61. Rotate List (M)

Rotate List (M)

Given a linked list, rotate the list to the right by k places, where k is non-negative.

Example 1:

Input: 1->2->3->4->5->NULL, k = 2
Output: 4->5->1->2->3->NULL
Explanation:
rotate 1 steps to the right: 5->1->2->3->4->NULL
rotate 2 steps to the right: 4->5->1->2->3->NULL

Example 2:

Input: 0->1->2->NULL, k = 4
Output: 2->0->1->NULL
Explanation:
rotate 1 steps to the right: 2->0->1->NULL
rotate 2 steps to the right: 1->2->0->NULL
rotate 3 steps to the right: 0->1->2->NULL
rotate 4 steps to the right: 2->0->1->NULL

题意

依次将链表最后一个元素移到最前面,共移动k次。

思路

由于k可能大于链表本身长度length,所以先遍历一遍链表得到length,简化 k = k % length,再找到倒数k个元素前的一个元素(即新链表的最后一个元素),以此为分界点,将前半链表接到后半链表的后面。


代码实现

/**
 * Definition for singly-linked list.
 * public class ListNode {
 *     int val;
 *     ListNode next;
 *     ListNode(int x) { val = x; }
 * }
 */

class Solution {
    public ListNode rotateRight(ListNode head, int k) {
        if (k == 0 || head == null) {
            return head;
        }
        
        int length = 1;
        ListNode last = head;
        while (last.next != null) {
            length++;
            last = last.next;
        }
        k = k % length;
        if (k == 0) {
            return head;
        }
        
        // 找到新链表的尾结点
        int count = 1;
        ListNode newLast = head;
        while (count < length - k) {
            newLast = newLast.next;
            count++;
        }
        
        // 找到新链表的头结点,并将前半链表移到最后
        ListNode newHead = newLast.next;
        newLast.next = null;
        last.next = head;
        
        return newHead;
    }
}
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public class Control_Scenes : MonoBehaviour { //障碍物数组对象 public GameObject[] m_ObstacleArray; //障碍物的点的数组对象 public List<Transform> m_ObstaclePosArray = new List<Transform>(); //道路列表 public GameObject[] m_RoadArray; //第一次 private bool m_ISFirst = true; void Start() { for (int i = 0; i < 3; i++) { Spawn_Obstacle(i); } } public void Change_Road(int index) { if (m_ISFirst && index == 0) { m_ISFirst = false; return; } else { int lastIndex = index - 1; if (lastIndex < 0) lastIndex = 2; Debug.Log(lastIndex); m_RoadArray[lastIndex].transform.position = m_RoadArray[lastIndex].transform.position - new Vector3(150, 0, 0); Spawn_Obstacle(lastIndex); } } public void Spawn_Obstacle(int index) { //销毁原来的对象 GameObject[] obsPast = GameObject.FindGameObjectsWithTag("Obstacle" + index); for (int i = 0; i < obsPast.Length; i++) { Destroy(obsPast[i]); } //生成障碍物 foreach (Transform item in m_ObstaclePosArray[index]) { GameObject prefab = m_ObstacleArray[Random.Range(0, m_ObstacleArray.Length)]; Vector3 eulerAngle = new Vector3(0, Random.Range(0, 360), 0); GameObject obj = Instantiate(prefab, item.position, Quaternion.Euler(eulerAngle)); obj.tag = "Obstacle" + index; } } } using System.Collections; using System.Collections.Generic; using UnityEngine; public class Rotate : MonoBehaviour { public float speed = 30; public Vector3 dir; // Start is called before the first frame update void Start() { } // Update is called once per frame void Update() { transform.Rotate(dir * Time.deltaTime * speed); } }
05-11

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