C#语言实现汉诺塔的算法(递归和非递归)

汉诺塔背景:约19世纪末,在欧州的商店中出售一种智力玩具,在一块铜板上有三根杆,最左边的杆上自上而下、由小到大顺序串着由64个圆盘构成的塔。目的是将最左边杆上的盘全部移到右边的杆上,条件是一次只能移动一个盘,且不允许大盘放在小盘的上面。

 

递归实现汉诺塔的方法如下:
 private static void Move(int number, char A, char B, char C)
        {
            if (number < 1)
            {
                throw new Exception("数量不能小于1!");
            }
            else if (number == 1)
            {
                Console.WriteLine("Move disc {0}----->{1}", A, C);
            }
            else
            {
                Move(number - 1, A, C, B);
                Console.WriteLine("Move disc {0}----->{1}", A, C);
                Move(number- 1, B, A, C);
            }
        }

        public static void Main(string[] args)
        {
            int number = 2;
            Console.WriteLine("Task: Move {0} discs from A pass B to C", number);
            Move(number, 'A', 'B', 'C');
        }

 


非递归实现汉诺塔的方法如下:
public static void Main(string[] args)
{
        //非递归解法
        int n = 5; //这里的n表示圆盘的个数,我写死在程序里了
        HannoiNotUseRecursion.Pillar[] pillar = new HannoiNotUseRecursion.Pillar[3]; //三根柱子的信息用结构数组存储
        
        for (int i=0; i < pillar.Length;i++)
        {
                pillar[i].sElement = new Stack<int>();
        }
 
        HannoiNotUseRecursion.Creat(pillar, n); //给结构数组设置初值   
 
        long max = HannoiNotUseRecursion.Pow(2, n) - 1;//动的次数应等于2^n - 1
        HannoiNotUseRecursion.Hannoi(pillar, max);//移动汉诺塔的主要函数
        Console.Read();
}
定义了一个名叫HannoiNotUseRecursion的静态类
public static class HannoiNotUseRecursion
{
        /// <summary>
        /// 计算x^y
        /// </summary>
        /// <param name="x"></param>
        /// <param name="y"></param>
        /// <returns></returns>
        public static long Pow(int x, int y)
        {
                long sum = 1;
                for (int i = 0; i < y; i++)
                {
                        sum *= x;
                }
                return sum;
        }
        /// <summary>
        /// 给柱子结构数组设置初值
        /// </summary>
        /// <param name="pillar">柱子</param>
        /// <param name="n">圆盘个数</param>
        public static void Creat(Pillar[] pillar, int n)
        {
                pillar[0].Name = 'A';
                //把所有的圆盘按从大到小的顺序放在柱子A上
                for (int i = 0; i < n; i++)
                {
                        pillar[0].sElement.Push(n - i);
                }
 
                //柱子B,C上开始没有没有圆盘
                for (int i = 0; i < n; i++)
                {
                        pillar[1].sElement.Push(0);
                        pillar[2].sElement.Push(0);
                }
 
                //若n为偶数,按顺时针方向依次摆放 A B C
                if (n % 2 == 0)
                {
                        pillar[1].Name = 'B';
                        pillar[2].Name = 'C';
                }
                else    //若n为奇数,按顺时针方向依次摆放 A C B
                {
                        pillar[1].Name = 'C';
                        pillar[2].Name = 'B';
                }
        }
 
        public static void Hannoi(Pillar[] pillar, long max) //移动汉诺塔的主要函数   
        {
                int k = 0; //累计移动的次数
                int i = 0;
                int ch;
                while (k < max)
                {
                        //按顺时针方向把圆盘1从现在的柱子移动到下一根柱子
                        ch = pillar[i % 3].Pop();
                        pillar[(i + 1) % 3].Push(ch);
                        Console.WriteLine(string.Format("{0}: Move disk {1} from {2} to {3}", ++k, ch, pillar[i % 3].Name, pillar[(i + 1) % 3].Name));
 
                        i++;
                        //把另外两根柱子上可以移动的圆盘移动到新的柱子上
                        if (k < max)
                        {                 //把非空柱子上的圆盘移动到空柱子上,当两根柱子都为空时,移动较小的圆盘
                                if (pillar[(i + 1) % 3].Top() == 0 ||
                                        pillar[(i - 1) % 3].Top() > 0 &&
                                        pillar[(i + 1) % 3].Top() > pillar[(i - 1) % 3].Top())
                                {
                                        ch = pillar[(i - 1) % 3].Pop();
                                        pillar[(i + 1) % 3].Push(ch);
                                        Console.WriteLine(string.Format("{0}: Move disk {1} from {2} to {3}", ++k, ch, pillar[(i - 1) % 3].Name, pillar[(i + 1) % 3].Name));
                                }
                                else
                                {
                                        ch = pillar[(i + 1) % 3].Pop();
                                        pillar[(i - 1) % 3].Push(ch);
                                        Console.WriteLine(string.Format("{0}: Move disk {1} from {2} to {3}", ++k, ch, pillar[(i + 1) % 3].Name, pillar[(i - 1) % 3].Name));
                                }
                        }
                }
 
        }
 
        /// <summary>
        /// 用来表示每根柱子的信息
        /// </summary>
        public struct Pillar
        {
                //存储每根柱子套的上的圆盘情况
                public Stack<int> sElement;
               
                //柱子的名字,可以是A,B,C中的一个
                public char Name;
                /// <summary>
                /// 出栈
                /// 把盘子从柱子中挪走
                /// </summary>
                /// <returns></returns>
                public int Pop()
                {
                        return sElement.Pop();   
                }
                /// <summary>
                /// 入栈
                /// 把盘子放入柱子中
                /// </summary>
                /// <param name="x"></param>
                public void Push(int x)
                {
                        sElement.Push(x);
                }
                /// <summary>
                /// 取栈顶元素
                /// </summary>
                /// <returns></returns>
                public int Top()
                {
                        if (sElement.Count == 0)
                        {
                                return 0;
                        }
                        else
                        {
                                return sElement.Peek();
                        }
                }
        }
}
这里在叫Pillar(柱子)的结构体里有一个类型为Stack (栈)的属性用于存储每个柱子上的圆盘,Name属性表示柱子的名称。

转载于:https://www.cnblogs.com/llin/archive/2009/12/02/1615446.html

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