Graphs are data structures rather like trees. In fact, in a mathematical sense, a tree is kind of graph. In computer programming, however, graphs are used in different ways that trees.
Graphs, on the other hand, often have a shape dictated by a physical problem. for example, nodes in a graph may represent cities, while edges may represent airline flight routes between the cities.
Definitions:
Before going future, we must mention that, when discussing graphs, nodes are called vertices(the singular is vertex).
Adjacency:two vertices are said to be adjacent to one another if they are connected by a single edge.
Path: a path is a sequence of edges.
connected graphs: a graph is said to be connected if there is at least one path from every vertex to every other vertex.
non-directed graphs mean the edges don't have a direction, you can go either way on them.
The Adjacency List: the other way to represent edges is with an adjacency list. Actually, an adjacency list a is an array of list. Each individual list shows what vertices a given vertext is adjacent to.
Depth-First search: uses a stack to remember where it should go when it reaches a dead end. To carry out the depth-first search, you pick a starting(vertex A) point and then do three things: visit this vertex, push it onto a stack so you can remember it, and mark it so you won't visit it again.
Next you go to any vertex adjacent to A that hasn't yet been visited. Assume the vertices are selected in alphabetical order, so that brings up B. You visit B, mark it , and push it on the stack. Go to an adjacent vertex that hasn't been visited. This leads you to F. We call this process Rule 1.
Rule 1: if possible, visit an adjacent unvisited vertex, mark it , and push it on the stack.
However, you need to do something else, because there are no unvisited vertices adjacent to F. Here's where Rule 2 comes in.
Rule 2: If you can't follow Rule 1, then, if possible, pop a vertex off the stack.
Following this rule, you Pop H off the stack, which brings you back to B, and then A.
A, however does have unvisited adjacent vertices, so you visit the next one, C. But C is the end of the line again, so you pop it and you're back to A. You visit D,G, and I , and then pop them all when you reach the dead end at I. Now you 're back to A. You visit E, and again you're back to A. This time, however, A has no unvisited neighbors, so we pop it off the stack.But now there's nothing left to pop, which brings up Rule 3.
Rule 3: if you can't follow Rule 1 or Rule 2, you're finished.
class StackX{
private final int SIZE = 20;
private int[] st;
private int top;
public StackX(){
st = new int[SIZe];
top = -1;
}
public void push int j)
{
st[++top] = j;
}
}
public int pop(){
return st[top--];
}
public int peek(){return st[top]}
class StackX{
private final int SIZE = 20;
private int[] st;
private int top;
public StackX(){
st = new int[SIZe];
top = -1;
}
public void push int j)
{
st[++top] = j;
}
}
public int pop(){
return st[top--];
}
public int peek(){return st[top]}
} //end class StackX
class Vertex{
public char label;
public boolean wasVisited = false;
}
class Graph{
private final int MAX_VERTS=20;
private Vertext vertextList[];
init adjmat[][]; // adjacency matrix
StackX theStack;
private int nVerts; // current number of vertices
}
public Graph() // constructor
{
vertexList = new Vertex[MAX_VERTS];
// adjacency matrix
adjMat = new int[MAX_VERTS][MAX_VERTS];
nVerts = 0;
for(int j=0; j<MAX_VERTS; j++) // set adjacency
for(int k=0; k<MAX_VERTS; k++) // matrix to 0
adjMat[j][k] = 0;
theStack = new StackX();
} // end constructor
public void addVertex(char lab)
{
vertexList[nVerts++] = new Vertex(lab);
}
public void addEdge(int start, int end)
{
adjMat[start][end] = 1;
adjMat[end][start] = 1;
}
public int getAdjUnvisitedVertex(int v){
for(int j = 0; j < nVerts; j++){
if(adjMat[v][j] === 1 && vertextList[j].wasVisited == false)
return j;
return -1;
}//end getAdjUnvisitedVertext
}
public void dfs() //depth first search
{
vertextList[0].wasVisited = true;
displayVertext(0);
theStack.push(0);
while(! theStack.isEmpty()){
int v = getAdjUnvisitedVertext(theStack.peek());
if(v == -1) // if no such vertex
theStack.pop();
else{
vertexList[v].wasvisited = true; // mark it
displayVertex(v); // display it
theStack.push(v); //push it
}
} // end while
}
class Vertex{
public char label;
public boolean wasVisited = false;
}
class Graph{
private final int MAX_VERTS=20;
private Vertext vertextList[];
init adjmat[][]; // adjacency matrix
StackX theStack;
private int nVerts; // current number of vertices
}
public Graph() // constructor
{
vertexList = new Vertex[MAX_VERTS];
// adjacency matrix
adjMat = new int[MAX_VERTS][MAX_VERTS];
nVerts = 0;
for(int j=0; j<MAX_VERTS; j++) // set adjacency
for(int k=0; k<MAX_VERTS; k++) // matrix to 0
adjMat[j][k] = 0;
theStack = new StackX();
} // end constructor
public void addVertex(char lab)
{
vertexList[nVerts++] = new Vertex(lab);
}
public void addEdge(int start, int end)
{
adjMat[start][end] = 1;
adjMat[end][start] = 1;
}
public int getAdjUnvisitedVertex(int v){
for(int j = 0; j < nVerts; j++){
if(adjMat[v][j] === 1 && vertextList[j].wasVisited == false)
return j;
return -1;
}//end getAdjUnvisitedVertext
}
public void dfs() //depth first search
{
vertextList[0].wasVisited = true;
displayVertext(0);
theStack.push(0);
while(! theStack.isEmpty()){
int v = getAdjUnvisitedVertext(theStack.peek());
if(v == -1) // if no such vertex
theStack.pop();
else{
vertexList[v].wasvisited = true; // mark it
displayVertex(v); // display it
theStack.push(v); //push it
}
} // end while
}
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