number, so you can look up an associated record in a table somewhere, and do it more quickly than M log2 N (where M is the cost of a "comparison" and N is the number of items in the "table") typical of a binary search (or tree search).
If you are lucky enough to have a perfect hash, you know that any element of your (known!) key set will be hashed to a unique, different value. Perfect hashes are primarily of interest for things like compilers that need to look up language keywords.
In the real world, you have imperfect hashes, where several keys all hash to the same value. That's OK: you now only have to compare the key to a small set of candidate matches (the ones that hash to that value), rather than a large set (the full table). The small sets are traditionally called "buckets". You use the hash algorithm to select a bucket, then you use some other searchable data structure for the buckets themselves. (If the number of elements in a bucket is known, or safely expected, to be really small, linear search is not unreasonable. Binary search trees are also reasonable.)
The bitwise operations in your example look a lot like a signature analysis shift register, that try to compress a long unique pattern of bits into a short, still-unique pattern.
Basically, the thing you're trying to achieve with a hash function is to give all bits in the hash code a roughly 50% chance of being off or on given a particular item to be hashed. That way, it doesn't matter how many "buckets" your hash table has (or put another way, how many of the bottom bits you take in order to determine the bucket number)-- if every bit is as random as possible, then an item will always be assigned to an essentially random bucket.
Now, in real life, many people use hash functions that aren't that good. They have some randomness in some of the bits, but not all of them. For example, imagine if you have a hash function whose bits 6-7 are biased-- let's say in the typical hash code of an object, they have a 75% chance of being set. In this made up example, if our hash table has 256 buckets (i.e. the bucket number comes from bits 0-7 of the hash code), then we're throwing away the randomness that does exist in bits 8-31, and a smaller portion of the buckets will tend to get filled (i.e. those whose numbers have bits 6 and 7 set).
The supplementary hash function basically tries to spread whatever randomness there is in the hash codes over a larger number of bits. So in our hypothetical example, the idea would be that some of the randomness from bits 8-31 will get mixed in with the lower bits, and dilute the bias of bits 6-7. It still won't be perfect, but better than before.
If you're generating a hash table, then the main thing you want to get across when writing your hash function is to ensure uniformity, not necessarily to create completely unique values.
For example, if you have a hash table of size 10, you don't want a hash function that returns a hash of 3 over and over. Otherwise, that specific bucket will force a search time of O(n). You want a hash function such that it will return, for example: 1, 9, 4, 6, 8... and ensure that none of your buckets are much heavier than the others.
For your projects, I'd recommend that you use a well-known hashing algorithm such as MD5 or even better, SHA and use the first k bits that you need and discard the rest. These are time-tested functions and as a programmer, you'd be smart to use them.
That code is attempting to improve the quality of the hash value by mashing the bits around.
The overall effect is that for a given x.hashCode() you hopefully get a better distribution of hash values across the full range of integers. The performance of certain algorithms will improve if you started with a poor hashcode implementation but then improve hash codes in this way.
For example, hashCode() for a humble Integer in Java just returns the integer value. While this is fine for many purposes, in some cases you want a much better hash code, so putting the hashCode through this kind of function would improve it significantly.
It could be anything you want as long as you adhere to the general contract described in the doc, which in my own words are:
If you call 100 ( N ) times hashCode on an object, all the times must return the same value, at least during that program execution( subsequent program execution may return a different one )
If o1.equals(o2) is true, then o1.hashCode() == o2.hashCode() must be true also
If o1.equals(o2) is false, then o1.hashCode() == o2.hashCode() may be true, but it helps it is not.
And that's it.
Depending on the nature of your class, the hashCode() e may be very complex or very simple. For instance the String class which may have millions of instances needs a very goo hashCode implementation, and use prime numbers to reduce the poisibility of collisions.
If for your class it does make sense to have a consecutive number, that's ok too, there is no reason why you should complicate it every time.

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