我对这里描述的问题的解决方案https://leetcode.com/problems/the-skyline-problem/ 它对建筑物列表进行了两次迭代,但是这可以合并为一次迭代。但是,如果您考虑此处解释的纯算法解决方案http://www.algorithmist.com/index.php/UVa_105
,则有更优化的方法
class Solution {
public:
vector<pair<int, int>> getSkyline(vector<vector<int>>& buildings) {
// The final result.
vector<pair<int, int>> result;
// To hold information about the buildings
std::set<BuildingInformation> buildingInformation;
// Go through each building, and store information about the start and end heights.
for ( vector<vector<int>>::iterator buildingIt = buildings.begin( ); buildingIt != buildings.end( ); ++buildingIt ) {
BuildingInformation buildingStart;
buildingStart.x = (*buildingIt)[0];
buildingStart.h = (*buildingIt)[2];
buildingStart.StartOrEnd = Start;
buildingInformation.insert(buildingStart);
buildingStart.x = (*buildingIt)[1];
buildingStart.StartOrEnd = End;
buildingInformation.insert(buildingStart);
}
// Keep track of the current height.
int currentHeight = 0;
// A map of active building heights against number of buildings (to handle multiple buildings overlapping with same height).
// As it is a map, it'll be sorted by key, which is the height.
std::map<int, int> heights;
// Go through each building information that we generated earlier.
for ( std::set<BuildingInformation>::iterator it = buildingInformation.begin( ); it != buildingInformation.end( ); ++it ) {
if ( it->StartOrEnd == Start ) {
// This is a start point, do we have this height already in our map?
if ( heights.find( it->h ) != heights.end( ) ) {
// Yes, increment count of active buildings with this height/
heights[ it->h ] += 1;
} else {
// Nope, add this building to our map.
heights[ it->h ] = 1;
}
// Check if building height is taller than current height.
if ( it->h > currentHeight ) {
// Update current height and add marker to results.
currentHeight = it->h;
result.push_back( pair<int, int>( it->x, currentHeight ) );
}
} else {
// This is an end point, get iterator into our heights map.
std::map<int, int>::iterator heightIt = heights.find( it->h );
// Reduce by one.
heightIt->second -= 1;
// If this was the last building of the current height in the map...
if ( heightIt->second == 0 ) {
// Remove from heights map.
heights.erase( heightIt );
// If our height was the current height...
if ( it->h == currentHeight ) {
// If we have no more active buildings...
if ( heights.size( ) == 0 ) {
// Current height is zero.
currentHeight = 0;
} else {
// Otherwise, get iterator to one past last.
heightIt = heights.end( );
// Go back to get last valid iterator.
--heightIt;
// Store current height.
currentHeight = heightIt->first;
}
// Add marker to results.
result.push_back( pair<int, int>( it->x, currentHeight ) );
}
}
}
}
return result;
}
private:
// Is this a building start or end?
enum BuildingStartOrEnd
{
Start = 0,
End
};
// Information about building, there are two of these for each building, one for start, one for end.
struct BuildingInformation
{
int x;
int h;
BuildingStartOrEnd StartOrEnd;
// The ordering algorithm for the key, the rules we want to implement is keys are put in X order, and
// in the case of a tie (x values the same), we want Start pieces to come before End pieces (this is
// to handle cases where an old building ends and a new building begins on same X index, in which case
// we want to process the new start before processing the old end), however if we have two Start pieces
// at the same index, we wish to favour taller pieces (in this scenario we want to add a marker for the
// tallest building), finally if we have two End pieces at the same index, we wish to prefer lower
// pieces, as when multiple buildings end, we only want to add one result for the ultimate lowest point.
bool operator < ( const BuildingInformation & rhs ) const
{
if ( x == rhs.x )
{
if ( StartOrEnd == rhs.StartOrEnd ) {
if ( StartOrEnd == Start )
return h > rhs.h;
else
return h < rhs.h;
} else {
return StartOrEnd < rhs.StartOrEnd;
}
}
return x < rhs.x;
}
};
};