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    # 資料結構 1. 本章以難易度區分,由低至高。 2. 配合洪逸資結第七版。 3. 本章以研究所考古為主。 ## 1.基礎知識 ( Recursive、Performance ) ### **<font color="red">( Hint )</font>** * Time Complex * Recursive and Example ### **<font color="red">( 解釋 )</font>** ### Time Complex 時間複雜度,判斷演算法孰優孰劣的依據,粗略分為: Big-O、Omega、Theta 本章介紹的方式為: Recursion Tree Master Theorem ![](https://i.imgur.com/lyhMTUP.png) ![](https://i.imgur.com/wpdOuzm.png) ### Recursive and Example 考題幾乎都是針對問題寫出遞迴: 1. 數學題 2. 資結後面的章節 3. 河內塔與Permutation列印 Hint : 前面兩項太雜不介紹,這邊只介紹第三個 <font color="red">**河內塔**</font> <font color="red">**Permutation**</font> ## 2.陣列、鏈結串列 ### **<font color="red">( Hint )</font>** * Array 位址計算 * Link List 種類、基本操作 * Generalize List * 多項式表示 * Sparse Matrix ### **<font color="red">( 解釋 )</font>** ### Array位址計算 ![](https://i.imgur.com/5AeHqRI.png) ![](https://i.imgur.com/vEcRZs6.png) ![](https://i.imgur.com/tN2aIPw.png) ### Linked List **( 種類 )** 1. Single Linked List ![](https://i.imgur.com/Wy9J5Rt.png) 3. Circular Linked List ( 頭接尾 ) ![](https://i.imgur.com/XD7NG5N.png) 5. Double Linked List ( Node有兩個Linked ) ![](https://i.imgur.com/EVV2HTX.png) **( 基本操作 )** 1. Length ( 求整條長度 ) ![](https://i.imgur.com/46kiZI1.png) 基本概念 : 用count計數,並讓point持續向下。 3. Reduce ( 回收整條 ) 4. Invert ( 反轉 ) ## 3.堆疊、佇列 ### **<font color="red">( Hint )</font>** * Stack and Queue Define * Permutaion ( +ab... ) * Prefix、Infix、Postfix * 應用 * 互相製作演算法 ( 本章忽略,考古題可現場拆 ) ### **<font color="red">( 解釋 )</font>** ### Stack and Queue <font color="red">**Stack**</font> ![](https://i.imgur.com/ONzFJtA.png) <font color="red">**Queue**</font> ![](https://i.imgur.com/60fdGTb.png) ### Permutation 給一序列資料,再給一個空的Stack,我們可以藉由push進去pop出來的動作,交換原本資料的前後順序,而這就被稱作Stack Permutation。 來個常見的例題: For a given sequence of elements {𝐴, 𝐵, 𝐶}, please write down its stack permutation. 答案(請反白): * ABC;<font color="white">push 𝐴, pop 𝐴, push 𝐵, pop 𝐵, push 𝐶, pop C</font> * ACB;<font color="white">push 𝐴, pop 𝐴, push 𝐵, push C, pop C, pop B</font> * BAC;<font color="white">push 𝐴, push 𝐵, pop B, pop A, push C, pop C</font> * BCA;<font color="white">push 𝐴, push 𝐵, pop B, push C, pop C, pop A</font> * CBA;<font color="white">push 𝐴, push 𝐵, push C, pop C, pop B, pop A</font> ### Prefix、Infix、Postfix ![](https://i.imgur.com/DLzzeDh.png =400x) ### Stack 與 Queue 互相製作 <font color="red">Queue using Stack :</font> 一個stack 叫s1 , 另一個stack叫 s2。 enQueue 代表 放東西。 enQueue 裡的寫法 : 如果 s1 不是空的,s2就會push (s1的pop) 像是s1 現在是1(stack的top) 2 3 4 5(5代表最後放,在stack的最底端) 。 會變成 s2 : 5(stack的top) 4 3 2 1 s1:空的 之後 s1.push(x) ,s1: 6 (新增的數字) 如果s2不是空的 ,就 s1.push(s2.pop()); s1 會變成 1(stack的top) 2 3 4 5 6 ## 4.搜尋與排列 ### **<font color="red">( Hint )</font>** * Define Sort and Search relationship * Sort( 初等排序、高等排序 ) ### **<font color="red">( 解釋 )</font>** ### Sort and Search 搜尋分為兩個 Linear 與 Binary , Linear 就是一個一個慢慢查 而 Binary 就是先用 Sort 做排序才搜尋 ### Sort <font color="red">**初階排序 ( O(n^2) )**</font> 1. Insertion Sort ( 插撲克牌 ) ![](https://i.imgur.com/FiRGwAr.png) 2. Select Sort ( 挑最小的交換 ) ![](https://i.imgur.com/1Zkz3Bb.png =400x) 3. Bobble Sort ( 像氣泡一樣大的會往上浮 ) ![](https://i.imgur.com/Wim91cG.png =400x) <font color="red">**高階排序 ( O(nlgn) )**</font> 1. Quick Sort ![](https://i.imgur.com/DqxGDoy.png =400x) 2. Merge Sort ![](https://i.imgur.com/jooAE8D.png) 3. Heap Sort ![](https://i.imgur.com/esOWD5K.png) <font color="red">**線性排序 ( O(n) )**</font> 前面的初階與高階排序都是透過比較而得到結果,而排序還有另外一個方式 透過類似分析值域的方式來排列大小 ![](https://i.imgur.com/gna4AXU.png) Radix Sort 依個位、十位、百位放進桶子內就可以排列完畢 <font color='red'>**常見排序函數比較**</font> ![](https://i.imgur.com/CjCo678.png) ## 5.雜湊 ### **<font color="red">( Hint )</font>** * Define Hash * Hash Function * Overflow Handle ### **<font color="red">( 解釋 )</font>** ### Hash 透過特定算法將資料放進特定格子,此種方法稱為 Hash Function ### Hash Function Design Function 的設計應盡量避免造成: Collision : Hash Function 算出來之格子已有資料了 OverFlow : 發生 Collision 後,此 Bucket 也沒有空格 函式有很多,常見的有: 1. Middle Square ( 平方後取中間的數字 ) 2. Division ( 除法 ) 3. Folding addition ( 將數字切成相同片段並相加 ) 4. Digits Analysis ( 分析數字的值域 ) ### Overflow Handle 1. Linear Probing:(H(x) + i) % B 2. Quadratic Probing:(H(x) + i ^ 2) % B 3. Double Hashing:(H1(x) + i * H2(x)) % B 4. Chain:Linked List 5. Rehashing:若發生則換別的 Hash Function ## 6.圖形 ![](https://i.imgur.com/mNDe4id.png =375x300) ### **<font color="red">( Hint )</font>** * Articulation point ( 關節點 ) * DFS. BFS. * 儲存結構 ( Adjacency Matrix, Multi lists ) * minimum spaning tree method ( Kruskal, Primes ) * Shortest Path method ( Dijkstra, Ballman ford, Floyd Warshall ) * AOV, AOE ### **<font color="red">( 解釋 )</font>** ### 關節點( Articulation point ) Def : 將關節點拆開可以將圖分成兩個。 ( u : parent , v : child ) Method : 找出關節點需以已下步驟 1. 將圖轉換成DFS, 並將順序記錄下來。 2. 新增一個表格加入前述的順序,並新增Low。 3. Low就是目前節點所能找到的最老祖先。 4. 比對 L[v] >= d[u]。 ### 深度與廣度優先( DFS, BFS ) Def : 如果以樹來解釋,DFS主要依賴著<font color="red">**樹高**</font>搜尋,BFS主要依賴<font color="red">**樹寬**</font>搜尋。 Method : DFS : ( 假設起點為2, 令數字小的優先 ) ![](https://i.imgur.com/83XLGRy.png) 1. 從起點開始沿著子點瘋狂往下鑽探。 2. 若往下已沒有子點可找, 則返回最初交叉點, 往另一邊。 ( 答案 : 2 - 5 - 9 - 4 - 7 - 2 - 6 - 5 - 11 ) BFS : ( 與上述條件相同, 圖片相同 ) 1. 從起點開始先找與起點相差一條邊的點。 2. 將點全部列入後, 開始找兩條、三條、以此類推直到沒有。 ( 答案 : 2 - 5 - 7 - 2 - 6 - 9 - 4 - 5 - 11 ) ### 儲存結構 Def : 儲存結構分成三個Adjacency Matrix、Adjacency Lists、 Adjacency MultiLists。 Method : Adjacency Matrix : ![](https://i.imgur.com/3RrudRk.png) 列出去否連接的陣列 ( 紀錄是否 ) Adjacency Lists : ![](https://i.imgur.com/qo82ysz.png =500x) 紀錄與哪些點有連接 ( 紀錄點 ) Adjacency MultiLists : ![](https://i.imgur.com/lrheIVw.png =500x) 此結構分成點與邊結構,點結構指向第一個出現此點的邊結構。 而邊結構紀錄了 : 1. 第一點 2. 第二點 3. 下一個出現第一點的邊結構 4. 下一個出現第二點的邊結構 ### minimum Spaning Tree Def : 生成樹( Spaning Tree )的意思是將圖做成沒有Cycle的圖,而最小生成樹就是當路徑有Weight時,整個圖的Weight最小。 Method: <font color="red">Kruskal</font>( 以線為考量 ): ![](https://i.imgur.com/N459ryJ.png) 此演算法的方式為每一輪都先找目前圖中最小的線,然後判斷是否有無Cycle。 <font color="red">Prim</font>( 以點為考量 ): ![](https://i.imgur.com/eHCKkhn.png) 1. 找一點出發,並列表權重 2. 將與此點相連的點之線Weight寫上,其餘不相連則為無限大 3. 從出發點挑小的線Weight一一拜訪 Hint: 與 Dijastra 很像 ### Shortest Path Method Def : 此章共有三個方法 Dijastra、Bellman Ford、Floyd Warshall 。 Method : <font color="red">Dijastra</font> ![](https://i.imgur.com/morgP3m.png) 與Prim基本一樣,以圖片來說從A點當出發點,紀錄目前可以連接的點 並且不斷更新前面的邊 特性: 1. 不能有負的 Weight 因為此演算法會一直挑小的 2. 此法為 Single Source Shortest Path 3. 此法為貪婪演算法,每次都需要挑小的 處理角度: 以點為出發點,一個點兩個點開始延伸到N個點,挑選點的方式為貪婪演算法 <font color="red">Bellman Ford</font> ![](https://i.imgur.com/qqs0uP9.png) 與第一個很像,不同點在於第一個方法每一輪都要挑小的,而此法可以隨機挑選 每一輪都增加一個邊,直到做完 N-1 次( 總邊數 ) 特性: 1. 可處理負邊,並偵測負迴圈( 愈跑愈小 ) 2. 此法為 Dynamic Programming 處理角度: 以邊為出發點,每一輪增加一個邊,從一個邊增加到 N-1 <font color="red">Floyd Warshall</font> 上面兩個方法都是單點到其他點的最短位置,而此方法則是任兩點之間的 最短路徑 其實任兩點之間的最短路徑可以用上面兩個方法跑n次得出結果 可是 Dijastra 沒辦法處理負邊而 Bellman 則是速度太慢 O(N x V) 而且 Bellman 也不能存在負的迴圈,若有負邊則 O(n^4) 而此方法再有負邊的情況只需 O(n^3) ![](https://i.imgur.com/6cayDi1.png) Floyd Warshall 的定義式,請看以下例子: ( 定義式要稍微記一下,考古有類似的題目 ) ![](https://i.imgur.com/qTqjsnZ.png) 左上角A^-1為初始階段,搭配定義式每一次的更新都需要: 1. 路徑的長度每一個都需要比較 2. 以下開始舉例: A[1][0] = 4 判斷 min{A[1][0] , A[1][0] + A[0][0]} A[1][2] = 無限 判斷 min{A[1][2] , A[1][0] + A[0][2]} 因為 min{無限 , 4 + 3} = 7 所以更新為 7 ![](https://i.imgur.com/l6iAAYx.png) 以下自己練習看看 ![](https://i.imgur.com/J1NQTYl.png) ![](https://i.imgur.com/s7Y1zBP.png) 參考來源:https://www.youtube.com/watch?v=6wPIMMuPxUw ### AOV, AOE AOV ( Active on Vertex )、AOE ( Active on Edge ) AOV 指的是活動在點上這邊比較多考到的是拓墣法,因為這邊太簡單 所以不多作介紹 ![](https://i.imgur.com/1u00W6l.png) 這張圖是 AOE,代表活動作用在邊上,而邊上就會如圖所示顯現權重,若一個點 有兩條邊指向則代表這兩條邊都需要完成才能繼續 Hint : 這邊最重要的是找出 Critical Path 與判斷哪些工作可以 Delay Critical Path 就是 Start 到 End 長度最長經過的路徑 以此題為例最長的路徑為 { A,D,E,F,G } 所以 Critical Path 長度為 20 而所有最長路徑經過的點都為 Critical task ![](https://i.imgur.com/TuwzmqO.jpg) ![](https://i.imgur.com/U9ku0XV.jpg) ## 7.樹 ( 二元樹、高階樹 ) ### **<font color="red">( Hint )</font>** * ### **<font color="red">( 解釋 )</font>** ###### tags: `研究所`

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