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二叉查找树是个好东西,他让查找,插入,删除,这些常用操作变得高效,但是,他是存在问题的,那就是,在坏的输入序列下,树会退化成链表,这就很尴尬了,于是为了避免这种情况的发生,我们需要一种数据结构,可以自动对树进行调整,我们希望树尽量平衡,于是我们使用平衡因子作为指标,保持任意节点左右子树深度差不超过1,这就可以让树的深度很理想了(接近log2N),如何对树进行调整呢?我们通过旋转来完成他。
#include <iostream> #include <queue> class AVLT{//小于向左,大于等于向右,元素类型需支持 < private: typedef int Element; struct AVLTNode{ Element data; AVLTNode *left; AVLTNode *right; int Deepth; AVLTNode(); ~AVLTNode(); bool isLeaf()const; void nodeInsect(const Element &e); void nodeDelete(const Element &e); const AVLTNode *Find(const Element &e)const; const Element& Min()const; const Element& Max()const; void nodeTraverseFrist(std::ostream& os = std::cout)const; void nodeTraverseMid(std::ostream& os = std::cout)const; void nodeTraverseLast(std::ostream& os = std::cout)const; void nodeTraverselevel(std::ostream& os = std::cout)const; const AVLTNode & operator =(const AVLTNode &T); void swapdata(AVLTNode&a, AVLTNode&b)const; void SingleLeftRotation(); void SingleRightRotation(); void DoubleRightLeftRotation(); void DoubleLeftRightRotation(); inline void renewDeepth(); inline int max(int a, int b)const; }; AVLTNode *node; int number_of_Node; public: AVLT(); AVLT(Element *arr, int size); AVLT(const AVLT &T); ~AVLT(); bool empty()const; const Element& Max()const; const Element& Min()const; const AVLT &operator = (const AVLT&T); void TraverseFrist(std::ostream& os = std::cout)const; void TraverseLast(std::ostream& os = std::cout)const; void TraverseMid(std::ostream& os = std::cout)const; void Traverselevel(std::ostream& os = std::cout)const; void Insect(const AVLT::Element &e); bool Delete(const AVLT::Element &e); int Deepth(); int Node(); const AVLTNode* find(const Element &e)const; }; AVLT::AVLTNode::AVLTNode():left(NULL), right(NULL), Deepth(0){} AVLT::AVLTNode::~AVLTNode(){ delete left; delete right; } bool AVLT::AVLTNode::isLeaf()const{ return left == NULL&&right == NULL; } void AVLT::AVLTNode::nodeInsect(const Element &e){ if (Deepth == 0){ Deepth = 1; data = e; return; } if (e<data){ if (left == NULL){ left = new AVLTNode; } left->nodeInsect(e); if (right){ if (left->Deepth - right->Deepth > 1){ if (e<left->data){ this->SingleRightRotation(); } else{ this->DoubleLeftRightRotation(); } } } else{ if (left->Deepth > 1){ if (e<left->data){ this->SingleRightRotation(); } else{ this->DoubleLeftRightRotation(); } } } renewDeepth(); } else{ if (right == NULL){ right = new AVLTNode; } right->nodeInsect(e); if (left){ if (right->Deepth - left->Deepth > 1){ if (e<right->data){ this->DoubleRightLeftRotation(); } else{ this->SingleLeftRotation(); } } } else{ if (right->Deepth > 1){ if (e<right->data){ this->DoubleRightLeftRotation(); } else{ this->SingleLeftRotation(); } } } renewDeepth(); } return; } void AVLT::AVLTNode::nodeDelete(const Element &e){ if (e<data){ if (left){ if (left->isLeaf()){ delete left; left = NULL; } else left->nodeDelete(e); { int rd = right ? right->Deepth : 0; int ld = left ? left->Deepth : 0; if (rd - ld >1){ if (right->left){ DoubleRightLeftRotation(); } else{ SingleLeftRotation(); } } renewDeepth(); } } return; } else{ if (data<e){ if (right){ if (right->isLeaf()){ delete right; right = NULL; } else right->nodeDelete(e); { int rd = right ? right->Deepth : 0; int ld = left ? left->Deepth : 0; if (ld - rd >1){ if (left->right){ DoubleLeftRightRotation(); } else{ SingleRightRotation(); } } renewDeepth(); } return; } } else{ if (left == NULL&&right){ AVLTNode *t = right; if (left) delete left; left = t->left; right = t->right; data = t->data; Deepth -= 1; t->left = t->right = NULL; delete t; return; } else{ if (right == NULL && left){ AVLTNode *t = left; if (right) delete right; right = t->right; left = t->left; data = t->data; Deepth -= 1; t->left = t->right = NULL; delete t; return; } else{ AVLTNode *t = left; while (t->right) t = t->right; Element te = t->data; if (left->isLeaf()){ delete left; left = NULL; } else left->nodeDelete(te); data = te; return; } } } } std::cout << "return false" << std::endl; return; } AVLT::AVLTNode const *AVLT::AVLTNode::Find(const Element &e)const{ if (e<data){ if (left) return left->Find(e); } else{ if (data<e){ if (right) return right->Find(e); } else{ return this; } } return NULL; } const AVLT::Element& AVLT::AVLTNode::Max()const{ const AVLTNode *t = this; while (t->right) t = t->right; return t->data; } const AVLT::Element& AVLT::AVLTNode::Min()const{ const AVLTNode *t = this; while (t->left) t = t->left; return t->data; } void AVLT::AVLTNode::nodeTraverseFrist(std::ostream& os)const{ os << this->data << ‘ ‘; if (left) this->left->nodeTraverseFrist(); if (right) this->right->nodeTraverseFrist(); } void AVLT::AVLTNode::nodeTraverseMid(std::ostream& os )const{ if (left) this->left->nodeTraverseMid(); os << this->data << ‘ ‘; if (right) this->right->nodeTraverseMid(); } void AVLT::AVLTNode::nodeTraverseLast(std::ostream& os )const{ if (left) this->left->nodeTraverseLast(); if (right) this->right->nodeTraverseLast(); os << this->data << ‘ ‘; } void AVLT::AVLTNode::nodeTraverselevel(std::ostream& os)const{ std::queue<AVLTNode> q; q.push(*this); while (!q.empty()){ AVLTNode p = q.front(); q.pop(); os << p.data << ‘ ‘; if (p.left){ q.push(*(p.left)); } if (p.right){ q.push(*(p.right)); } } } const AVLT::AVLTNode & AVLT::AVLTNode::operator =(const AVLTNode &T){ if (Deepth == 0){ Deepth = 1; data = T.data; } if (T.left){ if (left == NULL){ left = new AVLTNode; } *left = *T.left; if (right){ Deepth = max(left->Deepth, right->Deepth) + 1; } else{ Deepth = left->Deepth + 1; } } if (T.right){ if (right == NULL){ right = new AVLTNode; } *right = *T.right; if (left){ Deepth = max(left->Deepth, right->Deepth) + 1; } else{ Deepth = right->Deepth + 1; } } return *this; } void AVLT::AVLTNode::swapdata(AVLTNode&a, AVLTNode&b)const{ Element t; t = a.data; a.data = b.data; b.data = t; } void AVLT::AVLTNode::SingleLeftRotation(){ AVLTNode *a = right; right = a->right; a->right = a->left; a->left = left; left = a; if (a->right&&a->left){ a->Deepth = max(a->left->Deepth, a->right->Deepth) + 1; } else if (a->left){ a->Deepth = a->left->Deepth + 1; } else{ a->Deepth = 1; } swapdata(*this, *a); } void AVLT::AVLTNode::SingleRightRotation(){ AVLTNode *a = left; left = a->left; a->left = a->right; a->right = right; right = a; if (a->right&&a->left){ a->Deepth = max(a->left->Deepth, a->right->Deepth) + 1; } else if (a->left){ a->Deepth = a->left->Deepth + 1; } else{ a->Deepth = 1; } swapdata(*this, *a); } void AVLT::AVLTNode::DoubleLeftRightRotation(){ this->left->SingleLeftRotation(); this->SingleRightRotation(); } void AVLT::AVLTNode::DoubleRightLeftRotation(){ this->right->SingleRightRotation(); this->SingleLeftRotation(); } inline void AVLT::AVLTNode::renewDeepth(){ Deepth = max(left ? left->Deepth : 0, right ? right->Deepth : 0) + 1; } inline int AVLT::AVLTNode::max(int a, int b)const{ return a > b ? a : b; } AVLT::AVLT():node(NULL), number_of_Node(0){ } AVLT::AVLT(Element *arr, int size) : node(NULL), number_of_Node(0){ node = new AVLTNode; for (int i = 0; i < size; i++) this->Insect(arr[i]); } AVLT::AVLT(const AVLT &T) : node(NULL), number_of_Node(0){ *this = T; } AVLT::~AVLT(){ delete node; } bool AVLT::empty()const{ return node == NULL; } const AVLT::Element& AVLT::Max()const{ return node->Max(); } const AVLT::Element& AVLT::Min()const { return node->Min(); } const AVLT &AVLT::operator = (const AVLT&T){ delete node; node = new AVLTNode; number_of_Node = T.number_of_Node; *node = *T.node; return *this; } void AVLT::TraverseFrist(std::ostream& os )const{ if (node) node->nodeTraverseFrist(os); } void AVLT::TraverseLast(std::ostream& os )const{ if (node) node->nodeTraverseLast(os); } void AVLT::TraverseMid(std::ostream& os )const{ if (node) node->nodeTraverseMid(os); } void AVLT::Traverselevel(std::ostream& os )const{ if (node) node->nodeTraverselevel(os); } void AVLT::Insect(const AVLT::Element &e){ number_of_Node++; if (node == NULL){ node = new AVLTNode; } node->nodeInsect(e); } bool AVLT::Delete(const AVLT::Element &e){ if (node){ if (node->isLeaf()){ delete node; node = NULL; } else node->nodeDelete(e); number_of_Node--; return true; } else{ return false; } } int AVLT::Deepth(){ return node->Deepth; } int AVLT::Node(){ return number_of_Node; } const AVLT::AVLTNode*AVLT::find(const AVLT::Element &e)const { if (node) return node->Find(e); else return NULL;; } std::ostream& operator << (std::ostream& os, const AVLT& T){ T.TraverseFrist(os); return os; } const AVLT& find();
这样看上去,AVL树似乎完胜普通的二叉查找树,但是现实是,坏的序列往往很少出现,很多时候,普通二叉树因为不需要判断平衡因子,旋转这些操作,效率反而更高,但是他一旦对上坏的序列就无计可施了,想能防住坏的序列,但又不想每次都旋转,于是就有伸展树这种数据结构,他只在坏的序列出现时旋转,但是只有“坏到一定
程度才旋转”,于是会出现比较坏但坏得不彻底的尴尬情况,伸展树无法保证每次操作都是O(log2N),但是能保证M次操作时间复杂度为O(Mlog2N)。
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原文地址:http://www.cnblogs.com/Dadio/p/5513883.html