I am learning algorithms and data structures and to train I am trying to design and implement a binary tree using objective-c.
So far I have the following Classes:
main
- for testingNode
- node of treeBinaryTree
- for all methods related to the treeOne of the first methods in BinaryTree
class I implemented is insertNode:forRoot:
.
- (void)insertNodeByRef:(Node **)node forRoot:(Node **)root{
if (head == NULL) {
head = *node;
}
// Case 2 root is null so can assign the value of the node to it
if (root == NULL) {
root = node;
} else {
if (node.data > root.data) { // to the right
[self insertNode:node forRoot:root.right];
} else if (node.data < root.data) { //or to the left
[self insertNode:node forRoot:root.left];
}
}
}
Where the interface of Node
class looks like:
@interface Node : NSObject
@property(nonatomic, assign) int data;
@property(nonatomic, strong) Node * right;
@property(nonatomic, strong) Node * left;
@end
My problem is that I don't know how to access the Node class member variables if I am passing Node as a reference. Whenever I try to access the node properties (like data, left or right) I am getting the following error message:
Member reference base type 'Node *__autoreleasing *' is not a structure or union
So my questions is: how can I access those properties (data, left or right) and use them to store either int data or reference to another Node?
Hope it makes sense. Thanks!
Your code is mixing two common approaches to the task, hence the problem. You are also using an abstract data type (ADT) type approach, rather than an object-oriented one, so there are three approaches to consider.
In both ADT approaches your tree is represented by a reference to its root, in Objective-C this is probably stored in an instance variable:
Node *TreeRoot;
Note also that both of these algorithms use field references, a->b
, rather than property references, a.b
- this is because the former references a variable and the second algorithm requires passing a reference to a variable.
Functional ADT: Pass-by-value and assign result
In this approach a node is inserted into a tree and a modified tree is returned which is assigned back, e.g. the top-level call to insert a Node
nodeToInsert
would be:
TreeRoot = insertNode(nodeToInsert, TreeRoot);
and the insertNode
function looks like:
Node *insertNode(Node *node, Node *root)
{
if(root == nil)
{ // empty tree - return the insert node
return node;
}
else
{ // non-empty tree, insert into left or right subtree
if(node->data > root->data) // to the right
{
root->right = insertNode(node, root->right);
}
else if(node->data < root->data)//or to the left
{
root->left = insertNode(node, root->left);
}
// tree modified if needed, return the root
return root;
}
}
Note that in this approach in the case of a non-empty (sub)tree the algorithm performs a redundant assignment into a variable - the assigned value is what is already in the variable... Because of this some people prefer:
Procedural ADT: Pass-by-reference
In this approach the variable holding the root of the (sub)tree is passed-by-reference, rather than its value being passed, and is modified by the called procedure as needed. E.g. the top-level call would be:
insertNode(nodeToInsert, &TreeRoot); // & -> pass the variable, not its value
and the insertNode
procedure looks like:
void insertNode(Node *node, Node **root)
{
if(*root == nil)
{ // empty tree - insert node
*root = node;
}
else
{ // non-empty tree, insert into left or right subtree
Node *rootNode = *root;
if(node->data > rootNode->data) // to the right
{
insertNode(node, &rootNode->right);
}
else if(node->data < rootNode->data)//or to the left
{
insertNode(node, &root->left);
}
}
}
You can now see that your method is a mixture of the above two approaches. Both are valid, but as you are using Objective-C it might be better to take the third approach:
Object-Oriented ADT
This is a variation of the procedural ADT - rather than pass a variable to a procedure the variable, now called an object, owns a method which updates itself. Doing it this way means you must test for an empty (sub)tree before you make a call to insert a node, while the previous two approaches test in the call. So now we have the method in Node
:
- (void) insert:(Node *)node
{
if(node.data > self.data) // using properties, could also use fields ->
{
if(self.right != nil)
[self.right insert:node];
else
self.right = node;
}
else if(node.data < rootNode.data)
{
if(self.left != nil)
[self.left insert:node];
else
self.left = node;
}
}
You also need to change the top level call to do the same test for an empty tree:
if(TreeRoot != nil)
[TreeRoot insert:nodeToInsert];
else
TreeRoot = nodeToInsert;
And a final note - if you are using MRC, rather than ARC or GC, for memory management you'll need to insert the appropriate retain/release calls.
Hope that helps you sort things out.
First of all, don't write your methods to take Node **
. It's just confusing.
Second, think about how it should work. Describe to yourself how it should work at a pretty abstract level. Translate that description directly into code, inventing new (not-yet-written!) messages where necessary. If there are steps you don't know how to do yet, just punt those off to new messages you'll write later. I'll walk you through it.
Presumably you want the public API of BinaryTree
to include this message:
@interface BinaryTree
- (void)insertValue:(int)value;
So how do you implement insertValue:
? Pretend you're the BinaryTree
object. What's your high-level description of what you need to do to insert a value? You want to create a new Node
. Then you want to insert that new Node
into yourself. Translate that description directly into code:
@implementation BinaryTree {
Node *root_; // root node, or nil for an empty tree
}
- (void)insertValue:(int)value {
Node *node = [[Node alloc] initWithData:value];
[self insertNode:node];
}
Now think about how you do the inserting. Well, if you are an empty tree, your root_
is nil and you can just set it to the new node. Otherwise, you can just ask your root node to insert the new node under himself. Translate that description directly into code:
- (void)insertNode:(Node *)node {
if (root_ == nil) {
root_ = node;
} else {
[root_ insertNode:node];
}
}
Now pretend you're a Node
. You've been asked to insert a new Node
under yourself. How do you do it? You have to compare the new node's value to your value. If the new node's value is less than your value, you want to insert the new node on your left side. Otherwise, you want to insert it on your right side. Translate that description directly into code:
@implementation Node
- (void)insertNode:(Node *)node {
if (node.data < self.data) {
[self insertNodeOnLeftSide:node];
} else {
[self insertNodeOnRightSide:node];
}
}
Now you're still a Node
, and you've been asked to insert a new node on your left side. How do you do it? Well, if you don't have a child on your left side yet, just use the new node as your left child. Otherwise, you ask your left child to insert the new node under himself. Translate that description directly into code:
- (void)insertNodeOnLeftSide:(Node *)node {
if (self.left == nil) {
self.left = node;
} else {
[self.left insertNode:node];
}
}
I'll leave the implementation of insertNodeOnRightSide:
as an exercise for the reader. ;^)
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