using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace text
{
//=============冒泡
class MyClass
{
public void bubble(int[] a)
{
bool flag = true;
for (int i = 0; i < a.Length && flag; i++)
{
flag = false;
for (int j = a.Length - 1; j > i; j--)
if (a[j] < a[j - 1])
{
int temp = a[j];
a[j] = a[j - 1];
a[j - 1] = temp;
flag = true;
}
}
}
}
class Program
{
//============洗牌
static void shuffle(int[] x)
{
Random random = new Random();
for (int i = 0; i < x.Length - 2; i++)
{
int tempIndex = random.Next(i + 1, x.Length - 1);
int k = x[i];
x[i] = x[tempIndex];
x[tempIndex] = k;
}
foreach (int item in x)
{
Console.Write(item + ",");
}
Console.Write("\n");
}
static void Main(string[] args)
{
int[] a = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 };
shuffle(a);
MyClass myClass = new MyClass();
myClass.bubble(a);
Console.WriteLine("冒泡:");
foreach (int item in a)
{
Console.Write(item + ",");
}
}
}
}
改进后添加哨兵,如果从下往上做判断而没有发生交换,那么后续判断就不需要进行了
ps.严格的冒泡排序需要是从下往上的邻位比较,这样一来变换的次数就比较少