How does collision resolution work in C++ unordered maps?
In C++, unordered maps use hash tables, and collision resolution is typically handled using chaining or open addressing.
Can you explain chaining in more detail?
Sure! Chaining involves storing multiple elements in the same bucket using a linked list or another data structure.
What about open addressing? How does that differ?
Open addressing resolves collisions by finding another open slot within the array itself, rather than using a separate structure.
Which method is generally more efficient?
It depends on the use case. Chaining can handle more collisions gracefully, while open addressing can be faster with fewer collisions.
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