DFS: confused by visiting, visited and un-visited - algorithm

In the following codes from Leetcode discussions.
public class Solution {
public boolean validTree(int n, int[][] edges) {
int[] visited = new int[n];
List<List<Integer>> adjList = new ArrayList<>();
for (int i=0; i<n; ++i) { adjList.add(new ArrayList<Integer>()); }
for (int[] edge: edges) {
adjList.get(edge[0]).add(edge[1]);
adjList.get(edge[1]).add(edge[0]);
}
if (hasCycle(-1, 0, visited, adjList)) { return false; } // has cycle
for (int v: visited) { if (v == 0) { return false; } } // not 1 single connected component
return true;
}
private boolean hasCycle(int pred, int vertex, int[] visited, List<List<Integer>> adjList) {
visited[vertex] = 1; // current vertex is being visited
for (Integer succ: adjList.get(vertex)) { // successors of current vertex
if (succ != pred) { // exclude current vertex's predecessor
if (visited[succ] == 1) { return true; } // ###back edge/loop detected!
else if (visited[succ] == 0) {
if (hasCycle(vertex, succ, visited, adjList)) { return true; }
}
}
}
visited[vertex] = 2;
return false;
}
}
My questions are:
1, As for if (visited[succ] == 1) { return true; } // back edge/loop detected! in DFS, I tried visited[succ] == 1 and visited[succ] >= 1, all of them work. I am confused what is the difference between ``visited[succ] == 1andvisited[succ] ==2```? Can they detect different types of circles?
2, It seems that if we use visited to store True and False (visited and un-visited), it still works (from another Leetcode topic). When should we use un-visited, visiting, visited? and When should we use un-visited, and visited? Any examples?
Thanks

Switching to visited[succ] >= 1 does not yield an equivalent algorithm: the current algorithm will detect Directed Acyclic Graphs (DAGs), while the modified algorithm will detect only trees (all trees are DAGs, but not all DAGs are trees).
The algorithm uses 2 to allow DAG detection. If all you need is tree detection, you can switch to using Booleans; with DAGs, however, simply marking a vertex visited is no longer sufficient. Consider this simple graph:
If you leave visited["C"] at 1, the algorithm would report a cycle when it tries the A -> C edge.

Related

Improving this binary tree algorithm complexity

I need to find if all paths of a binary tree that can end(which means all paths that starts from the root and end to a node that has only one child or none) have lengths that differ by no more than one.
My working solution work like this: the function longestPath finds the longest path, the function checkLengths traverse all nodes keeping track of the length of the paths and every time a node with only one child or none is found it checks if the difference between the length of the current path and the length of the longest path is more than 1.
This solution has complexity O(2n) because at worst every node has to be visited twice, once for the longestPath function and once for the lengthCheck function. I would like to improve the solution to O(n) but I'm having an hard time figuring out how to do so.
Edit: my solution is still O(n) but I would like to optimize it to find the solution by visiting each node only once and not twice.
int lengthCheckFlag=1;
int maxLength=-1;
void longestPath(Node n,int currentLength){
if(n==nullptr){
return;
}
if(n->left==nullptr && n->right==nullptr){
if(maxLength==-1){
maxLength=currentLength;
}
else{
if(currentLength>maxLength){
maxLength=currentLength;
}
}
}
longestPath(n->left,currentLength+1);
longestPath(n->right,currentLength+1);
}
void checkLengths(Node n,int currentLength){
if(n==nullptr){
return;
}
if(n->left==nullptr || n->right==nullptr){
if(abs(maxLength-currentLength)>1){
lengthCheckFlag=0;
}
}
checkLengths(n->left,currentLength+1);
checkLengths(n->right,currentLength+1);
}
bool lengthCheckWrapper(Node n){
if(n==nullptr){
return true;
}
longestPath(n,0);
checkLengths(n,0);
return lengthCheckFlag;
}
Code Update:
int maxP=-1;
int minP=-1;
void minmaxPaths(Node n,int currentLength){
if(n==nullptr){
return;
}
if(n->left==nullptr && n->right==nullptr){
if(maxP==-1){
maxP=currentLength;
minP=currentLength;
}
else{
if(currentLength>maxP){
maxP=currentLength;
}
if(currentLength<minP){
minP=currentLength;
}
}
}
minmaxPaths(n->left,currentLength+1);
minmaxPaths(n->right,currentLength+1);
}
bool lengthCheckWrapper(Node n){
if(n==nullptr){
return true;
}
minmaxPaths(n,0);
if(abs(minP-maxP)<=1){
return true;
}
return false;
}
Some remarks:
O(2n) is the same as O(n)
Your functions use different conditions for identifying the potential end of a path: one uses a && operator (wrong) and the other uses a || operator (correct)
One idea for an alternative algorithm is to make a breadth first traveral. This is interesting, since the constraint really means that all non-perfect nodes (i.e. that have at most one child) must appear in the bottom two levels of the tree.
By consequence, if we find 2 more levels after the first level where we find a non-perfect node, then we have a violation and can stop the traversal.
The down side is that it uses more memory.
Here is how it could be implemented:
int minmaxDepth(Node root) {
if (root == nullptr) {
return 1; // OK
}
std::vector<Node> level, nextLevel;
level.push_back(root);
int minDepth = INT_MAX;
int currDepth = 0;
while (level.size()) {
currDepth++;
nextLevel = {};
for (auto & parent : level) {
if (currDepth < minDepth &&
(parent->left == nullptr || parent->right == nullptr)) {
minDepth = currDepth; // Found a path with minimal length
}
if (parent->left != nullptr) {
nextLevel.push_back(parent->left);
}
if (parent->right != nullptr) {
nextLevel.push_back(parent->right);
}
if (nextLevel.size() && currDepth > minDepth) {
return 0; // Paths have lengths that differ more than 1
}
}
level = nextLevel;
}
return 1; // All nodes were visited: no violation found
}
There is no need to pre-compute the longest path. Compute all path lengths and on the fly,
store the first length,
if some other length differs by more than one, you are done;
else store the differing length, and if any other length differs from the two stored ones, you are done.

Detected Cycle in directed graph if the vertex is found in recursive stack-why?

I have read an article from here about how to detect cycle in a directed graph. The basic concept of this algorithm is if a node is found in recursive stack then there is a cycle, but i don't understand why. what is the logic here?
#include<iostream>
#include <list>
#include <limits.h>
using namespace std;
class Graph
{
int V; // No. of vertices
list<int> *adj; // Pointer to an array containing adjacency lists
bool isCyclicUtil(int v, bool visited[], bool *rs);
public:
Graph(int V); // Constructor
void addEdge(int v, int w); // to add an edge to graph
bool isCyclic(); // returns true if there is a cycle in this graph
};
Graph::Graph(int V)
{
this->V = V;
adj = new list<int>[V];
}
void Graph::addEdge(int v, int w)
{
adj[v].push_back(w); // Add w to v’s list.
}
bool Graph::isCyclicUtil(int v, bool visited[], bool *recStack)
{
if(visited[v] == false)
{
// Mark the current node as visited and part of recursion stack
visited[v] = true;
recStack[v] = true;
// Recur for all the vertices adjacent to this vertex
list<int>::iterator i;
for(i = adj[v].begin(); i != adj[v].end(); ++i)
{
if ( !visited[*i] && isCyclicUtil(*i, visited, recStack) )
return true;
else if (recStack[*i])
return true;
}
}
recStack[v] = false; // remove the vertex from recursion stack
return false;
}
bool Graph::isCyclic()
{
// Mark all the vertices as not visited and not part of recursion
// stack
bool *visited = new bool[V];
bool *recStack = new bool[V];
for(int i = 0; i < V; i++)
{
visited[i] = false;
recStack[i] = false;
}
for(int i = 0; i < V; i++)
if (isCyclicUtil(i, visited, recStack))
return true;
return false;
}
int main()
{
// Create a graph given in the above diagram
Graph g(4);
g.addEdge(0, 1);
g.addEdge(0, 2);
g.addEdge(1, 2);
g.addEdge(2, 0);
g.addEdge(2, 3);
g.addEdge(3, 3);
if(g.isCyclic())
cout << "Graph contains cycle";
else
cout << "Graph doesn't contain cycle";
return 0;
}
From a brief look, the code snippet is an implementation of depth-first search, which is a basic search technique for directed graphs; the same approach works for breadth-first search. Note that apparently this implementation works only if there is only one connected component, otherwise the test must be performed for each connected component until a cycle is found.
That being said, the technique works by choosing one node at will and starting a recursive search there. Basically, if the search discovers a node that is in the stack, there must be a cycle, since it has been previously reached.
In the current implementation, recStack is not actually the stack, it just indicates whether a specific node is currently in the stack, no sequence information is stored. The actual cycle is contained implicitly in the call stack. The cycle is the sequence of nodes for which the calls of isCyclicUtil has not yet returned. If the actual cycle has to be extracted, the implementation must be changed.
So essentailly, what this is saying, is if a node leads to itself, there is a cycle. This makes sense if you think about it!
Say we start at node1.
{node1 -> node2}
{node2 -> node3}
{node3 -> node4
node3 -> node1}
{node4 -> end}
{node1 -> node2}
{node2 -> node3}.....
This is a small graph that contains a cycle. As you can see, we traverse the graph, going from each node to the next. In some cases we reach and end, but even if we reach the end, our code wants to go back to the other branch off of node3 so that it can check it's next node. This node then leads back to node1.
This will happen forever if we let it, because the path starting at node1 leads back to itself. We are recursively putting each node we visit on the stack, and if we reach an end, we remove all of the nodes from the stack AFTER the branch. In our case, we would be removing node4 from the stack every time we hit the end, but the rest of the nodes would stay on the stack because of the branch off of node3.
Hope this helps!

traverse all edges and print nodes in euler circuit

I am trying to solve this question.
I am able to find by seeing the degrees that the given structure can form euler circuit or not but I am unable to figure out how to find trace all path, for the given test case
5
2 1
2 2
3 4
3 1
2 4
there is one loop in the circuit at node 2, which I don't know how to trace, If I am using adjacency list representation then I'll get following list
1: 2,3
2: 1,2,2,4
3: 1,4
4: 2,3
So how to traverse every edge, I know it is euler circuit problem, but that self loop thing is making tough for me to code and I am not getting any tutorial or blog from where I can understand this thing.
I again thought to delete the nodes from adjacency list once I traverse that path( in order to maintain the property of euler(path should be traversed once)), but I am using vector for storing adjacency list and I don't know how to delete particular element from vector. I googled it and found remove command to delete from vectors but remove deletes all matching element from the vector.
I tried to solve the problem as below now, but getting WA :(
#include<iostream>
#include<cstdio>
#include<cstring>
int G[52][52];
int visited[52],n;
void printadj() {
int i,j;
for(i=0;i<51;i++) {
for(j=0;j<51;j++)
printf("%d ",G[i][j]);
printf("\n");
}
}
void dfs(int u){
int v;
for(v=0;v<51;v++){
if(G[u][v]){
G[u][v]--;
G[v][u]--;
printf("%d %d\n",u,v);
dfs(v);
}
}
}
bool is_euler(){
int i,j,colsum=0,count=0;
for(i=0;i<51;i++) {
colsum=0;
for(j=0;j<51;j++) {
if(G[i][j] > 0) {
colsum+=G[i][j];
}
}
if(colsum%2!=0) count++;
}
// printf("\ncount=%d\n",count);
if(count >0 ) return false;
else return true;
}
void reset(){
int i,j;
for(i=0;i<51;i++)
for(j=0;j<51;j++)
G[i][j]=0;
}
int main(){
int u,v,i,t,k;
scanf("%d",&t);
for(k=0;k<t;k++) {
scanf("%d",&n);
reset();
for(i=0;i<n;i++){
scanf("%d%d",&u,&v);
G[u][v]++;
G[v][u]++;
}
// printadj();
printf("Case #%d\n",k+1);
if(is_euler()) {
dfs(u);
}
else printf("some beads may be lost\n");
printf("\n");
}
return 0;
}
Dont know why getting WA :(
New Code:-
#include<iostream>
#include<cstdio>
#include<cstring>
#define max 51
int G[max][max],print_u[max],print_v[max],nodes_traversed[max],nodes_found[max];
int n,m;
void printadj() {
int i,j;
for(i=0;i<max;i++) {
for(j=0;j<max;j++)
printf("%d ",G[i][j]);
printf("\n");
}
}
void dfs(int u){
int v;
for(v=0;v<50;v++){
if(G[u][v]){
G[u][v]--;
G[v][u]--;
print_u[m]=u;
print_v[m]=v;
m++;
dfs(v);
}
}
nodes_traversed[u]=1;
}
bool is_evendeg(){
int i,j,colsum=0,count=0;
for(i=0;i<50;i++) {
colsum=0;
for(j=0;j<50;j++) {
if(G[i][j] > 0) {
colsum+=G[i][j];
}
}
if(colsum&1) return false;
}
return true;
}
int count_vertices(int nodes[]){
int i,count=0;
for(i=0;i<51;i++) if(nodes[i]==1) count++;
return count;
}
void reset(){
int i,j;
m=0;
for(i=0;i<max;i++)
for(j=0;j<max;j++)
G[i][j]=0;
memset(print_u,0,sizeof(print_u));
memset(print_v,0,sizeof(print_v));
memset(nodes_traversed,0,sizeof(nodes_traversed));
memset(nodes_found,0,sizeof(nodes_found));
}
bool is_connected(int tot_nodes,int trav_nodes) {
if(tot_nodes == trav_nodes) return true;
else return false;
}
int main(){
int u,v,i,t,k,tot_nodes,trav_nodes;
scanf("%d",&t);
for(k=0;k<t;k++) {
scanf("%d",&n);
reset();
for(i=0;i<n;i++){
scanf("%d%d",&u,&v);
G[u][v]++;
G[v][u]++;
nodes_found[u]=nodes_found[v]=1;
}
// printadj();
printf("Case #%d\n",k+1);
tot_nodes=count_vertices(nodes_found);
if(is_evendeg()) {
dfs(u);
trav_nodes=count_vertices(nodes_traversed);
if(is_connected(tot_nodes,trav_nodes)) {
for(i=0;i<m;i++)
printf("%d %d\n",print_u[i],print_v[i]);
}
else printf("some beads may be lost\n");
}
else printf("some beads may be lost\n");
printf("\n");
}
return 0;
}
This code is giving me runtime error there, please look into the code.
What you need to do is form arbitrary cycles and then connect all cycles together. You seem to be doing only one depth first traversal, which might give you a Eulerian circuit, but it also may give you a 'shortcut' of an Eulerian circuit. That is because in every vertex where the Eulerian circuit passes more then once (i.e., where it crosses itself), when the depth first traversal arrives there for the first time, it may pick the edge that leads directly back to the start of the depth first traversal.
Thus, you're algorithm should consist of two parts:
Find all cycles
Connect the cycles together
If done right, you don't even have to check that all vertices have an even degree, instead you can rely on the fact that if step 1 or 2 cannot continue anymore, there exists no Eulerian cycle.
Reference Implementation (Java)
Since there's no language tag in your question, I'm going to assume that it's fine for you that I'll give you a Java reference implementation. Furthermore, I'll use the term 'node' instead of 'vertex', but that's just personal preference (it gives shorter code ;)).
I'll use one constant in this algorithm, which I will refer to from the other classes:
public static final int NUMBER_OF_NODES = 50;
Then, we'll need an Edge class to easily construct our cycles, which are basically linked lists of edges:
public class Edge
{
int u, v;
Edge prev, next;
public Edge(int u, int v)
{
this.u = u;
this.v = v;
}
/**
* Attaches a new edge to this edge, leading to the given node
* and returns the newly created Edge. The node where the
* attached edge starts doesn't need to be given, as it will
* always be the node where this edge ends.
*
* #param node The node where the attached edge ends.
*/
public Edge attach(int node)
{
next = new Edge(this.v, node);
next.prev = this;
return next;
}
}
Then, we'll need a Cycle class that can easily join two cycles:
public class Cycle
{
Edge start;
boolean[] used = new boolean[NUMBER_OF_NODES+1];
public Cycle(Edge start)
{
// Store the cycle itself
this.start = start;
// And memorize which nodes are being used in this cycle
used[start.u] = true;
for (Edge e = start.next; e != start; e = e.next)
used[e.u] = true;
}
/**
* Checks if this cycle can join with the given cycle. That is
* the case if and only if both cycles use a common node.
*
* #return {#code true} if this and that cycle can be joined,
* {#code false} otherwise.
*/
public boolean canJoin(Cycle that)
{
// Find a commonly used node
for (int node = 1; node <= NUMBER_OF_NODES; node++)
if (this.used[node] && that.used[node])
return true;
return false;
}
/**
* Joins the given cycle to this cycle. Both cycles will be broken
* at a common node and the paths will then be connected to each
* other. The given cycle should not be used after this call, as the
* list of used nodes is most probably invalidated, only this cycle
* will be updated and remains valid.
*
* #param that The cycle to be joined to this cycle.
*/
public void join(Cycle that)
{
// Find the node where we'll join the two cycles
int junction = 1;
while (!this.used[junction] || !that.used[junction])
junction++;
// Find the join place in this cycle
Edge joinAfterEdge = this.start;
while (joinAfterEdge.v != junction)
joinAfterEdge = joinAfterEdge.next;
// Find the join place in that cycle
Edge joinBeforeEdge = that.start;
while (joinBeforeEdge.u != junction)
joinBeforeEdge = joinBeforeEdge.next;
// Connect them together
joinAfterEdge.next.prev = joinBeforeEdge.prev;
joinBeforeEdge.prev.next = joinAfterEdge.next;
joinAfterEdge.next = joinBeforeEdge;
joinBeforeEdge.prev = joinAfterEdge;
// Update the used nodes
for (int node = 1; node <= NUMBER_OF_NODES; node++)
this.used[node] |= that.used[node];
}
#Override
public String toString()
{
StringBuilder s = new StringBuilder();
s.append(start.u).append(" ").append(start.v);
for (Edge curr = start.next; curr != start; curr = curr.next)
s.append("\n").append(curr.u).append(" ").append(curr.v);
return s.toString();
}
}
Now our utility classes are in place, we can write the actual algorithm (although technically, part of the algorithm is extending a path (Edge.attach(int node)) and joining two cycles (Cycle.join(Cycle that)).
/**
* #param edges A variant of an adjacency matrix: the number in edges[i][j]
* indicates how many links there are between node i and node j. Note
* that this means that every edge contributes two times in this
* matrix: one time from i to j and one time from j to i. This is
* also true in the case of a loop: the link still contributes in two
* ways, from i to j and from j to i, even though i == j.
*/
public static Cycle solve(int[][] edges)
{
Deque<Cycle> cycles = new LinkedList<Cycle>();
// First, find a place where we can start a new cycle
for (int u = 1; u <= NUMBER_OF_NODES; u++)
for (int v = 1; v <= NUMBER_OF_NODES; v++)
if (edges[u][v] > 0)
{
// The new cycle starts at the edge from u to v
Edge first, last = first = new Edge(u, v);
edges[last.u][last.v]--;
edges[last.v][last.u]--;
int curr = last.v;
// Extend the list of edges until we're back at the start
search: while (curr != u)
{
// Find any edge that extends the last edge
for (int next = 1; next <= NUMBER_OF_NODES; next++)
if (edges[curr][next] > 0)
{
// We found an edge, attach it to the last one
last = last.attach(next);
edges[last.u][last.v]--;
edges[last.v][last.u]--;
curr = next;
continue search;
}
// We can't form a cycle anymore, which
// means there is no Eulerian cycle.
return null;
}
// Connect the end to the start
last.next = first;
first.prev = last;
// Save it
cycles.add(new Cycle(last));
// And don't forget about the possibility that there are
// more edges running from u to v, so v should be
// re-examined in the next iteration.
v--;
}
// Now we have put all edges into cycles,
// we join them all together (if possible)
merge: while (cycles.size() > 1)
{
// Join the last cycle with any of the previous ones
Cycle last = cycles.removeLast();
for (Cycle curr : cycles)
if (curr.canJoin(last))
{
// Found one! Just join it and continue the merge
curr.join(last);
continue merge;
}
// No compatible cycle found, meaning there is no Eulerian cycle
return null;
}
return cycles.getFirst();
}

Non-recursive depth first search algorithm [closed]

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I am looking for a non-recursive depth first search algorithm for a non-binary tree. Any help is very much appreciated.
DFS:
list nodes_to_visit = {root};
while( nodes_to_visit isn't empty ) {
currentnode = nodes_to_visit.take_first();
nodes_to_visit.prepend( currentnode.children );
//do something
}
BFS:
list nodes_to_visit = {root};
while( nodes_to_visit isn't empty ) {
currentnode = nodes_to_visit.take_first();
nodes_to_visit.append( currentnode.children );
//do something
}
The symmetry of the two is quite cool.
Update: As pointed out, take_first() removes and returns the first element in the list.
You would use a stack that holds the nodes that were not visited yet:
stack.push(root)
while !stack.isEmpty() do
node = stack.pop()
for each node.childNodes do
stack.push(stack)
endfor
// …
endwhile
If you have pointers to parent nodes, you can do it without additional memory.
def dfs(root):
node = root
while True:
visit(node)
if node.first_child:
node = node.first_child # walk down
else:
while not node.next_sibling:
if node is root:
return
node = node.parent # walk up ...
node = node.next_sibling # ... and right
Note that if the child nodes are stored as an array rather than through sibling pointers, the next sibling can be found as:
def next_sibling(node):
try:
i = node.parent.child_nodes.index(node)
return node.parent.child_nodes[i+1]
except (IndexError, AttributeError):
return None
Use a stack to track your nodes
Stack<Node> s;
s.prepend(tree.head);
while(!s.empty) {
Node n = s.poll_front // gets first node
// do something with q?
for each child of n: s.prepend(child)
}
An ES6 implementation based on biziclops great answer:
root = {
text: "root",
children: [{
text: "c1",
children: [{
text: "c11"
}, {
text: "c12"
}]
}, {
text: "c2",
children: [{
text: "c21"
}, {
text: "c22"
}]
}, ]
}
console.log("DFS:")
DFS(root, node => node.children, node => console.log(node.text));
console.log("BFS:")
BFS(root, node => node.children, node => console.log(node.text));
function BFS(root, getChildren, visit) {
let nodesToVisit = [root];
while (nodesToVisit.length > 0) {
const currentNode = nodesToVisit.shift();
nodesToVisit = [
...nodesToVisit,
...(getChildren(currentNode) || []),
];
visit(currentNode);
}
}
function DFS(root, getChildren, visit) {
let nodesToVisit = [root];
while (nodesToVisit.length > 0) {
const currentNode = nodesToVisit.shift();
nodesToVisit = [
...(getChildren(currentNode) || []),
...nodesToVisit,
];
visit(currentNode);
}
}
While "use a stack" might work as the answer to contrived interview question, in reality, it's just doing explicitly what a recursive program does behind the scenes.
Recursion uses the programs built-in stack. When you call a function, it pushes the arguments to the function onto the stack and when the function returns it does so by popping the program stack.
PreOrderTraversal is same as DFS in binary tree. You can do the same recursion
taking care of Stack as below.
public void IterativePreOrder(Tree root)
{
if (root == null)
return;
Stack s<Tree> = new Stack<Tree>();
s.Push(root);
while (s.Count != 0)
{
Tree b = s.Pop();
Console.Write(b.Data + " ");
if (b.Right != null)
s.Push(b.Right);
if (b.Left != null)
s.Push(b.Left);
}
}
The general logic is, push a node(starting from root) into the Stack, Pop() it and Print() value. Then if it has children( left and right) push them into the stack - push Right first so that you will visit Left child first(after visiting node itself). When stack is empty() you will have visited all nodes in Pre-Order.
Non-recursive DFS using ES6 generators
class Node {
constructor(name, childNodes) {
this.name = name;
this.childNodes = childNodes;
this.visited = false;
}
}
function *dfs(s) {
let stack = [];
stack.push(s);
stackLoop: while (stack.length) {
let u = stack[stack.length - 1]; // peek
if (!u.visited) {
u.visited = true; // grey - visited
yield u;
}
for (let v of u.childNodes) {
if (!v.visited) {
stack.push(v);
continue stackLoop;
}
}
stack.pop(); // black - all reachable descendants were processed
}
}
It deviates from typical non-recursive DFS to easily detect when all reachable descendants of given node were processed and to maintain the current path in the list/stack.
Suppose you want to execute a notification when each node in a graph is visited. The simple recursive implementation is:
void DFSRecursive(Node n, Set<Node> visited) {
visited.add(n);
for (Node x : neighbors_of(n)) { // iterate over all neighbors
if (!visited.contains(x)) {
DFSRecursive(x, visited);
}
}
OnVisit(n); // callback to say node is finally visited, after all its non-visited neighbors
}
Ok, now you want a stack-based implementation because your example doesn't work. Complex graphs might for instance cause this to blow the stack of your program and you need to implement a non-recursive version. The biggest issue is to know when to issue a notification.
The following pseudo-code works (mix of Java and C++ for readability):
void DFS(Node root) {
Set<Node> visited;
Set<Node> toNotify; // nodes we want to notify
Stack<Node> stack;
stack.add(root);
toNotify.add(root); // we won't pop nodes from this until DFS is done
while (!stack.empty()) {
Node current = stack.pop();
visited.add(current);
for (Node x : neighbors_of(current)) {
if (!visited.contains(x)) {
stack.add(x);
toNotify.add(x);
}
}
}
// Now issue notifications. toNotifyStack might contain duplicates (will never
// happen in a tree but easily happens in a graph)
Set<Node> notified;
while (!toNotify.empty()) {
Node n = toNotify.pop();
if (!toNotify.contains(n)) {
OnVisit(n); // issue callback
toNotify.add(n);
}
}
It looks complicated but the extra logic needed for issuing notifications exists because you need to notify in reverse order of visit - DFS starts at root but notifies it last, unlike BFS which is very simple to implement.
For kicks, try following graph:
nodes are s, t, v and w.
directed edges are:
s->t, s->v, t->w, v->w, and v->t.
Run your own implementation of DFS and the order in which nodes should be visited must be:
w, t, v, s
A clumsy implementation of DFS would maybe notify t first and that indicates a bug. A recursive implementation of DFS would always reach w last.
FULL example WORKING code, without stack:
import java.util.*;
class Graph {
private List<List<Integer>> adj;
Graph(int numOfVertices) {
this.adj = new ArrayList<>();
for (int i = 0; i < numOfVertices; ++i)
adj.add(i, new ArrayList<>());
}
void addEdge(int v, int w) {
adj.get(v).add(w); // Add w to v's list.
}
void DFS(int v) {
int nodesToVisitIndex = 0;
List<Integer> nodesToVisit = new ArrayList<>();
nodesToVisit.add(v);
while (nodesToVisitIndex < nodesToVisit.size()) {
Integer nextChild= nodesToVisit.get(nodesToVisitIndex++);// get the node and mark it as visited node by inc the index over the element.
for (Integer s : adj.get(nextChild)) {
if (!nodesToVisit.contains(s)) {
nodesToVisit.add(nodesToVisitIndex, s);// add the node to the HEAD of the unvisited nodes list.
}
}
System.out.println(nextChild);
}
}
void BFS(int v) {
int nodesToVisitIndex = 0;
List<Integer> nodesToVisit = new ArrayList<>();
nodesToVisit.add(v);
while (nodesToVisitIndex < nodesToVisit.size()) {
Integer nextChild= nodesToVisit.get(nodesToVisitIndex++);// get the node and mark it as visited node by inc the index over the element.
for (Integer s : adj.get(nextChild)) {
if (!nodesToVisit.contains(s)) {
nodesToVisit.add(s);// add the node to the END of the unvisited node list.
}
}
System.out.println(nextChild);
}
}
public static void main(String args[]) {
Graph g = new Graph(5);
g.addEdge(0, 1);
g.addEdge(0, 2);
g.addEdge(1, 2);
g.addEdge(2, 0);
g.addEdge(2, 3);
g.addEdge(3, 3);
g.addEdge(3, 1);
g.addEdge(3, 4);
System.out.println("Breadth First Traversal- starting from vertex 2:");
g.BFS(2);
System.out.println("Depth First Traversal- starting from vertex 2:");
g.DFS(2);
}}
output:
Breadth First Traversal- starting from vertex 2:
2
0
3
1
4
Depth First Traversal- starting from vertex 2:
2
3
4
1
0
Just wanted to add my python implementation to the long list of solutions. This non-recursive algorithm has discovery and finished events.
worklist = [root_node]
visited = set()
while worklist:
node = worklist[-1]
if node in visited:
# Node is finished
worklist.pop()
else:
# Node is discovered
visited.add(node)
for child in node.children:
worklist.append(child)
You can use a stack. I implemented graphs with Adjacency Matrix:
void DFS(int current){
for(int i=1; i<N; i++) visit_table[i]=false;
myStack.push(current);
cout << current << " ";
while(!myStack.empty()){
current = myStack.top();
for(int i=0; i<N; i++){
if(AdjMatrix[current][i] == 1){
if(visit_table[i] == false){
myStack.push(i);
visit_table[i] = true;
cout << i << " ";
}
break;
}
else if(!myStack.empty())
myStack.pop();
}
}
}
DFS iterative in Java:
//DFS: Iterative
private Boolean DFSIterative(Node root, int target) {
if (root == null)
return false;
Stack<Node> _stack = new Stack<Node>();
_stack.push(root);
while (_stack.size() > 0) {
Node temp = _stack.peek();
if (temp.data == target)
return true;
if (temp.left != null)
_stack.push(temp.left);
else if (temp.right != null)
_stack.push(temp.right);
else
_stack.pop();
}
return false;
}
http://www.youtube.com/watch?v=zLZhSSXAwxI
Just watched this video and came out with implementation. It looks easy for me to understand. Please critique this.
visited_node={root}
stack.push(root)
while(!stack.empty){
unvisited_node = get_unvisited_adj_nodes(stack.top());
If (unvisited_node!=null){
stack.push(unvisited_node);
visited_node+=unvisited_node;
}
else
stack.pop()
}
Using Stack, here are the steps to follow: Push the first vertex on the stack then,
If possible, visit an adjacent unvisited vertex, mark it,
and push it on the stack.
If you can’t follow step 1, then, if possible, pop a vertex off the
stack.
If you can’t follow step 1 or step 2, you’re done.
Here's the Java program following the above steps:
public void searchDepthFirst() {
// begin at vertex 0
vertexList[0].wasVisited = true;
displayVertex(0);
stack.push(0);
while (!stack.isEmpty()) {
int adjacentVertex = getAdjacentUnvisitedVertex(stack.peek());
// if no such vertex
if (adjacentVertex == -1) {
stack.pop();
} else {
vertexList[adjacentVertex].wasVisited = true;
// Do something
stack.push(adjacentVertex);
}
}
// stack is empty, so we're done, reset flags
for (int j = 0; j < nVerts; j++)
vertexList[j].wasVisited = false;
}
Pseudo-code based on #biziclop's answer:
Using only basic constructs: variables, arrays, if, while and for
Functions getNode(id) and getChildren(id)
Assuming known number of nodes N
NOTE: I use array-indexing from 1, not 0.
Breadth-first
S = Array(N)
S[1] = 1; // root id
cur = 1;
last = 1
while cur <= last
id = S[cur]
node = getNode(id)
children = getChildren(id)
n = length(children)
for i = 1..n
S[ last+i ] = children[i]
end
last = last+n
cur = cur+1
visit(node)
end
Depth-first
S = Array(N)
S[1] = 1; // root id
cur = 1;
while cur > 0
id = S[cur]
node = getNode(id)
children = getChildren(id)
n = length(children)
for i = 1..n
// assuming children are given left-to-right
S[ cur+i-1 ] = children[ n-i+1 ]
// otherwise
// S[ cur+i-1 ] = children[i]
end
cur = cur+n-1
visit(node)
end
Here is a link to a java program showing DFS following both reccursive and non-reccursive methods and also calculating discovery and finish time, but no edge laleling.
public void DFSIterative() {
Reset();
Stack<Vertex> s = new Stack<>();
for (Vertex v : vertices.values()) {
if (!v.visited) {
v.d = ++time;
v.visited = true;
s.push(v);
while (!s.isEmpty()) {
Vertex u = s.peek();
s.pop();
boolean bFinished = true;
for (Vertex w : u.adj) {
if (!w.visited) {
w.visited = true;
w.d = ++time;
w.p = u;
s.push(w);
bFinished = false;
break;
}
}
if (bFinished) {
u.f = ++time;
if (u.p != null)
s.push(u.p);
}
}
}
}
}
Full source here.
Stack<Node> stack = new Stack<>();
stack.add(root);
while (!stack.isEmpty()) {
Node node = stack.pop();
System.out.print(node.getData() + " ");
Node right = node.getRight();
if (right != null) {
stack.push(right);
}
Node left = node.getLeft();
if (left != null) {
stack.push(left);
}
}

Cycle finding algorithm

I need do find a cycle beginning and ending at given point. It is not guaranteed that it exists.
I use bool[,] points to indicate which point can be in cycle. Poins can be only on grid. points indicates if given point on grid can be in cycle.
I need to find this cycle using as minimum number of points.
One point can be used only once.
Connection can be only vertical or horizontal.
Let this be our points (red is starting point):
removing dead ImageShack links
I realized that I can do this:
while(numberOfPointsChanged)
{
//remove points that are alone in row or column
}
So i have:
removing dead ImageShack links
Now, I can find the path.
removing dead ImageShack links
But what if there are points that are not deleted by this loop but should not be in path?
I have written code:
class MyPoint
{
public int X { get; set; }
public int Y { get; set; }
public List<MyPoint> Neighbours = new List<MyPoint>();
public MyPoint parent = null;
public bool marked = false;
}
private static MyPoint LoopSearch2(bool[,] mask, int supIndexStart, int recIndexStart)
{
List<MyPoint> points = new List<MyPoint>();
//here begins translation bool[,] to list of points
points.Add(new MyPoint { X = recIndexStart, Y = supIndexStart });
for (int i = 0; i < mask.GetLength(0); i++)
{
for (int j = 0; j < mask.GetLength(1); j++)
{
if (mask[i, j])
{
points.Add(new MyPoint { X = j, Y = i });
}
}
}
for (int i = 0; i < points.Count; i++)
{
for (int j = 0; j < points.Count; j++)
{
if (i != j)
{
if (points[i].X == points[j].X || points[i].Y == points[j].Y)
{
points[i].Neighbours.Add(points[j]);
}
}
}
}
//end of translating
List<MyPoint> queue = new List<MyPoint>();
MyPoint start = (points[0]); //beginning point
start.marked = true; //it is marked
MyPoint last=null; //last point. this will be returned
queue.Add(points[0]);
while(queue.Count>0)
{
MyPoint current = queue.First(); //taking point from queue
queue.Remove(current); //removing it
foreach(MyPoint neighbour in current.Neighbours) //checking Neighbours
{
if (!neighbour.marked) //in neighbour isn't marked adding it to queue
{
neighbour.marked = true;
neighbour.parent = current;
queue.Add(neighbour);
}
//if neighbour is marked checking if it is startig point and if neighbour's parent is current point. if it is not that means that loop already got here so we start searching parents to got to starting point
else if(!neighbour.Equals(start) && !neighbour.parent.Equals(current))
{
current = neighbour;
while(true)
{
if (current.parent.Equals(start))
{
last = current;
break;
}
else
current = current.parent;
}
break;
}
}
}
return last;
}
But it doesn't work. The path it founds contains two points: start and it's first neighbour.
What am I doing wrong?
EDIT:
Forgot to mention... After horizontal connection there has to be vertical, horizontal, vertical and so on...
What is more in each row and column there need to be max two points (two or none) that are in the cycle. But this condition is the same as "The cycle has to be the shortest one".
First of all, you should change your representation to a more efficient one. You should make vertex a structure/class, which keeps the list of the connected vertices.
Having changed the representation, you can easily find the shortest cycle using breadth-first search.
You can speed the search up with the following trick: traverse the graph in the breadth-first order, marking the traversed vertices (and storing the "parent vertex" number on the way to the root at each vertex). AS soon as you find an already marked vertex, the search is finished. You can find the two paths from the found vertex to the root by walking back by the stored "parent" vertices.
Edit:
Are you sure you code is right? I tried the following:
while (queue.Count > 0)
{
MyPoint current = queue.First(); //taking point from queue
queue.Remove(current); //removing it
foreach (MyPoint neighbour in current.Neighbours) //checking Neighbours
{
if (!neighbour.marked) //if neighbour isn't marked adding it to queue
{
neighbour.marked = true;
neighbour.parent = current;
queue.Add(neighbour);
}
else if (!neighbour.Equals(current.parent)) // not considering own parent
{
// found!
List<MyPoint> loop = new List<MyPoint>();
MyPoint p = current;
do
{
loop.Add(p);
p = p.parent;
}
while (p != null);
p = neighbour;
while (!p.Equals(start))
{
loop.Add(p);
p = p.parent;
}
return loop;
}
}
}
return null;
instead of the corresponding part in your code (I changed the return type to List<MyPoint>, too). It works and correctly finds a smaller loop, consisting of 3 points: the red point, the point directly above and the point directly below.
That is what I have done. I don't know if it is optimised but it does work correctly. I have not done the sorting of the points as #marcog suggested.
private static bool LoopSearch2(bool[,] mask, int supIndexStart, int recIndexStart, out List<MyPoint> path)
{
List<MyPoint> points = new List<MyPoint>();
points.Add(new MyPoint { X = recIndexStart, Y = supIndexStart });
for (int i = 0; i < mask.GetLength(0); i++)
{
for (int j = 0; j < mask.GetLength(1); j++)
{
if (mask[i, j])
{
points.Add(new MyPoint { X = j, Y = i });
}
}
}
for (int i = 0; i < points.Count; i++)
{
for (int j = 0; j < points.Count; j++)
{
if (i != j)
{
if (points[i].X == points[j].X || points[i].Y == points[j].Y)
{
points[i].Neighbours.Add(points[j]);
}
}
}
}
List<MyPoint> queue = new List<MyPoint>();
MyPoint start = (points[0]);
start.marked = true;
queue.Add(points[0]);
path = new List<MyPoint>();
bool found = false;
while(queue.Count>0)
{
MyPoint current = queue.First();
queue.Remove(current);
foreach (MyPoint neighbour in current.Neighbours)
{
if (!neighbour.marked)
{
neighbour.marked = true;
neighbour.parent = current;
queue.Add(neighbour);
}
else
{
if (neighbour.parent != null && neighbour.parent.Equals(current))
continue;
if (current.parent == null)
continue;
bool previousConnectionHorizontal = current.parent.Y == current.Y;
bool currentConnectionHorizontal = current.Y == neighbour.Y;
if (previousConnectionHorizontal != currentConnectionHorizontal)
{
MyPoint prev = current;
while (true)
{
path.Add(prev);
if (prev.Equals(start))
break;
prev = prev.parent;
}
path.Reverse();
prev = neighbour;
while (true)
{
if (prev.Equals(start))
break;
path.Add(prev);
prev = prev.parent;
}
found = true;
break;
}
}
if (found) break;
}
if (found) break;
}
if (path.Count == 0)
{
path = null;
return false;
}
return true;
}
Your points removal step is worst case O(N^3) if implemented poorly, with the worst case being stripping a single point in each iteration. And since it doesn't always save you that much computation in the cycle detection, I'd avoid doing it as it also adds an extra layer of complexity to the solution.
Begin by creating an adjacency list from the set of points. You can do this efficiently in O(NlogN) if you sort the points by X and Y (separately) and iterate through the points in order of X and Y. Then to find the shortest cycle length (determined by number of points), start a BFS from each point by initially throwing all points on the queue. As you traverse an edge, store the source of the path along with the current point. Then you will know when the BFS returns to the source, in which case we've found a cycle. If you end up with an empty queue before finding a cycle, then none exists. Be careful not to track back immediately to the previous point or you will end up with a defunct cycle formed by two points. You might also want to avoid, for example, a cycle formed by the points (0, 0), (0, 2) and (0, 1) as this forms a straight line.
The BFS potentially has a worst case of being exponential, but I believe such a case can either be proven to not exist or be extremely rare as the denser the graph the quicker you'll find a cycle while the sparser the graph the smaller your queue will be. On average it is more likely to be closer to the same runtime as the adjacency list construction, or in the worst realistic cases O(N^2).
I think that I'd use an adapted variant of Dijkstra's algorithm which stops and returns the cycle whenever it arrives to any node for the second time. If this never happens, you don't have a cycle.
This approach should be much more efficient than a breadth-first or depth-first search, especially if you have many nodes. It is guarateed that you'll only visit each node once, thereby you have a linear runtime.

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