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Summarised Content Data Structures & Algorithm

Learn Data Structures and Algorithms

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0% found this document useful (0 votes)
8 views

Summarised Content Data Structures & Algorithm

Learn Data Structures and Algorithms

Uploaded by

birgengodwin15
Copyright
© © All Rights Reserved
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
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Divide and Conquer Algorithm:

• Divide:
• Break the problem into smaller subproblems
that are similar to the original problem but
easier to solve.
• This step involves dividing the problem into
smaller and more manageable parts.
Conquer:
• Solve each smaller subproblem recursively. If
the subproblem is small enough, solve it
directly without further division.
• This step involves solving the smaller
subproblems either recursively or directly.
Combine
• :
• Merge the solutions of the smaller
subproblems to obtain the solution for the
original problem.
• This step involves combining the solutions of
the subproblems to get the final solution.
Example: Finding Maximum Number
in an Array
• Let's apply the divide and conquer approach
to find the maximum number in an array:
• Divide:
– Divide the array into two halves.
• Conquer:
– Recursively find the maximum number in each
half of the array.
– If the array has only one element, return that
element as the maximum.
Combine:
• Compare the maximum numbers obtained
from the two halves.
• Return the larger of the two as the maximum
number for the entire array.
Illustrative Steps:
• Consider an array: [4, 9, 2, 7, 5, 3]
• Divide:
– Divide the array into two halves: [4, 9, 2] and [7, 5,
3]
• Conquer:
– For the first half: recursively find the maximum (9)
– For the second half: recursively find the maximum
(7)
Combine:
• Compare the maximums obtained: max(9, 7) =
9
• Return 9 as the maximum number in the array
[4, 9, 2, 7, 5, 3]
Karatsuba algorithm
Karatsuba algorithm
• The Karatsuba algorithm is a fast
multiplication algorithm used to multiply two
large numbers efficiently. It is a divide-and-
conquer algorithm that reduces the number
of required multiplications compared to
traditional methods, such as grade-school
multiplication.
Brief Overview of the Karatsuba
Algorithm
Algorithm Steps:
• Divide the input numbers into two halves.
• Recursively compute three multiplications:
the products of the two halves of each input
and the product of the sum of the halves.
• Combine the results using additions to obtain
the final product.
Example
• Let's multiply two 2-digit numbers, 12 and 34,
using the Karatsuba algorithm:
• Divide 12 into a=1 and b=2, and 34 into c=3
and d=4.
• Compute ac = 1 * 3 = 3, bd = 2 * 4 = 8.
• Compute (a+b)(c+d) = (1+2)(3+4) = 3 * 7 = 21.
• Use the Karatsuba formula to combine the
results: xy = ac * 10^2 + ((a+b)(c+d) - ac - bd) *
10^1 + bd = 300 + (21 - 3 - 8) * 10 + 8 = 408.
Karatsuba algorithm
• Advantages:
– Reduces the number of required multiplications from
four to three in each recursive step.
– Particularly efficient for large numbers, where
traditional methods become computationally
expensive.
• Limitations:
– The recursive nature of Karatsuba can introduce
additional overhead for small numbers.
– Implementation requires understanding of recursion
and careful handling of corner cases.
Real-World Example
• Imagine you are working on a project that
involves handling very large quantities, such
as calculating the total cost of items in an
inventory system.
• Let's say you have two large numbers
representing the quantity and price of items:
• Quantity of Items (x): 1,234,567
• Price per Item (y): $98.76
Real-World Example
• You want to calculate the total cost, which is
the product of the quantity and price per
item. Traditionally, this would involve
multiplying each digit of the quantity with
each digit of the price, which can be time-
consuming and prone to errors, especially
with large numbers.
Divide the Numbers:
• Break down the quantity (x) and price per
item (y) into smaller parts. For example:
– �=1,234∗1,000+567x=1,234∗1,000+567
– �=98∗100+76y=98∗100+76
• Step 1: Divide the Numbers:
• Break down the quantity (x) and price per
item (y) into smaller parts. For example:
x=1,234∗1,000+567x=1,234∗1,000+567
y=98∗100+76y=98∗100+76
Step 2: Apply Karatsuba Algorithm:
• Use the Karatsuba algorithm to recursively
compute the products:
• ac=1,234×98ac=1,234×98 (multiply the left
halves of x and y)
bd=567×76bd=567×76 (multiply the right halves of x
and y)
(a+b)×(c+d)=1,234+567)×(98+76)
(a+b)×(c+d)=(1,234+567)×(98+76) (multiply the
sum of left and right halves of x and y)
Step 3: Combine Results:
• Use the Karatsuba formula xy=ac×10 4
• +((a+b)(c+d)−ac−bd)×10 2 +bd to combine the
results obtained from the recursive
multiplications.
Final Result:

• By applying the Karatsuba algorithm, you


efficiently compute the product of x and y,
which gives you the total cost of the items in
your inventory.
Questions
explain the three key elements that
characterize dynamic programming algorithms
clearly:
Optimal Substructure:
• Definition: Optimal substructure is a property of problems
where an optimal solution to the problem contains optimal
solutions to its subproblems.
• Explanation: Dynamic programming algorithms break
down a problem into smaller subproblems. Optimal
substructure means that if we know the optimal solution to
these subproblems, we can efficiently construct the optimal
solution to the overall problem.
• Example: In the shortest path problem, if we know the
shortest path from A to B and the shortest path from B to
C, then the shortest path from A to C can be determined by
combining these two paths.
Overlapping Subproblems:
• Definition: Overlapping subproblems occur when a
problem can be broken down into subproblems that are
reused several times in the computation.
• Explanation: Dynamic programming algorithms address
overlapping subproblems by storing the solutions to these
subproblems in a table or cache. This avoids redundant
computations and improves efficiency by reusing previously
computed results.
• Example: In the Fibonacci sequence calculation, without
dynamic programming, calculating Fibonacci numbers
recursively leads to repeated computations of the same
Fibonacci numbers. Dynamic programming stores the
results of already computed Fibonacci numbers, preventing
redundant calculations.
Memoization or Tabulation:
• Memoization: It involves storing the results of
solved subproblems in a memory (like a
dictionary or an array) so that they can be
reused when needed again.
• Tabulation: It involves building a table (usually
a 2D array) to store and compute solutions to
subproblems iteratively, starting from the
smallest subproblems and building up to the
larger ones.
Memoization or Tabulation:
• Explanation: Memoization and tabulation are two common
techniques used in dynamic programming to address
overlapping subproblems. Memoization is often used in
top-down approaches (recursive) where solutions to
subproblems are stored as they are computed. Tabulation
is used in bottom-up approaches (iterative) where solutions
to smaller subproblems are used to build solutions to larger
ones.
• Example: In the Knapsack problem, memoization can be
used in a recursive approach to store the values of
subproblems in a cache, while tabulation can be used in an
iterative approach to fill up a table with optimal values for
subproblems based on previously computed values.
what is minimum spanning tree? explain the
overall strategy of kruskals algorithm in MST?
• A minimum spanning tree (MST) is a subset of
edges in a connected, undirected graph that
connects all the vertices together with the
minimum possible total edge weight, without
forming any cycles. In simpler terms, it's a tree
that spans all the vertices of the graph with
the smallest total edge weight.
what is minimum spanning tree? explain the
overall strategy of kruskals algorithm in MST?
• Kruskal's algorithm is one of the algorithms used
to find the minimum spanning tree of a graph
• Overall Strategy of Kruskal's Algorithm: Kruskal's
algorithm is a greedy algorithm that builds the
minimum spanning tree step by step by selecting
the smallest edge at each stage while avoiding
the formation of cycles. The algorithm's overall
strategy can be summarized as follows:
Initialization:
• Sort all the edges of the graph in non-
decreasing order of their weights.
• Initialize an empty minimum spanning tree
(MST) and a disjoint set data structure to track
the connected components.
Selecting Edges
• Iterate through the sorted edges from smallest to
largest.
• For each edge, check if adding it to the MST
would create a cycle. If adding the edge doesn't
create a cycle (i.e., the endpoints of the edge are
in different connected components), include it in
the MST.
• Use the disjoint set data structure (such as
Union-Find) to efficiently check and merge
connected components.
• Termination:
• Continue this process until there are n-1 edges in
the MST, where n is the number of vertices in the
graph. This ensures that the MST spans all
vertices without forming cycles, creating a tree.
• d. Output:
• Once the algorithm terminates, the resulting set
of edges forms the minimum spanning tree of the
graph.
Example:
• Let's illustrate Kruskal's algorithm with a simple
example: Consider a graph with vertices A, B, C,
D, and E, and the following edges with their
weights:
• AB (weight 2)
• BC (weight 4)
• CD (weight 1)
• AE (weight 3)
• BE (weight 5)
Following Kruskal's algorithm steps:
• Sort the edges in non-decreasing order: CD (1), AB (2),
AE (3), BC (4), BE (5).
• Start with the smallest edge CD (1). Include it in the
MST.
• Next smallest edge is AB (2). Include it without creating
a cycle.
• Include AE (3) and BC (4) as they don't create cycles.
• Exclude BE (5) as it would create a cycle.
• The resulting MST contains edges CD, AB, AE, and BC
with a total weight of 10.
explain the concept of greedy algorithm what
the features and characteristics of problems
solved by greedy algorithm
• A greedy algorithm is an approach to
problem-solving that makes locally optimal
choices at each step with the hope of finding a
global optimum. It's called "greedy" because it
always chooses the best immediate option
without considering the consequences of that
choice in the long term.
Concept of Greedy Algorithm:
• Greedy algorithms make decisions based on the
information available at the current step without
revisiting or changing previous decisions.
• At each step, the algorithm selects the best
choice available, hoping that this strategy will
lead to the optimal solution overall.
• The algorithm does not "look ahead" or consider
future possibilities but focuses on immediate
gains.
Features and Characteristics of Problems
Solved by Greedy Algorithm:
• Greedy algorithms are suitable for solving
problems that exhibit the following features and
characteristics:
• a. Greedy Choice Property:
• The optimal solution can be obtained by making
a series of locally optimal (greedy) choices.
• At each step, the algorithm selects the best
available option without considering the future
consequences.
. Optimal Substructure:
• The problem can be divided into smaller
subproblems, and the optimal solution to the
overall problem can be constructed from
optimal solutions to its subproblems.
• This characteristic enables the greedy
algorithm to make decisions at each step that
contribute to the global optimal solution.
No Backtracking or Revisiting:
• Greedy algorithms do not backtrack or revise
previous decisions once made.
• They proceed sequentially, making locally
optimal choices without reconsidering earlier
choices.
• Efficiency:
• Greedy algorithms are often efficient and have
a low time complexity compared to other
algorithms.
• They typically involve simple decision-making
processes at each step, leading to faster
computation.
Examples of Problems

• Greedy algorithms are suitable for problems such


as finding minimum spanning trees, shortest
paths in graphs (like Dijkstra's algorithm),
Huffman coding for data compression, fractional
knapsack problems, and scheduling algorithms.
• These problems often have optimal substructure
and exhibit the greedy choice property, making
them well-suited for a greedy approach.
Limitations:
• Greedy algorithms may not always lead to the
global optimal solution. In some cases, they
may produce suboptimal solutions if the
greedy choice property does not hold or if the
problem lacks optimal substructure.
• It's essential to analyze the problem's
characteristics carefully to determine if a
greedy algorithm is appropriate and if it
guarantees the optimal solution.
shortest paths in graphs, particularly
focusing on Dijkstra's algorithm.
• Shortest paths are essential in various
applications such as navigation systems,
network routing, and optimization problems
Question
• explain Dijkstra's algorithm using a real-world
example of finding the shortest path in a road
network. Imagine you are planning a trip from
your home (node A) to your friend's house
(node F) in a city with several roads and
intersections.
Setup:
• Each intersection or junction is represented as
a node in the graph.
• Roads between intersections are represented
as edges, with each edge having a weight
(distance in this case) indicating the length of
the road.
Graph Representation:
• Consider the following simplified road
network:
• A (Home) ---- B ---- C ---- D ---- E ---- F (Friend's
House)
• The numbers along the edges represent the
distances between intersections.
Applying Dijkstra's Algorithm
• : Let's apply Dijkstra's algorithm step by step
to find the shortest path from A (Home) to F
(Friend's House):
Initialization:
• Start at the source vertex A (Home).
• Initialize distances: Distance[A] = 0,
Distance[B] = ∞, Distance[C] = ∞, Distance[D]
= ∞, Distance[E] = ∞, Distance[F] = ∞.
• Set all vertices as unvisited.
break down the line "Initialize distances: Distance[A]
= 0, Distance[B] = ∞, Distance[C] = ∞, Distance[D] =
∞, Distance[E] = ∞, Distance[F] = ∞
• Initialize: This means to set initial values or
start with predefined values.
• distances: Refers to the distances from a
source vertex to other vertices in the graph.
• Distance[A]: Specifies the distance from the
source vertex (let's say vertex A) to itself. This
distance is set to 0 because the distance from
a vertex to itself is always 0 in this context.
break down the line "Initialize distances: Distance[A]
= 0, Distance[B] = ∞, Distance[C] = ∞, Distance[D] =
∞, Distance[E] = ∞, Distance[F] = ∞
• =: This symbol is used in programming and
mathematics to denote assignment or
equality.
• 0: Represents the initial distance from the
source vertex (A in this case) to itself, which is
0 units. Since you are starting from vertex A,
the distance to itself is 0 because it's already
at the starting point.
break down the line "Initialize distances: Distance[A] = 0,
Distance[B] = ∞, Distance[C] = ∞, Distance[D] = ∞, Distance[E]
= ∞, Distance[F] = ∞

• Distance[B] = ∞: This sets the initial distance


from vertex A to vertex B as infinity (∞). This
signifies that initially, we don't have any
information about the actual distance from A to
B, so we represent it as infinity until we calculate
the actual distance.
• Distance[C] = ∞: Similarly, the initial distance
from A to vertex C is set to infinity (∞) because
we don't know the actual distance yet.
break down the line "Initialize distances: Distance[A] = 0,
Distance[B] = ∞, Distance[C] = ∞, Distance[D] = ∞, Distance[E]
= ∞, Distance[F] = ∞

• Distance[D] = ∞: The initial distance from A to


vertex D is also set to infinity (∞) because it's
unknown initially.
• Distance[E] = ∞: Represents the initial
distance from A to vertex E, which is unknown
and thus set to infinity (∞).
• Distance[F] = ∞: Indicates the initial distance
from A to vertex F, which is unknown and
hence set to infinity (∞).
Main Loop:
• At each step, choose the vertex with the
minimum distance from the set of unvisited
vertices.
• In our case, start with vertex A as the current
vertex.
• Update distances to adjacent vertices from the
current vertex:
– Distance[B] = min(Distance[B], Distance[A] + distance
between A and B) = min(∞, 0 + 5) = 5
– Distance[C] = min(Distance[C], Distance[A] + distance
between A and C) = min(∞, 0 + 10) = 10
Main Loop:
• Mark A as visited.
• Repeat the process with the unvisited vertex with
the smallest distance (in this case, B).
– Update distances from B:
• Distance[C] = min(Distance[C], Distance[B] + distance
between B and C) = min(10, 5 + 4) = 9
• Distance[D] = min(Distance[D], Distance[B] + distance
between B and D) = min(∞, 5 + 3) = 8
• Mark B as visited.
• Repeat the process until all vertices are visited.
Termination:

• After completing the algorithm, the distance


array will contain the shortest distances from
A to all other vertices:
– Distance[A] = 0, Distance[B] = 5, Distance[C] = 9,
Distance[D] = 8, Distance[E] = 13, Distance[F] = 16.
Shortest Path:
• To find the shortest path from A to F, we
backtrack from F to A using the shortest
distances recorded during the algorithm:
–F←E←D←B←A
• The shortest path from A to F is A -> B -> D ->
E -> F, with a total distance of 16 units.
Introduction to Huffman Coding
• Huffman coding is a popular algorithm used for lossless
data compression, meaning it retains all the original
data without any loss during compression and
decompression.
• It works by assigning variable-length codes to input
characters based on their frequencies in the data.
Characters that occur more frequently are assigned
shorter codes, while less frequent characters are
assigned longer codes.
• The basic idea is to use fewer bits to represent
common characters and more bits for rare characters,
thus achieving compression.
What is Data Compression?
• Data compression is the process of reducing
the size of data to save storage space or
transmission bandwidth while preserving its
original information.
Steps in Huffman Coding:
• Frequency Analysis:
• The first step is to analyze the input data and
count the frequency of each character (or
symbol) in the data.
• Characters with higher frequencies will be
encoded using shorter bit sequences in
Huffman coding.
Build Huffman Tree:
• Construct a Huffman tree based on the
frequencies of characters.
• Start with a forest of singleton trees (each
containing a single character) and merge them
iteratively to form a binary tree.
• Merge the two trees with the lowest
frequencies at each step until a single tree
(the Huffman tree) is formed.
Assign Codes:
• Traverse the Huffman tree to assign binary
codes to each character.
• The left branch of the tree is assigned a '0',
and the right branch is assigned a '1' during
traversal.
• The code for each character is determined by
the path from the root of the tree to that
character.
Generate Huffman Codes:

• After assigning codes to each character,


generate the Huffman codes based on the
assigned binary sequences.
• Characters with higher frequencies will have
shorter codes, leading to overall compression.
Example:
• Let's consider a simple example where we
have the following characters and their
frequencies:
• Character 'A' (Frequency: 5)
• Character 'B' (Frequency: 3)
• Character 'C' (Frequency: 1)
• Character 'D' (Frequency: 2)
• After constructing the Huffman tree and
assigning codes, we might get:
• A: 0
• B: 10
• C: 110
• D: 111
Dijkstra's algorithm
• Consider the following graph:
• Vertices: A, B, C, D
• Edges with weights:
– AB (3)
– AC (2)
– BD (4)
– CD (1)
apply Dijkstra's algorithm step by
step:
• Initialization:
• Start with a source vertex. Let's choose A as the
source vertex.
• Initialize the distances from A to all other vertices
as follows:
– Distance[A] = 0 (distance from A to itself is 0)
– Distance[B] = ∞ (unknown initially)
– Distance[C] = ∞ (unknown initially)
– Distance[D] = ∞ (unknown initially)
• Set all vertices as unvisited.
Main Loop:
• At each step, choose the unvisited vertex with
the minimum distance from the source.
• In this case, start with vertex A (since its
distance is known).
• Update distances to adjacent vertices based
on the current vertex.
First Iteration (Current Vertex: A):

• Update distances from A to its neighbors:


– Distance[B] = min(Distance[B], Distance[A] +
weight of AB) = min(∞, 0 + 3) = 3
– Distance[C] = min(Distance[C], Distance[A] +
weight of AC) = min(∞, 0 + 2) = 2
• Mark A as visited.
Second Iteration (Current Vertex: C):

• Choose the unvisited vertex with the


minimum distance, which is C (with distance
2).
• Update distances from C to its neighbor D:
– Distance[D] = min(Distance[D], Distance[C] +
weight of CD) = min(∞, 2 + 1) = 3
• Mark C as visited.
Third Iteration (Current Vertex: B):
• Choose the unvisited vertex with the
minimum distance, which is B (with distance
3).
• Update distances from B to its neighbor D:
– Distance[D] = min(Distance[D], Distance[B] +
weight of BD) = min(3, 3 + 4) = 3
• Mark B as visited.
Termination:
• All vertices are visited, and their shortest
distances from the source (A) are determined:
– Distance[A] = 0
– Distance[B] = 3
– Distance[C] = 2
– Distance[D] = 3
Shortest Paths
• The shortest path from A to each vertex can
be traced back based on the recorded
shortest distances:
– A to B: A → B (total distance: 3)
– A to C: A → C (total distance: 2)
– A to D: A → C → D (total distance: 2 + 1 = 3)
Discuss the concept of depth first search and overall
strategy used in the algorithm

• Depth First Search (DFS) is a graph traversal


algorithm used to explore vertices and edges
in a graph. It starts at a selected vertex and
explores as far as possible along each branch
before backtracking. DFS can be implemented
recursively or using a stack data structure.
Concept of Depth First Search (DFS):
• Traversal Strategy:
• DFS explores deeper into a graph by following a
path until it reaches a dead end or a vertex with
no unvisited neighbors.
• When a dead end is reached, it backtracks to the
nearest unexplored vertex and continues the
exploration.
• This strategy ensures that all reachable vertices
are visited, and the traversal covers the graph in
a depth-first manner.
Traversal Order:
• DFS does not guarantee the order in which
vertices are visited, but it ensures that every
vertex and edge is visited exactly once.
• The order of traversal depends on the graph's
structure and the implementation details of
the algorithm.
Traversal Order:
• Key Steps in DFS: Here are the key steps involved
in performing DFS:
• a. Start at a Vertex:
• Choose a starting vertex to begin the traversal.
• Mark the starting vertex as visited.
• b. Explore Neighbors:
• Explore each neighbor of the current vertex that
has not been visited.
• Recursively apply DFS to each unvisited neighbor.
• Mark each visited neighbor during exploration.
Traversal Order:
• Backtrack if Necessary:
• If a dead end is reached (i.e., no unvisited
neighbors), backtrack to the previous vertex
that has unexplored neighbors.
• Continue exploration from the backtracked
vertex until all reachable vertices are visited.
Overall Strategy:
• The overall strategy of DFS can be
summarized as follows:
• Start at a vertex and explore as far as possible
along each branch before backtracking.
• Use recursion or a stack to keep track of
visited vertices and the exploration path.
• Continue until all vertices are visited or until a
specific condition is met (such as finding a
target vertex or completing a specific task).
Advantages and Applications of DFS:
• DFS is memory efficient as it requires space
proportional to the depth of recursion or the
length of the traversal path.
• It is useful for tasks such as finding connected
components in a graph, detecting cycles,
topological sorting, path finding, and solving
puzzles.
dynamic programming (DP)
What is Dynamic Programming?
• Dynamic programming is a method for solving
complex problems by breaking them down
into simpler subproblems.
• It's like solving a big problem by solving
smaller related problems first.
Basic Idea
• DP saves time by avoiding redundant
calculations. If a subproblem is encountered
more than once, DP remembers its solution
instead of recalculating it.
• This makes DP more efficient than naive
approaches that solve the same subproblems
repeatedly.
Example: Fibonacci Sequence
• Consider the Fibonacci sequence: 0, 1, 1, 2, 3,
5, 8, 13, ...
• To find the nth Fibonacci number efficiently
using DP, we store previously computed
Fibonacci numbers and use them to calculate
the next one.
Steps in Dynamic Programming: a.
Identify Subproblems:
• Break down the problem into smaller,
overlapping subproblems. b. Define
Recurrence Relation:
• Express the solution to each subproblem in
terms of solutions to smaller subproblems. c.
Memoization or Tabulation:
• Use memoization (top-down) or tabulation
(bottom-up) to store and reuse solutions to
subproblems.
Combine Solutions:

• Combine the solutions of subproblems to


solve the original problem efficiently.
Benefits of Dynamic Programming:

• Reduces time complexity by avoiding


repetitive calculations.
• Provides an optimal solution for problems that
exhibit optimal substructure (where optimal
solutions of subproblems lead to an optimal
solution for the whole problem).
Common Applications:
• Fibonacci sequence calculation
• Longest common subsequence
• Knapsack problem
• Shortest path algorithms (like Dijkstra's
algorithm)
• Matrix chain multiplication
In Summary
• Dynamic programming is about breaking
down problems into smaller pieces,
remembering solutions to avoid repetition,
and using those solutions to efficiently solve
larger problems. It's a powerful technique
used in computer science and algorithms to
tackle a wide range of optimization and
decision-making problems.
Merge Sort Algorithm Introduction:
• What is Merge Sort?
• Merge sort is a popular sorting algorithm that
follows the divide-and-conquer strategy to
sort a list of elements.
• It divides the list into smaller sublists, sorts
them recursively, and then merges them back
together to get the sorted list
Basic Idea
• Divide the unsorted list into two halves.
• Sort each half recursively using merge sort.
• Merge the sorted halves back together to get
the final sorted list
Steps in Merge Sort:
• Divide the unsorted list into two halves until
each sublist contains one element (considered
sorted). b. Conquer:
• Recursively sort each sublist using merge sort
until all sublists are sorted. c. Merge:
• Merge the sorted sublists back together to get
the fully sorted list.
Example:
• Let's sort the list [6, 3, 9, 1, 5, 2] using merge sort.
• a. Divide the list into halves:
• Left sublist: [6, 3, 9]
• Right sublist: [1, 5, 2]
• b. Recursively sort each sublist:
• Left sublist: [3, 6, 9]
• Right sublist: [1, 2, 5]
• c. Merge the sorted sublists:
• Merge [3, 6, 9] and [1, 2, 5] to get the sorted list
[1, 2, 3, 5, 6, 9].
Merge Operation:
• The merge operation compares elements
from the two sorted sublists and merges them
into a single sorted list.
• It requires additional space proportional to
the size of the original list.
Time Complexity:
• Merge sort has a time complexity of O(n log
n), making it efficient for large lists.
• The divide-and-conquer approach ensures a
balanced divide and efficient merging.
In Summary
• Merge sort is a stable sorting algorithm
(maintains the order of equal elements) and is
widely used due to its efficiency and
reliability. It's particularly useful for sorting
linked lists and external sorting scenarios
where random access to elements is limited.

Introduction To Backtracking
• Backtracking is an important technique used
in algorithms and problem-solving,
particularly in scenarios where you need to
explore all possible solutions to a problem
What is Backtracking?
– Backtracking is a systematic way of trying out
different solutions to find the correct solution for
a problem.
– It involves exploring all possible options and
"backtracking" when a dead end or incorrect
solution is encountered.

Basic Idea
– Start with a partial solution and extend it step by
step.
– If you reach a point where you can't proceed
further or find a valid solution, backtrack to the
previous step and try a different approach.

Key Concepts:

– Decision Tree:Backtracking can be visualized as


exploring a decision tree, where each node
represents a decision or choice.
– b. Exploration and Pruning:
– Explore all possible branches of the decision tree
systematically.
– Use pruning techniques to discard branches that
lead to invalid or suboptimal solutions.
• :
Steps in Backtracking
• Choose:
– Choose a possible option or decision from the available
choices.
– b. Explore:
– Recursively explore the consequences of that decision by
moving to the next step or level.
– c. Backtrack:
– If the current choice doesn't lead to a solution, backtrack
to the previous step and try a different choice.

Example: N-Queens Problem

• In the N-Queens problem, you need to place N


queens on an N×N chessboard so that no two
queens threaten each other.
• Backtracking is used to systematically try
different queen placements and backtrack
when conflicts arise.
Applications:
• Sudoku solving
• Cryptarithmetic puzzles
• Finding paths in graphs (like maze solving)
• Generating permutations or combinations
Efficiency Considerations
• Backtracking can lead to exponential time
complexity in some cases, especially if the
problem space is large.
• Pruning techniques and optimizations (like
memoization in dynamic programming) can
improve efficiency.

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