One of the nice things about Perl is its support for reuse. I can solve a problem once, and then generalize it so that everyone else with the same problem can use my solution. In this article, I'll examine a simple problem and take it through the steps required to turn it to a reusable module. Along the way, we'll visit the topics of data structures, ties, optimization, and testing.
Someone on the Boston Perl Mongers mailing list asked how to efficiently manage a collection of items such that you can insert and delete values quickly, but also choose random values quickly.
In a hash, it's easy to insert and delete values:
$hash{$key} = $value; delete $hash{$key};
But accessing random values is inefficient:
my @k = keys %hash; $rand = $k[rand @k];
You can access random values quickly in an array, but you can't insert and delete values quickly.
I might run into this problem if I were a soft-hearted person running an ongoing raffle. I'd keep track of the tickets people buy, and choose one randomly whenever it's time to select a winner. Because I'm a nice guy, I'd let people drop out of the raffle whenever they want and get their money back. If someone wanted to drop out of the raffle like that, I'd need a way to find his or her ticket quickly.
To restate the problem a little more formally, we want some sort of lookup table in which insertion, lookup, deletion, and random selection are all fast.
Do any of Perl's built-in data types do the trick? Let's compare the various naive data structures one could use for this problem:
array | hash | |
insertion | O(1) | O(1) |
lookup | O(n) | O(1) |
deletion | O(n) | O(1) |
random key | O(1) | O(n) |
O(n) (pronounced "order n") is linear time: When there are n elements in the data structure, the operation takes time proportional to n. If an operation is O(1), it takes time proportional to 1; that is, it runs in constant time.
Arrays are great for selecting a random key, since it's easy to choose a random index, and then our random key is just the element at that index. But arrays are lousy for looking up keys, since we have to look through all the elements until we find the key we're looking for. When Bartholomew asks for his ticket back, I'll have to look through all of the tickets one at a time until I find the one with his name on it.
Hashes were invented specifically to perform fast lookup, but there's no quick way of indexing all the entries of a hash. We can easily obtain a list of the keys with keys %hash, but that requires a pass through the whole hash to find all the keys, which takes too much time for this problem. When it's time to choose a raffle winner, I don't want to have to take time out and count through every single ticket.
It's important to note that if I don't have to select a random key very often, hashes are fine. If I only have to select a raffle winner once, it's not a big deal to spend a long time doing it. Similarly, if I never need to lookup or delete elements, arrays work great.
(Hash behavior is a little more complicated than I'm pretending here, but element access is effectively O(1).)
So how are we going to construct a new column in that table in which every operation is O(1)?
It seems clear that we need a hash of some sort; it's just too hard to get fast lookup otherwise. How can we add a fast random key selection operation to a hash?
The first thing to do is to see if the solution is already built into Perl. Maybe the internal representation of a hash includes an array of keys, and keys %hash simply returns an alias to it. Perl does enough smart things under the hood that it's worth checking that it isn't already doing our work for us.
Let's do a little timing test to see if selecting a random key of a hash gets slower as the hash gets bigger:
use Benchmark; for $i (1..10) {$little_hash{$i} = $i} for $i (1..100) {$big_hash{$i} = $i} timethese (10000, { little => sub {$foo = (keys %little_hash)[rand keys %little_hash]}, big => sub {$foo = (keys %big_hash)[rand keys %big_hash]}, });
Benchmark::timethese is the standard way to compare the speed of code fragments. The first argument is the number of trials to run; the second argument is a reference to a hash that maps names to code fragments.
I should explain those code fragments. keys %hash returns an array of the keys of the hash; the tricky thing is that inside the square brackets, that return value is put in a scalar context to provide an argument for rand, turning it into the length of the array, which is the number of keys.
Anyway, here's the output I got:
Benchmark: timing 10000 iterations of big, little... big: 5.43 CPU secs ( 5.43 usr + 0.00 sys) little: 0.70 CPU secs ( 0.70 usr + 0.00 sys)
Here we can see that when we made the hash ten times as big, it took eight times as long to select a random key. So Perl hasn't already solved the problem for us.
Next (actually, we probably should have done this first!), we should check if someone else has already solved the problem. The Perl FAQ and the Perl Cookbook are good first places to look.
I didn't find any solutions there, but the Cookbook did point me to Tie::IxHash, which implements an indexed hash, a data structure that combines many of the features of hashes and arrays. In fact, selecting a random key from a Tie::IxHash is O(1), but because it must do work to preserve the order of the keys, deletion is O(n).
It looks like we'll have to find a solution ourselves. Can we get the best of both worlds by using both a hash and an array? The array just holds a list of keys, so that we can do our random key selection quickly. We do have to do some extra work on operations that modify the table (like insertion) to keep both of our data structures in sync, but that's still constant time; it's just a bigger constant. If n is big enough, the extra time we spend keeping the data structures in sync will pale next to the time we save on random key selection.
Let's see how complicated the operations actually are. Insertion is already O(1) for both cases. We get O(1) lookup by using the hash instead of the array, and O(1) random key selection by using the array instead of the hash.
The only tricky case is deletion. First of all, we need to actually find the key in the array so we can delete it (we didn't need to do that during lookup). To do that, for each key we'll have to store the corresponding array index in the hash, as well as the value, so that we can get at the correct array element. Secondly, we need to delete that key in constant time. We could splice it out by moving all the elements above it down one slot (and that's basically what Tie::IxHash does, since it has to preserve key order), but that takes linear time. The fast way to delete an element from an array is just to move the last element of the array into that slot. Since we don't have to preserve order, that works great; we just have to make sure the hash gets updated along with it. Way up above in my original table, I claimed that deleting an element from an array is O(n). Was I lying? Well, sort of. Actually deleting the element, once you've found it, is an O(1) operation using the trick I just mentioned; it's finding that element in the first place that's the painful part. By using the hash, we're able to find the element quickly, and the rest is gravy.
Okay, let's implement it.
package RndHash1; sub new { bless { arr => (), hash => {} }, $_[0]; } sub insert { my ($self, $key, $val) = @_; push @{$self->{arr}}, $key; # update array # update hash $self->{hash}{$key} = [$val, $ #{$self->{arr}}]; } sub get { my ($self, $key) = @_; $self->{hash}{$key}[0]; # look up in hash } sub delete { my ($self, $key) = @_; # index in array to delete my $idx = $self->{hash}{$key}[1]; # get last element my $moved_key = $self->{arr}[-1]; $self->{arr}[$idx] = $moved_key; # and move it here $self->{hash}{$moved_key}[1] = $idx; # update hash # shorten array --$#{$self->{arr}}; # remove key from hash delete $self->{hash}{$key}; } sub rnd_key { my ($self) = @_; $self->{arr}[rand @{$self->{arr}}]; } 1;
If you've been scared away in the past from creating classes, cower no more. The only tricky part of writing a class is the new() subroutine, which gets passed the class as the first argument. bless() just takes the little hash reference we made and turns it into a reference that knows it's a RndHash1. Then each method of the class gets passed the object it's being called on as its first argument.
The hash that we create has only two elements. arr is an array containing all the keys, and hash is the actual hash with the key-value mapping. Actually, as we noted above, the hash also needs to associate an array index with each key. So the value it associates with each key is a tiny two-element array; element 0 is the real value, and element 1 is the index of that key in arr. Once you've gotten past that, delete is really the only interesting function here. We do have to catch a boundary case; what happens when the element we're deleting is the last element of the array? The code here happens to work in that case too, though it does do a little unnecessary work.
Listing 1 shows another little benchmarking program, and Listing 2 shows the results; yep, we speeded things up a lot! This benchmark tries to emulate typical use of the package; each time through the (implicit) loop, we add a new element and randomly delete one of the existing ones.
It's important to actually perform this timing comparison. It was possible that our new implementation had enough overhead that it didn't actually perform better than built-in hashes on normal-sized data sets. By timing it, we see that in fact, it is definitely worthwhile to use RndHash.
We still have a few problems, though. For one thing, the implementation isn't robust at all. insert doesn't check to see if the key already exists; delete doesn't check to make sure that the key does exist.
Also, the syntax used to access the object isn't very idiomatic. It would be nice if we could use a RndHash in the same way that we use a normal hash.
In fact, we can, using Perl's tie feature. tie allows us to override Perl's built-in implementation of a variable. For example, if we tie a variable to an object we've created, then every time Perl would normally set the variable, it will instead call the STORE() method. A standard example is a database on disk; by using tie, we can make retrieving and updating values in the database look just like using a hash. Once the tie is set up, the programmer needn't even know that it exists.
A complete hash implementation needs to support eight fundamental operations, most of which we've already written in some form or another.
package RndHash2; sub TIEHASH { bless { hash => {}, arr => (), iter => 0 }, $_[0]; }
TIEHASH is exactly analogous to new() for a regular class. We'll be using iter to implement the code that is called when people write code like while (($key, $value) = each %hash).
sub STORE { my ($self, $key, $val) = @_; if (exists $self->{hash}{$key}) { $self->{hash}{$key}[0] = $val; } else { push @{$self->{arr}}, $key; $self->{hash}{$key} = [$val, $#{$self->{arr}}]; } }
STORE() is called for any attempt to set an element in the hash, such as $hash{$key} = $value. That element might already exist in the hash, and if so, we only want to update the value, not push a new key onto our array.
sub FETCH { my ($self, $key) = @_; return $self->{hash}{$key}[0]; }
FETCH() is called in response to code that reads elements from the hash. We kind of have two cases, since the element may or may not exist, but it turns out that one piece of code handles both cases; if the key isn't in the hash, it returns undef, which is what we want.
sub DELETE { my ($self, $key) = @_; my $idx = $self->{hash}{$key}[1]; if (defined $idx) { my $moved_key = $self->{arr}[-1]; $self->{arr}[$idx] = $moved_key; $self->{hash}{$moved_key}[1] = $idx; --$#{$self->{arr}}; delete $self->{hash}{$key}; } else { return undef; } }
DELETE() now has to check whether the key that's passed already exists in our hash. If not, we return undef, since that's how built-in hashes operate.
sub EXISTS { exists $_[0]->{hash}{$_[1]}; } sub CLEAR { %{$_[0]->{hash}} = (); @{$_[0]->{arr}} = (); $_[0]->{iter} = 0; }
Here are a couple of methods needed for completeness which we hadn't bothered with before. The EXISTS() subroutine implements Perl's exists function; we just pass the arguments on to the underlying hash we're using. CLEAR() destroys the hash; we just set our underlying data structures to be empty.
sub FIRSTKEY { $_[0]->{iter} = 0; return $_[0]->NEXTKEY(); } sub NEXTKEY { my ($self) = @_; if ($self->{iter} <= $#{$self->{arr}}) { return $self->{arr}[$self->{iter}++]; } else { return undef; } }
FIRSTKEY() and NEXTKEY() are used to implement each. They are also used to implement keys and values, since Perl has no other way to find out the contents of a RndHash. Calling FIRSTKEY() once, and then NEXTKEY() until undef is returned, provides the complete list of keys. We don't have to return them in any particular order, but we'd be fools not to use the order we're already using internally.
To keep state, we use an object variable iter, which is the index of the next key to provide. Then all FIRSTKEY() has to do is prime the index and hand off to NEXTKEY().
It does seem rather silly that when someone calls keys %hash, Perl calls NEXTKEY() a gazillion times. We already have that list lying around; wouldn't it be easier and more efficient for us to just be able to return @{$self->{arr}} directly? Yeah, it would, but we have no way of telling Perl that it's able to do that. The above eight methods constitute the only interface we need to fake built-in hash functionality. However, we can make our own interface analogous to keys, so that someone who knows about the fast access can do it:
sub get_keys { @{$_[0]->{arr}}; } sub get_values { my ($self) = @_; map {$self->{hash}{$_}[0]} @{$self->{arr}}; }
get_keys() returns the list of keys that we have lying around. If called in a scalar context, the @-expression automatically evaluates to the number of elements in the list, rather than the list itself. You might wonder why we're passing back the entire array, rather than a reference to it. For one thing, we're trying to emulate the behavior of keys, which returns an array rather than a reference. Also, if we passed back a reference, people would then have a handle into our internal data structure, and could modify it at will. Maybe you trust them not to do that. I don't.
Moving on, get_values() takes that same list of keys, and uses map to replace each key with the value corresponding to it. If you're more comfortable with looping by hand than with using map, take a minute to see what's going on here; it's a perfect example of when map is much easier to use than an explicit loop.
Finally, here's the reason we wrote this class in the first place:
sub rnd_key { $_[0]->{arr}[rand @{$_[0]->{arr}}]; } 1;
Great, we've implemented it. Now, how are we going to use it? Like this:
use RndHash2; $fruit_handle = tie %fruit, 'RndHash2';
Now we can use %fruit exactly like a normal hash, but under the hood, it's a RndHash2.
$fruit{'a'} = 'apple'; $fruit{'b'} = 'banana'; $fruit{'c'} = 'cantaloupe'; delete $fruit{'b'};
But how do we call rnd_key()? There's no standard hash interface for that. Conveniently, tie returns the actual object created by TIEHASH(), so we can call methods on that just as on any other object.
print "My favorite fruit is a ", $fruit_handle->rnd_key(), "\n";
I actually like to use $fruit instead of $fruit_handle; because of the way Perl handles names, the scalar $fruit exists independently of the hash %fruit. But that's potentially confusing, and I probably shouldn't encourage it.
Super! Let's benchmark again, just for fun:
use RndHash1; use RndHash2; use Benchmark; $rndhash1 = new RndHash1; $rndhash2_handle = tie %rndhash2, 'RndHash2'; for $i (1..500) {$hash{$i} = $i} for $i (1..500) {$rndhash1->insert($i, $i)} for $i (1..500) {$rndhash2{$i} = $i} $i = 1000; timethese (5000, { hash => sub { $hash{$i++}='a'; @keys = keys %hash; delete $hash{$keys[rand @keys]}; }, RndHash1 => sub { $rndhash1->insert ($i++, 'a'); $rndhash1->delete ($rndhash1->rnd_key()); }, RndHash2 => sub { $rndhash2{$i++}='a'; delete $rndhash2{$rndhash2_handle->rnd_key()}; } });
Benchmark: timing 5000 iterations of RndHash1, RndHash2, hash... RndHash1: 1.07 CPU secs ( 1.02 usr + 0.05 sys) RndHash2: 1.47 CPU secs ( 1.38 usr + 0.09 sys) hash: 22.09 CPU secs (22.08 usr + 0.01 sys)
Ugh, we've slowed things down by almost 40%. Why is that? We've changed two things since RndHash1: we made the implementation more robust by doing things such as checking if a key already exists, and we tied it to a class. Let's try to isolate the two effects by timing what happens when we call the methods explicitly, rather than through the tie functionality:
use RndHash1; use RndHash2; use Benchmark; $rndhash1 = new RndHash1; $rndhash2_handle = tie %rndhash2, 'RndHash2'; $rh3 = tie %rndhash3, 'RndHash2'; for $i (1..500) {$rndhash1->insert($i, $i)} for $i (1..500) {$rndhash2{$i} = $i} for $i (1..500) {$rndhash3{$i} = $i} $i = 1000; timethese (25000, { RndHash1 => sub { $rndhash1->insert ($i++, 'a'); $rndhash1->delete ($rndhash1->rnd_key()); }, RndHash2 => sub { $rndhash2{$i++}='a'; delete $rndhash2{$rndhash2_handle->rnd_key()}; }, RndHash3 => sub { $rh3->STORE($i++, 'a'); $rh3->DELETE($rh3->rnd_key()); } });
RndHash1: 5.58 CPU secs ( 5.40 usr + 0.18 sys) RndHash2: 7.64 CPU secs ( 7.23 usr + 0.41 sys) RndHash3: 5.61 CPU secs ( 5.34 usr + 0.27 sys)
Hmm -- when we didn't go through the indirection of tie, our new code was just as fast as before. So it looks like the slowdown is due almost entirely due to tie. Every time we do a hash access, Perl has to go see what it's tied to and then call a method on that object.
It looks like that's the price we'll have to pay for the convenience of using tie. Even the new, slower code is a lot faster than using a regular hash, so it's not too worrisome.
Great, we're done! Well, we're done with the first draft. Now we have to make sure that it works. It's easy to eyeball the code, decide it looks reasonable, try it on a few test cases, and ship it out, but there are often bugs lurking about. In fact, I made a few stupid mistakes when I first coded this up. Here's how I caught them.
The easiest way to check whether a class is working is to figure out how you could tell if an object of that class were broken. For example, if some key is in @{$self->{arr}} but not in %{$self->{hash}}, that's obviously a problem. We can write a little method to check for this kind of obvious brokenness, and see if it ever squawks. I'm going to call this "verification"; you may know it as "sanity checking". If you see a discussion of "representation invariants" in some object-oriented textbook, this is what they're talking about.
sub verify { my ($self) = @_; my $arr_size = @{$self->{arr}}; my $hash_size = keys %{$self->{hash}}; if ($arr_size != $hash_size) { die "RndHash: sizes of 'arr' and 'hash' don't match!\n" . "$arr_size vs $hash_size\n"; } for (my $key_idx = 0, my $key = $self->{arr}[0]; $key_idx <= $#{$self->{arr}}; ++$key_idx, $key = $self->{arr}[$key_idx]) { if (!exists $self->{hash}{$key}) { die "RndHash: $key is in 'arr' but not 'hash'!\n"; } if ($self->{hash}{$key}->[1] != $key_idx) { die "RndHash: index for $key in 'hash' is incorrect!\n" . "Should be $key_idx but is $self->{hash}{$key}->[1]\n"; } } }
verify() confirms that our data structure is self-consistent. First we check that the array and the hash are the same size. Then we make sure that each element in the array also exists in the hash, and that the array index stored in the hash is correct.
We don't have to check that the array is missing any elements, since each element in the array checked out, and we already confirmed that the number of array elements is the same as the number of hash elements.
Here's a start at a little testing program:
use RndHash2; $rndhash2_handle = tie %rndhash2, 'RndHash2'; for $i (1..500) {$rndhash2{$i} = $i} for $i (450..600) { print "insert $i / 'a'\n"; $rndhash2{$i} = 'a'; $rndhash2_handle->verify(); $rnd_key = $rndhash2_handle->rnd_key(); print "delete $rnd_key\n"; delete $rndhash2{$rnd_key}; $rndhash2_handle->verify(); }
I made $i go from 450 to 600 to exercise the STORE() code that updates already-existing keys. After each RndHash operation, we call verify() to see if the object still makes sense.
A complete test suite for RndHash would also need to check that each operation does what it's supposed to. For example, the list of keys after doing a STORE() of a new element should be the same as the old list, but with that element added. We would also check to make sure that the package functions in degenerate cases, such as when there's only one element.
Lest you think I'm just recommending testing to be politically correct, I actually caught a couple of embarrassing bugs this way. One was that in DELETE(), I was forgetting to actually remove the element from the hash. Also, in one place I forgot that %{$self->{hash}} stores [value, index] pairs, not just values.
Time Great, we're done! Well, there are still some improvements we could make. For one thing, it seems kind of slow to be constantly performing hash lookups on the strings "hash" and "arr" every time we want any information from our class. We could just use an array instead of a hash, and then index by 0, 1, and 2, instead of by "hash", "arr", and "iter". I'll just include a couple of methods here, so you get the idea:
sub TIEHASH { bless [ {}, # 0: hash [], # 1: arr 0 # 2: iter ], $_[0]; } sub STORE { my ($self, $key, $val) = @_; if (exists $self->[0]{$key}) { $self->[0]{$key}[0] = $val; } else { push @{$self->[1]}, $key; $self->[0]{$key} = [$val, $#{$self->[1]}]; } }
Eh, not very readable. It would be handy if Perl could do this kind of thing for us, turning hash accesses into array accesses automatically in the appropriate places. Well, it turns out that it can, in Perl 5.005, using the use fields directive. I want this code to work in earlier versions, so I'm not going to use it, but once 5.005 becomes common, that'll be the preferred solution.
Anyway, we should make sure that we're actually getting some speed increase out of this. I'll spare you the benchmarking program and just show the results:
Benchmark: timing 25000 iterations of RndHash1, RndHash2, RndHash4... RndHash1: 6.35 CPU secs ( 6.35 usr + 0.00 sys) RndHash2: 10.50 CPU secs (10.50 usr + 0.00 sys) RndHash4: 9.81 CPU secs ( 9.81 usr + 0.00 sys)
Not earth-shattering, but definitely an improvement. Whether to sacrifice readability is a judgment call; I decided to go for it.
Space There's another kind of waste going on. Every element of the hash part contains a reference to a two-element array. Perl's arrays are really flexible; unfortunately, one of the prices we pay for the flexibility is that they take a lot of space. For one thing, Perl doesn't know that we have an array with exactly two elements that will never have to grow, so it starts out by allocating some extra space for it. That's not a big deal if we have a few arrays around, but with one for each key, it can add up.
There's a way we could save some of that space. Instead of keeping both an array index and a value in the hash element, we just store the array index. Then we can have an array of values, parallel to the array of keys, so that the value of $self->{key_arr}[$i] is $self->{val_arr}[$i].
Here's a new constructor and a couple of methods with this new structure:
sub TIEHASH { bless [ {}, # 0: hash mapping keys to indices [], # 1: array of keys [], # 2: array of values 0, # 3: iterator index ], $_[0]; }
STORE() now puts the value in the array @{$self-[2]}>, not the hash %{$self-[0]}>:
sub STORE { my ($self, $key, $val) = @_; if (exists $self->[0]{$key}) { # update $self->[2][$self->[0]{$key}] = $val; } else { # new key push @{$self->[1]}, $key; push @{$self->[2]}, $val; $self->[0]{$key} = $#{$self->[1]}; } }
And FETCH() has to go through one more level of indirection; it finds the array index through the hash, and then looks up the value at that array index.
sub FETCH { my ($self, $key) = @_; if (exists $self->[0]{$key}) { return $self->[2][$self->[0]{$key}]; } else { return undef; } }
We can see how much space this saves by writing a program that makes a hash with lots of keys and then hangs out. The program ps (on Unix) tells us how much space is being used.
use RndHash4; tie %rndhash4, 'RndHash4'; for $i (1..5000) {$rndhash4{$i} = $i}; print "OK\n"; $wait = <>;
I ran the above test once with RndHash4 and once with RndHash5 (the double-array implementation). Here are the results:
~/Doc/TPJ $ ps aux | grep [p]erl dfan 2949 6.8 5.5 3416 2628 p0 S 22:50 0:00 perl sizetest.pl ~/Doc/TPJ $ ps aux | grep [p]erl dfan 2953 16.6 5.1 3164 2400 p0 S 22:51 0:00 perl sizetest.pl
The fourth column tells us how much space the program is taking up, in kilobytes. The difference in memory, per hash element, comes out to be (3416 - 3164) * 1024 / 5000 = 52 bytes. That's not particularly exact, but it gives us some idea of how much memory is being saved. It did slow things down by around 14%, though:
Benchmark: timing 15000 iterations of RndHash4, RndHash5... RndHash4: 5.71 CPU secs ( 5.71 usr + 0.00 sys) RndHash5: 6.49 CPU secs ( 6.49 usr + 0.00 sys)
So, as usual, it's a tradeoff: in this case, space versus speed. I decided that 50 bytes per element is peanuts compared to the 3+ megabytes that Perl is already taking up, so I kept the fast one.
Great, we're done! Well, now that we've solved this earth-shattering problem, maybe we should make it available for everyone else to use. The next step is to put it on CPAN, the Comprehensive Perl Archive Network.
The entire step-by-step procedure for making a module and submitting it to CPAN is outside the scope of this article, but I'll outline a couple of steps here. There are really only two main things we have to do to make it a well-behaved module. One is to make a $VERSION variable, which can be accessed by the CPAN software and which we'll use to keep track of public releases. The other is to write some documentation so that anyone can use it. The documentation is written in pod format (see the perlpod documentation bundled with Perl). I won't include the finished documentation here, but you can see it by looking up the module on CPAN.
Well, that's been quite a journey. Hopefully you're now more comfortable with some of the issues involved in making a module, and will consider going the extra mile the next time you come up with a generalizable solution to a problem you encounter.
The final (for now) version of RndHash can be found on CPAN, with the name Tie::RndHash. Already I'm thinking of further extensions. How about letting the user assign weights to each element, so he can change the selection probability associated with each key? Hmm...
Thanks to Tuomas J. Lukka for the original problem statement, and for coming up with the idea for the space optimization.
Data Structures and Algorithms: You can't go wrong with [Sedgewick, Algorithms in C, Third Edition, Addison-Wesley, 1998] (there are also C++ and Java versions). This book just keeps on getting better each time he revises it. If you want a more rigorous approach, I recommend [Cormen, Leiserson, and Rivest, Introduction to Algorithms, MIT Press / McGraw Hill, 1990]. Of course, [Knuth, The Art of Computer Programming, Addison-Wesley, 1998] is known as the bible of data structures and algorithms, because it's old and hard to read. Actually, it's not that bad if you don't try to read it straight through, and Chapter 2 (found in Volume I) is essential reading (and quite understandable). I'd also like to mention [Skiena, The Algorithm Design Manual, Springer-Verlag, 1997], since it is excellent and not well known; it has many case studies and a great gazetteer of algorithmic topics. It's a good first place to look. [Orwant, Hietaniemi, and Macdonald, Mastering Algorithms with Perl, O'Reilly, 1999] will be published shortly and focuses on algorithms from a Perl viewpoint.
Optimization: The best optimization book I know of is [Bentley, Writing Efficient Programs, Prentice-Hall, 1982], a slim, clear, information-packed book that is, incredibly, out of print. Snatch it up if you ever find it. Bentley's other books, Programming Pearls and More Programming Pearls, are fine collections of case studies.
Ties: The perltie documentation is obviously the definitive reference. [Srinivasan, Advanced Perl Programming, O'Reilly, 1997] has a fine chapter on tie.
Internals: If you want to see why arrays are big, Advanced Perl Programming has a good overview chapter on the Perl implementation.
Modules: The "Guidelines for Module Creation" section in http://www.perl.com/CPAN/modules/00modlist.long.html is the best documentation for what you need to do to submit a module.
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Dan Schmidt has been using Perl for various tasks since 1991, back when Perl didn't have any of those fancy-schmancy features like objects, references, and ties. He can be reached at dfan@alum.mit.edu.