iOS深度优先算法

#import <Foundation/Foundation.h>

/****************************************
 无向图  对称矩阵
 
 V0--------V1
 |         /|
 |        / |
 |     V2   |
 |   /   \  |
 | /      \ |
 V3        V4
 
 0 1 0 1 0
 1 0 1 0 1
 0 1 0 1 1
 1 0 1 0 0
 0 1 1 0 0
 ******************************************/



/******************************************
 有向图
 
 0 1 1 0
 0 0 0 0
 0 0 0 1
 1 0 0 0
 
 
 V0->V1
 V0->V2
 V2->V3
 V3->V0
 ******************************************/


/*********************************************
 深度优先遍历:从初始点出发,不断向前走,如果碰到死路了,就往回走一步,尝试另一条路,直到发现了目标位置。这种不撞南墙不回头的方法,即使成功也不一定找到一条好路,但好处是需要记住的位置比较少。
 
 广度优先:从初始点出发,把所有可能的路径都走一遍,如果里面没有目标位置,则尝试把所有两步能够到的位置都走一遍,看有没有目标位置;如果还不行,则尝试所有三步可以到的位置。这种方法,一定可以找到一条最短路径,但需要记忆的内容实在很多,要量力而行。
 **********************************************/

@interface AMWGraph : NSObject
@property (nonatomic, strong) NSMutableArray *edges;//邻接矩阵,用来存储边

//初始化矩阵,一维数组,和边的数目
- (instancetype)initWithN:(NSInteger)n;

//得到结点的个数
- (NSInteger)getNumOfVertex;

//得到边的数目
- (NSInteger)getNumOfEdges;

// 返回结点i的数据
- (id)getValueByIndex:(NSInteger)i;

//返回v1,v2的权值
- (NSInteger)getWeight:(NSInteger)v1 withV2:(NSInteger)v2;

//插入结点
- (void)insertVertex:(id)vertex;


- (void)insertEdge:(NSInteger)v1 withV2:(NSInteger)v2 withWeight:(NSInteger)weight;

//删除结点
- (void)deleteEdge:(NSInteger)v1 withV2:(NSInteger)v2;

//得到第一个邻接结点的下标
- (NSInteger)getFirstNeighbor:(NSInteger)index;

//根据前一个邻接结点的下标来取得下一个邻接结点
- (NSInteger)getNextNeighbor:(NSInteger)v1 withV2:(NSInteger)v2;

//对外公开函数,深度优先遍历,与其同名私有函数属于方法重载
- (void)depthFirstSearch:(NSMutableArray *)isVisited;

//对外公开函数,广度优先遍历
- (void)broadFirstSearch:(NSMutableArray *)isVisited;

@end
#import "AMWGraph.h"

@interface AMWGraph()

@property (nonatomic, strong) NSMutableArray *vertexList;//存储点的链表

@property (nonatomic, assign) NSInteger numOfEdges;//边的数目

@end

@implementation AMWGraph

- (instancetype)initWithN:(NSInteger)n
{
    if (self == [super init]) {
        _edges = [NSMutableArray array];
        _vertexList = [NSMutableArray arrayWithCapacity:n];
        _numOfEdges = 0;
    }
    return self;
}

- (NSInteger)getNumOfVertex
{
    return  self.vertexList.count;
}

- (NSInteger)getNumOfEdges
{
    return self.numOfEdges;
}

- (id)getValueByIndex:(NSInteger)i
{
    return self.vertexList[i];
}

- (NSInteger)getWeight:(NSInteger)v1 withV2:(NSInteger)v2
{
    return [self.edges[v1][v2] integerValue];;
}

- (void)insertVertex:(id)vertex
{
    [self.vertexList addObject:vertex];
}

- (void)insertEdge:(NSInteger)v1 withV2:(NSInteger)v2 withWeight:(NSInteger)weight
{
    NSMutableArray *arr = [self.edges objectAtIndex:v1];
    arr[v2] = [NSNumber numberWithInteger:weight];
    self.numOfEdges ++;
}

- (void)deleteEdge:(NSInteger)v1 withV2:(NSInteger)v2
{
    self.edges[v1][v2] = [NSNumber numberWithInt:0];
    self.numOfEdges --;
}

- (NSInteger)getFirstNeighbor:(NSInteger)index
{
    for (NSInteger j = 0; j<[_vertexList count]; j++) {
        if ([_edges[index][j] intValue] >0 ) {
            return j;
        }
        
    }
    return  -1;
}

- (NSInteger)getNextNeighbor:(NSInteger)v1 withV2:(NSInteger)v2
{
    for (NSInteger j = v2+1; j<[_vertexList count]; j++) {
        if ([_edges[v1][j] intValue]>0) {
            return j;
        }
    }
    return -1;
}

- (void)depthFirstSearch:(NSMutableArray *)isVisited withI:(NSInteger)i
{
    isVisited[i] = [NSNumber numberWithBool:YES];
    
    NSInteger w = [self getFirstNeighbor:i];
    while (w!=-1) {
        if ([isVisited[w] compare:@(0)] == NSOrderedSame) {
            [self depthFirstSearch:isVisited withI:w];
        }
        w = [self getNextNeighbor:i withV2:w];
    }
}

- (void)depthFirstSearch:(NSMutableArray *)isVisited
{
    for (NSInteger i =0; i<[self getNumOfVertex]; i++) {
        if ([isVisited[i] compare:@(0)] == NSOrderedSame) {
            [self depthFirstSearch:isVisited withI:i];
        }
    }
}

- (void)broadFirstSearch:(NSMutableArray *)isVisited withI:(NSInteger)i
{
    NSInteger u,w;
    NSMutableArray *queue = [NSMutableArray array];
    isVisited[i] = [NSNumber numberWithBool:YES];
    //结点入队列
    [queue addObject:[NSNumber numberWithInteger:i]];
    while ([queue count]>0) {
        u = [queue[0]integerValue];
        [queue removeObjectAtIndex:0];
        w = [self getFirstNeighbor:u];
        while (w!=-1) {
            if ([isVisited[w] compare:@(0)] == NSOrderedSame) {
                isVisited[w] = [NSNumber numberWithBool:YES];
                [queue addObject:[NSNumber numberWithInteger:w]];
            }
            w = [self getNextNeighbor:u withV2:w];
        }
    }
}

- (void)broadFirstSearch:(NSMutableArray *)isVisited
{
    for (NSInteger i =0; i<[self getNumOfVertex]; i++) {
        if ([isVisited[i] compare:@(0)] == NSOrderedSame) {
            [self broadFirstSearch:isVisited withI:i];
        }
    }
}

@end


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