2002.10.31 ~23 Using balanced BST in TinyScheme Basically I copied the trees algorithms in q3asm over to TinyScheme, the C portion. Currently only the oblist (list of existing symbol names) is a tree, but the speed increase in my mod (layered on top of TinyScheme) is still noticeable, since TinyScheme constantly searches for existing symbol names. The environment register (E), for resolving variable names, still uses a list of frames, each frame using a list of bindings. I don't think there's much I can do about the list of frames, but the frames themselves might improve with the use of trees. I don't remember how large the root (global) frame gets; I think it's beyond a thousand. I haven't gotten around to incorporating splay trees into q3asm, since I don't have a very strong motivation to do so at the moment. When I do, I'll probably bring splay trees into TinyScheme as well.