C++ AVL tree recalculate height - c++

im working on an implimentation of an AVL tree, and im having problems with my recalculate height function. When i call it i pass in the root of the tree and a variable that has a value of 1. ive stepped through it, and found that once it gets to the while loop it preforms as expected but after that it returns to just ones. can you please look at it and see what i am doing wrong. I will post more code if neede, but i think just the function will provide you with enough information. Thanks
void BinaryTree::recalculate(Node *leaf, int count)
{
if(leaf == NULL)//if we are at the root
{
return;//exit the function
}
if((leaf->getLeft() != NULL))//if we are not at the end of the subtree
{
recalculate(leaf->getLeft(), count);//advance to the next node and re-enter the function
}
if(leaf->getRight() != NULL)//if we are not at the end of the right subtree
{
recalculate(leaf->getRight(), count);//advance to the next node and re-enter the program
}
else
{
while(leaf->getParent() != NULL)//calculate each subtree until we are at the root
{
leaf = leaf->getParent();//get the parent node
count++;//increment the height
if(leaf->getLeft() != NULL)//if there is an item in the left
{
leaf->getLeft()->setHeight(count-1);//sets the hight of the left child
}
if(leaf->getRight() != NULL)//if there is an item in the right
{
leaf->getRight()->setHeight(count -1);//sets the height of the right child
}
}
return;//exit the function
}
}

Your function is supposed to compute the height of each subtree of a binary tree, and save that value in the root node of that subtree. You chose to follow a recursive approach, which is the standard one. In this approach, the height of both left and right subtree must be computed first, and then the highest of both is taken for the current node.
In your implementation, you use a value named count passed in parameter to the recursive call. What is the purpose of that value, given that we need to retrieve a count from subnodes, not pass one to them?
If you:
remove that value from the recalculate parameters
have the recalculate method call itself first on both children if applicable
make the recalculate update the current node height from each subnode height
you should have it working. The following is a possible implementation based on this algorithm:
void BinaryTree::recalculate(Node *leaf) {
int count = 0;
if (leaf == NULL) {
return;
}
if (leaf->getLeft() == NULL && leaf->getRight() == NULL) {
// no child, the height is 0
setHeight(0);
return;
}
if (leaf->getLeft() != NULL) {
recalculate(leaf->getLeft());
count = leaf->getLeft()->getHeight();
}
if (leaf->getRight() != NULL){
recalculate(leaf->getRight());
count = max(count, leaf->getRight()->getHeight());
}
// include leaf in the height
setHeight(count+1);
}
If the getHeight method cannot be used, you may replace it by having recalculate return the height it computed.

Related

how to get the max path cost in binary tree

how to get the max path cost in binary tree,
and print a vector includes all the path data elements?
i know how to get cost but dont know how to get the elements vector
any help?
struct Node
{
int data;
Node* left;
Node* right;
};
int treeMaxPath(Node* root) {
if (root== NULL)
return 0;
else
return root->data + max(treeMaxPath(root->left), treeMaxPath(root->right));
}
Bottom up process the tree, store the data += max subtrees.
Start at the top and print the value which is now (data - max subtrees) and then print the max child.
Go top down and restore data values, data -= max subtrees.
Notes:
This is O(N) time complexity and O(1) for memory.
Could be changed to store max without modifying data by adding a new variable to Node.
It can easily be modified to print all the max paths in the tree.
int maxChild(const Node *root) {
return max(root->left ? root->left.data : 0,
root->right ? root->right.data : 0);
}
void treeBottomUp(Node* root) {
if (root) {
treeBottomUp(root->left);
treeBottomUp(root->right);
root->data += maxChild(root);
}
}
void treeRestore(Node *root) {
if (root) {
root->data -= maxChild(root);
treeRestore(root->left);
treeRestore(root->right);
}
}
void printMaxPath(const Node* root) {
if (root) {
printf("%d\n", root->data - maxChild(root));
if (root->left && root->left.data >= maxChild(root)) {
printMaxPath(root->left);
} else {
printMaxPath(root->right);
}
}
}
And to do it all:
void solveTree(Node *root) {
treeBottomUp(root);
printMaxPath(root);
treeRestore(root);
}
Return a pair of cost and path. The path can be stored in vector<Node*>.
After completion of call to treeMaxPath for the whole tree (recursive call should complete for the whole tree if you invoke it on the root) you will have the whole tree updated with their depth values.
Now you can easily do a small tracking with a simple loop to traverse from root of the tree along the highest depth values till NULL child is met.
p.s. I'm not sure whether your implementation of treeMaxPath is correct. If the data that you store at a certain node is depth, some parts of your algorithm should be changed.

AVL Tree Rebalancing in C++

I'm working on an AVL tree. I think I've got all of the rotate functions working correctly. I have a rotateleft, rotateright, rotateleftright, and rotaterightleft function. They all take a node as a parameter.I don't know what node to pass to those parameters. Can you take a look at my AVL tree rebalance function and tell me if I have it correct, and what I need to pass to each of these functions. So far, I have the root or the top node, but i think I'm wrong. How do I tell what I need to pass to these functions?
Here is the function:
void BinaryTree::rebalance(Node *N)
{
int count = 1;
if((N->getLeft()->getHeight()) > (N->getRight()->getHeight() + 1))
{
if(N->getLeft()->getLeft()->getHeight() > N->getLeft()->getRight()->getHeight())
{
rotateRight(root);
recalculate(root, count);
}
else
{
rotateLeftRight(root);
recalculate(root, count);
}
}
else if(N->getRight()->getHeight()> N->getLeft()->getHeight() + 1)
{
if(N->getRight()->getRight()->getHeight() > N->getRight()->getLeft()->getHeight())
{
rotateLeft(root);
recalculate(root, count);
}
else
{
rotateRightLeft(root);
recalculate(root, count);
}
}
}
here is my rotate leftright
Node* BinaryTree::rotateLeftRight(Node *N)
{
Node *newNode = new Node();//declares a new Node
newNode = N->getLeft();//sets the node
N->setLeft(rotateLeft(newNode->getLeft());//sets the left subtree
recalculate(root);//recalculates the height
root->setHeight(NULL);//sets the height of the root node
return rotateRight(N);//retuns the tree rotated right
}
and here is my rotate left function.:
Node* BinaryTree::rotateLeft(Node *N)
{
Node *newNode = new Node();//declares a new node
newNode = N->getRight();//sets the new node to the right child of N
N->setRight(newNode->getLeft());//sets the right of N equal to new nodes left child
newNode->setLeft(N);//sets the left child of the new node to N
return newNode;//retuns the newNode
}
if i have the tree 50 20 10 and 15 what do i pass to the each of these functions to rebalance the tree?
There are some errors in your code that you did not do in the one you submitted in another question, that is you don't check for nullary pointers in your code:
you don't check if N is NULL at the begining of the method
you don't check in the line below (and in its symmetrical sibling) if the left and right nodes are NULL
if((N->getLeft()->getHeight()) > (N->getRight()->getHeight() + 1))
Regarding the algorithm itself, it depends on the behaviour of the rotation functions. The algorithm as described in the wikipedia entry explains that the second case in your nested if (the rotateLeftRight and rotateRightLeft methods) should perform 2 rotations. If your rotation functions are conform to that description, you should be alright.
The case of recalculate has been taken care of in an other question, but in this situation, you actually don't need to recalculate the height for the whole subtree, as you correctly told me in comments in that question. The only changing nodes are the ones whose children have been changed. You should perform that computation within each specific rotation method, since each case describe exactly which nodes get updated.

Binary tree stack overflow

I have made a binary tree based on Alex Allain's example found here. It throws a stack overflow exception after adding about 5000-6000 elements to it. Any idea of how to prevent a stack overflow? The cause is that Insert() calls itself recursivly.
Update 3/6/2013
Here is how I refactored the code to avoid stack overflow:
void Insert(Key_T key, Value_T val, QuickMapNode<Key_T, Value_T> *leaf)
{
while (true)
if(key < leaf->key)
{
if(leaf->left) leaf = leaf->left;
else
{
leaf->left = new QuickMapNode<Key_T, Value_T>;
leaf->left->key = key;
leaf->left->val = val;
leaf->left->parent = leaf;
leaf->left->left = NULL; // Sets the left child of the child node to null
leaf->left->right = NULL; // Sets the right child of the child node to null
break;
}
}
else if (key >= leaf->key)
{
if(leaf->right) leaf = leaf->right;
else
{
leaf->right = new QuickMapNode<Key_T, Value_T>;
leaf->right->key = key;
leaf->right->val = val;
leaf->right->parent = leaf;
leaf->right->left = NULL; // Sets the left child of the child node to null
leaf->right->right = NULL; // Sets the right child of the child node to null
break;
}
}
}
Like Öö Tiib said, you should change insert to be not recursive. Every recursive function can be turned into a non-recursive one by storing the data that would go on the stack in some other data structure. This way you can use the heap for those data and don't have the overhead of function calls on the stack (return address etc.) You can often use a vector or list that you use like a stack: take (and pop) the back() of the vector to get the current argument, and in places your current code would recursively call itself, you push_back() what you would have passed to the recursive function call.
Here's the insert() method from your link as an iterative version:
void btree::insert(int key, node *leaf)
{
std::list<node*> leafs;
leafs.push_back(leaf);
while (leafs.size() > 0)
{
leaf = leafs.back();
leafs.pop_back();
if(key < leaf->key_value)
{
if(leaf->left!=NULL)
leafs.push_back(leaf->left);
else
{
leaf->left=new node;
leaf->left->key_value=key;
leaf->left->left=NULL; //Sets the left child of the child node to null
leaf->left->right=NULL; //Sets the right child of the child node to null
}
}
else if(key>=leaf->key_value)
{
if(leaf->right!=NULL)
leafs.push_back(leaf->right);
else
{
leaf->right=new node;
leaf->right->key_value=key;
leaf->right->left=NULL; //Sets the left child of the child node to null
leaf->right->right=NULL; //Sets the right child of the child node to null
}
}
}
}
I ran the code and it seems to work. It's much slower than the recursive version though, not sure why that is ... Both versions work fine with 10000 and more elements, so there's perhaps something else wrong in your implementation ...
Actually, when traversing a binary tree like we do here, there's no need to store any previous information, as we don't do any backtracking. Once the location for the new element is found, we're finished. So we can get rid of the list/vector altogether:
void btree::insert(int key, node *leaf)
{
while (leaf != NULL)
{
if(key < leaf->key_value)
{
if(leaf->left!=NULL)
leaf = leaf->left;
else
{
leaf->left=new node;
leaf->left->key_value=key;
leaf->left->left=NULL; //Sets the left child of the child node to null
leaf->left->right=NULL; //Sets the right child of the child node to null
return;
}
}
else if(key>=leaf->key_value)
{
if(leaf->right!=NULL)
leaf = leaf->right;
else
{
leaf->right=new node;
leaf->right->key_value=key;
leaf->right->left=NULL; //Sets the left child of the child node to null
leaf->right->right=NULL; //Sets the right child of the child node to null
return;
}
}
}
}
Make algorithm of insert that is not recursive. You do need only to search place where to insert so you do not need stack of calls for that.
Taking guesses due to lack of provided details: assume worst case, that after 6000 inserts the stack depth is all 6000 recursive calls. Assume a reasonable stack frame size of maybe 20 bytes - then stack size is 6000 * 20 = 120,000 bytes. If the stack frame is actually 160 bytes (8x larger) then the stak size is 6000 * 160, slightly less than 1MB. I wonder ... is there a limit on your number of elements? What is the allocated stack size?
The comments above tell you how to actually solve the problem (balanced tree). I might add, just about any recursive algorithm can be converted to an iterative algorithm - it isn't as elegant and it will take effort to get it right, but then you won't fill up the stack. But if there really is (not just you think there is) a limit on the number of input elements, then it seems to me you could determine the size of the stack frame for insert and make the stack size large enough to fit #elements * stack frame size, the worst case, plus a little more for whatever extra is on the stack.
As mentioned above the most likely cause is the stack overflow due to too many recursive insert calls
The following are the different options
Use a self balancing tree http://en.wikipedia.org/wiki/Self-balancing_binary_search_tree
Use a non recursive tree decent algorithmn.Lookk at this example Non-recursive add function in a binary tree using c++

Binary tree Basics in C++

I have a binary tree data structure of:
//Declare Data Structure
struct CP {
int id; //ID of the Node
int data; //Data of the Node
CP * left; //Pointer to the Left Subtree
CP * right; //Pointer to the Right Subtree
};
typedef CP * CPPtr;
Without changing the tree structure, how do I actually calculate the depth if given a node id. (id is a unique indicator to each tree node)
your code is lack of some base steps or necessary initializations.
BTree_Helper(BTree *Tree){// this is roughly written like pseudo code
if(TLeft == NULL && TRight == NULL){
depth of tree = 0 ;
}
else if (TLeft == NULL){
depth of tree = depth of right tree ;
}
else if(TRight==NULL){
depth of tree = depth of left tree;
}
else{
depth of tree = the maximum between depth of left and depth of right;
}
}
I just gave some hints for your convinence.
Think carefully and try as many test suites as possible.
Going off of what y26jin suggested, maybe something like this?
BTree_Helper(CP *TreeNode) {
CP *TLeft = TreeNode->left;
CP *TRight = TreeNode->right;
if(TLeft == NULL && TRight == NULL){
return 0;
}
else if (TLeft == NULL){
return 1+(BTree_Helper(TRight));
}
else if(TRight==NULL){
return 1+(BTree_Helper(TLeft));
}
else{
return 1+max(BTree_Helper(TLeft),BTree_Helper(TRight));
}
}
I can't actually test the code right now, sorry if I'm way off here. But I think something along these lines should work.
I'm going to assume that id is the search key for the tree. In other words, the id of any node on the left subtree is less than the id of this node, and the id of any node on the right subtree is greater than the id of this node. Also, id is assumed to be unique.
To find a node with a given ID, given a pointer to the root node of the tree, you just do:
CP* find(CP* root, int searchID)
{
// Starting point.
CP* node = root;
while(node)
{
// Search hit?
if(node->id == searchID)
return node;
// Turn left or right?
if(node->id < searchID)
node = node->left;
else
node = node->right;
}
return 0; // No node with the given ID found.
}
Finding depth is a simple modification of this function: instead of returning a node, you keep count of how many levels you descend. A depth of 0 means the root node is what you want; a depth of 1 means either the left or right nodes; a depth of 2 means any of their direct children, etc. So it's really how many times you have to loop:
int depth(CP* root, int searchID)
{
// Starting point.
CP* node = root;
int depth = 0;
while(node)
{
// Search hit?
if(node->id == searchID)
return depth;
// Descending a level...
++depth;
// Turn left or right?
if(node->id < searchID)
node = node->left;
else
node = node->right;
}
return -1; // No node with the given ID found.
}
Note the special value -1 for "not found".
I recommend storing the depth of a node's subtree in that node. Then you can just update the depth of the tree as you add nodes to it. Whenever you add a node, back out of the tree, updating the depth of each node along the path to the root on the way out. If at any point, the new depth of a node's modified subtree is not greater than the depth of the node's other subtree, you can short-circuit.
The benefits to this approach are:
It's worst-case performance is O(log n) (assuming that the tree is balanced).
It is extremely easy to write non-recursively
Read about basic tree/graph search algorithms: breadth-first search (BFS) and depth-first search (DFS). Try implementing DFS both recursively and with an explicit stack<T>. Implement BFS using a queue<T>.
Pay attention to the efficiency of your approach. If you want to look-up the depth of nodes repeatedly it will probably be much faster to store the depth of every node in the tree in some sort of look-up table. Ideally a hash table but a map<T1, T2> will do in most cases.
You'll learn a lot from the above exercises. Good luck!
You can calculate the depth from any node using recursion:
int countChildren(CPPtr node) {
if ( node != null )
return 1 + countChildren(node->left) + countChildren(node->right);
else
return 0;
}
You have to pass pointers to lDepth and rDepth, not the values themselves, like so:
nodeDepth_Helper(tree,id, &lDepth, &rDepth);
Furthermore, I think the arguments to nodeDepth_helper should be declared as pointers to ints:
void nodeDepth_Helper(CPPtr tree, int id, int* lDepth,int* rDepth)
making these changes throughout should fix your problem.

Calculate height of a tree

I am trying to calculate the height of a tree. I am doing it with the code written below.
#include<iostream.h>
struct tree
{
int data;
struct tree * left;
struct tree * right;
};
typedef struct tree tree;
class Tree
{
private:
int n;
int data;
int l,r;
public:
tree * Root;
Tree(int x)
{
n=x;
l=0;
r=0;
Root=NULL;
}
void create();
int height(tree * Height);
};
void Tree::create()
{
//Creting the tree structure
}
int Tree::height(tree * Height)
{
if(Height->left==NULL && Height->right==NULL)
{return 0;
}
else
{
l=height(Height->left);
r=height(Height->right);
if (l>r)
{l=l+1;
return l;
}
else
{
r=r+1;
return r;
}
}
}
int main()
{
Tree A(10);//Initializing 10 node Tree object
A.create();//Creating a 10 node tree
cout<<"The height of tree"<<A.height(A.Root);*/
}
It gives me the correct result.
But in some posts(googled page) it was suggested to do a Postorder traversal and use this height method to calculate the height. Any specific reason?
But isn't a postorder traversal precisely what you are doing? Assuming left and right are both non-null, you first do height(left), then height(right), and then some processing in the current node. That's postorder traversal according to me.
But I would write it like this:
int Tree::height(tree *node) {
if (!node) return -1;
return 1 + max(height(node->left), height(node->right));
}
Edit: depending on how you define tree height, the base case (for an empty tree) should be 0 or -1.
The code will fail in trees where at least one of the nodes has only one child:
// code snippet (space condensed for brevity)
int Tree::height(tree * Height) {
if(Height->left==NULL && Height->right==NULL) { return 0; }
else {
l=height(Height->left);
r=height(Height->right);
//...
If the tree has two nodes (the root and either a left or right child) calling the method on the root will not fulfill the first condition (at least one of the subtrees is non-empty) and it will call recursively on both children. One of them is null, but still it will dereference the null pointer to perform the if.
A correct solution is the one posted by Hans here. At any rate you have to choose what your method invariants are: either you allow calls where the argument is null and you handle that gracefully or else you require the argument to be non-null and guarantee that you do not call the method with null pointers.
The first case is safer if you do not control all entry points (the method is public as in your code) since you cannot guarantee that external code will not pass null pointers. The second solution (changing the signature to reference, and making it a member method of the tree class) could be cleaner (or not) if you can control all entry points.
The height of the tree doesn't change with the traversal. It remains constant. It's the sequence of the nodes that change depending on the traversal.
Definitions from wikipedia.
Preorder (depth-first):
Visit the root.
Traverse the left subtree.
Traverse the right subtree.
Inorder (symmetrical):
Traverse the left subtree.
Visit the root.
Traverse the right subtree.
Postorder:
Traverse the left subtree.
Traverse the right subtree.
Visit the root.
"Visit" in the definitions means "calculate height of node". Which in your case is either zero (both left and right are null) or 1 + combined height of children.
In your implementation, the traversal order doesn't matter, it would give the same results. Cant really tell you anything more than that without a link to your source stating postorder is to prefer.
Here is answer :
int Help :: heightTree (node *nodeptr)
{
if (!nodeptr)
return 0;
else
{
return 1 + max (heightTree (nodeptr->left), heightTree (nodeptr->right));
}
}