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STL 源码剖析 算法 stl_heap.h
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heap
-------------------------------------------------------------------------binary heap 是一种完全二叉树。
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分别是 2i 和 2i + 1,
父节点是i/2 --> STL 里没有采用这种小技巧
将 array 无法动态改变大小,所以用 vector 替代 array
这个文件里提供了各种堆操作的算法,注意没有 heap 类
图 4-20
示例:
#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,完成插入操作 } 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 不对外开放,只在 STL 内部使用,使用 push_heap 的其他 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 里很多这种函数体里直接调用另一个函数的函数,感觉这样不太好,增加了堆栈的开销, //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) { //当只有左节点的时候 *(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; //重新调整 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; //找出第一个需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) { //每次执行一次 pop_heap() ,极值被放在尾端 //扣除尾端再执行一次 pop_heap(),次极值又被放在新尾端 //一直这样下去,最后即可得到排序结果 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:
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