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4.1 Randomized algorithm 4.2 Quicksort and randomized quicksort 4.3 Expected running time of quicksort 4.4 Max-heaps and min-heaps 4.5 Heap operations: heapify, building, and key increasing 4.6 heap sort and priority queues 4.7 Comparisons of sort algorithms: heap sort, quick sort, insertion sort, and merge sort 4.8 Comparison sort and decision tree model 4.9 Sorting in linear time: counting-sort, radix sort, and bucket sort
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10.1 Graph representations 10.2 Breadth-first and depth-first search algorithms 10.3 Topological sort 10.4 Disjoint sets and strategy of union by rank and path compression 10.5 Minimum spanning tree 10.6 Prim's and Kruskal's algorithm 10.7 Single-source shortest-paths algorithms: breadth-first search, Dag shortest paths, Dijkstra algorithm, and Bellman-Ford algorithm 10.8 All-pairs shortest-paths algorithms: brute-force, dynamic programming, Floyd-Warshall algorithm, and Johnson algorithm 10.9 Ford-Fulkerson max-flow algorithm and Edmonds-Karp algorithm
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6.1 Binary trees and binary search tree 6.2 Inorder, preorder, and postorder tree walk 6.3 Successor and predecessor of BST 6.4 Operations of BST: search, Minimum and maximum, constructing, deletion and insertion 6.5 Balanced search trees 6.6 AVL trees 6.7 Single and double rotation 6.8 Red-black trees 6.9 B-tree (2-3-4 tree)
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1. Stack Specifications 2. Implementation of Stacks 3. Application: A Desk Calculator 4. Application: Bracket Matching 5. Abstract Data Types and Their Implementations 6. Pointers and Pitfalls
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1. Pointers and Linked Structures 2. Linked Stacks 3. Linked Stacks with Safeguards 4. Linked Queues 5. Application: Polynomial Arithmetic 6. Abstract Data Types and Implementations 7. Pointers and Pitfalls
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1. List Specifications 2. List Implementations (a). Class Templates (b). Contiguous (c). Simply Linked (d). Simply Linked with Position Pointer (e). Doubly Linked 3. Strings 4. Application: Text Editor 5. Linked Lists in Arrays 6. Application: Generating Permutations 7. Pointers and Pitfalls
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1. Introduction : Problems with large programs 2.The Game of Life (a continuing example) 3. Programming style 4. Coding, Testing ,and Further Refinement 5. Program Maintenance 6. Preview (a) Software Engineering (b) Problem Analysis (c) Requirements Specification (d) Coding 7. Pointers and Pitfalls 8. References
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【Definition】An Abstract Data Type (ADT) is a data type that is organized in such a way that the specification on the objects and specification of the operations on the objects are separated from the representation of the objects and the implementation on the operations
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1 Equivalence Relations 【Definition】A relation R is defined on a set S if for every pair of elements (a, b), a, b S, a R b is either true or false. If a R b is true, then we say that a is related to b
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(1) Input There are zero or more quantities that are externally supplied. (2) Output At least one quantity is produced. (3) Definiteness Each instruction is clear and unambiguous. (4) Finiteness If we trace out the instructions of an algorithm, then for all cases, the algorithm terminates after finite number of steps. (5) Effectiveness Every instruction must be basic enough to be carried out, in principle, by a person using only pencil and paper. It is not enough that each operation be definite as in(3); it also must be feasible
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