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stl_heap.h
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stl_heap.h
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/*
*
* 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
// Heap-manipulation functions: push_heap, pop_heap, make_heap, sort_heap.
// heap的操作函数push_heap,pop_heap,make_heap,sort_heap
template <class _RandomAccessIterator, class _Distance, class _Tp>
void
__push_heap(_RandomAccessIterator __first,
_Distance __holeIndex, _Distance __topIndex, _Tp __value)
{
_Distance __parent = (__holeIndex - 1) / 2;
while (__holeIndex > __topIndex && *(__first + __parent) < __value) {
*(__first + __holeIndex) = *(__first + __parent);
__holeIndex = __parent;
__parent = (__holeIndex - 1) / 2;
}
*(__first + __holeIndex) = __value;
}
template <class _RandomAccessIterator, class _Distance, class _Tp>
inline void
__push_heap_aux(_RandomAccessIterator __first,
_RandomAccessIterator __last, _Distance*, _Tp*)
{ //新值必须置于底部容器的最尾端,此即第一个洞号(last - first)- 1
__push_heap(__first, _Distance((__last - __first) - 1), _Distance(0),
_Tp(*(__last - 1)));
}
template <class _RandomAccessIterator>
inline void
push_heap(_RandomAccessIterator __first, _RandomAccessIterator __last)
{ //这个函数被调用时,新元素已经被置于底部容器的最尾端了
__STL_REQUIRES(_RandomAccessIterator, _Mutable_RandomAccessIterator);
__STL_REQUIRES(typename iterator_traits<_RandomAccessIterator>::value_type,
_LessThanComparable);
__push_heap_aux(__first, __last,
__DISTANCE_TYPE(__first), __VALUE_TYPE(__first));
}
template <class _RandomAccessIterator, class _Distance, class _Tp,
class _Compare>
void
__push_heap(_RandomAccessIterator __first, _Distance __holeIndex,
_Distance __topIndex, _Tp __value, _Compare __comp)
{ //这个push_heap函数不允许指定大小比较标准
_Distance __parent = (__holeIndex - 1) / 2; //找出父节点
while (__holeIndex > __topIndex && __comp(*(__first + __parent), __value)) { //当未到达顶端,切父节点小于新值(于是不符合heap的次序特性)
*(__first + __holeIndex) = *(__first + __parent); //令洞值的父节点
__holeIndex = __parent; //调整洞号,向上提升至父节点(percolate up)
__parent = (__holeIndex - 1) / 2; //新洞的父节点
} //持续至顶端,或满足heap的次序特性为止
*(__first + __holeIndex) = __value; //令洞值为新值,完成插入操作
}
template <class _RandomAccessIterator, class _Compare,
class _Distance, class _Tp>
inline void
__push_heap_aux(_RandomAccessIterator __first,
_RandomAccessIterator __last, _Compare __comp,
_Distance*, _Tp*)
{
__push_heap(__first, _Distance((__last - __first) - 1), _Distance(0),
_Tp(*(__last - 1)), __comp);
}
template <class _RandomAccessIterator, class _Compare>
inline void
push_heap(_RandomAccessIterator __first, _RandomAccessIterator __last,
_Compare __comp)
{
__STL_REQUIRES(_RandomAccessIterator, _Mutable_RandomAccessIterator);
__push_heap_aux(__first, __last, __comp,
__DISTANCE_TYPE(__first), __VALUE_TYPE(__first));
}
template <class _RandomAccessIterator, class _Distance, class _Tp>
void
__adjust_heap(_RandomAccessIterator __first, _Distance __holeIndex,
_Distance __len, _Tp __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 _Tp, class _Distance>
inline void
__pop_heap(_RandomAccessIterator __first, _RandomAccessIterator __last,
_RandomAccessIterator __result, _Tp __value, _Distance*)
{
*__result = *__first;
__adjust_heap(__first, _Distance(0), _Distance(__last - __first), __value);
}
template <class _RandomAccessIterator, class _Tp>
inline void
__pop_heap_aux(_RandomAccessIterator __first, _RandomAccessIterator __last,
_Tp*)
{
__pop_heap(__first, __last - 1, __last - 1,
_Tp(*(__last - 1)), __DISTANCE_TYPE(__first));
}
template <class _RandomAccessIterator>
inline void pop_heap(_RandomAccessIterator __first,
_RandomAccessIterator __last)
{
__STL_REQUIRES(_RandomAccessIterator, _Mutable_RandomAccessIterator);
__STL_REQUIRES(typename iterator_traits<_RandomAccessIterator>::value_type,
_LessThanComparable);
__pop_heap_aux(__first, __last, __VALUE_TYPE(__first));
}
template <class _RandomAccessIterator, class _Distance,
class _Tp, class _Compare>
void
__adjust_heap(_RandomAccessIterator __first, _Distance __holeIndex,
_Distance __len, _Tp __value, _Compare __comp)
{
_Distance __topIndex = __holeIndex;
_Distance __secondChild = 2 * __holeIndex + 2; //洞节点的右子节点
while (__secondChild < __len) { //比较洞节点的左右两个子值,然后以secondChild代表较大子节点
if (__comp(*(__first + __secondChild), *(__first + (__secondChild - 1))))
__secondChild--; //percolate down (下朔),令较大值为洞值,再令洞下移至较大节点处
*(__first + __holeIndex) = *(__first + __secondChild);
__holeIndex = __secondChild; //找出新洞节点的右子节点
__secondChild = 2 * (__secondChild + 1);
}
if (__secondChild == __len) { //没有右子节点,只有左子节点
*(__first + __holeIndex) = *(__first + (__secondChild - 1)); // 令左子节点的值为洞值,再令洞号下移至左子节点处
__holeIndex = __secondChild - 1;
}// 这样确实不行
__push_heap(__first, __holeIndex, __topIndex, __value, __comp);
}
template <class _RandomAccessIterator, class _Tp, class _Compare,
class _Distance>
inline void
__pop_heap(_RandomAccessIterator __first, _RandomAccessIterator __last,
_RandomAccessIterator __result, _Tp __value, _Compare __comp,
_Distance*)
{
*__result = *__first; //设定尾值为首值,即尾值即为欲求的结果,可由客户端稍后再以底层容器的pop_back取出尾值
__adjust_heap(__first, _Distance(0), _Distance(__last - __first),
__value, __comp); //重新调整heap,洞号为0(完全二叉树的根),欲调整值为value(原尾值)
}
template <class _RandomAccessIterator, class _Tp, class _Compare>
inline void
__pop_heap_aux(_RandomAccessIterator __first,
_RandomAccessIterator __last, _Tp*, _Compare __comp)
{ //pop的结果应是底部容器的第一个元素,首先设定与调整值为尾部,然后将首值调至尾节点,然后重调[first, last-1),使之重新成一个合格的heap
__pop_heap(__first, __last - 1, __last - 1, _Tp(*(__last - 1)), __comp,
__DISTANCE_TYPE(__first));
}
template <class _RandomAccessIterator, class _Compare>
inline void
pop_heap(_RandomAccessIterator __first,
_RandomAccessIterator __last, _Compare __comp)
{
__STL_REQUIRES(_RandomAccessIterator, _Mutable_RandomAccessIterator);
__pop_heap_aux(__first, __last, __VALUE_TYPE(__first), __comp);
}
template <class _RandomAccessIterator, class _Tp, class _Distance>
void
__make_heap(_RandomAccessIterator __first,
_RandomAccessIterator __last, _Tp*, _Distance*)
{
if (__last - __first < 2) return;
_Distance __len = __last - __first;
_Distance __parent = (__len - 2)/2;
while (true) {
__adjust_heap(__first, __parent, __len, _Tp(*(__first + __parent)));
if (__parent == 0) return;
__parent--;
}
}
template <class _RandomAccessIterator>
inline void
make_heap(_RandomAccessIterator __first, _RandomAccessIterator __last)
{
__STL_REQUIRES(_RandomAccessIterator, _Mutable_RandomAccessIterator);
__STL_REQUIRES(typename iterator_traits<_RandomAccessIterator>::value_type,
_LessThanComparable);
__make_heap(__first, __last,
__VALUE_TYPE(__first), __DISTANCE_TYPE(__first));
}
template <class _RandomAccessIterator, class _Compare,
class _Tp, class _Distance>
void
__make_heap(_RandomAccessIterator __first, _RandomAccessIterator __last,
_Compare __comp, _Tp*, _Distance*)
{
if (__last - __first < 2) return; //如果长度是0或1,不必重新排列
_Distance __len = __last - __first; //找出第一个需重排的子树头部,以parent标示出,由于任何节点都不需要执行perlocate down
_Distance __parent = (__len - 2)/2; //所以有一下计算,parent命名不佳,名为holeIndex更好
while (true) { //重排以parent为首的子树,len是为了让__adjust_heap函数判断操作范围
__adjust_heap(__first, __parent, __len, _Tp(*(__first + __parent)),
__comp);
if (__parent == 0) return; //走完根节点就结束
__parent--; //(已重排的子树的)头部向前一个节点
}
}
template <class _RandomAccessIterator, class _Compare>
inline void
make_heap(_RandomAccessIterator __first,
_RandomAccessIterator __last, _Compare __comp)
{ //make_heap将[first, last)排序为一个heap
__STL_REQUIRES(_RandomAccessIterator, _Mutable_RandomAccessIterator);
__make_heap(__first, __last, __comp,
__VALUE_TYPE(__first), __DISTANCE_TYPE(__first));
}
template <class _RandomAccessIterator>
void sort_heap(_RandomAccessIterator __first, _RandomAccessIterator __last)
{ //这个sort_heap不允许指定大小比较标准
__STL_REQUIRES(_RandomAccessIterator, _Mutable_RandomAccessIterator);
__STL_REQUIRES(typename iterator_traits<_RandomAccessIterator>::value_type,
_LessThanComparable);//每执行一次pop_heap函数,极值(在STL heap中为极大值)被放在尾端
while (__last - __first > 1) //扣除尾端再执行一次pop_heap函数(),次极值又被放在新尾端,一直下去,最后就为排序结果
pop_heap(__first, __last--); //每执行pop_heap()一次,操作范围即退缩一格;得到的结果是从小到达的结果
}
template <class _RandomAccessIterator, class _Compare>
void
sort_heap(_RandomAccessIterator __first,
_RandomAccessIterator __last, _Compare __comp)
{
__STL_REQUIRES(_RandomAccessIterator, _Mutable_RandomAccessIterator);
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: