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An overview of minimum spanning trees, their importance in graph theory, and the algorithm used to find them. Practical examples of data structures like arrays, stacks, queues, heaps, lists, and trees, as well as discussions on polynomial and non-polynomial time complexities. It also includes a step-by-step explanation of the minspan algorithm and an example of its application.
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19 September , Day 7 Written Assignment #2 due Wassn0, part A – resume due today Sassn1 presentation given next time, Day 8 assign Wassn Chapter 22 – Minimum Spanning Trees Data Structures: Arrays Stacks – LIFO access practical example? Queues – FIFO access practical example? Heap – dynamic structure with no specified internal organization use pointers List, eg Linked List advantage: noncontiguous storage physical order isn’t important can easily reorder via pointers Trees – a 1-to-n stucture hierarchical – ex: Graphs – a m-to-n structure Dewdney’s terms: vertex/vertices (node) edge Read beginning of Chapter 22 Polynomial Time – means we have a “reasonable” algorithm for solving the problem. In other words, as the problem input space gets “bigger” we can still solve it in a reasonable amount of computational time. Example: the GCD algorithm. Finding the GCD of 1740 and 90 does not take that much more time than the GCD of 135 and 5. Yes, more times through loop, but still P time. We’re guaranteed an answer in a reasonable amount of time. NP (nonpolynomial time) – as problem input space gets bigger, we’re not guaranteed a reasonable amount of computational time. Example: factorial. n! = n * (n-1)! 6! = 65432*1 How to solve? A for loop. But notice that time depends upon “size” of problem. Computing 100! takes much, much longer than computing 5!
Figure 22.1 vertex = node; edges are labeled to make life easier, label each vertex(node) with a capital letter A, B, C, etc note that 22.1 isn’t minimum replace either leftmost 13 or 12 with 6 edge below it Greedy algorithm – optimize whole by optimizing each step MINSPAN algorithm (will “grow” the tree one edge at a time, always picking best available edge)