While mergesort divided in half, sorted each half, and then merged (where all work is in the merge), Quicksort works in the opposite order.
That is, Quicksort splits the array (with lots of work), sorts each part, and then puts together (trivially).
/** POST -- "elementArray" sorted into non-decreasing order **/ public void quicksort(Comparable[] elementArray) { Q_sort(0, elementArray.length - 1, elementArray); } /** PRE -- left <= right are legal indices of table. POST -- table[left..right] sorted in non-decreasing order **/ protected void Q_sort (int left, int right, Comparable[] table) { if (right > left) // More than 1 elt in table { int pivotIndex = partition(left,right,table); // table[Left..pivotIndex] <= table[pivotIndex+1..right] Q_sort(left, pivotIndex-1, table); // Quicksort small elts Q_sort(pivotIndex+1, right, table); // Quicksort large elts } }If partition works then Q_sort (and hence quicksort) clearly works.
Note: it always makes a recursive call on a smaller array (easy to blow so it doesn't and then never terminates).
Partition: Algorithm below starts out by ensuring the elt at the left edge of the table is <= the one at the right. This allows guards on the while loops to be simpler and speeds up the algorithm by about 20% or more. Other optimizations can make it even faster.
/** post: table[left..pivotIndex-1] <= pivot and pivot <= table[pivotIndex+1..right] **/ protected int partition (int left, int right, Comparable[] table) { Comparable tempElt; // used for swaps int smallIndex = left; // index of current posn in left (small elt) partition int bigIndex = right; // index of current posn in right (big elt) partition if (table[bigIndex].lessThan(table[smallIndex])) { // put sentinel at table[bigIndex] so don't // walk off right edge of table in loop below tempElt = table[bigIndex]; table[bigIndex] = table[smallIndex]; table[smallIndex] = tempElt; } Comparable pivot = table[left]; // pivot is fst elt // Now table[smallIndex] = pivot <= table[bigIndex] do { do // scan right from smallIndex smallIndex++; while (table[smallIndex].lessThan(pivot)); do // scan left from bigIndex bigIndex--; while (pivot.lessThan(table[bigIndex])); // Now table[smallIndex] >= pivot >= table[bigIndex] if (smallIndex < bigIndex) { // if big elt to left of small element, swap them tempElt = table[smallIndex]; table[smallIndex] = table[bigIndex]; table[bigIndex] = tempElt; } // if } while (smallIndex < bigIndex); // Move pivot into correct pos'n bet'n small & big elts int pivotIndex = bigIndex; // pivot goes where bigIndex got stuck // swap pivot elt w/small elt at pivotIndex tempElt = table[pivotIndex]; table[pivotIndex] = table[left]; table[left] = tempElt; return pivotIndex; }The basic idea of the algorithm:
The complexity of QuickSort is harder to evaluate than MergeSort because the pivotIndex need not always be in the middle of the array (in the worst case pivotIndex = left or right).
Partition is clearly O(n) because every comparison results in smallIndex or bigIndex moving toward the other and quit when they cross.
In the best case the pivot element is always in the middle
and the analysis results in
O(n log n), exactly like MergeSort.
In the worst case the pivot is at the ends and QuickSort behaves like SelectionSort, giving O(n2).
Careful analysis shows that QuickSort is O(n log n) in the average case (under reasonable assumptions on distribution of elements of array).
Complxity 100 elts 100 elts 500 elts 500 elts 1000 elts 1000 elts unordered ordered unordered ordered unordered ordered Insertion 0.033 0.002 0.75 0.008 3.2 .017 Selection 0.051 0.051 1.27 1.31 5.2 5.3 Merge 0.016 0.015 0.108 0.093 0.24 0.20 Quick 0.009 0.044 0.058 1.12 0.13 4.5Notice that for Insertion or Selection sorts, doubling size of list increases time by 4 times (for unordered case), whereas for Merge and Quick sorts bit more than doubles time. Calculate (1000 log 1000) / (500 log 500) = 2 * (log 1000 / log 500) ~ 2 * (10/9) ~ 2.2
public interface Linear extends Store { // get size, isEmpty, & clear from Store. public void add(Object value); // pre: value is non-null // post: the value is added to the collection, // the replacement policy not specified. public Object remove(); // pre: structure is not empty. // post: removes an object from container public Object peek(); // pre: structure is not empty. // post: returns ref to next object to be removed. }Look at two particular highly restricted linear structures:
public interface Stack extends Linear { public void push(Object item); // post: item is added to stack // will be popped next if no further push public Object pop(); // pre: stack is not empty // post: most recently pushed item is removed & returned public void add(Object item); // post: item is added to stack // will be popped next if no further add public Object remove(); // pre: stack is not empty // post: most recently added item is removed and returned public Object peek(); // pre: stack is not empty // post: top value (next to be popped) is returned public boolean empty(); // post: returns true if and only if the stack is empty
public class StackArray implements Stack { protected int top; protected Object[] data; ...The array implementation keeps the bottom of the stack at the beginning of the array. It grows toward the end of the array.
The only problem is if you attempt to push an element when the array is full. If so
Assert.pre(!isFull(),"Stack is not full.");will fail, raising an exception.
Thus it makes more sense to implement with Vector (see StackVector) to allow unbounded growth (at cost of occasional O(n) delays).
Complexity: