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二叉搜索树可以缩短查找的效率,如果数据有序或接近有序二叉搜索树将退化为单支树,查找元素相当于在顺序表中搜索元素,效率低下时间复杂度:O(N)

两位俄罗斯的数学家G.M.Adelson-Velskii和E.M.Landis在1962年 发明了一种解决上述问题的方法:当向二叉搜索树中插入新结点后,如果能保证每个结点的左右子树高度之差的绝对值不超过1(对树中的结点进行调整),即为AVl树以他们的名字缩写命名也可以叫高度二叉搜索树
一棵AVL树或者是空树,或者是具有以下性质的二叉搜索树,它就是AVL树。
如果AVl树有n个结点,其高度可保持在O(logN) ,搜索时间复杂度O(logN),为什么?
答:左右子树高度之差的绝对值不超过1,那么只有最后一层会差一部分的节点;

| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 | template<classK, classV>structAVLtreeNode{    //节点构造函数    AVLtreeNode(constpair<K, V>& kv)        :_left(nullptr)        ,_right(nullptr)        ,_parent(nullptr)        ,_bf(0)        ,_kv(kv)    {}    //节点的成员    //三叉链    AVLtreeNode<K, V>* _left;    AVLtreeNode<K, V>* _right;    AVLtreeNode<K, V>* _parent;    int_bf;//平衡因子    //数据使用库里面的pair类存储的kv    pair<K, V> _kv;};template<classK,classV>classAVLtree{    typedefAVLtreeNode<K, V> Node;public:    //构造函数    AVLtree()        :_root(nullptr)    {}    //四种旋转    voidRotateL(Node* parent)    voidRotateR(Node* parent)    voidRotateLR(Node* parent)    voidRotateRL(Node* parent)    //插入    boolInsert(constpair<K, V>& kv)    //寻找    Node* Find(constK& kv)private:    Node* _root;}; | 
三叉链是什么?

| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 | boolInsert(constpair<K, V>& kv)    {        if(_root == nullptr)        {            _root = newNode(kv);            returntrue;        }        Node* parent = _root, *cur = _root;        while(cur)        {            //找nulptr,如果已经有这个key了,二叉搜索树的特性不支持冗余,所以返回失败            if(cur->_kv.first > kv.first)            {                parent = cur;                cur = cur->_left;            }            elseif(cur->_kv.first <kv.first)            {                parent = cur;                cur = cur->_right;            }            else            {                returnfalse;            }        }        //        cur = newNode(kv);        //判断孩子在父亲的左边还是右边        if(cur->_kv.first > parent->_kv.first)        {            parent->_right = cur;            cur->_parent = parent;        }        else        {            parent->_left = cur;            cur->_parent = parent;        }        while(parent)        {            //影响一条路径所有的祖先            if(parent->_right == cur)                parent->_bf++;            else                parent->_bf--;                        if(parent->_bf == 0)            {                //左右平衡了不会再影响祖先了                break;            }            if(parent->_bf == 1 || parent->_bf == -1)            {                //当前节点所在子树变了,会影响父亲                // 继续往上更新                cur = parent;                parent = parent->_parent;            }            elseif(parent->_bf == 2 || parent->_bf == -2)            {                //parent所在子树已经不平衡,需要旋转处理一下                if(parent->_bf == -2)                {                    if(cur->_bf == -1)                        // 右单旋                        RotateR(parent);                    else// cur->_bf == 1                        RotateLR(parent);                }                else// parent->_bf  == 2                {                    if(cur->_bf == 1)                        // 左单旋                        RotateL(parent);                    else// cur->_bf == -1                        RotateRL(parent);                }                break;            }            else            {                // 插入节点之前,树已经不平衡了,或者bf出错。需要检查其他逻辑                assert(false);            }        }        returntrue;    } | 
插入整体逻辑:
节点右子树最长路径-左子树最长路径,右边插入节点就+,左边插入节点就-;

| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 | voidRotateR(Node* parent)    {        //轴点的左,孩子节点        Node* subL = parent->_left;        //孩子节点的右        Node* subLR = subL->_right;        //我的右当你(轴点)的左        parent->_left = subLR;        //调整三叉链        if(subLR)            subLR->_parent = parent;        //你(轴点)做我的右        subL->_right = parent;        //调整三叉链        Node* parentParent = parent->_parent;        parent->_parent = subL;         if(parent == _root)        {            _root = subL;            _root->_parent = nullptr;        }        else        {            //轴点的父亲新的孩子节点            if(parentParent->_left == parent)                parentParent->_left = subL;            else                parentParent->_right = subL;             subL->_parent = parentParent;        }         subL->_bf = parent->_bf = 0;    } | 

| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 | voidRotateL(Node* parent)    {        //轴点的右,孩子节点        Node* subR = parent->_right;        //孩子节点的左        Node* subRL = subR->_left;        //我的左当你(轴点)的右        parent->_right = subRL;        //调整三叉链        if(subRL)        {            subRL->_parent = parent;        }        //你(轴点)做我的左        subR->_left = parent;        Node* parentparent = parent->_parent;         parent->_parent = subR;        if(parent == _root)        {            if(parentparent->_left == parent)                parentparent->_left = subR;            else                parentparent->_right = subR;             subR->_parent = parentparent;        }        else        {            subR->_parent = nullptr;            _root = subR;        }         subR->_bf = parent->_bf = 0;     } | 

| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 | voidRotateLR(Node* parent)    {        Node* subL = parent->_left;        Node* subLR = subL->_right;        intbf = subLR->_bf;         RotateL(parent->_left);        RotateR(parent);         // ...平衡因子调节还需要具体分析        if(bf == -1)        {            subL->_bf = 0;            parent->_bf = 1;            subLR->_bf = 0;        }        elseif(bf == 1)        {            parent->_bf = 0;            subL->_bf = -1;            subLR->_bf = 0;        }        elseif(bf == 0)        {            parent->_bf = 0;            subL->_bf = 0;            subLR->_bf = 0;        }        else        {            assert(false);        }    } | 

依靠3个被改变节点中最后一个来判断

| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 | voidRotateRL(Node* parent)    {        Node* subR = parent->_right;        Node* subRL = subR->_left;        intbf = subRL->_bf;         RotateR(parent->_right);        RotateL(parent);         // 平衡因子更新        if(bf == 1)        {            subR->_bf = 0;            parent->_bf = -1;            subRL->_bf = 0;        }        elseif(bf == -1)        {            parent->_bf = 0;            subR->_bf = 1;            subRL->_bf = 0;        }        elseif(bf == 0)        {            parent->_bf = 0;            subR->_bf = 0;            subRL->_bf = 0;        }        else        {            assert(false);        }    } | 

AVL树是一棵绝对平衡的二叉搜索树,其要求每个节点的左右子树高度差的绝对值都不超过1,这样可以保证查询时高效的时间复杂度,即log2(N)
但是如果要对AVL树做一些结构修改的操作,性能非常低下,比如:
插入时要维护其绝对平衡,旋转的次数比较多,更差的是在删除时,有可能一直要让旋转持续到根的位置。因此:如果需要一种查询高效且有序的数据结构,而且数据的个数为静态的(即不会改变),可以考虑AVL树,但一个结构经常修改,就不太适合。
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