ASSIGNMENT 5:
Part 1:
1)Depth first search using adjacency matrix:
#include <bits/stdc++.h>
using namespace std;
vector<vector<int> > adj;
void addEdge(int x, int y)
adj[x][y] = 1;
adj[y][x] = 1;
void dfs(int start, vector<bool>& visited)
cout << start << " ";
visited[start] = true;
for (int i = 0; i < adj[start].size(); i++) {
if (adj[start][i] == 1 && (!visited[i])) {
dfs(i, visited);
int main()
{
int v = 5;
int e = 4;
adj = vector<vector<int> >(v, vector<int>(v, 0));
addEdge(0, 1);
addEdge(0, 2);
addEdge(0, 3);
addEdge(0, 4);
vector<bool> visited(v, false);
dfs(0, visited);
Depth first search using adjacency list:
#include <iostream>
#include <vector>
class Graph
int vertex_count;
enum Color {WHITE, GRAY, BLACK};
struct Vertex
int id;
Color color;
Vertex(int _id) : id(_id),
color(Color::WHITE)
{}
};
struct Adj_list_node
int dest_id;
Adj_list_node * next;
Adj_list_node(int _dest_id) : dest_id(_dest_id),
next (nullptr)
{}
};
struct Adj_list
Adj_list_node *head;
};
std::vector<Vertex> vertices;
std::vector<Adj_list> adjacent;
public:
Graph(int);
void add_edge(int, int);
void depth_first_search();
private:
void depth_first_search_visit(int);
};
Graph::Graph(int v)
vertex_count = v;
adjacent.resize(vertex_count);
for (int i = 0; i < vertex_count; i++)
vertices.push_back( Vertex(i) );
adjacent[i].head = nullptr;
void Graph::depth_first_search()
for (const auto& u: vertices)
if (vertices[u.id].color == WHITE)
depth_first_search_visit(u.id);
void Graph::depth_first_search_visit(int u)
vertices[u].color = GRAY;
std::cout << vertices[u].id <<" ";
const auto& v = adjacent[u].head;
if (vertices[v->dest_id].color == WHITE)
depth_first_search_visit(v->dest_id);
vertices[u].color = BLACK;
void Graph::add_edge(int src, int dest)
Adj_list_node *node = new Adj_list_node(dest);
if (adjacent[src].head == nullptr)
adjacent[src].head = node;
else
Adj_list_node *tmp = adjacent[src].head;
while (tmp->next != nullptr)
tmp = tmp->next;
tmp->next = node;
//undirected graph
node = new Adj_list_node(src);
if (adjacent[dest].head == nullptr)
adjacent[dest].head = node;
}
else
Adj_list_node *tmp = adjacent[dest].head;
while (tmp->next != nullptr)
tmp = tmp->next;
tmp->next = node;
int main()
Graph grp(4);
grp.add_edge(0, 1);
grp.add_edge(1, 2);
grp.add_edge(2, 3);
grp.add_edge(2, 1);
grp.add_edge(0, 3);
grp.depth_first_search();
std::cout << "\n";
Depth First Search has a time complexity of O(b^m), where b is the maximum branching factor of the
search tree and m is the maximum depth of the state space and The space complexity is O(bm).
2) Breadth first search using adjacency matrix:
#include<bits/stdc++.h>
using namespace std;
vector<vector<int>> adj;
void addEdge(int x,int y)
adj[x][y] = 1;
adj[y][x] = 1;
void bfs(int start)
vector<bool> visited(adj.size(), false);
vector<int> q;
q.push_back(start);
visited[start] = true;
int vis;
while (!q.empty()) {
vis = q[0];
cout << vis << " ";
q.erase(q.begin());
for (int i = 0; i < adj[vis].size(); i++) {
if (adj[vis][i] == 1 && (!visited[i])) {
q.push_back(i);
visited[i] = true;
int main()
int v = 5;
adj= vector<vector<int>>(v,vector<int>(v,0));
addEdge(0,1);
addEdge(0,2);
addEdge(1,3);
bfs(0);
Breadth first search using adjacency list:
#include <iostream>
#include <queue>
#include <vector>
using namespace std;
#define N 5
class Graph {
public:
vector<int> adj_[N];
void addEdge(int u, int v) {
// In case of undirected graph, to and fro traversal is allowed
adj_[u].push_back(v);
adj_[v].push_back(u);
void bfs(int src) {
vector<bool> visited(N, false);
vector<int> distance(N, 0);
queue<int> q;
q.push(src);
visited[src] = true;
distance[src] = 0;
vector<int> path;
while (!q.empty()) {
int u = q.front();
q.pop();
path.push_back(u);
for (auto v : adj_[u]) {
if (!visited[v]) {
q.push(v);
visited[v] = true;
distance[v] = distance[u] + 1;
cout << "Breadth First Traversal: starting from vertex: " << src << endl;
for (auto d : path) cout << d << " ";
cout << endl;
cout << "Distance of nodes from : " << src << endl;
for (int i = 0; i < distance.size(); i++)
cout << "to node " << i << " -> " << distance[i] << endl;
};
int main() {
Graph g;
g.addEdge(0, 3);
g.addEdge(0, 2);
g.addEdge(2, 1);
g.bfs(0);
Time complexity: Total numb. of nodes generated: 1 + b + b2 + … + bd + b(b^d-1) = O(b^(d+1)) Space
complexity:O(b^(d+1))
where b – maximum branching factor of the search tree d – depth of the least-cost solution
3) Detecting cycles using adjacency matrix:
#include <iostream>
#include <limits.h>
#include <list>
using namespace std;
// Class for an undirected graph
class Graph {
// No. of vertices
int V;
// Pointer to an array
// containing adjacency lists
list<int>* adj;
bool isCyclicUtil(int v, bool visited[], int parent);
public:
// Constructor
Graph(int V);
// To add an edge to graph
void addEdge(int v, int w);
// Returns true if there is a cycle
bool isCyclic();
};
Graph::Graph(int V)
this->V = V;
adj = new list<int>[V];
void Graph::addEdge(int v, int w)
{
// Add w to v’s list.
adj[v].push_back(w);
// Add v to w’s list.
adj[w].push_back(v);
// A recursive function that
// uses visited[] and parent to detect
// cycle in subgraph reachable
// from vertex v.
bool Graph::isCyclicUtil(int v, bool visited[], int parent)
// Mark the current node as visited
visited[v] = true;
// Recur for all the vertices
// adjacent to this vertex
list<int>::iterator i;
for (i = adj[v].begin(); i != adj[v].end(); ++i) {
// If an adjacent vertex is not visited,
// then recur for that adjacent
if (!visited[*i]) {
if (isCyclicUtil(*i, visited, v))
return true;
}
// If an adjacent vertex is visited and
// is not parent of current vertex,
// then there exists a cycle in the graph.
else if (*i != parent)
return true;
return false;
// Returns true if the graph contains
// a cycle, else false.
bool Graph::isCyclic()
// Mark all the vertices as not
// visited and not part of recursion
// stack
bool* visited = new bool[V];
for (int i = 0; i < V; i++)
visited[i] = false;
// Call the recursive helper
// function to detect cycle in different
// DFS trees
for (int u = 0; u < V; u++) {
// Don't recur for u if
// it is already visited
if (!visited[u])
if (isCyclicUtil(u, visited, -1))
return true;
}
return false;
// Driver program to test above functions
int main()
Graph g1(5);
g1.addEdge(1, 0);
g1.addEdge(0, 2);
g1.addEdge(2, 1);
g1.addEdge(0, 3);
g1.addEdge(3, 4);
g1.isCyclic() ? cout << "Graph contains cycle\n"
: cout << "Graph doesn't contain cycle\n";
Graph g2(3);
g2.addEdge(0, 1);
g2.addEdge(1, 2);
g2.isCyclic() ? cout << "Graph contains cycle\n"
: cout << "Graph doesn't contain cycle\n";
return 0;
}
Detecting cycles using adjacency list:
#include<bits/stdc++.h>
using namespace std;
class Graph
int V; // No. of vertices
list<int> *adj; // Pointer to an array containing adjacency lists
bool isCyclicUtil(int v, bool visited[], bool *rs); // used by isCyclic()
public:
Graph(int V); // Constructor
void addEdge(int v, int w); // to add an edge to graph
bool isCyclic(); // returns true if there is a cycle in this graph
};
Graph::Graph(int V)
this->V = V;
adj = new list<int>[V];
void Graph::addEdge(int v, int w)
adj[v].push_back(w); // Add w to v’s list.
// This function is a variation of DFSUtil() in
// https://www.geeksforgeeks.org/archives/18212
bool Graph::isCyclicUtil(int v, bool visited[], bool *recStack)
{
if(visited[v] == false)
// Mark the current node as visited and part of recursion stack
visited[v] = true;
recStack[v] = true;
// Recur for all the vertices adjacent to this vertex
list<int>::iterator i;
for(i = adj[v].begin(); i != adj[v].end(); ++i)
if ( !visited[*i] && isCyclicUtil(*i, visited, recStack) )
return true;
else if (recStack[*i])
return true;
recStack[v] = false; // remove the vertex from recursion stack
return false;
// Returns true if the graph contains a cycle, else false.
// This function is a variation of DFS() in
// https://www.geeksforgeeks.org/archives/18212
bool Graph::isCyclic()
// Mark all the vertices as not visited and not part of recursion
// stack
bool *visited = new bool[V];
bool *recStack = new bool[V];
for(int i = 0; i < V; i++)
{
visited[i] = false;
recStack[i] = false;
// Call the recursive helper function to detect cycle in different
// DFS trees
for(int i = 0; i < V; i++)
if ( !visited[i] && isCyclicUtil(i, visited, recStack))
return true;
return false;
int main()
// Create a graph given in the above diagram
Graph g(4);
g.addEdge(0, 1);
g.addEdge(0, 2);
g.addEdge(1, 2);
g.addEdge(2, 0);
g.addEdge(2, 3);
g.addEdge(3, 3);
if(g.isCyclic())
cout << "Graph contains cycle";
else
cout << "Graph doesn't contain cycle";
return 0;
}
We are traversing through all the nodes and edges. So time complexity will be O(V + E) where V =
vertices or node, E = edges.
We use a visited array, recursion stack array and an adjacency list for the graph. So the space
complexity will be O(V) + O(V) + O(V + E) + extra space for the recursion calls.
4) Topological sort using adjacence matrix:
#include <bits/stdc++.h>
using namespace std;
// Class to represent a graph
class Graph {
// No. of vertices'
int V;
// Pointer to an array containing adjacency listsList
list<int>* adj;
// A function used by topologicalSort
void topologicalSortUtil(int v, bool visited[],
stack<int>& Stack);
public:
// Constructor
Graph(int V);
// function to add an edge to graph
void addEdge(int v, int w);
// prints a Topological Sort of
// the complete graph
void topologicalSort();
};
Graph::Graph(int V)
this->V = V;
adj = new list<int>[V];
void Graph::addEdge(int v, int w)
// Add w to v’s list.
adj[v].push_back(w);
// A recursive function used by topologicalSort
void Graph::topologicalSortUtil(int v, bool visited[],
stack<int>& Stack)
{
// Mark the current node as visited.
visited[v] = true;
// Recur for all the vertices
// adjacent to this vertex
list<int>::iterator i;
for (i = adj[v].begin(); i != adj[v].end(); ++i)
if (!visited[*i])
topologicalSortUtil(*i, visited, Stack);
// Push current vertex to stack
// which stores result
Stack.push(v);
// The function to do Topological Sort.
// It uses recursive topologicalSortUtil()
void Graph::topologicalSort()
stack<int> Stack;
// Mark all the vertices as not visited
bool* visited = new bool[V];
for (int i = 0; i < V; i++)
visited[i] = false;
// Call the recursive helper function
// to store Topological
// Sort starting from all
// vertices one by one
for (int i = 0; i < V; i++)
if (visited[i] == false)
topologicalSortUtil(i, visited, Stack);
// Print contents of stack
while (Stack.empty() == false) {
cout << Stack.top() << " ";
Stack.pop();
delete [] visited;
// Driver Code
int main()
// Create a graph given in the above diagram
Graph g(6);
g.addEdge(5, 2);
g.addEdge(5, 0);
g.addEdge(4, 0);
g.addEdge(4, 1);
g.addEdge(2, 3);
g.addEdge(3, 1);
cout << "Following is a Topological Sort of the given "
"graph \n";
// Function Call
g.topologicalSort();
return 0;
}
Time and Space Complexity for Topological Sort The time complexity for the Topological Sort
Algorithm is O (V+E) where “V” and “E” are the numbers of vertices and edges of the graph
respectively. We need to traverse all nodes of the graph for implementation.
5) All pairs shortest paths:
#include<iostream>
#include<iomanip>
#define NODE 7
#define INF 999
using namespace std;
//Cost matrix of the graph
int costMat[NODE][NODE] = {
{0, 3, 6, INF, INF, INF, INF},
{3, 0, 2, 1, INF, INF, INF},
{6, 2, 0, 1, 4, 2, INF},
{INF, 1, 1, 0, 2, INF, 4},
{INF, INF, 4, 2, 0, 2, 1},
{INF, INF, 2, INF, 2, 0, 1},
{INF, INF, INF, 4, 1, 1, 0}
};
void floydWarshal(){
int cost[NODE][NODE]; //defind to store shortest distance from any node to any node
for(int i = 0; i<NODE; i++)
for(int j = 0; j<NODE; j++)
cost[i][j] = costMat[i][j]; //copy costMatrix to new matrix
for(int k = 0; k<NODE; k++){
for(int i = 0; i<NODE; i++)
for(int j = 0; j<NODE; j++)
if(cost[i][k]+cost[k][j] < cost[i][j])
cost[i][j] = cost[i][k]+cost[k][j];
cout << "The matrix:" << endl;
for(int i = 0; i<NODE; i++){
for(int j = 0; j<NODE; j++)
cout << setw(3) << cost[i][j];
cout << endl;
int main(){
floydWarshal();
}
Single-source shortest path is solved by the Bellman-Ford algorithm, with a time complexity of O
(VE). All-pairs shortest path can be solved using Johnson's algorithm in O (EV + V 2 log V) time.
Additionally, there is the Floyd-Warshall algorithm, which solves it in O (V 3): this is typically faster
on dense graphs.
6) Transitive closure of a binary relation:
#include<stdio.h>
#define V 4
void printSolution(int reach[][V]);
void transitiveClosure(int graph[][V])
int reach[V][V], i, j, k;
for (i = 0; i < V; i++)
for (j = 0; j < V; j++)
reach[i][j] = graph[i][j];
for (k = 0; k < V; k++)
{
for (i = 0; i < V; i++)
for (j = 0; j < V; j++)
reach[i][j] = reach[i][j] ||
(reach[i][k] && reach[k][j]);
printSolution(reach);
void printSolution(int reach[][V])
printf ("Following matrix is transitive");
printf("closure of the given graph\n");
for (int i = 0; i < V; i++)
for (int j = 0; j < V; j++)
if(i == j)
printf("1 ");
else
printf ("%d ", reach[i][j]);
printf("\n");
}
// Driver Code
int main()
int graph[V][V] = { {1, 1, 0, 1},
{0, 1, 1, 0},
{0, 0, 1, 1},
{0, 0, 0, 1}
};
// Print the solution
transitiveClosure(graph);
return 0;
The time complexity of computing the transitive closure of a binary relation on a set of n elements
is O (n3). Apply the Warshall's algorithm to compute the transitive closure. The algorithm contains
three nested for loops each having frequency n so time complexity is O (n3).
Part 2:
1)Dijkstra's shortest path algorithm using adjacency list:
#include <stdio.h>
#include <stdlib.h>
#include <limits.h>
struct AdjListNode
int dest;
int weight;
struct AdjListNode* next;
};
struct AdjList
struct AdjListNode *head;
};
struct Graph
int V;
struct AdjList* array;
};
struct AdjListNode* newAdjListNode(
int dest, int weight)
struct AdjListNode* newNode =
(struct AdjListNode*)
malloc(sizeof(struct AdjListNode));
newNode->dest = dest;
newNode->weight = weight;
newNode->next = NULL;
return newNode;
struct Graph* createGraph(int V)
struct Graph* graph = (struct Graph*)
malloc(sizeof(struct Graph));
graph->V = V;
// Create an array of adjacency lists.
// Size of array will be V
graph->array = (struct AdjList*)
malloc(V * sizeof(struct AdjList));
// Initialize each adjacency list
// as empty by making head as NULL
for (int i = 0; i < V; ++i)
graph->array[i].head = NULL;
return graph;
// Adds an edge to an undirected graph
void addEdge(struct Graph* graph, int src,
int dest, int weight)
// Add an edge from src to dest.
// A new node is added to the adjacency
// list of src. The node is
// added at the beginning
struct AdjListNode* newNode =
newAdjListNode(dest, weight);
newNode->next = graph->array[src].head;
graph->array[src].head = newNode;
// Since graph is undirected,
// add an edge from dest to src also
newNode = newAdjListNode(src, weight);
newNode->next = graph->array[dest].head;
graph->array[dest].head = newNode;
// Structure to represent a min heap node
struct MinHeapNode
int v;
int dist;
};
// Structure to represent a min heap
struct MinHeap
// Number of heap nodes present currently
int size;
// Capacity of min heap
int capacity;
// This is needed for decreaseKey()
int *pos;
struct MinHeapNode **array;
};
// A utility function to create a
// new Min Heap Node
struct MinHeapNode* newMinHeapNode(int v,
int dist)
struct MinHeapNode* minHeapNode =
(struct MinHeapNode*)
malloc(sizeof(struct MinHeapNode));
minHeapNode->v = v;
minHeapNode->dist = dist;
return minHeapNode;
// A utility function to create a Min Heap
struct MinHeap* createMinHeap(int capacity)
struct MinHeap* minHeap =
(struct MinHeap*)
malloc(sizeof(struct MinHeap));
minHeap->pos = (int *)malloc(
capacity * sizeof(int));
minHeap->size = 0;
minHeap->capacity = capacity;
minHeap->array =
(struct MinHeapNode**)
malloc(capacity *
sizeof(struct MinHeapNode*));
return minHeap;
}
void swapMinHeapNode(struct MinHeapNode** a,
struct MinHeapNode** b)
struct MinHeapNode* t = *a;
*a = *b;
*b = t;
void minHeapify(struct MinHeap* minHeap,
int idx)
int smallest, left, right;
smallest = idx;
left = 2 * idx + 1;
right = 2 * idx + 2;
if (left < minHeap->size &&
minHeap->array[left]->dist <
minHeap->array[smallest]->dist )
smallest = left;
if (right < minHeap->size &&
minHeap->array[right]->dist <
minHeap->array[smallest]->dist )
smallest = right;
if (smallest != idx)
// The nodes to be swapped in min heap
MinHeapNode *smallestNode =
minHeap->array[smallest];
MinHeapNode *idxNode =
minHeap->array[idx];
// Swap positions
minHeap->pos[smallestNode->v] = idx;
minHeap->pos[idxNode->v] = smallest;
// Swap nodes
swapMinHeapNode(&minHeap->array[smallest],
&minHeap->array[idx]);
minHeapify(minHeap, smallest);
// A utility function to check if
// the given minHeap is empty or not
int isEmpty(struct MinHeap* minHeap)
return minHeap->size == 0;
// Standard function to extract
// minimum node from heap
struct MinHeapNode* extractMin(struct MinHeap*
minHeap)
if (isEmpty(minHeap))
return NULL;
// Store the root node
struct MinHeapNode* root =
minHeap->array[0];
// Replace root node with last node
struct MinHeapNode* lastNode =
minHeap->array[minHeap->size - 1];
minHeap->array[0] = lastNode;
// Update position of last node
minHeap->pos[root->v] = minHeap->size-1;
minHeap->pos[lastNode->v] = 0;
// Reduce heap size and heapify root
--minHeap->size;
minHeapify(minHeap, 0);
return root;
void decreaseKey(struct MinHeap* minHeap,
int v, int dist)
// Get the index of v in heap array
int i = minHeap->pos[v];
// Get the node and update its dist value
minHeap->array[i]->dist = dist;
while (i && minHeap->array[i]->dist <
minHeap->array[(i - 1) / 2]->dist)
{
// Swap this node with its parent
minHeap->pos[minHeap->array[i]->v] =
(i-1)/2;
minHeap->pos[minHeap->array[
(i-1)/2]->v] = i;
swapMinHeapNode(&minHeap->array[i],
&minHeap->array[(i - 1) / 2]);
// move to parent index
i = (i - 1) / 2;
// A utility function to check if a given vertex
// 'v' is in min heap or not
bool isInMinHeap(struct MinHeap *minHeap, int v)
if (minHeap->pos[v] < minHeap->size)
return true;
return false;
// A utility function used to print the solution
void printArr(int dist[], int n)
printf("Vertex Distance from Source\n");
for (int i = 0; i < n; ++i)
printf("%d \t\t %d\n", i, dist[i]);
}
// The main function that calculates
// distances of shortest paths from src to all
// vertices. It is a O(ELogV) function
void dijkstra(struct Graph* graph, int src)
// Get the number of vertices in graph
int V = graph->V;
// dist values used to pick
// minimum weight edge in cut
int dist[V];
// minHeap represents set E
struct MinHeap* minHeap = createMinHeap(V);
// Initialize min heap with all
// vertices. dist value of all vertices
for (int v = 0; v < V; ++v)
dist[v] = INT_MAX;
minHeap->array[v] = newMinHeapNode(v,
dist[v]);
minHeap->pos[v] = v;
// Make dist value of src vertex
// as 0 so that it is extracted first
minHeap->array[src] =
newMinHeapNode(src, dist[src]);
minHeap->pos[src] = src;
dist[src] = 0;
decreaseKey(minHeap, src, dist[src]);
// Initially size of min heap is equal to V
minHeap->size = V;
// In the following loop,
// min heap contains all nodes
// whose shortest distance
// is not yet finalized.
while (!isEmpty(minHeap))
// Extract the vertex with
// minimum distance value
struct MinHeapNode* minHeapNode =
extractMin(minHeap);
// Store the extracted vertex number
int u = minHeapNode->v;
// Traverse through all adjacent
// vertices of u (the extracted
// vertex) and update
// their distance values
struct AdjListNode* pCrawl =
graph->array[u].head;
while (pCrawl != NULL)
int v = pCrawl->dest;
// If shortest distance to v is
// not finalized yet, and distance to v
// through u is less than its
// previously calculated distance
if (isInMinHeap(minHeap, v) &&
dist[u] != INT_MAX &&
pCrawl->weight + dist[u] < dist[v])
dist[v] = dist[u] + pCrawl->weight;
// update distance
// value in min heap also
decreaseKey(minHeap, v, dist[v]);
pCrawl = pCrawl->next;
// print the calculated shortest distances
printArr(dist, V);
// Driver program to test above functions
int main()
// create the graph given in above figure
int V = 9;
struct Graph* graph = createGraph(V);
addEdge(graph, 0, 1, 4);
addEdge(graph, 0, 7, 8);
addEdge(graph, 1, 2, 8);
addEdge(graph, 1, 7, 11);
addEdge(graph, 2, 3, 7);
addEdge(graph, 2, 8, 2);
addEdge(graph, 2, 5, 4);
addEdge(graph, 3, 4, 9);
addEdge(graph, 3, 5, 14);
addEdge(graph, 4, 5, 10);
addEdge(graph, 5, 6, 2);
addEdge(graph, 6, 7, 1);
addEdge(graph, 6, 8, 6);
addEdge(graph, 7, 8, 7);
dijkstra(graph, 0);
return 0;
Dijkstra Algorithm is a graph algorithm for finding the shortest path from a source node to all other
nodes in a graph (single-source shortest path). It is a type of greedy algorithm. It only works on
weighted graphs with positive weights. It has a time complexity of O (V^2) O(V 2) using the
adjacency matrix representation of graph.
2) Bellman-Ford algorithm:
#include <bits/stdc++.h>
using namespace std;
void BellmanFord(int graph[][3], int V, int E,
int src)
int dis[V];
for (int i = 0; i < V; i++)
dis[i] = INT_MAX;
dis[src] = 0;
for (int i = 0; i < V - 1; i++) {
for (int j = 0; j < E; j++) {
if (dis[graph[j][0]] != INT_MAX && dis[graph[j][0]] + graph[j][2] <
dis[graph[j][1]])
dis[graph[j][1]] =
dis[graph[j][0]] + graph[j][2];
for (int i = 0; i < E; i++) {
int x = graph[i][0];
int y = graph[i][1];
int weight = graph[i][2];
if (dis[x] != INT_MAX &&
dis[x] + weight < dis[y])
cout << "Graph contains negative"
" weight cycle"
<< endl;
cout << "Vertex Distance from Source" << endl;
for (int i = 0; i < V; i++)
cout << i << "\t\t" << dis[i] << endl;
int main()
int V = 5; // Number of vertices in graph
int E = 8; // Number of edges in graph
int graph[][3] = { { 0, 1, -1 }, { 0, 2, 4 },
{ 1, 2, 3 }, { 1, 3, 2 },
{ 1, 4, 2 }, { 3, 2, 5 },
{ 3, 1, 1 }, { 4, 3, -3 } };
BellmanFord(graph, V, E, 0);
return 0;
}
Time Complexity : O(E V) = O(|V|2) * O(|V|) = O(V3)
Space complexity: O(V) [Linear space]
V being the number of vertices.
3) Connected components:
#include <bits/stdc++.h>
using namespace std;
class Graph {
int V; // No. of vertices
list<int>* adj;
// A function used by DFS
void DFSUtil(int v, bool visited[]);
public:
Graph(int V); // Constructor
~Graph();
void addEdge(int v, int w);
void connectedComponents();
};
void Graph::connectedComponents()
// Mark all the vertices as not visited
bool* visited = new bool[V];
for (int v = 0; v < V; v++)
visited[v] = false;
for (int v = 0; v < V; v++) {
if (visited[v] == false) {
// print all reachable vertices
// from v
DFSUtil(v, visited);
cout << "\n";
}
delete[] visited;
void Graph::DFSUtil(int v, bool visited[])
// Mark the current node as visited and print it
visited[v] = true;
cout << v << " ";
// Recur for all the vertices
// adjacent to this vertex
list<int>::iterator i;
for (i = adj[v].begin(); i != adj[v].end(); ++i)
if (!visited[*i])
DFSUtil(*i, visited);
Graph::Graph(int V)
this->V = V;
adj = new list<int>[V];
}
Graph::~Graph() { delete[] adj; }
// method to add an undirected edge
void Graph::addEdge(int v, int w)
adj[v].push_back(w);
adj[w].push_back(v);
// Driver code
int main()
// Create a graph given in the above diagram
Graph g(5); // 5 vertices numbered from 0 to 4
g.addEdge(1, 0);
g.addEdge(2, 1);
g.addEdge(3, 4);
cout << "Following are connected components \n";
g.connectedComponents();
return 0;
4) Prim’s algorithm:
#include <limits.h>
#include <stdio.h>
#include <stdlib.h>
// A structure to represent a node in adjacency list
struct AdjListNode {
int dest;
int weight;
struct AdjListNode* next;
};
// A structure to represent an adjacency list
struct AdjList {
struct AdjListNode*
head; // pointer to head node of list
};
// A structure to represent a graph. A graph is an array of
// adjacency lists. Size of array will be V (number of
// vertices in graph)
struct Graph {
int V;
struct AdjList* array;
};
// A utility function to create a new adjacency list node
struct AdjListNode* newAdjListNode(int dest, int weight)
struct AdjListNode* newNode
= (struct AdjListNode*)malloc(
sizeof(struct AdjListNode));
newNode->dest = dest;
newNode->weight = weight;
newNode->next = NULL;
return newNode;
}
// A utility function that creates a graph of V vertices
struct Graph* createGraph(int V)
struct Graph* graph
= (struct Graph*)malloc(sizeof(struct Graph));
graph->V = V;
// Create an array of adjacency lists. Size of array
// will be V
graph->array = (struct AdjList*)malloc(
V * sizeof(struct AdjList));
// Initialize each adjacency list as empty by making
// head as NULL
for (int i = 0; i < V; ++i)
graph->array[i].head = NULL;
return graph;
// Adds an edge to an undirected graph
void addEdge(struct Graph* graph, int src, int dest,
int weight)
// Add an edge from src to dest. A new node is added to
// the adjacency list of src. The node is added at the
// beginning
struct AdjListNode* newNode
= newAdjListNode(dest, weight);
newNode->next = graph->array[src].head;
graph->array[src].head = newNode;
// Since graph is undirected, add an edge from dest to
// src also
newNode = newAdjListNode(src, weight);
newNode->next = graph->array[dest].head;
graph->array[dest].head = newNode;
// Structure to represent a min heap node
struct MinHeapNode {
int v;
int key;
};
// Structure to represent a min heap
struct MinHeap {
int size; // Number of heap nodes present currently
int capacity; // Capacity of min heap
int* pos; // This is needed for decreaseKey()
struct MinHeapNode** array;
};
// A utility function to create a new Min Heap Node
struct MinHeapNode* newMinHeapNode(int v, int key)
struct MinHeapNode* minHeapNode
= (struct MinHeapNode*)malloc(
sizeof(struct MinHeapNode));
minHeapNode->v = v;
minHeapNode->key = key;
return minHeapNode;
// A utility function to create a Min Heap
struct MinHeap* createMinHeap(int capacity)
{
struct MinHeap* minHeap
= (struct MinHeap*)malloc(sizeof(struct MinHeap));
minHeap->pos = (int*)malloc(capacity * sizeof(int));
minHeap->size = 0;
minHeap->capacity = capacity;
minHeap->array = (struct MinHeapNode**)malloc(
capacity * sizeof(struct MinHeapNode*));
return minHeap;
// A utility function to swap two nodes of min heap. Needed
// for min heapify
void swapMinHeapNode(struct MinHeapNode** a,
struct MinHeapNode** b)
struct MinHeapNode* t = *a;
*a = *b;
*b = t;
// A standard function to heapify at given idx
// This function also updates position of nodes when they
// are swapped. Position is needed for decreaseKey()
void minHeapify(struct MinHeap* minHeap, int idx)
int smallest, left, right;
smallest = idx;
left = 2 * idx + 1;
right = 2 * idx + 2;
if (left < minHeap->size
&& minHeap->array[left]->key
< minHeap->array[smallest]->key)
smallest = left;
if (right < minHeap->size
&& minHeap->array[right]->key
< minHeap->array[smallest]->key)
smallest = right;
if (smallest != idx) {
// The nodes to be swapped in min heap
MinHeapNode* smallestNode
= minHeap->array[smallest];
MinHeapNode* idxNode = minHeap->array[idx];
// Swap positions
minHeap->pos[smallestNode->v] = idx;
minHeap->pos[idxNode->v] = smallest;
// Swap nodes
swapMinHeapNode(&minHeap->array[smallest],
&minHeap->array[idx]);
minHeapify(minHeap, smallest);
// A utility function to check if the given minHeap is empty
// or not
int isEmpty(struct MinHeap* minHeap)
return minHeap->size == 0;
}
// Standard function to extract minimum node from heap
struct MinHeapNode* extractMin(struct MinHeap* minHeap)
if (isEmpty(minHeap))
return NULL;
// Store the root node
struct MinHeapNode* root = minHeap->array[0];
// Replace root node with last node
struct MinHeapNode* lastNode
= minHeap->array[minHeap->size - 1];
minHeap->array[0] = lastNode;
// Update position of last node
minHeap->pos[root->v] = minHeap->size - 1;
minHeap->pos[lastNode->v] = 0;
// Reduce heap size and heapify root
--minHeap->size;
minHeapify(minHeap, 0);
return root;
// Function to decrease key value of a given vertex v. This
// function uses pos[] of min heap to get the current index
// of node in min heap
void decreaseKey(struct MinHeap* minHeap, int v, int key)
// Get the index of v in heap array
int i = minHeap->pos[v];
// Get the node and update its key value
minHeap->array[i]->key = key;
// Travel up while the complete tree is not heapified.
// This is a O(Logn) loop
while (i
&& minHeap->array[i]->key
< minHeap->array[(i - 1) / 2]->key) {
// Swap this node with its parent
minHeap->pos[minHeap->array[i]->v] = (i - 1) / 2;
minHeap->pos[minHeap->array[(i - 1) / 2]->v] = i;
swapMinHeapNode(&minHeap->array[i],
&minHeap->array[(i - 1) / 2]);
// move to parent index
i = (i - 1) / 2;
// A utility function to check if a given vertex
// 'v' is in min heap or not
bool isInMinHeap(struct MinHeap* minHeap, int v)
if (minHeap->pos[v] < minHeap->size)
return true;
return false;
// A utility function used to print the constructed MST
void printArr(int arr[], int n)
for (int i = 1; i < n; ++i)
printf("%d - %d\n", arr[i], i);
}
// The main function that constructs Minimum Spanning Tree
// (MST) using Prim's algorithm
void PrimMST(struct Graph* graph)
int V = graph->V; // Get the number of vertices in graph
int parent[V]; // Array to store constructed MST
int key[V]; // Key values used to pick minimum weight
// edge in cut
// minHeap represents set E
struct MinHeap* minHeap = createMinHeap(V);
// Initialize min heap with all vertices. Key value of
// all vertices (except 0th vertex) is initially
// infinite
for (int v = 1; v < V; ++v) {
parent[v] = -1;
key[v] = INT_MAX;
minHeap->array[v] = newMinHeapNode(v, key[v]);
minHeap->pos[v] = v;
}
// Make key value of 0th vertex as 0 so that it
// is extracted first
key[0] = 0;
minHeap->array[0] = newMinHeapNode(0, key[0]);
minHeap->pos[0] = 0;
// Initially size of min heap is equal to V
minHeap->size = V;
// In the following loop, min heap contains all nodes
// not yet added to MST.
while (!isEmpty(minHeap)) {
// Extract the vertex with minimum key value
struct MinHeapNode* minHeapNode
= extractMin(minHeap);
int u
= minHeapNode
->v; // Store the extracted vertex number
// Traverse through all adjacent vertices of u (the
// extracted vertex) and update their key values
struct AdjListNode* pCrawl = graph->array[u].head;
while (pCrawl != NULL) {
int v = pCrawl->dest;
// If v is not yet included in MST and weight of
// u-v is less than key value of v, then update
// key value and parent of v
if (isInMinHeap(minHeap, v)
&& pCrawl->weight < key[v]) {
key[v] = pCrawl->weight;
parent[v] = u;
decreaseKey(minHeap, v, key[v]);
pCrawl = pCrawl->next;
// print edges of MST
printArr(parent, V);
}
// Driver program to test above functions
int main()
// Let us create the graph given in above figure
int V = 9;
struct Graph* graph = createGraph(V);
addEdge(graph, 0, 1, 4);
addEdge(graph, 0, 7, 8);
addEdge(graph, 1, 2, 8);
addEdge(graph, 1, 7, 11);
addEdge(graph, 2, 3, 7);
addEdge(graph, 2, 8, 2);
addEdge(graph, 2, 5, 4);
addEdge(graph, 3, 4, 9);
addEdge(graph, 3, 5, 14);
addEdge(graph, 4, 5, 10);
addEdge(graph, 5, 6, 2);
addEdge(graph, 6, 7, 1);
addEdge(graph, 6, 8, 6);
addEdge(graph, 7, 8, 7);
PrimMST(graph);
return 0;
Time complexity of Prim's algorithm to be O( V(log(v)) + E(log(V)) ).
Prim's algorithm has a space complexity of O( E + V ).
5) Kruskal’s algorithm:
#include <bits/stdc++.h>
using namespace std;
#define V 5
int parent[V];
// Find set of vertex i
int find(int i)
while (parent[i] != i)
i = parent[i];
return i;
}
void union1(int i, int j)
int a = find(i);
int b = find(j);
parent[a] = b;
// Finds MST using Kruskal's algorithm
void kruskalMST(int cost[][V])
int mincost = 0; // Cost of min MST.
// Initialize sets of disjoint sets.
for (int i = 0; i < V; i++)
parent[i] = i;
// Include minimum weight edges one by one
int edge_count = 0;
while (edge_count < V - 1) {
int min = INT_MAX, a = -1, b = -1;
for (int i = 0; i < V; i++) {
for (int j = 0; j < V; j++) {
if (find(i) != find(j) && cost[i][j] < min) {
min = cost[i][j];
a = i;
b = j;
union1(a, b);
printf("Edge %d:(%d, %d) cost:%d \n",
edge_count++, a, b, min);
mincost += min;
printf("\n Minimum cost= %d \n", mincost);
// driver program to test above function
int main()
{
int cost[][V] = {
{ INT_MAX, 2, INT_MAX, 6, INT_MAX },
{ 2, INT_MAX, 3, 8, 5 },
{ INT_MAX, 3, INT_MAX, INT_MAX, 7 },
{ 6, 8, INT_MAX, INT_MAX, 9 },
{ INT_MAX, 5, 7, 9, INT_MAX },
};
// Print the solution
kruskalMST(cost);
return 0;
A worst-case time complexity of O(E(log(E)).
An average-case time complexity of O(E(log(E)).
A best-case time complexity of O(E(log(E)).
A space complexity of O(E+V).