[英]Inefficient Binary Search Tree Balanced Algorithm
I am working on a project with Binary Search trees. 我正在使用Binary Search树进行项目。 This project requires me to create a method called isBalanced that checks if a binary search tree is balanced within a tolerance.
这个项目需要我创建一个名为isBalanced的方法,该方法检查二叉搜索树是否在公差范围内平衡。 I was able to figure out how to do this but it is dreadfully slow.
我能够弄清楚该怎么做,但是速度太慢了。 I was wondering if anyone had any tips to make it more efficient.
我想知道是否有人有提高其效率的提示。 By the way, .getLeftChild() and .getRightChild() have to return IllegalStateExceptions if the child is null.
顺便说一句,如果子项为null,则.getLeftChild()和.getRightChild()必须返回IllegalStateExceptions。 I would much prefer them to return null personally.
我更希望他们亲自返回null。
Here is a snippet of my code: 这是我的代码片段:
@Override
public <T> int getDepth(BinaryTreeNode<T> root) {
return recDepth(root,0);
}
public <T> int recDepth(BinaryTreeNode<T> root,int depth) {
int leftTree,rightTree;
if(!root.hasLeftChild()&&!root.hasRightChild()) return depth;
if(!root.hasLeftChild()) leftTree = 0;
else leftTree = recDepth(root.getLeftChild(),depth+1);
if(!root.hasRightChild()) rightTree = 0;
else rightTree = recDepth(root.getRightChild(),depth+1);
if(rightTree>leftTree) return rightTree;
else return leftTree;
}
@Override
public <T> boolean isBalanced(BinaryTreeNode<T> root, int tolerance) {
if(tolerance<0) throw new IllegalArgumentException("Can't have negative tolerance");
if(root==null) throw new NullPointerException();
return recBalanced(root,tolerance);
}
public <T> boolean recBalanced(BinaryTreeNode<T> root, int tolerance){
try{
if(Math.abs(getDepth(root.getLeftChild())-getDepth(root.getLeftChild()))<=tolerance){
return recBalanced(root.getLeftChild(),tolerance)&&recBalanced(root.getRightChild(),tolerance);
}else return false;
} catch (IllegalStateException e){
if(root.hasLeftChild()&&getDepth(root.getLeftChild())>tolerance-1) return false;
else if(root.hasRightChild()&&getDepth(root.getRightChild())>tolerance-1) return false;
else return true;
}
}
Thanks in advance for any help. 在此先感谢您的帮助。
Your problem of efficiency comes from the fact that you are traversing the same elements several times to compute the depth of a subtree and then the depth of its right and left subtrees. 您的效率问题来自于以下事实:您遍历相同的元素几次以计算子树的深度,然后计算其左右子树的深度。
When you have such overlapping problems that can be deduced by smaller problems, a bell must ring in your head : dynamic programming . 当您遇到这样的重叠问题(可以通过较小的问题来推论)时,必须警惕: 动态编程 。 You can compute a
BinaryTreeNode<Integer>
, that would contain the depth of each corresponding node (this tree would have the same shape as the original tree). 您可以计算
BinaryTreeNode<Integer>
,它将包含每个对应节点的深度(此树的形状与原始树的形状相同)。 You would then only need to traverse this tree once to perform your computation, for a total time complexity of O(n)
(a memory used of O(n)
however). 然后,您只需要遍历该树一次即可执行计算,总时间复杂度为
O(n)
(但是使用的内存为O(n)
)。
public BinaryTreeNode<Integer> computeDepthTree(BinaryTreeNode<T> bt) {
return computeDepth(bt,0);
}
public BinaryTreeNode<Integer> computeDepthTree(BinaryTreeNode<T> bt, int depth) {
BinaryTreeNode<Integer> result = new BinaryTreeNode<>(depth);
if (bt.getLeftNode() != null)
result.setLeftNode(computeDepthTree(bt.getLeftNode(),depth + 1));
if (bt.getRightNode() != null)
result.setRightNode(computeDepthTree(bt.getRightNode(),depth + 1));
return result;
}
With this tree computed, when traversing a given node, you will get access to its depth in O(1)
so the comparison of depth between child nodes of a same parent is going to be cheap ! 通过计算该树,遍历给定节点时,您将可以访问其在
O(1)
的深度,因此同一父节点的子节点之间的深度比较会很便宜!
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