Chapter 9 Priority Queues, Heaps, Graphs, and Sets

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Presentation transcript:

Chapter 9 Priority Queues, Heaps, Graphs, and Sets

Priority Queue Queue Enque an item Priority Queue Item returned has been in the queue the longest amount of time. Priority Queue Enque a pair <item, priority> Item returned has the highest priority.

What is a Heap? A heap is a binary tree that satisfies these special SHAPE and ORDER properties: Its shape must be a complete binary tree. For each node in the heap, the value stored in that node is greater than or equal to the value in each of its children.

Are these Both Heaps? C A T treePtr 50 20 18 30 10

Is this a Heap? tree 70 60 12 40 30 8 10

Where is the Largest Element in a Heap Always Found? tree 70 60 12 40 30 8

We Can Number the Nodes Left to Right by Level This Way tree 70 60 1 12 2 40 3 30 4 8 5

And use the Numbers as Array Indexes to Store the Trees tree.nodes [ 0 ] [ 1 ] [ 2 ] [ 3 ] [ 4 ] [ 5 ] [ 6 ] 70 60 12 40 30 8 70 60 1 40 3 30 4 12 2 8 5 tree

// HEAP SPECIFICATION // Assumes ItemType is either a built-in simple data // type or a class with overloaded relational operators. template< class ItemType > struct HeapType { void ReheapDown ( int root , int bottom ) ; void ReheapUp ( int root, int bottom ) ; ItemType* elements; //ARRAY to be allocated dynamically int numElements ; };

ReheapDown // IMPLEMENTATION OF RECURSIVE HEAP MEMBER FUNCTIONS template< class ItemType > void HeapType<ItemType>::ReheapDown ( int root, int bottom ) // Pre: root is the index of the node that may violate the // heap order property // Post: Heap order property is restored between root and bottom { int maxChild ; int rightChild ; int leftChild ; leftChild = root * 2 + 1 ; rightChild = root * 2 + 2 ;

ReheapDown (cont) if ( leftChild <= bottom ) // ReheapDown continued { if ( leftChild == bottom ) maxChild = leftChld; else if (elements [ leftChild ] <= elements [ rightChild ] ) maxChild = rightChild; maxChild = leftChild; } if ( elements [ root ] < elements [ maxChild ] ) Swap ( elements [ root ] , elements [ maxChild ] ); ReheapDown ( maxChild, bottom ) ;

// IMPLEMENTATION continued template< class ItemType > void HeapType<ItemType>::ReheapUp ( int root, int bottom ) // Pre: bottom is the index of the node that may violate the heap // order property. The order property is satisfied from root to // next-to-last node. // Post: Heap order property is restored between root and bottom { int parent ; if ( bottom > root ) parent = ( bottom - 1 ) / 2; if ( elements [ parent ] < elements [ bottom ] ) Swap ( elements [ parent ], elements [ bottom ] ); ReheapUp ( root, parent ); }

Priority Queue A priority queue is an ADT with the property that only the highest-priority element can be accessed at any time.

ADT Priority Queue Operations Transformers MakeEmpty Enqueue Dequeue Observers IsEmpty IsFull change state observe state

Implementation Level There are many ways to implement a priority queue An unsorted List- dequeuing would require searching through the entire list An Array-Based Sorted List- Enqueuing is expensive A Reference-Based Sorted List- Enqueuing again is 0(N) A Binary Search Tree- On average, 0(log2N) steps for both enqueue and dequeue A Heap- guarantees 0(log2N) steps, even in the worst case

Class PQType Declaration class FullPQ(){}; class EmptyPQ(){}; template<class ItemType> class PQType { public: PQType(int); ~PQType(); void MakeEmpty(); bool IsEmpty() const; bool IsFull() const; void Enqueue(ItemType newItem); void Dequeue(ItemType& item); private: int length; HeapType<ItemType> items; int maxItems; };

Class PQType Function Definitions template<class ItemType> PQType<ItemType>::PQType(int max) { maxItems = max; items.elements = new ItemType[max]; length = 0; } void PQType<ItemType>::MakeEmpty() PQType<ItemType>::~PQType() delete [] items.elements;

Class PQType Function Definitions Dequeue Set item to root element from queue Move last leaf element into root position Decrement length items.ReheapDown(0, length-1) Enqueue Increment length Put newItem in next available position items.ReheapUp(0, length-1)

Code for Dequeue template<class ItemType> void PQType<ItemType>::Dequeue(ItemType& item) { if (length == 0) throw EmptyPQ(); else item = items.elements[0]; items.elements[0] = items.elements[length-1]; length--; items.ReheapDown(0, length-1); }

Code for Enqueue template<class ItemType> void PQType<ItemType>::Enqueue(ItemType newItem) { if (length == maxItems) throw FullPQ(); else length++; items.elements[length-1] = newItem; items.ReheapUp(0, length-1); }

Comparison of Priority Queue Implementations   Enqueue Dequeue Heap O(log2N) Linked List O(N) Binary Search Tree Balanced Skewed    

Definitions Graph: A data structure that consists of a set of models and a set of edges that relate the nodes to each other Vertex: A node in a graph Edge (arc): A pair of vertices representing a connection between two nodes in a graph Undirected graph: A graph in which the edges have no direction Directed graph (digraph): A graph in which each edge is directed from one vertex to another (or the same) vertex

Formally a graph G is defined as follows: where G = (V,E) where V(G) is a finite, nonempty set of vertices E(G) is a set of edges (written as pairs of vertices)

An undirected graph

A directed graph

A directed graph

More Definitions Adjacent vertices: Two vertices in a graph that are connected by an edge Path: A sequence of vertices that connects two nodes in a graph Complete graph: A graph in which every vertex is directly connected to every other vertex Weighted graph: A graph in which each edge carries a value

Two complete graphs

A weighted graph

Definitions Depth-first search algorithm: Visit all the nodes in a branch to its deepest point before moving up   Breadth-first search algorithm: Visit all the nodes on one level before going to the next level Single-source shortest-path algorithm: An algorithm that displays the shortest path from a designated starting node to every other node in the graph

Depth First Search: Follow Down

Depth First Uses Stack

Breadth First: Follow Across

Breadth First Uses Queue

Single Source Shortest Path

Single Source Shortest Path What does “shortest” mean? What data structure should you use?

Array-Based Implementation Adjacency Matrix: for a graph with N nodes, and N by N table that shows the existence (and weights) of all edges in the graph

Adjacency Matrix for Flight Connections

Linked Implementation Adjacency List: A linked list that identifies all the vertices to which a particular vertex is connected; each vertex has its own adjacency list

Adjacency List Representation of Graphs

ADT Set Definitions Base type: The type of the items in the set Cardinality: The number of items in a set Cardinality of the base type: The number of items in the base type Union of two sets: A set made up of all the items in either sets Intersection of two sets: A set made up of all the items in both sets Difference of two sets: A set made up of all the items in the first set that are not in the second set

Beware: At the Logical Level Sets can not contain duplicates. Storing an item that is already in the set does not change the set.   If an item is not in a set, deleting that item from the set does not change the set. Sets are not ordered.

Implementing Sets Explicit implementation (Bit vector) Each item in the base type has a representation in each instance of a set. The representation is either true (item is in the set) or false (item is not in the set).   Space is proportional to the cardinality of the base type. Algorithms use Boolean operations.

Implementing Sets (cont.) Implicit implementation (List) The items in an instance of a set are on a list that represents the set. Those items that are not on the list are not in the set.   Space is proportional to the cardinality of the set instance. Algorithms use ADT List operations.

Explain: If sets are not ordered, why is the SortedList ADT a better choice as the implementation structure for the implicit representation?