本文senlie原版的。转载请保留此地址:http://blog.csdn.net/zhengsenlie

heap

-------------------------------------------------------------------------



binary heap 是一种全然二叉树。

隐式表示法:以 array 表述 tree。

小技巧:将 array 的 #0 元素保留。则第 i 个元素的左右子节点各自是 2i 和 2i + 1,

父节点是i/2 --> STL 里没有採用这样的小技巧

将 array 无法动态改变大小,所以用 vector 替代 array

这个文件中提供了各种堆操作的算法,注意没有 heap 类

图 4-20





演示样例:

#include <vector>
#include <iostream>
#include <iterator>
#include <algorithm>
using namespace std; void display(const vector<int> &v){
copy(v.begin(), v.end(), ostream_iterator<int>(cout, " "));
cout << endl;
}
int main(){
int ia[] = {0,1,2,3,4,8,9,3,5};
vector<int> ivec(ia, ia + sizeof(ia)/sizeof(int));
make_heap(ivec.begin(),ivec.end());
display(ivec); ivec.push_back(7);
push_heap(ivec.begin(), ivec.end());
display(ivec); pop_heap(ivec.begin(), ivec.end());
ivec.pop_back();
display(ivec); sort_heap(ivec.begin(), ivec.end());
display(ivec);
}

源代码:

#ifndef __SGI_STL_INTERNAL_HEAP_H
#define __SGI_STL_INTERNAL_HEAP_H __STL_BEGIN_NAMESPACE #if defined(__sgi) && !defined(__GNUC__) && (_MIPS_SIM != _MIPS_SIM_ABI32)
#pragma set woff 1209
#endif template <class RandomAccessIterator, class Distance, class T>
void __push_heap(RandomAccessIterator first, Distance holeIndex,
Distance topIndex, T value) {
Distance parent = (holeIndex - 1) / 2; //找到父节点
// 当尚未到达顶端。且父节点小于新值(于是不符合 heap 的次序特性)
while (holeIndex > topIndex && *(first + parent) < value) {
*(first + holeIndex) = *(first + parent); //令洞值为父值
holeIndex = parent; //调整洞号。向上提升至父节点
parent = (holeIndex - 1) / 2; //新洞的父节点
}
*(first + holeIndex) = value; //令洞值为新值。完毕插入操作
} template <class RandomAccessIterator, class Distance, class T>
inline void __push_heap_aux(RandomAccessIterator first,
RandomAccessIterator last, Distance*, T*) {
__push_heap(first, Distance((last - first) - 1), Distance(0),
T(*(last - 1)));
} /*调用此函数时,新元素应已置于底部容器的最尾端
--> 什么时候置的?
--> stl_heap 不正确外开放,仅仅在 STL 内部使用,使用 push_heap 的其它 STL 程序应该注意在调用
push_heap 函数前,将新元素置于 heap 底部容器的最尾端
*/
template <class RandomAccessIterator>
inline void push_heap(RandomAccessIterator first, RandomAccessIterator last) {
__push_heap_aux(first, last, distance_type(first), value_type(first));
} template <class RandomAccessIterator, class Distance, class T, class Compare>
void __push_heap(RandomAccessIterator first, Distance holeIndex,
Distance topIndex, T value, Compare comp) {
Distance parent = (holeIndex - 1) / 2;
while (holeIndex > topIndex && comp(*(first + parent), value)) {
*(first + holeIndex) = *(first + parent);
holeIndex = parent;
parent = (holeIndex - 1) / 2;
}
*(first + holeIndex) = value;
} //STL 里非常多这样的函数体里直接调用还有一个函数的函数。感觉这样不太好。添加了堆栈的开销,
//为什么不直接就调用里面那个函数呢
template <class RandomAccessIterator, class Compare, class Distance, class T>
inline void __push_heap_aux(RandomAccessIterator first,
RandomAccessIterator last, Compare comp,
Distance*, T*) {
__push_heap(first, Distance((last - first) - 1), Distance(0),
T(*(last - 1)), comp);
} template <class RandomAccessIterator, class Compare>
inline void push_heap(RandomAccessIterator first, RandomAccessIterator last,
Compare comp) {
__push_heap_aux(first, last, comp, distance_type(first), value_type(first));
} template <class RandomAccessIterator, class Distance, class T>
void __adjust_heap(RandomAccessIterator first, Distance holeIndex,
Distance len, T value) {
Distance topIndex = holeIndex;
Distance secondChild = 2 * holeIndex + 2;
while (secondChild < len) {
if (*(first + secondChild) < *(first + (secondChild - 1)))
secondChild--;
*(first + holeIndex) = *(first + secondChild);
holeIndex = secondChild;
secondChild = 2 * (secondChild + 1);
}
if (secondChild == len) {
*(first + holeIndex) = *(first + (secondChild - 1));
holeIndex = secondChild - 1;
}
__push_heap(first, holeIndex, topIndex, value);
} template <class RandomAccessIterator, class T, class Distance>
inline void __pop_heap(RandomAccessIterator first, RandomAccessIterator last,
RandomAccessIterator result, T value, Distance*) {
*result = *first;
__adjust_heap(first, Distance(0), Distance(last - first), value);
} template <class RandomAccessIterator, class T>
inline void __pop_heap_aux(RandomAccessIterator first,
RandomAccessIterator last, T*) {
//pop 操作的结果应该底部容器的第一个元素
__pop_heap(first, last - 1, last - 1, T(*(last - 1)), distance_type(first));
} template <class RandomAccessIterator>
inline void pop_heap(RandomAccessIterator first, RandomAccessIterator last) {
__pop_heap_aux(first, last, value_type(first));
} template <class RandomAccessIterator, class Distance, class T, class Compare>
void __adjust_heap(RandomAccessIterator first, Distance holeIndex,
Distance len, T value, Compare comp) {
Distance topIndex = holeIndex;
Distance secondChild = 2 * holeIndex + 2; //洞节点的右子节点
while (secondChild < len) { //当还有左、右子节点的时候
if (comp(*(first + secondChild), *(first + (secondChild - 1))))
secondChild--;
*(first + holeIndex) = *(first + secondChild); //令较大值为洞值
holeIndex = secondChild; //令洞号下移至较大子节点处
secondChild = 2 * (secondChild + 1); //找出新洞节点的子节点
}
if (secondChild == len) { //当仅仅有左节点的时候
*(first + holeIndex) = *(first + (secondChild - 1));
holeIndex = secondChild - 1;
}
__push_heap(first, holeIndex, topIndex, value, comp);
} template <class RandomAccessIterator, class T, class Compare, class Distance>
inline void __pop_heap(RandomAccessIterator first, RandomAccessIterator last,
RandomAccessIterator result, T value, Compare comp,
Distance*) {
//将首值(即要 pop 出来的值)存放在 result 所指处。
*result = *first;
//又一次调整 heap 。 洞号为0。欲调整值为 value
__adjust_heap(first, Distance(0), Distance(last - first), value, comp);
} template <class RandomAccessIterator, class T, class Compare>
inline void __pop_heap_aux(RandomAccessIterator first,
RandomAccessIterator last, T*, Compare comp) {
__pop_heap(first, last - 1, last - 1, T(*(last - 1)), comp,
distance_type(first));
} template <class RandomAccessIterator, class Compare>
inline void pop_heap(RandomAccessIterator first, RandomAccessIterator last,
Compare comp) {
__pop_heap_aux(first, last, value_type(first), comp);
} template <class RandomAccessIterator, class T, class Distance>
void __make_heap(RandomAccessIterator first, RandomAccessIterator last, T*,
Distance*) {
if (last - first < 2) return;
Distance len = last - first;
Distance parent = (len - 2)/2; while (true) {
__adjust_heap(first, parent, len, T(*(first + parent)));
if (parent == 0) return;
parent--;
}
} template <class RandomAccessIterator>
inline void make_heap(RandomAccessIterator first, RandomAccessIterator last) {
__make_heap(first, last, value_type(first), distance_type(first));
} template <class RandomAccessIterator, class Compare, class T, class Distance>
void __make_heap(RandomAccessIterator first, RandomAccessIterator last,
Compare comp, T*, Distance*) {
if (last - first < 2) return;
Distance len = last - first;
//找出第一个须要重排的子树的头部。以 parent 标示出。 Distance parent = (len - 2)/2; while (true) {
__adjust_heap(first, parent, len, T(*(first + parent)), comp);
if (parent == 0) return; //走完根节点。就结束了。
parent--; //实际上就是沿着第一个父节点从左到右调整值使父节点的值大于(或小于)两个子节点
}
} template <class RandomAccessIterator, class Compare>
inline void make_heap(RandomAccessIterator first, RandomAccessIterator last,
Compare comp) {
__make_heap(first, last, comp, value_type(first), distance_type(first));
} template <class RandomAccessIterator>
void sort_heap(RandomAccessIterator first, RandomAccessIterator last) {
//每次运行一次 pop_heap() ,极值被放在尾端
//扣除尾端再运行一次 pop_heap()。次极值又被放在新尾端
//一直这样下去,最后就可以得到排序结果
while (last - first > 1) pop_heap(first, last--);
} template <class RandomAccessIterator, class Compare>
void sort_heap(RandomAccessIterator first, RandomAccessIterator last,
Compare comp) {
while (last - first > 1) pop_heap(first, last--, comp);
} #if defined(__sgi) && !defined(__GNUC__) && (_MIPS_SIM != _MIPS_SIM_ABI32)
#pragma reset woff 1209
#endif __STL_END_NAMESPACE #endif /* __SGI_STL_INTERNAL_HEAP_H */ // Local Variables:
// mode:C++
// End:

版权声明:本文博主原创文章,博客,未经同意不得转载。

STL 源代码分析 算法 stl_heap.h的更多相关文章

  1. 《STL源代码分析》---stl_heap.h读书笔记

    Heap堆的数据结构是经常使用,Heap它还能够存储元件的.但STL并且不提供Heap集装箱.仅仅提供信息Heap算术运算.只支持RandomAccessIterator该容器可以被用作Heap集装箱 ...

  2. STL 源代码分析 算法 stl_algo.h -- includes

    本文senlie原,转载请保留此地址:http://blog.csdn.net/zhengsenlie includes(应用于有序区间) ------------------------------ ...

  3. STL 源代码分析 算法 stl_algo.h -- merge

    本文senlie原版的,转载请保留此地址:http://blog.csdn.net/zhengsenlie merge (应用于有序区间) ------------------------------ ...

  4. STL 源代码分析 算法 stl_algo.h -- binary_search

    本文为senlie原创.转载请保留此地址:http://blog.csdn.net/zhengsenlie binary_search -------------------------------- ...

  5. STL 源代码分析 算法 stl_algo.h -- pre_permutation

    本文senlie原版的,转载请保留此地址:http://blog.csdn.net/zhengsenlie pre_permutation ------------------------------ ...

  6. 《STL源代码分析》---stl_list.h读书笔记

    STL在列表list它是一种经常使用的容器.list不连续双向链表在内存,而且是环形. 理解列表如何操作的详细信息,然后.阅读STL名单上的代码是最好的方法. G++ 2.91.57.cygnus\c ...

  7. STL 源代码剖析 算法 stl_algo.h -- search

    本文为senlie原创,转载请保留此地址:http://blog.csdn.net/zhengsenlie search --------------------------------------- ...

  8. STL源代码分析 集装箱 stl_set.h

    本文senlie原版的,转载请保留此地址:http://blog.csdn.net/zhengsenlie set ------------------------------------------ ...

  9. STL 源代码剖析 算法 stl_algo.h -- partial_sort / partial_sort_copy

    本文为senlie原创,转载请保留此地址:http://blog.csdn.net/zhengsenlie partial_sort / partial_sort_copy ------------- ...

随机推荐

  1. Matlab Error (Matrix dimensions must agree)

    xOld =input('Enter initial guess: '); errortmp =2; counter =0; while (errortmp>10^-10) xNew =xOld ...

  2. simple factory, factory method, abstract factory

    simple factory good:1 devide implementation and initialization2 use config file can make system more ...

  3. TRIZ系列-创新原理-22-变害为利原理

     变害为利原理的详细表述例如以下:1)利用有害的因素(特别是环境中的)获得积极的效果:   有害无害不过相对的(时间,空间,人),将有害的因素通过一定的处理和转化,能够变有害为实用,比方废品回收, ...

  4. 乐在其中设计模式(C#) - 命令模式(Command Pattern)

    原文:乐在其中设计模式(C#) - 命令模式(Command Pattern) [索引页][源码下载] 乐在其中设计模式(C#) - 命令模式(Command Pattern) 作者:webabcd ...

  5. Effective C++ Item 32 确保你的 public 继承模子里出来 is-a 关联

    本文senlie原版的,转载请保留此地址:http://blog.csdn.net/zhengsenlie 经验:"public继承"意味 is-a.适用于 base classe ...

  6. Hibernate学习笔记(1)Hibernate构造

    一 准备工作 首先,我们将创建一个简单的基于控制台(console-based)Hibernate应用. 我们所做的第一件事就是创建我们的开发文件夹.并把所有需要用到的Java件放进去.解压缩从Hib ...

  7. OCP-1Z0-051-题目解析-第14题

    14. Using the CUSTOMERS table,  you need to generate a report that shows 50% of each credit        a ...

  8. Unity3D 表对象分类中的实现(C#)

    // Sort by distance in descending order private void SortTargetsByDistance () { targets.Sort(delegat ...

  9. ListView的操作模式的选择的更详细的解释CHOICE_MODE_MULTIPLE与CHOICE_MODE_MULTIPLE_MODAL

    本文介绍了我们将如何取得具体ListView多选择操作.本文将正确使用ListViewCHOICE_MODE_MULTIPLE要么CHOICE_MODE_MULTIPLE_MODAL时间easy误区. ...

  10. 【007】【JVM——内存分配和恢复策略】

     内存分配与收回策略 JVM的自己主动内存管理要自己主动化地解决两个问题:对象分配内存以及回收分配给对象的内存.回收内存前几篇已经讲了.如今说内存分配.对象的内存分配一般分配在堆内存中,也可能经过 ...