heap不归属STL容器组件,它是priority queue的幕后英雄。而heap的底层可以用array或vector来实现。STL实现了大根堆,使用的是vector作为底部容器。
二叉堆其实是一个以vector表现的完全二叉树。
为什么用二叉大根堆作为优先队列的底层机制?
答:优先队列允许用户以任何次序将任何元素插入容器,但取出时要从优先权最大的元素开始取。二叉大根堆具有这样的特性,因此作为优先队列的底层机制。
关于二叉堆实现优先队列的可行性见《二叉堆的插入删除等操作C++实现》
能不能用list作为优先队列底层机制?
答:list作为优先队列底层机制可以实现元素插入的常数时间,但是要找到list的最值,却要对list做线性扫描。我们可以先对元素排序,这样,找到最值以及元素删除为常数时间,但是元素的插入又是线性时间。
能不能用二叉搜索树作为优先队列底层机制?
答:用二叉搜索树元素插入和最值取得都可以在O(logn)内完成,但是这样小题大做:第一,二叉搜索树的输入需要足够的随机性;第二,二叉搜索树的实现不容易。
heap源码
STL实现的是大根堆,底层容器为vector,使用迭代器。
之前使用vector作为底层容器,使用下标,自己实现过小根堆的操作堆的插入删除操作,以及堆排序
//stl_heap.h
#ifndef __SGI_STL_INTERNAL_HEAP_H
#define __SGI_STL_INTERNAL_HEAP_H
__STL_BEGIN_NAMESPACE
#if defined(__sgi) && !defined(__GNUC__) && (_MIPS_SIM != _MIPS_SIM_ABI32)
#pragma set woff 1209
#endif
//
//push_heap()操作前要保证新添加的元素已经加入到容器末尾!!!
///
template <class RandomAccessIterator, class Distance, class T>
void __push_heap(RandomAccessIterator first, Distance holeIndex,
Distance topIndex, T value)
{
// 首先找出待处理元素的父结点
Distance parent = (holeIndex - 1) / 2;
// 判断当前待处理结点是否优先级高于其父结点, 如果是则将其父结点向下移动
// 设置当前结点为父结点位置, 继续, 直到优先级小于父结点或者已经到达heap顶端
while (holeIndex > topIndex && *(first + parent) < value) {
//当尚未到达顶端且父节点小于新值
*(first + holeIndex) = *(first + parent); //令洞值为父值
holeIndex = parent; //调整洞号,向上提升至父节点
parent = (holeIndex - 1) / 2; //新洞的父节点
}
// 将找到的合适的位置设置成正确值
*(first + holeIndex) = value;
}
template <class RandomAccessIterator, class Distance, class T>
inline void __push_heap_aux(RandomAccessIterator first,
RandomAccessIterator last, Distance*, T*)
{
// 因为first所指的那个元素不是heap的组成元素, 所以计算距离要减去1
__push_heap(first, Distance((last - first) - 1), Distance(0),
T(*(last - 1)));
}
// 调用此函数前要先把待处理元素追加到容器末尾
template <class RandomAccessIterator>
inline void push_heap(RandomAccessIterator first, RandomAccessIterator last)
{
__push_heap_aux(first, last, distance_type(first), value_type(first));
}
template <class RandomAccessIterator, class Distance, class T, class Compare>
void __push_heap(RandomAccessIterator first, Distance holeIndex,
Distance topIndex, T 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 T>
inline void __push_heap_aux(RandomAccessIterator first,
RandomAccessIterator last, Compare comp,
Distance*, T*)
{
__push_heap(first, Distance((last - first) - 1), Distance(0),
T(*(last - 1)), comp);
}
// 这个除了用户自己指定优先级决策判别式外和默认的无区别
template <class RandomAccessIterator, class Compare>
inline void push_heap(RandomAccessIterator first, RandomAccessIterator last,
Compare comp)
{
__push_heap_aux(first, last, comp, distance_type(first), value_type(first));
}
/
// 注意: pop_heap()操作, 执行完操作后要自己将容器尾元素弹出
//
// 这里以默认的heap优先级决策来说
// STL采用的是先将待pop的元素复制到heap尾部, 然后将整个heap向上调整
// 这样就会将最后空出一个hole, 将原来最后的元素在这里进行push()操作
// 这就是两个shift_up的过程
// 个人感觉使用使用shift_down的算法更高效, 虽然时间复杂度一样, 但是shift_down
// 进行操作的元素会更少,
// 之所以用shift_up这可能也是STL设计理念的问题吧, 能复用就不写新的^_^
template <class RandomAccessIterator, class Distance, class T>
void __adjust_heap(RandomAccessIterator first, Distance holeIndex,
Distance len, T value)
{
Distance topIndex = holeIndex;
Distance secondChild = 2 * holeIndex + 2; // 弹出元素的有子孩
// 调整heap元素位置
while (secondChild < len) {
// 选择两个子孩中较大的进行操作, 使用secondChild表示其偏移
if (*(first + secondChild) < *(first + (secondChild - 1)))
secondChild--;
// 将较大元素向上填充, 并将整体偏移向下调整, 继续调整
*(first + holeIndex) = *(first + secondChild);
holeIndex = secondChild;
secondChild = 2 * (secondChild + 1);
}
if (secondChild == len) {
*(first + holeIndex) = *(first + (secondChild - 1));
holeIndex = secondChild - 1;
}
// 这里就是shift_up过程了, 将最初的heap末尾元素向上调整
// 侯捷老师对这里的理解有误, :-), 人非圣贤, 孰能无过, ^_^
__push_heap(first, holeIndex, topIndex, value);
}
template <class RandomAccessIterator, class T, class Distance>
inline void __pop_heap(RandomAccessIterator first, RandomAccessIterator last,
RandomAccessIterator result, T value, Distance*)
{
// 将弹出的元素调整到heap末尾, 这个元素需要用户手动弹出
*result = *first;
// 去掉末尾哪个弹出的元素, 调整heap
__adjust_heap(first, Distance(0), Distance(last - first), value);
}
template <class RandomAccessIterator, class T>
inline void __pop_heap_aux(RandomAccessIterator first,
RandomAccessIterator last, T*)
{
__pop_heap(first, last - 1, last - 1, T(*(last - 1)), distance_type(first));
}
template <class RandomAccessIterator>
inline void pop_heap(RandomAccessIterator first, RandomAccessIterator last)
{
__pop_heap_aux(first, last, value_type(first));
}
template <class RandomAccessIterator, class Distance, class T, class Compare>
void __adjust_heap(RandomAccessIterator first, Distance holeIndex,
Distance len, T value, Compare comp)
{
Distance topIndex = holeIndex;
Distance secondChild = 2 * holeIndex + 2; //洞节点的右孩子节点
while (secondChild < len) {
//比较洞节点左右两孩子,然后以secondChild代表大的子节点
if (comp(*(first + secondChild), *(first + (secondChild - 1))))
secondChild--;
//下滤:令较大的孩子值为洞值,令洞号下移到较大的孩子节点
*(first + holeIndex) = *(first + secondChild);
holeIndex = secondChild;
secondChild = 2 * (secondChild + 1); //找到新洞节点的右孩子节点
}
if (secondChild == len) { //没有右孩子,只有左孩子
//下滤:令左孩子为洞值,再令洞下移到左孩子节点
*(first + holeIndex) = *(first + (secondChild - 1));
holeIndex = secondChild - 1;
}
//将欲调整值插入目前的洞内
__push_heap(first, holeIndex, topIndex, value, comp);
}
template <class RandomAccessIterator, class T, class Compare, class Distance>
inline void __pop_heap(RandomAccessIterator first, RandomAccessIterator last,
RandomAccessIterator result, T value, Compare comp,
Distance*)
{
*result = *first;
__adjust_heap(first, Distance(0), Distance(last - first), value, comp);
}
template <class RandomAccessIterator, class T, class Compare>
inline void __pop_heap_aux(RandomAccessIterator first,
RandomAccessIterator last, T*, Compare comp)
{
__pop_heap(first, last - 1, last - 1, T(*(last - 1)), comp,
distance_type(first));
}
template <class RandomAccessIterator, class Compare>
inline void pop_heap(RandomAccessIterator first, RandomAccessIterator last,
Compare comp)
{
__pop_heap_aux(first, last, value_type(first), comp);
}
// 建立堆的过程就是一系列插入,即下滤过程
template <class RandomAccessIterator, class T, class Distance>
void __make_heap(RandomAccessIterator first, RandomAccessIterator last, T*,
Distance*)
{
if (last - first < 2) return; //堆仅含0或1个元素,不必重新排序
Distance len = last - first;
Distance parent = (len - 2)/2;
while (true) {
__adjust_heap(first, parent, len, T(*(first + parent)));
if (parent == 0) return; //走完了根节点,结束
parent--;
}
}
template <class RandomAccessIterator>
inline void make_heap(RandomAccessIterator first, RandomAccessIterator last)
{
__make_heap(first, last, value_type(first), distance_type(first));
}
template <class RandomAccessIterator, class Compare, class T, class Distance>
void __make_heap(RandomAccessIterator first, RandomAccessIterator last,
Compare comp, T*, Distance*)
{
if (last - first < 2) return;
Distance len = last - first;
Distance parent = (len - 2)/2;
while (true) {
__adjust_heap(first, parent, len, T(*(first + parent)), comp);
if (parent == 0) return;
parent--;
}
}
template <class RandomAccessIterator, class Compare>
inline void make_heap(RandomAccessIterator first, RandomAccessIterator last,
Compare comp)
{
__make_heap(first, last, comp, value_type(first), distance_type(first));
}
// 堆排序,保证heap有序,每次将堆的最值放在vector的末尾
template <class RandomAccessIterator>
void sort_heap(RandomAccessIterator first, RandomAccessIterator last)
{
while (last - first > 1) pop_heap(first, last--);
}
template <class RandomAccessIterator, class Compare>
void sort_heap(RandomAccessIterator first, RandomAccessIterator last,
Compare comp)
{
while (last - first > 1) pop_heap(first, last--, comp);
}
#if defined(__sgi) && !defined(__GNUC__) && (_MIPS_SIM != _MIPS_SIM_ABI32)
#pragma reset woff 1209
#endif
__STL_END_NAMESPACE
#endif /* __SGI_STL_INTERNAL_HEAP_H */