stl_heap.h
///STL中使用的是大頂堆
/// Heap-manipulation functions: 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;
///逐層上溯,查找要插入的位置
while (__holeIndex > __topIndex && *(__first + __parent) < __value) {
*(__first + __holeIndex) = *(__first + __parent);
__holeIndex = __parent;
__parent = (__holeIndex - 1) / 2;
}
///找到位置,插入
*(__first + __holeIndex) = __value;
}
template <class _RandomAccessIterator, class _Distance, class _Tp>
inline void
__push_heap_aux(_RandomAccessIterator __first,
_RandomAccessIterator __last, _Distance*, _Tp*)
{
__push_heap(__first, _Distance((__last - __first) - 1), _Distance(0),
_Tp(*(__last - 1)));
}
template <class _RandomAccessIterator>
inline void
push_heap(_RandomAccessIterator __first, _RandomAccessIterator __last)
{
__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)
{
_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 _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));
}
///將__holeIndex處的結點摘掉,並保持合法的大頂堆狀態,然後插入__value
///執行此函數前,必須保證以__holeIndex爲根節點構成的完全二叉樹符合大頂堆的定義
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;
///向下遍歷,從__holeIndex中找出兩個孩子中較大的一個填入__holeIndex,並令__holeIndex
///等於該孩子,繼續執行,直至__holeIndex無孩子或者只有一個孩子(爲了佔被摘取的那個節點的位置)
while (__secondChild < __len) {
if (*(__first + __secondChild) < *(__first + (__secondChild - 1)))
__secondChild--;
*(__first + __holeIndex) = *(__first + __secondChild);
__holeIndex = __secondChild;
__secondChild = 2 * (__secondChild + 1);
}
if (__secondChild == __len) { ///__holeIndex只有一個孩子,補充上去
*(__first + __holeIndex) = *(__first + (__secondChild - 1));
__holeIndex = __secondChild - 1;
}
///至此,大頂堆合法,插入__value
__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*)
{
///該函數並未刪除彈出的那個元素,而只是將它移動到最後面
*__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;
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 _Tp, class _Compare,
class _Distance>
inline void
__pop_heap(_RandomAccessIterator __first, _RandomAccessIterator __last,
_RandomAccessIterator __result, _Tp __value, _Compare __comp,
_Distance*)
{
*__result = *__first;
__adjust_heap(__first, _Distance(0), _Distance(__last - __first),
__value, __comp);
}
template <class _RandomAccessIterator, class _Tp, class _Compare>
inline void
__pop_heap_aux(_RandomAccessIterator __first,
_RandomAccessIterator __last, _Tp*, _Compare __comp)
{
__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;
///由於__adjust_heap的要求,必須從最底層開始逐層向上調整.
_Distance __parent = (__len - 2)/2; ///此時它的兩個孩子分別爲__len-1,len
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;
_Distance __len = __last - __first;
_Distance __parent = (__len - 2)/2;
while (true) {
__adjust_heap(__first, __parent, __len, _Tp(*(__first + __parent)),
__comp);
if (__parent == 0) return;
__parent--;
}
}
template <class _RandomAccessIterator, class _Compare>
inline void
make_heap(_RandomAccessIterator __first,
_RandomAccessIterator __last, _Compare __comp)
{
__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)
{
__STL_REQUIRES(_RandomAccessIterator, _Mutable_RandomAccessIterator);
__STL_REQUIRES(typename iterator_traits<_RandomAccessIterator>::value_type,
_LessThanComparable);
///由於pop_heap函數並未正真將結點刪除,此函數得以實現
while (__last - __first > 1)
pop_heap(__first, __last--);
}
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);
}
由此可見,向heap中插入一個元素、刪除heap的一個元素(只能是堆頂元素)的時間複雜度都爲lg(N) , (這兩種操作都調用了adjust_heap操作,而adjust_heap的時間複雜度爲lg(N).有一個無序的數組建立一個堆的時間複雜度爲N。根據已建立的堆得到排序數組的時間複雜度爲Nlg(N) , 因爲調用了N次adjust_heap操作。同時,heap_sort也沒有輔助空間的要求,所以heap_sort的空間複雜度爲O(1)。heap_sort的原理實際上就是每次把堆頂的元素(第一個元素,也是最大/小的元素)挪到數組末尾處,將第二大/小的元素挪到堆頂,即成爲數組第一個元素。如此操作n次,便可得到一個有序數組。