c++ unordered_map collision handling , resize and rehash
This is a previous question opened by me and I have seen that I am having a lot of confusion about how unordered_map is implemented. I am sure many other people shares that confusion with me. Based on the information I have know without reading the standard:
Every unordered_map implementation stores a linked list to external nodes in the array of buckets... No, that is not at all the most efficient way to implement a hash map for most common uses. Unfortunately, a small "oversight" in the specification of unordered_map all but requires this behavior. The required behavior is that iterators to elements must stay valid when inserting or deleting other elements
I was hoping that someone might explain the implementation and how it fits with the C++ standard definition ( in terms of performance requirements ) and if it is really not the most efficient way to implement an hash map data structure how it can be improved ?