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Java Programming: Guided Learning with Early Objects. Chapter 11 Recursion. Objectives. Learn about recursive definitions Determine the base case and general case of a recursive definition Learn about recursive algorithms. Objectives (continued). Learn about recursive methods
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Java Programming: Guided Learning with Early Objects Chapter 11 Recursion
Objectives • Learn about recursive definitions • Determine the base case and general case of a recursive definition • Learn about recursive algorithms Java Programming: Guided Learning with Early Objects
Objectives (continued) • Learn about recursive methods • Become familiar with direct and indirect recursion • Learn how to use recursive methods to implement recursive algorithms Java Programming: Guided Learning with Early Objects
Recursive Definitions • Recursion: reducing a problem to successively smaller versions of itself • Powerful way to solve problems for which the solution is otherwise complicated Java Programming: Guided Learning with Early Objects
Recursive Definitions (continued) • Factorial: • 0! = 1 equation 11-1 • n! = n ( n – 1)! if n > 0 equation 11-2 • Equation 11-1 is the base case • Equation 11-2 is the general (recursive) case Java Programming: Guided Learning with Early Objects
Recursive Definitions (continued) • Recursion definition: defined in terms of a smaller version of itself • Every recursive definition must have at least one base case Java Programming: Guided Learning with Early Objects
Recursive Definitions (continued) • General case eventually must be reduced to a base case • Base case stops the recursion • Recursive algorithm: finds solution by reducing problems to smaller versions of itself Java Programming: Guided Learning with Early Objects
Recursive Definitions (continued) • Recursive method: method that calls itself • Body contains a statement that calls same method before completing the current call • Must have one or more base cases • General solution eventually must reduce to base case • Recursive algorithms implemented with recursive methods Java Programming: Guided Learning with Early Objects
Recursive Definitions (continued) • Factorial definition: public static int fact(int num) { if (num == 0) return 1; else return num * fact(num -1); } Java Programming: Guided Learning with Early Objects
Figure 11-1 Execution of fact(4) Java Programming: Guided Learning with Early Objects
Recursive Definitions (continued) • Think of a recursive method as having unlimited copies of itself • Every recursive call has its own code, parameters, and local variables Java Programming: Guided Learning with Early Objects
Recursive Definitions (continued) • After completing a recursive call, control goes back to previous call • Current call must execute completely • Execution in previous call begins from point immediately following recursive call Java Programming: Guided Learning with Early Objects
Direct and Indirect Recursion • Directly recursive method calls itself • Indirectly recursive method calls another method • Eventually original method is called • Involves several methods • Can be elusive; take extra care in design Java Programming: Guided Learning with Early Objects
Infinite Recursion • If every recursive call results in another recursive call, method is infinitely recursive • Base case never executes • Every recursive call allocates memory • System saves information to transfer control back to caller Java Programming: Guided Learning with Early Objects
Infinite Recursion (continued) • Computer memory is finite • Infinitely recursive method continues until system runs out of memory Java Programming: Guided Learning with Early Objects
Designing Recursive Algorithms and Methods • Determine limiting conditions • Identify base cases • Provide direct solution to each base case • Identify general cases • Provide solution to each general case in terms of smaller version of itself Java Programming: Guided Learning with Early Objects
Problem Solving Using Recursion • Largest element in an array • list is name of array containing list elements • If list has length 1, single element is the largest • Find largest element by: max(list[a],largest(list[a+1]…list[b])) Java Programming: Guided Learning with Early Objects
Figure 11-2 List with six elements Java Programming: Guided Learning with Early Objects
Figure 11-3 List with four elements Java Programming: Guided Learning with Early Objects
Figure 11-4 Execution of largest(list, 0, 3) Java Programming: Guided Learning with Early Objects
Fibonacci Numbers • Recall Chapter 5 designed a program to determine a Fibonacci number • Each Fibonacci number is the sum of the previous two Java Programming: Guided Learning with Early Objects
Fibonacci Numbers (continued) Java Programming: Guided Learning with Early Objects
Fibonacci Numbers (continued) public static int Fib(int a, int b, int n){ if (n==1) return a; else if (n == 2) return b else return Fib(a,b,n-1) + Fib(a,b,n-2) } Java Programming: Guided Learning with Early Objects
Figure 11-5 Execution of rFibNum(2,3,5) Java Programming: Guided Learning with Early Objects
Towers of Hanoi • At creation of universe, priests in the temple of Brahma given three diamond needles • One needle contained 64 golden disks • Each disk slightly smaller than disks below it • Task: move all 64 disks from first needle to third Java Programming: Guided Learning with Early Objects
Towers of Hanoi (continued) • Rules: • Only one disk moved at a time • Removed disk must be placed on one of the other two needles • Larger disk cannot be placed on smaller disk • Once all disks moved from first needle to third, universe comes to an end Java Programming: Guided Learning with Early Objects
Figure 11-5 Towers of Hanoi with three disks Java Programming: Guided Learning with Early Objects
Towers of Hanoi (continued) • One disk: • Base case • Move disk from needle one to needle three Java Programming: Guided Learning with Early Objects
Towers of Hanoi (continued) • Two disks: • First disk moves to second needle • Second disk moves to third needle • First disk moves to third needle Java Programming: Guided Learning with Early Objects
Towers of Hanoi (continued) • Three disks: • Two problems of moving two disks • 64 disks: • Two problems of moving 63 disks • n disks: • Two problems of moving n-1 disks Java Programming: Guided Learning with Early Objects
Figure 11-6 Solution to Towers of Hanoi with three disks Java Programming: Guided Learning with Early Objects
Towers of Hanoi (continued) public static void moveDisks(int count, int needle1, int needle3, int needle2) { if (count > 0) { moveDisks (count-1, needle1, needle2,needle3); moveDisks (count-1, needle2, needle3, needle1); } } Java Programming: Guided Learning with Early Objects
Towers of Hanoi: Analysis • Needle 1 contains 64 disks • Number of moves to needle 3: 264-1 ≈ 1.6 x 1019 • Number of seconds in one year: 3.2 x 107 Java Programming: Guided Learning with Early Objects
Towers of Hanoi: Analysis (continued) • Priests move one disk per second without resting: 5 x 1011 years • Estimated age of universe: 1.5 x 1010 years • Computer: 1 billion moves per second, finishes in 500 years Java Programming: Guided Learning with Early Objects
Recursive Binary Search • Recall binary search from Chapter 9 • Find middle element • Compare sought element with middle • Repeat on half of list • Use method call Java Programming: Guided Learning with Early Objects
Recursive Binary Search (continued) public static int rBin(int[] list, int first, int last, int srchItm ) { int mid; int location = 0; if (first <= last) { mid = (first + last)/2; if (list[mid] == srchItm) location = mid; Java Programming: Guided Learning with Early Objects
Recursive Binary Search (continued) else if (list[mid] > srchItm) location = rBin(list, first, mid – 1, srchItm); else location = rBin(list, mid + 1, last, srchItm); }// end if first <= last if (first > location || last < location) location = -1; return location; }//end rBin Java Programming: Guided Learning with Early Objects
Figure 11-8 A sorted list Java Programming: Guided Learning with Early Objects
Figure 11-9 Tracing the recursive binary search algorithm Java Programming: Guided Learning with Early Objects
Recursion or Iteration? • Often two ways to solve a problem: • Recursion • Iteration • Iterative algorithm often seems simpler • Iterative control structure: uses a looping structure to repeat a set of statements Java Programming: Guided Learning with Early Objects
Recursion or Iteration? (continued) • No general answer to which is better • Guidelines: • Nature of the solution • Efficiency of solution Java Programming: Guided Learning with Early Objects
Recursion or Iteration? (continued) • Every recursive call has its own parameters and local variables • Requires system to allocate space when method is called • Memory deallocated when method terminates • Recursive calls have overhead in memory and execution time Java Programming: Guided Learning with Early Objects
Recursion or Iteration? (continued) • Efficiency of programmer’s time also important consideration • Balance with execution efficiency • Choice may be a matter of personal preference • Any program that can be written recursively can be written iteratively • If iterative solution is at least as obvious and easy as recursive solution, choose iterative Java Programming: Guided Learning with Early Objects
Summary • Recursion: solving a problem by reducing it to smaller versions of itself • Recursive definition defines problem in terms of smaller versions of itself • Every recursive definition has one or more base cases • Recursive algorithm solves a problem by reducing it to smaller versions of itself Java Programming: Guided Learning with Early Objects
Summary (continued) • Solution to a problem in a base case obtained directly • Recursive method calls itself • Recursive algorithms implemented as recursive methods • Recursive method must have one or more base cases Java Programming: Guided Learning with Early Objects
Summary (continued) • General solution breaks problem into smaller versions of itself • General case eventually reduced to a base case • Base case stops the recursion Java Programming: Guided Learning with Early Objects
Summary (continued) • Tracing a recursive method: • Think of recursive method as having unlimited copies of itself • Every call to recursive method executes the code with its own set of parameters and variables Java Programming: Guided Learning with Early Objects
Summary (continued) • Tracing a recursive method (continued): • After completing recursive call, control goes back to calling environment • Current call executes completely before control returns • Execution in previous call continues from point following recursive call Java Programming: Guided Learning with Early Objects
Summary (continued) • Method is directly recursive if it calls itself • Method is indirectly recursive if it: • Calls another method • Eventually results in call to itself Java Programming: Guided Learning with Early Objects
Summary (continued) • Design a recursive method: • Understand problem requirements • Determine limiting conditions • Identify base cases • Provide direct solution to base cases • Identify general cases • Provide recursive solution to each general case Java Programming: Guided Learning with Early Objects