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Table Of Contents

1.1 Tehnica divide et impera
1.2. EXEMPLE DE ALGORITMI DIVIDE ET IMPERA 3
1.2 Exemple de algoritmi divide et impera
1.2.1 Sortare prin partitionare - quicksort
1.2.2 Sortare prin interclasare - MergeSort
1.2.3 Placa cu g˘auri
1.2.4 Turnurile din Hanoi
1.3 Metoda optimului local - greedy
1.4. EXEMPLE DE ALGORITMI GREEDY 15
1.4 Exemple de algoritmi greedy
1.4.1 Problema continu˘a a rucsacului
1.4.2 Problema plas˘arii textelor pe o band˘a
1.4.3 Problema plas˘arii textelor pe m benzi
1.4.4 Maximizarea unei sume de produse
1.4.5 Problema stat¸iilor
1.4.6 Problema cutiilor
1.4.7 Problema sub¸sirurilor
1.4.8 Problema intervalelor disjuncte
1.4.9 Problema alegerii taxelor
1.4.10 Problema acoperirii intervalelor
Metoda backtracking
2.1 Generarea produsului cartezian
2.1.1 Generarea iterativ˘a a produsului cartezian
2.1.2 Generarea recursiv˘a a produsului cartezian
2.2 Metoda bactracking
2.2.1 Bactracking iterativ
2.2.2 Backtracking recursiv
2.3 Probleme rezolvate
2.3.1 Generarea aranjamentelor
2.3.2 Generarea combin˘arilor
2.3.3 Problema reginelor pe tabla de ¸sah
2.3.4 Turneul calului pe tabla de ¸sah
2.3.5 Problema color˘arii h˘art¸ilor
2.3.6 Problema vecinilor
2.3.7 Problema labirintului
2.3.8 Generarea partit¸iilor unui num˘ar natural
2.3.9 Problema parantezelor
Programare dinamic˘a
3.1 Prezentare general˘a
3.2 Probleme rezolvate
3.2.1 Inmult¸irea optimal˘a a matricelor
3.2.2 Sub¸sir cresc˘ator maximal
3.2.3 Sum˘a maxim˘a ˆın triunghi de numere
3.2.4 Sub¸sir comun maximal
3.2.5 Distant¸a minim˘a de editare
3.2.6 Problema rucsacului (0−1)
3.2.7 Problema schimbului monetar
3.2.8 Problema travers˘arii matricei
3.2.9 Problema segment˘arii vergelei
3.2.10 Triangularizarea poligoanelor convexe
Potrivirea ¸sirurilor
4.1 Un algoritm ineficient
4.2 Un algoritm eficient - KMP
4.3 Probleme rezolvate
4.3.1 Circular - Campion 2003-2004 Runda 6
4.3.2 Cifru - ONI2006 baraj
Geometrie computat¸ional˘a
5.1 Determinarea orient˘arii
Inf˘a¸sur˘atoarea convex˘a
5.6.2 Scanarea Craham
5.7 Dreptunghi minim de acoperire a punctelor
5.8. CERC MINIM DE ACOPERIRE A PUNCTELOR 127
5.8 Cerc minim de acoperire a punctelor
5.9 Probleme rezolvate
5.9.1 Seceta - ONI2004 clasa a IX-a
5.9.2 Antena - ONI2005 clasa a X-a
5.9.3 Mo¸sia lui P˘acal˘a - OJI2004 clasa a XI-a
5.9.4 Partit¸ie - ONI2006 baraj
Grafuri
6.1 Reprezentarea grafurilor
6.2 Arbore minim de acoperire
6.2.1 Algoritmul lui Prim
6.2.2 Algoritmul lui Kruskal
6.3 Parcurgeri ˆın grafuri
6.3.1 Parcurgerea ˆın adˆancime - DFS
6.3.2 Parcurgerea ˆın l˘at¸ime - BFS
6.4 Sortare topologic˘a
6.4.1 Folosind parcurgerea ˆın adˆancime
6.4.2 Folosind gradele interioare
6.5 Componente conexe ¸si tare conexe
6.5.1 Componente conexe
6.5.2 Componente tare conexe
6.5.3 Noduri de separare
6.5.4 Muchii de separare
6.5.5 Componente biconexe
6.6 Distant¸e minime ˆın grafuri
6.6.1 Algoritmul Roy-Floyd-Warshall
6.6.2 Algoritmul lui Dijkstra
6.6.3 Algoritmul Belmann-Ford
7.1 Algoritmul Edmonds-Karp
7.2 Cuplaj maxim
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Algoritmi-C-Programare.pdf

Algoritmi-C-Programare.pdf

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Algoritmi-C-Programare.pdf
Algoritmi-C-Programare.pdf

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Published by: catalintomescu72 on Oct 07, 2013
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05/26/2014

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