I need help adjusting the createTree function.
Which accepts a string and after that character by character traverses it, creating a binary tree based on it
If it encounters the character 0, it recursively creates two sub-branches.
If it encounters another character, it saves it in the leaf node.
For the string in the example, I need to make a tree as in the picture, but the function does not work properly for me. Thank you in advance for your advice.
int x = 0;
Node* createTree(string str, int si, int ei)
{
if (si > ei)
return NULL;
Node *root = new Node((str[si] - '0'));
if(str[si] != '0')
{
x++;
root->m_Data = (str[si] - '0');
return root;
}
if(str[si]=='0')
{
x++;
root->m_Left = createTree(str,x,ei);
root->m_Right = createTree(str,x,ei);
}
return root;
}
int main ()
{
string str = "050067089";
Node *node = createTree(str,0,str.length());
printPreorder(node);
return 0;
}
The problem can quite easily be broken down into small steps (what you partly did in your question).
Start iterating at the first character
Create the root node
If the current character is non-zero, set the value of this node to this character
If current character is a zero, set this node to zero, create a left and a right node and get back to step 3 for every one of them. (That's the recursive part.)
Below is my implementation of this algorithm.
First, a little bit of setting up:
#include <iostream>
#include <string>
#include <memory>
struct Node;
// Iterator to a constant character, NOT a constant iterator
using StrConstIt = std::string::const_iterator;
using UniqueNode = std::unique_ptr<Node>;
struct Node
{
int value;
UniqueNode p_left;
UniqueNode p_right;
Node(int value)
: value(value) {}
Node(int value, UniqueNode p_left, UniqueNode p_right)
: value(value), p_left(std::move(p_left)), p_right(std::move(p_right)) {}
};
As you can see, I'm using std::unique_ptr for managing memory. This way, you don't have to worry about manually deallocating memory. Using smart pointers is often considered the more "modern" approach, and they should virtually always be preferred over raw pointers.
UniqueNode p_createNodeAndUpdateIterator(StrConstIt& it, StrConstIt stringEnd)
{
if (it >= stringEnd)
return nullptr;
UniqueNode node;
if (*it == '0')
// Create node with appropriate value
// Create branches and increment iterator
node = std::make_unique<Node>(
0,
p_createNodeAndUpdateIterator(++it, stringEnd),
p_createNodeAndUpdateIterator(it, stringEnd)
);
else
{
// Create leaf node with appropriate value
node = std::make_unique<Node>(*it - '0');
// Increment iterator
++it;
}
return node;
}
UniqueNode p_createTree(StrConstIt begin, StrConstIt end)
{
return p_createNodeAndUpdateIterator(begin, end);
}
The first function takes a reference to the iterator to the next character it should process. That is because you can't know how much characters a branch will have in its leaf nodes beforehand. Therefore, as the function's name suggests, it will update the iterator with the processing of each character.
I'm using iterators instead of a string and indices. They are clearer and easier to work with in my opinion — changing it back should be fairly easy anyway.
The second function is basically syntactic sugar: it is just there so that you don't have to pass an lvalue as the first argument.
You can then just call p_createTree with:
int main()
{
std::string str = "050067089";
UniqueNode p_root = p_createTree(str.begin(), str.end());
return 0;
}
I also wrote a function to print out the tree's nodes for debugging:
void printTree(const UniqueNode& p_root, int indentation = 0)
{
// Print the value of the node
for (int i(0); i < indentation; ++i)
std::cout << "| ";
std::cout << p_root->value << '\n';
// Do nothing more in case of a leaf node
if (!p_root->p_left.get() && !p_root->p_right.get())
;
// Otherwise, print a blank line for empty children
else
{
if (p_root->p_left.get())
printTree(p_root->p_left, indentation + 1);
else
std::cout << '\n';
if (p_root->p_right.get())
printTree(p_root->p_right, indentation + 1);
else
std::cout << '\n';
}
}
Assuming that the code which is not included in your question is correct, there is only one issue that could pose a problem if more than one tree is built. The problem is that x is a global variable which your functions change as a side-effect. But if that x is not reset before creating another tree, things will go wrong.
It is better to make x a local variable, and pass it by reference.
A minor thing: don't use NULL but nullptr.
Below your code with that change and the class definition included. I also include a printSideways function, which makes it easier to see that the tree has the expected shape:
#include <iostream>
using namespace std;
class Node {
public:
int m_Data;
Node* m_Left = nullptr;
Node* m_Right = nullptr;
Node(int v) : m_Data(v) {}
};
// Instead of si, accept x by reference:
Node* createTree(string str, int &x, int ei)
{
if (x >= ei)
return nullptr;
Node *root = new Node((str[x] - '0'));
if(str[x] != '0')
{
root->m_Data = (str[x] - '0');
x++;
return root;
}
if(str[x]=='0')
{
x++;
root->m_Left = createTree(str,x,ei);
root->m_Right = createTree(str,x,ei);
}
return root;
}
// Overload with a wrapper that defines x
Node* createTree(string str)
{
int x = 0;
return createTree(str, x, str.length());
}
// Utility function to visualise the tree with the root at the left
void printSideways(Node *node, string tab) {
if (node == nullptr) return;
printSideways(node->m_Right, tab + " ");
cout << tab << node->m_Data << "\n";
printSideways(node->m_Left, tab + " ");
}
// Wrapper for above function
void printSideways(Node *node) {
printSideways(node, "");
}
int main ()
{
string str = "050067089";
Node *node = createTree(str);
printSideways(node);
return 0;
}
So, as you see, nothing much was altered. Just si was replaced with x, which is passed around by reference, and x is defined locally in a wrapper function.
Here is the output:
9
0
8
0
7
0
6
0
5
I think I am close to finishing this implementation of A* but my mind is becoming fried and am looking for pointers on what I should be doing to complete it.
My current problem is that my function that runs through A* remains stuck on the same node, as in the current node never moves into any other of the open nodes.
Here is my main function, note that the heuristic(Node &n1, Node &n2) function is currently set to always to return 0, so it should currently be working more like a Dijkstra algorithm rather than A*. Also, movement is restricted to the NESW plane, no diagonal movement, so distance_between(Node &n1, Node &n2) always returns 1.
void astar(Node start_, Node end_) {
Node start = start_;
Node end = end_;
// compute f,g,h for the start node
start.g = 0;
start.h = heuristic(start, end);
start.f = start.g + start.h;
// insert start node into the open set
openNodes.insert(&start);
// while the set of open nodes is not empty
while (openNodes.size() > 0) {
// pick the most promising node to look at next
Node currentNode;
cout << "currentNode before: ";
currentNode.displaylocation();
// go through all the open nodes and find the one with the smallest 'f' value
Node* minf = (*openNodes.begin()); // set initial value for minimum f to be the first node in the set of open nodes
for (auto n : openNodes) {
if (n->f <= minf->f) {
minf = n;
}
}
currentNode = *minf; // set the current node to the node that holds the smallest 'f' value
cout << "currentNode after: ";
currentNode.displaylocation();
// if the current node is the end node, then we have found a path
if (currentNode.type == -3) {
break;
}
// remove the current node from the set of open nodes, and add it to the set of closed nodes
openNodes.erase(¤tNode);
closedNodes.insert(¤tNode);
// go through the currents node's neighbours
for (auto n : neighbours(currentNode)) {
cout << "neighbour local: " << n.location.x << "," << n.location.y << "\n";
if (closedNodes.count(&n) == 0 && n.type != -2) { // if this node is neither closed or a blocker
int new_g = currentNode.g + distance_between(currentNode, n);
if (openNodes.count(&n) != 0) { // if we have not seen this node before, add to the open set
openNodes.insert(&n);
}
else if (new_g >= n.g) { // else if we have seen this node before, and already found a shorter path to it from the starting node
}
n.g = new_g;
n.f = n.g + heuristic(n, end);
n.parent_ = ¤tNode;
}
}
cout << "\n A* run success! \n";
//break;
}
}
Here is the deceleration of things like the Node struct and the global variables:
// The size of the grid
#define WIDTH 6
#define HEIGHT 6
// Holds values for x and y locations on the grid
struct Coord {
int x, y;
};
// holds data for each node required for A*
struct Node {
int type; // used for defining if this node is a blocker, empty, start or end
Coord location;
int g = 0;
int h = 0;
int f = g + h;
Node *parent_; // pointer to this node's parent
std::string debugmessage;
void displaylocation() {
std::cout << "I am the node at: " << location.x << "," << location.y << "\n";
}
};
// The 2D grid array for A*, requiring a Node struct to store the data of each cell
Node astarArray[WIDTH][HEIGHT];
// Sets for A*
std::set<Node *> openNodes; // contains the nodes that are yet to be considered (if this is empty, then there are no more paths to consider or there is no path)
std::set<Node *> closedNodes; // contains the nodes that have already been considered (if the end node is placed in here, a path has been found)
// stores the start and end values for A*
Node start_A, end_A;
void astar(Node start_, Node end_);
int distance_between(Node& n1, Node& n2);
int heuristic(Node& n1, Node& n2);
std::list<Node> neighbours(Node& n_);
// returns the distance between two nodes for A*
int distance_between(Node& n1, Node& n2) {
return 1; // always return 1 as we are working in a grid restricted to NSEW movement
}
int heuristic(Node& n1, Node& n2) {
return 0; // return 0 to work as a Dijkstra algorithm rather than A*
}
// finds a node's neighbours for A*
std::list<Node> neighbours(Node& n_) {
std::list<Node> neighbours_;
int x = n_.location.x;
int y = n_.location.y;
// start at the location belonging to 'n_'
//for (int y = n_.location.y; y < HEIGHT; y++) {
//for (int x = n_.location.x; x < WIDTH; x++) {
// east
if (x < WIDTH - 1) {
neighbours_.push_back(astarArray[x + 1][y]);
}
// west
if (x > 0) {
neighbours_.push_back(astarArray[x - 1][y]);
}
// south
if (y < HEIGHT - 1) {
neighbours_.push_back(astarArray[x][y + 1]);
}
// north
if (y > 0) {
neighbours_.push_back(astarArray[x][y -1]);
}
//}
//}
return neighbours_;
}
Thank you very much for reading and for any help you can give. I will provide more code if required.
The main problem you have is that you are using the pointers (mem address) to find out if a node is in your set or not.
currentNode = *minf; // set the current node to the node that holds the smallest 'f' value
Then you copy to currentNode the contents of minf.
currentNode will have a different address from the pointer to minf
openNodes.erase(¤tNode); will not remove minf because currentNode does not have the same address.
I would suggest you investigate more on how to implement A* as you are missing some steps. Look for priority queues.
Instead of the mem address of the node, use the position index for that node in the grid (pos.x * numCols) + pos.y
I have to count for each subtree the number of leaves with even label whose father has odd label and the number of leaves with odd label whose father has even label and store that number in the subtree's node.
For example : this tree (the output is on the left).
This is my code
struct node {
int label;
node*right;
node*left;
int L; //i use this to store the number of leaves
};
void addnodeBST(node*&tree, int l) { //adds a node
if (!tree) {
tree = new node;
tree->label = l;
tree->right = tree->left = 0;
tree->L = 0;
return;
}
if (l < tree->label)
addnodeBST(tree->left, l);
if (l > tree->label)
addnodeBST(tree->right, l);
}
int counter(node*tree, int x) {
if (!tree)
return 0;
if ((!tree->left && !tree->right) && ((x % 2 == 0 && tree->label % 2 ==
1) || (x % 2 == 1 && tree->label % 2 == 0)))
return 1;
return counter(tree->left, tree->label) + counter(tree->right, tree-
>label);
}
void updateNode(node*tree) {
if (!tree)
return;
tree->L = counter(tree, 0);
if (!tree->right && !tree->left)
tree->L = 0;
updateNode(tree->left);
updateNode(tree->right);
}
It works, what is not fine are the functions "counter" and "updateNode" together.
"Counter" counts the number of leaves that are to be counted.
"UpdateNode" utilizes "counter" to count and then store the number of leaves in each subtree into L (which i defined in the struct).
This way i have a recursive function into another recursive function and i visit each node multiple times.
How can i optimize my code?
This way i have a recursive function into another recursive function and i visit each node multiple times.
The part before andmakes your code ugly, but the real devil lies in how you chose to traverse the tree.
In your updateNode function, the value of L for a node is simply sum of it's left and right subtree. So instead of calling them at the end of your function (preorder) like you do now, if you call them earlier (postorder); now you know their L and instead of calling counter, you simply add them up. You visit every node exactly once.
You can completely delete your counter function.
Here is modified code (comments explain the code) :
//helper to check leaves, null nodes are not leaf
bool isLeaf(node* tree){
return (tree && (!tree->right) && (!tree->left));
}
//change return type to catch child node's 'L' value through recursive calls
int updateNode(node*tree) {
if (!tree) return 0; //0 for null, for example tree->right for '24'
if (isLeaf(tree)) tree->L = 0; //All the leaves
int a,b;
//find 'L' for left child into a
if(isLeaf(tree->left)){
if(tree->left->label%2!=tree->label%2) a=1; //this will be true for '24' and '10'
else a=0;
}
else a = updateNode(tree->left);
//Now find 'L' for right child into b
if(isLeaf(tree->right)){ //this will be true for '10'
if(tree->right->label%2!=tree->label%2) b=1;
else b=0;
}
else b = updateNode(tree->right);
//combine them
tree->L = a+b; //this will be true for '20'
return tree->L; //return for parent's sake
}
And driver to run it:
void inorder(node* tree){
if(!tree) return ;
inorder(tree->left);
printf("%d : %d %d\n",tree->label,tree->L,isLeaf(tree) );
inorder(tree->right);
}
int main(int argc, char const *argv[])
{
node* tree = 0;
addnodeBST(tree,20);
addnodeBST(tree,10);
addnodeBST(tree,24);
addnodeBST(tree,17);
addnodeBST(tree,23);
addnodeBST(tree,5);
updateNode(tree);
inorder(tree);
return 0;
}
And..your addnodeBST will fail for equal values. Change the second if to else.
I have an array of a few million numbers.
double* const data = new double (3600000);
I need to iterate through the array and find the range (the largest value in the array minus the smallest value). However, there is a catch. I only want to find the range where the smallest and largest values are within 1,000 samples of each other.
So I need to find the maximum of: range(data + 0, data + 1000), range(data + 1, data + 1001), range(data + 2, data + 1002), ...., range(data + 3599000, data + 3600000).
I hope that makes sense. Basically I could do it like above, but I'm looking for a more efficient algorithm if one exists. I think the above algorithm is O(n), but I feel that it's possible to optimize. An idea I'm playing with is to keep track of the most recent maximum and minimum and how far back they are, then only backtrack when necessary.
I'll be coding this in C++, but a nice algorithm in pseudo code would be just fine. Also, if this number I'm trying to find has a name, I'd love to know what it is.
Thanks.
This type of question belongs to a branch of algorithms called streaming algorithms. It is the study of problems which require not only an O(n) solution but also need to work in a single pass over the data. the data is inputted as a stream to the algorithm, the algorithm can't save all of the data and then and then it is lost forever. the algorithm needs to get some answer about the data, such as for instance the minimum or the median.
Specifically you are looking for a maximum (or more commonly in literature - minimum) in a window over a stream.
Here's a presentation on an article that mentions this problem as a sub problem of what they are trying to get at. it might give you some ideas.
I think the outline of the solution is something like that - maintain the window over the stream where in each step one element is inserted to the window and one is removed from the other side (a sliding window). The items you actually keep in memory aren't all of the 1000 items in the window but a selected representatives which are going to be good candidates for being the minimum (or maximum).
read the article. it's abit complex but after 2-3 reads you can get the hang of it.
The algorithm you describe is really O(N), but i think the constant is too high. Another solution which looks reasonable is to use O(N*log(N)) algorithm the following way:
* create sorted container (std::multiset) of first 1000 numbers
* in loop (j=1, j<(3600000-1000); ++j)
- calculate range
- remove from the set number which is now irrelevant (i.e. in index *j - 1* of the array)
- add to set new relevant number (i.e. in index *j+1000-1* of the array)
I believe it should be faster, because the constant is much lower.
This is a good application of a min-queue - a queue (First-In, First-Out = FIFO) which can simultaneously keep track of the minimum element it contains, with amortized constant-time updates. Of course, a max-queue is basically the same thing.
Once you have this data structure in place, you can consider CurrentMax (of the past 1000 elements) minus CurrentMin, store that as the BestSoFar, and then push a new value and pop the old value, and check again. In this way, keep updating BestSoFar until the final value is the solution to your question. Each single step takes amortized constant time, so the whole thing is linear, and the implementation I know of has a good scalar constant (it's fast).
I don't know of any documentation on min-queue's - this is a data structure I came up with in collaboration with a coworker. You can implement it by internally tracking a binary tree of the least elements within each contiguous sub-sequence of your data. It simplifies the problem that you'll only pop data from one end of the structure.
If you're interested in more details, I can try to provide them. I was thinking of writing this data structure up as a paper for arxiv. Also note that Tarjan and others previously arrived at a more powerful min-deque structure that would work here, but the implementation is much more complex. You can google for "mindeque" to read about Tarjan et al.'s work.
std::multiset<double> range;
double currentmax = 0.0;
for (int i = 0; i < 3600000; ++i)
{
if (i >= 1000)
range.erase(range.find(data[i-1000]));
range.insert(data[i]);
if (i >= 999)
currentmax = max(currentmax, *range.rbegin());
}
Note untested code.
Edit: fixed off-by-one error.
read in the first 1000 numbers.
create a 1000 element linked list which tracks the current 1000 number.
create a 1000 element array of pointers to linked list nodes, 1-1 mapping.
sort the pointer array based on linked list node's values. This will rearrange the array but keep the linked list intact.
you can now calculate the range for the first 1000 numbers by examining the first and last element of the pointer array.
remove the first inserted element, which is either the head or the tail depending on how you made your linked list. Using the node's value perform a binary search on the pointer array to find the to-be-removed node's pointer, and shift the array one over to remove it.
add the 1001th element to the linked list, and insert a pointer to it in the correct position in the array, by performing one step of an insertion sort. This will keep the array sorted.
now you have the min. and max. value of the numbers between 1 and 1001, and can calculate the range using the first and last element of the pointer array.
it should now be obvious what you need to do for the rest of the array.
The algorithm should be O(n) since the delete and insertion is bounded by log(1e3) and everything else takes constant time.
I decided to see what the most efficient algorithm I could think of to solve this problem was using actual code and actual timings. I first created a simple solution, one that tracks the min/max for the previous n entries using a circular buffer, and a test harness to measure the speed. In the simple solution, each data value is compared against the set of min/max values, so that's about window_size * count tests (where window size in the original question is 1000 and count is 3600000).
I then thought about how to make it faster. First off, I created a solution that used a fifo queue to store window_size values and a linked list to store the values in ascending order where each node in the linked list was also a node in the queue. To process a data value, the item at the end of the fifo was removed from the linked list and the queue. The new value was added to the start of the queue and a linear search was used to find the position in the linked list. The min and max values could then be read from the start and end of the linked list. This was quick, but wouldn't scale well with increasing window_size (i.e. linearly).
So I decided to add a binary tree to the system to try to speed up the search part of the algorithm. The final timings for window_size = 1000 and count = 3600000 were:
Simple: 106875
Quite Complex: 1218
Complex: 1219
which was both expected and unexpected. Expected in that using a sorted linked list helped, unexpected in that the overhead of having a self balancing tree didn't offset the advantage of a quicker search. I tried the latter two with an increased window size and found that the were always nearly identical up to a window_size of 100000.
Which all goes to show that theorising about algorithms is one thing, implementing them is something else.
Anyway, for those that are interested, here's the code I wrote (there's quite a bit!):
Range.h:
#include <algorithm>
#include <iostream>
#include <ctime>
using namespace std;
// Callback types.
typedef void (*OutputCallback) (int min, int max);
typedef int (*GeneratorCallback) ();
// Declarations of the test functions.
clock_t Simple (int, int, GeneratorCallback, OutputCallback);
clock_t QuiteComplex (int, int, GeneratorCallback, OutputCallback);
clock_t Complex (int, int, GeneratorCallback, OutputCallback);
main.cpp:
#include "Range.h"
int
checksum;
// This callback is used to get data.
int CreateData ()
{
return rand ();
}
// This callback is used to output the results.
void OutputResults (int min, int max)
{
//cout << min << " - " << max << endl;
checksum += max - min;
}
// The program entry point.
void main ()
{
int
count = 3600000,
window = 1000;
srand (0);
checksum = 0;
std::cout << "Simple: Ticks = " << Simple (count, window, CreateData, OutputResults) << ", checksum = " << checksum << std::endl;
srand (0);
checksum = 0;
std::cout << "Quite Complex: Ticks = " << QuiteComplex (count, window, CreateData, OutputResults) << ", checksum = " << checksum << std::endl;
srand (0);
checksum = 0;
std::cout << "Complex: Ticks = " << Complex (count, window, CreateData, OutputResults) << ", checksum = " << checksum << std::endl;
}
Simple.cpp:
#include "Range.h"
// Function to actually process the data.
// A circular buffer of min/max values for the current window is filled
// and once full, the oldest min/max pair is sent to the output callback
// and replaced with the newest input value. Each value inputted is
// compared against all min/max pairs.
void ProcessData
(
int count,
int window,
GeneratorCallback input,
OutputCallback output,
int *min_buffer,
int *max_buffer
)
{
int
i;
for (i = 0 ; i < window ; ++i)
{
int
value = input ();
min_buffer [i] = max_buffer [i] = value;
for (int j = 0 ; j < i ; ++j)
{
min_buffer [j] = min (min_buffer [j], value);
max_buffer [j] = max (max_buffer [j], value);
}
}
for ( ; i < count ; ++i)
{
int
index = i % window;
output (min_buffer [index], max_buffer [index]);
int
value = input ();
min_buffer [index] = max_buffer [index] = value;
for (int k = (i + 1) % window ; k != index ; k = (k + 1) % window)
{
min_buffer [k] = min (min_buffer [k], value);
max_buffer [k] = max (max_buffer [k], value);
}
}
output (min_buffer [count % window], max_buffer [count % window]);
}
// A simple method of calculating the results.
// Memory management is done here outside of the timing portion.
clock_t Simple
(
int count,
int window,
GeneratorCallback input,
OutputCallback output
)
{
int
*min_buffer = new int [window],
*max_buffer = new int [window];
clock_t
start = clock ();
ProcessData (count, window, input, output, min_buffer, max_buffer);
clock_t
end = clock ();
delete [] max_buffer;
delete [] min_buffer;
return end - start;
}
QuiteComplex.cpp:
#include "Range.h"
template <class T>
class Range
{
private:
// Class Types
// Node Data
// Stores a value and its position in various lists.
struct Node
{
Node
*m_queue_next,
*m_list_greater,
*m_list_lower;
T
m_value;
};
public:
// Constructor
// Allocates memory for the node data and adds all the allocated
// nodes to the unused/free list of nodes.
Range
(
int window_size
) :
m_nodes (new Node [window_size]),
m_queue_tail (m_nodes),
m_queue_head (0),
m_list_min (0),
m_list_max (0),
m_free_list (m_nodes)
{
for (int i = 0 ; i < window_size - 1 ; ++i)
{
m_nodes [i].m_list_lower = &m_nodes [i + 1];
}
m_nodes [window_size - 1].m_list_lower = 0;
}
// Destructor
// Tidy up allocated data.
~Range ()
{
delete [] m_nodes;
}
// Function to add a new value into the data structure.
void AddValue
(
T value
)
{
Node
*node = GetNode ();
// clear links
node->m_queue_next = 0;
// set value of node
node->m_value = value;
// find place to add node into linked list
Node
*search;
for (search = m_list_max ; search ; search = search->m_list_lower)
{
if (search->m_value < value)
{
if (search->m_list_greater)
{
node->m_list_greater = search->m_list_greater;
search->m_list_greater->m_list_lower = node;
}
else
{
m_list_max = node;
}
node->m_list_lower = search;
search->m_list_greater = node;
}
}
if (!search)
{
m_list_min->m_list_lower = node;
node->m_list_greater = m_list_min;
m_list_min = node;
}
}
// Accessor to determine if the first output value is ready for use.
bool RangeAvailable ()
{
return !m_free_list;
}
// Accessor to get the minimum value of all values in the current window.
T Min ()
{
return m_list_min->m_value;
}
// Accessor to get the maximum value of all values in the current window.
T Max ()
{
return m_list_max->m_value;
}
private:
// Function to get a node to store a value into.
// This function gets nodes from one of two places:
// 1. From the unused/free list
// 2. From the end of the fifo queue, this requires removing the node from the list and tree
Node *GetNode ()
{
Node
*node;
if (m_free_list)
{
// get new node from unused/free list and place at head
node = m_free_list;
m_free_list = node->m_list_lower;
if (m_queue_head)
{
m_queue_head->m_queue_next = node;
}
m_queue_head = node;
}
else
{
// get node from tail of queue and place at head
node = m_queue_tail;
m_queue_tail = node->m_queue_next;
m_queue_head->m_queue_next = node;
m_queue_head = node;
// remove node from linked list
if (node->m_list_lower)
{
node->m_list_lower->m_list_greater = node->m_list_greater;
}
else
{
m_list_min = node->m_list_greater;
}
if (node->m_list_greater)
{
node->m_list_greater->m_list_lower = node->m_list_lower;
}
else
{
m_list_max = node->m_list_lower;
}
}
return node;
}
// Member Data.
Node
*m_nodes,
*m_queue_tail,
*m_queue_head,
*m_list_min,
*m_list_max,
*m_free_list;
};
// A reasonable complex but more efficent method of calculating the results.
// Memory management is done here outside of the timing portion.
clock_t QuiteComplex
(
int size,
int window,
GeneratorCallback input,
OutputCallback output
)
{
Range <int>
range (window);
clock_t
start = clock ();
for (int i = 0 ; i < size ; ++i)
{
range.AddValue (input ());
if (range.RangeAvailable ())
{
output (range.Min (), range.Max ());
}
}
clock_t
end = clock ();
return end - start;
}
Complex.cpp:
#include "Range.h"
template <class T>
class Range
{
private:
// Class Types
// Red/Black tree node colours.
enum NodeColour
{
Red,
Black
};
// Node Data
// Stores a value and its position in various lists and trees.
struct Node
{
// Function to get the sibling of a node.
// Because leaves are stored as null pointers, it must be possible
// to get the sibling of a null pointer. If the object is a null pointer
// then the parent pointer is used to determine the sibling.
Node *Sibling
(
Node *parent
)
{
Node
*sibling;
if (this)
{
sibling = m_tree_parent->m_tree_less == this ? m_tree_parent->m_tree_more : m_tree_parent->m_tree_less;
}
else
{
sibling = parent->m_tree_less ? parent->m_tree_less : parent->m_tree_more;
}
return sibling;
}
// Node Members
Node
*m_queue_next,
*m_tree_less,
*m_tree_more,
*m_tree_parent,
*m_list_greater,
*m_list_lower;
NodeColour
m_colour;
T
m_value;
};
public:
// Constructor
// Allocates memory for the node data and adds all the allocated
// nodes to the unused/free list of nodes.
Range
(
int window_size
) :
m_nodes (new Node [window_size]),
m_queue_tail (m_nodes),
m_queue_head (0),
m_tree_root (0),
m_list_min (0),
m_list_max (0),
m_free_list (m_nodes)
{
for (int i = 0 ; i < window_size - 1 ; ++i)
{
m_nodes [i].m_list_lower = &m_nodes [i + 1];
}
m_nodes [window_size - 1].m_list_lower = 0;
}
// Destructor
// Tidy up allocated data.
~Range ()
{
delete [] m_nodes;
}
// Function to add a new value into the data structure.
void AddValue
(
T value
)
{
Node
*node = GetNode ();
// clear links
node->m_queue_next = node->m_tree_more = node->m_tree_less = node->m_tree_parent = 0;
// set value of node
node->m_value = value;
// insert node into tree
if (m_tree_root)
{
InsertNodeIntoTree (node);
BalanceTreeAfterInsertion (node);
}
else
{
m_tree_root = m_list_max = m_list_min = node;
node->m_tree_parent = node->m_list_greater = node->m_list_lower = 0;
}
m_tree_root->m_colour = Black;
}
// Accessor to determine if the first output value is ready for use.
bool RangeAvailable ()
{
return !m_free_list;
}
// Accessor to get the minimum value of all values in the current window.
T Min ()
{
return m_list_min->m_value;
}
// Accessor to get the maximum value of all values in the current window.
T Max ()
{
return m_list_max->m_value;
}
private:
// Function to get a node to store a value into.
// This function gets nodes from one of two places:
// 1. From the unused/free list
// 2. From the end of the fifo queue, this requires removing the node from the list and tree
Node *GetNode ()
{
Node
*node;
if (m_free_list)
{
// get new node from unused/free list and place at head
node = m_free_list;
m_free_list = node->m_list_lower;
if (m_queue_head)
{
m_queue_head->m_queue_next = node;
}
m_queue_head = node;
}
else
{
// get node from tail of queue and place at head
node = m_queue_tail;
m_queue_tail = node->m_queue_next;
m_queue_head->m_queue_next = node;
m_queue_head = node;
// remove node from tree
node = RemoveNodeFromTree (node);
RebalanceTreeAfterDeletion (node);
// remove node from linked list
if (node->m_list_lower)
{
node->m_list_lower->m_list_greater = node->m_list_greater;
}
else
{
m_list_min = node->m_list_greater;
}
if (node->m_list_greater)
{
node->m_list_greater->m_list_lower = node->m_list_lower;
}
else
{
m_list_max = node->m_list_lower;
}
}
return node;
}
// Rebalances the tree after insertion
void BalanceTreeAfterInsertion
(
Node *node
)
{
node->m_colour = Red;
while (node != m_tree_root && node->m_tree_parent->m_colour == Red)
{
if (node->m_tree_parent == node->m_tree_parent->m_tree_parent->m_tree_more)
{
Node
*uncle = node->m_tree_parent->m_tree_parent->m_tree_less;
if (uncle && uncle->m_colour == Red)
{
node->m_tree_parent->m_colour = Black;
uncle->m_colour = Black;
node->m_tree_parent->m_tree_parent->m_colour = Red;
node = node->m_tree_parent->m_tree_parent;
}
else
{
if (node == node->m_tree_parent->m_tree_less)
{
node = node->m_tree_parent;
LeftRotate (node);
}
node->m_tree_parent->m_colour = Black;
node->m_tree_parent->m_tree_parent->m_colour = Red;
RightRotate (node->m_tree_parent->m_tree_parent);
}
}
else
{
Node
*uncle = node->m_tree_parent->m_tree_parent->m_tree_more;
if (uncle && uncle->m_colour == Red)
{
node->m_tree_parent->m_colour = Black;
uncle->m_colour = Black;
node->m_tree_parent->m_tree_parent->m_colour = Red;
node = node->m_tree_parent->m_tree_parent;
}
else
{
if (node == node->m_tree_parent->m_tree_more)
{
node = node->m_tree_parent;
RightRotate (node);
}
node->m_tree_parent->m_colour = Black;
node->m_tree_parent->m_tree_parent->m_colour = Red;
LeftRotate (node->m_tree_parent->m_tree_parent);
}
}
}
}
// Adds a node into the tree and sorted linked list
void InsertNodeIntoTree
(
Node *node
)
{
Node
*parent = 0,
*child = m_tree_root;
bool
greater;
while (child)
{
parent = child;
child = (greater = node->m_value > child->m_value) ? child->m_tree_more : child->m_tree_less;
}
node->m_tree_parent = parent;
if (greater)
{
parent->m_tree_more = node;
// insert node into linked list
if (parent->m_list_greater)
{
parent->m_list_greater->m_list_lower = node;
}
else
{
m_list_max = node;
}
node->m_list_greater = parent->m_list_greater;
node->m_list_lower = parent;
parent->m_list_greater = node;
}
else
{
parent->m_tree_less = node;
// insert node into linked list
if (parent->m_list_lower)
{
parent->m_list_lower->m_list_greater = node;
}
else
{
m_list_min = node;
}
node->m_list_lower = parent->m_list_lower;
node->m_list_greater = parent;
parent->m_list_lower = node;
}
}
// Red/Black tree manipulation routine, used for removing a node
Node *RemoveNodeFromTree
(
Node *node
)
{
if (node->m_tree_less && node->m_tree_more)
{
// the complex case, swap node with a child node
Node
*child;
if (node->m_tree_less)
{
// find largest value in lesser half (node with no greater pointer)
for (child = node->m_tree_less ; child->m_tree_more ; child = child->m_tree_more)
{
}
}
else
{
// find smallest value in greater half (node with no lesser pointer)
for (child = node->m_tree_more ; child->m_tree_less ; child = child->m_tree_less)
{
}
}
swap (child->m_colour, node->m_colour);
if (child->m_tree_parent != node)
{
swap (child->m_tree_less, node->m_tree_less);
swap (child->m_tree_more, node->m_tree_more);
swap (child->m_tree_parent, node->m_tree_parent);
if (!child->m_tree_parent)
{
m_tree_root = child;
}
else
{
if (child->m_tree_parent->m_tree_less == node)
{
child->m_tree_parent->m_tree_less = child;
}
else
{
child->m_tree_parent->m_tree_more = child;
}
}
if (node->m_tree_parent->m_tree_less == child)
{
node->m_tree_parent->m_tree_less = node;
}
else
{
node->m_tree_parent->m_tree_more = node;
}
}
else
{
child->m_tree_parent = node->m_tree_parent;
node->m_tree_parent = child;
Node
*child_less = child->m_tree_less,
*child_more = child->m_tree_more;
if (node->m_tree_less == child)
{
child->m_tree_less = node;
child->m_tree_more = node->m_tree_more;
node->m_tree_less = child_less;
node->m_tree_more = child_more;
}
else
{
child->m_tree_less = node->m_tree_less;
child->m_tree_more = node;
node->m_tree_less = child_less;
node->m_tree_more = child_more;
}
if (!child->m_tree_parent)
{
m_tree_root = child;
}
else
{
if (child->m_tree_parent->m_tree_less == node)
{
child->m_tree_parent->m_tree_less = child;
}
else
{
child->m_tree_parent->m_tree_more = child;
}
}
}
if (child->m_tree_less)
{
child->m_tree_less->m_tree_parent = child;
}
if (child->m_tree_more)
{
child->m_tree_more->m_tree_parent = child;
}
if (node->m_tree_less)
{
node->m_tree_less->m_tree_parent = node;
}
if (node->m_tree_more)
{
node->m_tree_more->m_tree_parent = node;
}
}
Node
*child = node->m_tree_less ? node->m_tree_less : node->m_tree_more;
if (node->m_tree_parent->m_tree_less == node)
{
node->m_tree_parent->m_tree_less = child;
}
else
{
node->m_tree_parent->m_tree_more = child;
}
if (child)
{
child->m_tree_parent = node->m_tree_parent;
}
return node;
}
// Red/Black tree manipulation routine, used for rebalancing a tree after a deletion
void RebalanceTreeAfterDeletion
(
Node *node
)
{
Node
*child = node->m_tree_less ? node->m_tree_less : node->m_tree_more;
if (node->m_colour == Black)
{
if (child && child->m_colour == Red)
{
child->m_colour = Black;
}
else
{
Node
*parent = node->m_tree_parent,
*n = child;
while (parent)
{
Node
*sibling = n->Sibling (parent);
if (sibling && sibling->m_colour == Red)
{
parent->m_colour = Red;
sibling->m_colour = Black;
if (n == parent->m_tree_more)
{
LeftRotate (parent);
}
else
{
RightRotate (parent);
}
}
sibling = n->Sibling (parent);
if (parent->m_colour == Black &&
sibling->m_colour == Black &&
(!sibling->m_tree_more || sibling->m_tree_more->m_colour == Black) &&
(!sibling->m_tree_less || sibling->m_tree_less->m_colour == Black))
{
sibling->m_colour = Red;
n = parent;
parent = n->m_tree_parent;
continue;
}
else
{
if (parent->m_colour == Red &&
sibling->m_colour == Black &&
(!sibling->m_tree_more || sibling->m_tree_more->m_colour == Black) &&
(!sibling->m_tree_less || sibling->m_tree_less->m_colour == Black))
{
sibling->m_colour = Red;
parent->m_colour = Black;
break;
}
else
{
if (n == parent->m_tree_more &&
sibling->m_colour == Black &&
(sibling->m_tree_more && sibling->m_tree_more->m_colour == Red) &&
(!sibling->m_tree_less || sibling->m_tree_less->m_colour == Black))
{
sibling->m_colour = Red;
sibling->m_tree_more->m_colour = Black;
RightRotate (sibling);
}
else
{
if (n == parent->m_tree_less &&
sibling->m_colour == Black &&
(!sibling->m_tree_more || sibling->m_tree_more->m_colour == Black) &&
(sibling->m_tree_less && sibling->m_tree_less->m_colour == Red))
{
sibling->m_colour = Red;
sibling->m_tree_less->m_colour = Black;
LeftRotate (sibling);
}
}
sibling = n->Sibling (parent);
sibling->m_colour = parent->m_colour;
parent->m_colour = Black;
if (n == parent->m_tree_more)
{
sibling->m_tree_less->m_colour = Black;
LeftRotate (parent);
}
else
{
sibling->m_tree_more->m_colour = Black;
RightRotate (parent);
}
break;
}
}
}
}
}
}
// Red/Black tree manipulation routine, used for balancing the tree
void LeftRotate
(
Node *node
)
{
Node
*less = node->m_tree_less;
node->m_tree_less = less->m_tree_more;
if (less->m_tree_more)
{
less->m_tree_more->m_tree_parent = node;
}
less->m_tree_parent = node->m_tree_parent;
if (!node->m_tree_parent)
{
m_tree_root = less;
}
else
{
if (node == node->m_tree_parent->m_tree_more)
{
node->m_tree_parent->m_tree_more = less;
}
else
{
node->m_tree_parent->m_tree_less = less;
}
}
less->m_tree_more = node;
node->m_tree_parent = less;
}
// Red/Black tree manipulation routine, used for balancing the tree
void RightRotate
(
Node *node
)
{
Node
*more = node->m_tree_more;
node->m_tree_more = more->m_tree_less;
if (more->m_tree_less)
{
more->m_tree_less->m_tree_parent = node;
}
more->m_tree_parent = node->m_tree_parent;
if (!node->m_tree_parent)
{
m_tree_root = more;
}
else
{
if (node == node->m_tree_parent->m_tree_less)
{
node->m_tree_parent->m_tree_less = more;
}
else
{
node->m_tree_parent->m_tree_more = more;
}
}
more->m_tree_less = node;
node->m_tree_parent = more;
}
// Member Data.
Node
*m_nodes,
*m_queue_tail,
*m_queue_head,
*m_tree_root,
*m_list_min,
*m_list_max,
*m_free_list;
};
// A complex but more efficent method of calculating the results.
// Memory management is done here outside of the timing portion.
clock_t Complex
(
int count,
int window,
GeneratorCallback input,
OutputCallback output
)
{
Range <int>
range (window);
clock_t
start = clock ();
for (int i = 0 ; i < count ; ++i)
{
range.AddValue (input ());
if (range.RangeAvailable ())
{
output (range.Min (), range.Max ());
}
}
clock_t
end = clock ();
return end - start;
}
Idea of algorithm:
Take the first 1000 values of data and sort them
The last in the sort - the first is range(data + 0, data + 999).
Then remove from the sort pile the first element with the value data[0]
and add the element data[1000]
Now, the last in the sort - the first is range(data + 1, data + 1000).
Repeat until done
// This should run in (DATA_LEN - RANGE_WIDTH)log(RANGE_WIDTH)
#include <set>
#include <algorithm>
using namespace std;
const int DATA_LEN = 3600000;
double* const data = new double (DATA_LEN);
....
....
const int RANGE_WIDTH = 1000;
double range = new double(DATA_LEN - RANGE_WIDTH);
multiset<double> data_set;
data_set.insert(data[i], data[RANGE_WIDTH]);
for (int i = 0 ; i < DATA_LEN - RANGE_WIDTH - 1 ; i++)
{
range[i] = *data_set.end() - *data_set.begin();
multiset<double>::iterator iter = data_set.find(data[i]);
data_set.erase(iter);
data_set.insert(data[i+1]);
}
range[i] = *data_set.end() - *data_set.begin();
// range now holds the values you seek
You should probably check this for off by 1 errors, but the idea is there.