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  • stl_heap.h

    stl_heap.h
    // Filename:    stl_heap.h
    
    // Comment By:  凝霜
    // E-mail:      mdl2009@vip.qq.com
    // Blog:        http://blog.csdn.net/mdl13412
    
    /*
     *
     * Copyright (c) 1994
     * Hewlett-Packard Company
     *
     * Permission to use, copy, modify, distribute and sell this software
     * and its documentation for any purpose is hereby granted without fee,
     * provided that the above copyright notice appear in all copies and
     * that both that copyright notice and this permission notice appear
     * in supporting documentation.  Hewlett-Packard Company makes no
     * representations about the suitability of this software for any
     * purpose.  It is provided "as is" without express or implied warranty.
     *
     * Copyright (c) 1997
     * Silicon Graphics Computer Systems, Inc.
     *
     * Permission to use, copy, modify, distribute and sell this software
     * and its documentation for any purpose is hereby granted without fee,
     * provided that the above copyright notice appear in all copies and
     * that both that copyright notice and this permission notice appear
     * in supporting documentation.  Silicon Graphics makes no
     * representations about the suitability of this software for any
     * purpose.  It is provided "as is" without express or implied warranty.
     */
    
    /* NOTE: This is an internal header file, included by other STL headers.
     *   You should not attempt to use it directly.
     */
    
    #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
    
    ////////////////////////////////////////////////////////////////////////////////
    // 注意: push_heap()操作前要保证新添加的元素已经加入到容器末尾!!!
    ////////////////////////////////////////////////////////////////////////////////
    // 下面是使用默认比较函数的一个实例, XXX代表需要调整结点的位置
    // 执行插入前, 元素已经追加到容器尾, 其值为450, 这里我们只
    // 关注其位置, 不表示出其数值
    //                                 [500]
    //                                   |
    //                   ---------------------------------
    //                   |                               |
    //                 [300]                           [400]
    //                   |                               |
    //        -----------------------         -----------------------
    //        |                     |         |                     |
    //      [200]                 [270]     [350]                 [240]
    //        |                     |
    //   -----------           -----------
    //   |         |           |         |
    // [150]     [130]       [120]     [XXX]
    //
    // first                                                                      last
    // ↓                                                                           ↓
    // --------------------------------------------------------------------------------------------
    // | Not Use | 500 | 300 | 400 | 200 | 270 | 350 | 240 | 150 | 130 | 120 | XXX | ...... | end |
    // --------------------------------------------------------------------------------------------
    //
    // 下面是移动步骤及内存变化
    //                                 [500]
    //                                   |
    //                   ---------------------------------
    //                   |                               |
    //                 [300]                           [400]
    //                   |                               |
    //        -----------------------                -----------------------
    //        |                     |                |                     |
    //      [200]                 [XXX]-------     [350]                 [240]
    //        |                     |        |
    //   -----------           -----------   |
    //   |         |           |         |   |  调整元素位置
    // [150]     [130]       [120]     [270]--
    //
    // first                                                                      last
    // ↓                                                                           ↓
    // --------------------------------------------------------------------------------------------
    // | Not Use | 500 | 300 | 400 | 200 | XXX | 350 | 240 | 150 | 130 | 120 | 270 | ...... | end |
    // --------------------------------------------------------------------------------------------
    //
    //                                 [500]
    //                                   |
    //                   ---------------------------------
    //                   |                               |
    //                 [XXX]------------- 交换         [400]
    //                   |              |                |
    //        -----------------------   |     -----------------------
    //        |                     |   |     |                     |
    //      [200]                 [300]--   [350]                 [240]
    //        |                     |
    //   -----------           -----------
    //   |         |           |         |
    // [150]     [130]       [120]     [270]
    //
    // first                                                                      last
    // ↓                                                                           ↓
    // --------------------------------------------------------------------------------------------
    // | Not Use | 500 | XXX | 400 | 200 | 300 | 350 | 240 | 150 | 130 | 120 | 270 | ...... | end |
    // --------------------------------------------------------------------------------------------
    //
    // 现在满足heap的要求了, 对[XXX]直接赋值即可
    //
    ////////////////////////////////////////////////////////////////////////////////
    
    template <class RandomAccessIterator, class Distance, class T>
    void __push_heap(RandomAccessIterator first, Distance holeIndex,
                     Distance topIndex, T value)
    {
      // 首先找出待处理元素的父结点
      Distance parent = (holeIndex - 1) / 2;
    
      // 判断当前待处理结点是否优先级高于其父结点, 如果是则将其父结点向下移动
      // 设置当前结点为父结点位置, 继续, 直到优先级小于父结点或者已经到达heap顶端
      while (holeIndex > topIndex && *(first + parent) < value) {
        *(first + holeIndex) = *(first + parent);
        holeIndex = parent;
        parent = (holeIndex - 1) / 2;
      }
    
      // 将找到的合适的位置设置成正确值
      *(first + holeIndex) = value;
    }
    
    template <class RandomAccessIterator, class Distance, class T>
    inline void __push_heap_aux(RandomAccessIterator first,
                                RandomAccessIterator last, Distance*, T*)
    {
      // 因为first所指的那个元素不是heap的组成元素, 所以计算距离要减去1
      __push_heap(first, Distance((last - first) - 1), Distance(0),
                  T(*(last - 1)));
    }
    
    // 调用此函数前要先把待处理元素追加到容器末尾
    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;
    }
    
    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);
    }
    
    // 这个除了用户自己指定优先级决策判别式外和默认的无区别
    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));
    }
    
    ////////////////////////////////////////////////////////////////////////////////
    // 注意: pop_heap()操作, 执行完操作后要自己将容器尾元素弹出
    ////////////////////////////////////////////////////////////////////////////////
    // 这里以默认的heap优先级决策来说
    // STL采用的是先将待pop的元素复制到heap尾部, 然后将整个heap向上调整
    // 这样就会将最后空出一个hole, 将原来最后的元素在这里进行push()操作
    // 这就是两个shift_up的过程
    // 个人感觉使用使用shift_down的算法更高效, 虽然时间复杂度一样, 但是shift_down
    // 进行操作的元素会更少,
    // 之所以用shift_up这可能也是STL设计理念的问题吧, 能复用就不写新的^_^
    ////////////////////////////////////////////////////////////////////////////////
    // 下面是使用默认比较函数的一个实例, 我们要弹出的是优先级最高的元素[500]
    // 首先要把弹出的元素[500]复制到heap末尾
    // 然后进行第一次shift_up, 完成后进行push()操作, 这个就是第二次shift_up了
    //
    //                                 [500]
    //                                   |
    //                   ---------------------------------
    //                   |                               |
    //                 [300]                           [400]
    //                   |                               |
    //        -----------------------         -----------------------
    //        |                     |         |                     |
    //      [200]                 [270]     [350]                 [240]
    //        |                     |
    //   -----------           -----------
    //   |         |           |         |
    // [150]     [130]       [120]     [100]
    //
    // first                                                                      last
    // ↓                                                                           ↓
    // --------------------------------------------------------------------------------------------
    // | Not Use | 500 | 300 | 400 | 200 | 270 | 350 | 240 | 150 | 130 | 120 | 100 | ...... | end |
    // --------------------------------------------------------------------------------------------
    //
    // 下面是移动步骤及内存变化                      复制
    //                                 [500]----------------------------------
    //                                   |                                   |
    //                   ---------------------------------                   |
    //                   |                               |                   |
    //                 [300]                           [400]                 |
    //                   |                               |                   |
    //        -----------------------         -----------------------        |
    //        |                     |         |                     |        |
    //      [200]                 [270]     [350]                 [240]      |
    //        |                     |                                        |
    //   -----------           -----------                                   |
    //   |         |           |         |                                   |
    // [150]     [130]       [120]     [500]----------------------------------
    //
    // first                                                                      last
    // ↓                                                                           ↓
    // --------------------------------------------------------------------------------------------
    // | Not Use | 500 | 300 | 400 | 200 | 270 | 350 | 240 | 150 | 130 | 120 | 500 | ...... | end |
    // --------------------------------------------------------------------------------------------
    //
    //                                 [400]-----------------------
    //                                   |                        |
    //                   ---------------------------------        | shift_up
    //                   |                               |        |
    //                 [300]                           [400]-------
    //                   |                               |
    //        -----------------------         -----------------------
    //        |                     |         |                     |
    //      [200]                 [270]     [350]                 [240]
    //        |                     |
    //   -----------           -----------
    //   |         |           |         |
    // [150]     [130]       [120]     [500]
    //
    // first                                                                      last
    // ↓                                                                           ↓
    // --------------------------------------------------------------------------------------------
    // | Not Use | 400 | 300 | 400 | 200 | 270 | 350 | 240 | 150 | 130 | 120 | 500 | ...... | end |
    // --------------------------------------------------------------------------------------------
    //
    //                                 [400]
    //                                   |
    //                   ---------------------------------
    //                   |                               |        shift_up
    //                 [300]                           [350]-------------------
    //                   |                               |                    |
    //        -----------------------         -----------------------         |
    //        |                     |         |                     |         |
    //      [200]                 [270]     [350]                 [240]       |
    //        |                     |         |                               |
    //   -----------           -----------    ----------------------------------
    //   |         |           |         |
    // [150]     [130]       [120]     [500]
    //
    // first                                                                      last
    // ↓                                                                           ↓
    // --------------------------------------------------------------------------------------------
    // | Not Use | 400 | 300 | 350 | 200 | 270 | 350 | 240 | 150 | 130 | 120 | 500 | ...... | end |
    // --------------------------------------------------------------------------------------------
    //
    // 接下来就是push()操作了, 参考前面的push()
    ////////////////////////////////////////////////////////////////////////////////
    
    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;     // 弹出元素的有子孩
    
      // 调整heap元素位置
      while (secondChild < len) {
        // 选择两个子孩中较大的进行操作, 使用secondChild表示其偏移
        if (*(first + secondChild) < *(first + (secondChild - 1)))
          secondChild--;
    
        // 将较大元素向上填充, 并将整体偏移向下调整, 继续调整
        *(first + holeIndex) = *(first + secondChild);
        holeIndex = secondChild;
        secondChild = 2 * (secondChild + 1);
      }
    
      if (secondChild == len) {
        *(first + holeIndex) = *(first + (secondChild - 1));
        holeIndex = secondChild - 1;
      }
    
      // 这里就是shift_up过程了, 将最初的heap末尾元素向上调整
      // 侯捷老师对这里的理解有误, :-), 人非圣贤, 孰能无过, ^_^
      __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*)
    {
      // 将弹出的元素调整到heap末尾, 这个元素需要用户手动弹出
      *result = *first;
    
      // 去掉末尾哪个弹出的元素, 调整heap
      __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_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;
      while (secondChild < len) {
        if (comp(*(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, 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*)
    {
      *result = *first;
      __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);
    }
    
    // 这个没设么好说的, 参考上面的分析吧
    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;
      Distance parent = (len - 2)/2;
    
      while (true) {
        __adjust_heap(first, parent, len, T(*(first + parent)), comp);
        if (parent == 0) return;
        parent--;
      }
    }
    
    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));
    }
    
    // 这个能保证heap有序, 其实个人感觉没啥必要, 这样还不如直接用平衡二叉树
    template <class RandomAccessIterator>
    void sort_heap(RandomAccessIterator first, RandomAccessIterator last)
    {
      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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  • 原文地址:https://www.cnblogs.com/zendu/p/4987816.html
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