DATA STRUCTURES AND PROBLEM SOLVING USING JAVA

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1 DATA STRUCTURES AND PROBLEM SOLVING USING JAVA Second Edition MARK ALLEN WEISS Florida International University Addison Wesley Boston San Francisco New York London Toronto Sydney Tokyo Singapore Madrid Mexico City Munich Paris Cape Town Hong Kong Montreal

2 CONTENTS PART I: TOUR OF JAVA CHAPTER 1 Primitive Java The General Environment The First Program Comments main Terminal Output Primitive Types The Primitive Types Constants Declaration and Initialization of Primitive Types Terminal Input and Output Basic Operators Assignment Operators Binary Arithmetic Operators Unary Operators Type Conversions Conditional Statements Relational and Equality Operators Logical Operators The i f Statement The while Statement 14

3 xviii CONTENTS The for Statement The do Statement break and continue The switch Statement The Conditional Operator Methods Overloading of Method Names Storage Classes 20 Summary 20 Objects of the Game 20 Common Errors 22 On the Internet 23 Exercises 23 References 25 CHAPTER 2 Reference Types What Is a Reference? Basics of Objects and References The Dot Operator (.) Declaration of Objects Garbage Collection The Meaning of = Parameter Passing The Meaning of == No Operator Overloading for Objects Strings Basics of String Manipulation String Concatenation Comparing Strings Other String Methods Converting Other Types of Strings Arrays Declaration, Assignment, and Methods Dynamic Array Expansion 40

4 CONTENTS xix ArrayList Multidimensional Arrays Command-line Arguments Exception Handling Processing Exceptions The finally Clause Common Exceptions The throw and throws Clauses Input and Output Basic Stream Operations The StringTokenizer Type Sequential Files 53 Summary 55 Objects of the Game 57 Common Errors 58 On the Internet 59 Exercises 59 References 60 CHAPTER 3 Objects and Classes What Is Object-Oriented Programming? A Simple Example Javadoc Basic Methods Constructors Mutators and Accessors Output and tostring equals main Static Fields and Methods Additional Constructs The this Reference The thi s Shorthand for Constructors The instanceof Operator 72

5 xx CONTENTS Instance Members vs. Static Members Static Fields and Methods Static Initializers Packages The import Directive The package Statement The CLASSPATH Environment Variable Package Visibility Rules A Design Pattern: Composite (Pair) 80 Summary 81 Objects of the Game 83 Common Errors 84 On the Internet 85 Exercises 85 References 88 CHAPTER 4 Inheritance What Is Inheritance? Creating New Classes Type Compatibility Dynamic Binding and Polymorphism Inheritance Hierarchies Visibility Rules The Constructor and super final Methods and Classes Overriding a Method Type Compatibility Revisited Designing Hierarchies Abstract Methods and Classes Multiple Inheritance The Interface Specifying an Interface Implementing an Interface Multiple Interfaces Interfaces are Abstract Classes 112

6 CONTENTS xxi 4.5 Fundamental Inheritance in Java The Object Class The Hierarchy of Exceptions I/O: The Decorator Pattern Implementing Generic Components Using Obj ect for Genericity Wrappers for Primitive Types Adapters: Changing an Interface Using Interface Types for Genericity The Functor (Function Objects) Nested Classes Local Classes Anonymous Classes Dynamic Binding Details 131 Summary 135 Objects of the Game 136 Common Errors 138 On the Internet 138 Exercises 140 References 144 PART II: ALGORITHMS AND BUILD1N6 BLOCKS CHAPTER 5 Algorithm Analysis What Is Algorithm Analysis? Examples of Algorithm Running Times The Maximum Contiguous Subsequence Sum Problem The Obvious 0(N 3 ) Algorithm An Improved 0(N 2 ) Algorithm A Linear Algorithm General Big-Oh Rules The Logarithm Static Searching Problem Sequential Search Binary Search 168

7 xxii CONTENTS Interpolation Search Checking an Algorithm Analysis Limitations of Big-Oh Analysis 173 Summary 174 Objects of the Game 174 Common Errors 175 On the Internet 175 Exercises 176 References 181 CHAPTER 6 The Collections API Introduction The Iterator Pattern Basic Iterator Design Inheritance-based Iterators and Factories Collections API: Containers and Iterators The Collection Interface Iterator Interface Generic Algorithms Comparator Function Objects The Collections Class Binary Search Sorting The List Interface The Listlterator Interface LinkedList Class Stacks and Queues Stacks Stacks and Computer Languages Queues Stacks and Queues in the Collections API Sets The TreeSet Class The HashSet Class 211

8 CONTENTS xxiii 6.8 Maps Priority Queues 220 Summary 224 Objects of the Game 225 Common Errors 226 On the Internet 226 Exercises 227 References 230 CHAPTER 7 Recursion 231 f 7.1 What Is Recursion? Background: Proofs by Mathematical Induction Basic Recursion Printing Numbers in Any Base Why It Works How It Works Too Much Recursion Can Be Dangerous Preview of Trees Additional Examples Numerical Applications Modular Arithmetic Modular Exponentiation Greatest Common Divisor and Multiplicative Inverses The RSA Cryptosystem Divide-and-Conquer Algorithms The Maximum Contiguous Subsequence Sum Problem Analysis of a Basic Divide-and-Conquer Recurrence A General Upper Bound for Divide-and-Conquer Running Times Dynamic Programming Backtracking 272 Summary 276 Objects of the Game 276 Common Errors 277

9 xxiv CONTENTS On the Internet 278 Exercises 278 References 282 CHAPTER 8 Sorting Algorithms Why Is Sorting Important? Preliminaries Analysis of the Insertion Sort and Other Simple Sorts Shellsort Performance of Shellsort Mergesort Linear-Time Merging of Sorted Arrays The Mergesort Algorithm Quicksort The Quicksort Algorithm Analysis of Quicksort Picking the Pivot A Partitioning Strategy Keys Equal to the Pivot Median-of-Three Partitioning Small Arrays Java Quicksort Routine Quickselect A Lower Bound for Sorting 312 Summary 314 Objects of the Game 315 Common Errors 315 On the Internet 316 Exercises 316 References 320 CHAPTER 9 Randomization Why Do We Need Random Numbers? Random Number Generators 324

10 9.3 Nonuniform Random Numbers Generating a Random Permutation Randomized Algorithms Randomized Primality Testing 337 Summary 340 Objects of the Game 340 Common Errors 341 On the Internet 342 Exercises 342 References 344 P ft f^ f 1 1 i at W*\ $Г%. % % #"% ft It" Ш <& X Ok I ist** г\г11 111* Mr гlivri 1 itjl M3 CHAPTER 10 Fun and Games Word Search Puzzles Theory Java Implementation The Game of Tic-Tac-Toe Alpha-Beta Pruning Transposition Tables Computer Chess 362 Summary 364 Objects of the Game 364 Common Errors 364 On the Internet 365 Exercises 365 References 367 CHAPTER 11 Stacks and Compilers Balanced-Symbol Checker Basic Algorithm Implementation A Simple Calculator Postfix Machines 382

11 xxvi CONTENTS CHAPTER 12 Utilities Infix to Postfix Conversion Implementation Expression Trees 391 Summary 395 Objects of the Game 396 Common Errors 396 On the Internet 397 Exercises 397 References File Compression Prefix Codes Huffman's Algorithm Implementation A Cross-Reference Generator Basic Ideas Java Implementation 420 Summary 424 Objects of the Game 425 Common Errors 425 On the Internet 425 Exercises 425 References 428 CHAPTER 13 Simulation The Josephus Problem The Simple Solution A More Efficient Algorithm Event-Driven Simulation Basic Ideas Example: A Modem Bank Simulation 436 Summary 444 Objects of the Game 444 Common Errors 444

12 CONTENTS xxvii On the Internet 444 Exercises 445 CHAPTER 14 Graphs and Paths Definitions 448 PART IV: IMPLEMENTATIONS Representation Unweighted Shortest-Path Problem Theory Java Implementation Positive-Weighted, Shortest-Path Problem Theory: Dijkstra's Algorithm Java Implementation Negative-Weighted, Shortest-Path Problem Theory Java Implementation Path Problems in Acyclic Graphs Topological Sorting Theory of the Acyclic Shortest-Path Algorithm Java Implementation An Application: Critical-Path Analysis 480 Summary 483 Objects of the Game 483 Common Errors 485 On the Internet 485 Exercises 485 References 489 CHAPTER 15 Inner Classes and Implementation of ArrayList Iterators and Nested Classes Iterators and Inner Classes The Abstracted lection Class Implementation of ArrayList with an Iterator 500 Summary 508

13 xxviii CONTENTS Objects of the Game 508 Common Error 508 On the Internet 509 Exercises 509 CHAPTER 16 Stacks and Queues Dynamic Array Implementations Stacks Queues Linked List Implementations Stacks Queues Comparison of the Two Methods The Java.util.Stack Class Double-Ended Queues 533 Summary 534 Objects of the Game 534 Common Errors 534 On the Internet 534 Exercises 535 CHAPTER 17 Linked Lists Basic Ideas Header Nodes Iterator Classes Java Implementation Doubly Linked Lists and Circularly Linked Lists Sorted Linked Lists Implementing the Collections API LinkedList Class 551 Summary 563 Objects of the Game 563 Common Errors 563 On the Internet 563 Exercises 564

14 CONTENTS xxix CHAPTER 18 Trees General Trees Definitions Implementation An Application: File Systems Binary Trees Recursion and Trees Tree Traversal: Iterator Classes Postorder Traversal Inorder Traversal Preorder Traversal Level-Order Traversals 596 Summary 597 Objects of the Game 598 Common Errors 599 On the Internet 599 Exercises 600 CHAPTER 19 Binary Search Trees Basic Ideas The Operations Java Implementation Order Statistics Java Implementation Analysis of Binary Search Tree Operations AVL Trees Properties Single Rotation Double Rotation Summary of AVL Insertion Red-Black Trees Bottom-Up Insertion Тор-Down Red-Black Trees Java Implementation 636

15 xxx CONTENTS Тор-Down Deletion AÄ-Trees Insertion Deletion Java Implementation Implementing the Collections API TreeSet and TreeMap Classes B-Trees 663 Summary 675 Objects of the Game 676 Common Errors 677 On the Internet 677 Exercises 678 References 680 CHAPTER 20 Hash Tables Basic Ideas Hash Function Linear Probing Naive Analysis of Linear Probing What Really Happens: Primary Clustering Analysis of the find Operation Quadratic Probing Java Implementation Analysis of Quadratic Probing Separate Chaining Hashing Hash Tables Versus Binary Search Trees Hashing Applications 707 Summary 708 Objects of the Game 708 Common Errors 709 On the Internet 710 Exercises 710 References 712

16 CONTENTS xxxi CHAPTER 21 A Priority Queue: The Binary Heap Basic Ideas Structure Property Heap-Order Property Allowed Operations Implementation of the Basic Operations The insert Operation The del etemin Operation The buildheap Operation: Linear-Time Heap Construction Advanced Operations: decreasekey and merge Internal Sorting: Heapsort External Sorting Why We Need New Algorithms Model for External Sorting The Simple Algorithm Multiway Merge Polyphase Merge Replacement Selection 740 Summary 741 Objects of the Game 741 Common Errors 742 On the Internet 742 Exercises 743 References 747 PART V: ADVANCED DATA STRUCTURES CHAPTER 22 Splay Trees Self-Adjustment and Amortized Analysis Amortized Time Bounds A Simple Self-Adjusting Strategy (That Does Not Work) The Basic Bottom-Up Splay Tree Basic Splay Tree Operations 758

17 xxxii CONTENTS 22.4 Analysis of Bottom-Up Splaying Proof of the Splaying Bound Тор-Down Splay Trees Implementation of Тор-Down Splay Trees Comparison of the Splay Tree with Other Search Trees 771 Summary 773 Objects of the Game 773 Common Errors 776 On the Internet 776 Exercises 776 References 777 CHAPTER 23 Merging Priority Queues The Skew Heap Merging Is Fundamental Simplistic Merging of Heap-Ordered Trees The Skew Heap: A Simple Modification Analysis of the Skew Heap The Pairing Heap Pairing Heap Operations Implementation of the Pairing Heap Application: Dijkstra's Shortest Weighted Path Algorithm 791 Summary 796 Objects of the Game 796 Common Errors 796 On the Internet 797 Exercises 797 References 798 CHAPTER 24 The Disjoint Set Class Equivalence Relations Dynamic Equivalence and Applications Application: Generating Mazes Application: Minimum Spanning Trees 806

18 CONTENTS xxxiii Application: The Nearest Common Ancestor Problem The Quick-Find Algorithm The Quick-Union Algorithm Smart Union Algorithms Path Compression Java Implementation Worst Case for Union-by-Rank and Path Compression Analysis of the Union/Find Algorithm 822 Summary 828 Objects of the Game 829 Common Errors 830 On the Internet 830 Exercises 830 References 833 APPENDICES APPENDIX A Operators 835 APPENDIX В Graphical User Interfaces 837 B.l The Abstract Window Toolkit and Swing 838 B.2 Basic Objects in Swing 839 B.2.1 Component 839 B.2.2 Container 841 B.2.3 Top-level Containers 841 B.2.4 JPanel 842 B.2.5 Important I/O Components 843 B.3 Basic Principles 848 B.3.1 Layout Managers 848 B.3.2 Graphics 852 B.3.3 Events 853 B.3.4 Event Handling: Adapters and Anonymous Inner Classes 856 B.3.5 Summary: Putting the Pieces Together 859 B.3.6 Is This Everything I Need To Know About Swing? 860

19 xxxiv CONTENTS Summary 860 Objects of the Game 861 Common Errors 863 On the Internet 863 Exercises 863 Reference 865 APPENDIX C Bitwise Operators 867 Index 871

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