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Since we can't depend on the user-given structure to hold dirty/clean data,
I use a wrapper structSkel
which holds some metadata and maps directly onto the original structure via pointers. A custom Uniplate implementation may be necessary to maintain the one-to-one mapping upon reconstruction with Uniplate contexts....some way of associating engine metadata with positions in the tree has to be created. This store must be updated when subtrees are inserted, and must be fully accessible during tree traversal to facilitate dirty-clean optimisation (to not needlessly traverse into clean subtrees).
The first approach explored here, using a "skeleton" tree structure which contains references to the user defined tree's nodes and shares its shape, makes reconstructing the tree difficult due to ownership rules.
The current approach is to use a zipper type similar to that released with Uniplate v0.2.0, which updates an index into a contiguous list of metadata values as it moves around the tree.
Based on #586.