按升序对链接列表进行排序并打印排序后的列表

如何解决按升序对链接列表进行排序并打印排序后的列表

我正在尝试按升序对链接列表进行排序,并停留在此处。其余代码工作正常(追加,前置功能)。我试图在这里使用气泡排序算法。

但是,输出显示分段错误。我在这儿做错什么了?

void sortLinkedList(Node** head_ref)
{
    Node* slow_node =(*head_ref);
    Node* fast_node=NULL;
    Node* temp=NULL;
    while(slow_node->next!=NULL)
    {
        fast_node=slow_node->next;
        while(fast_node->next!=NULL)
        {
            if(fast_node->data>fast_node->next->data)
            {
                temp->data=fast_node->data;
                fast_node->data=fast_node->next->data;
                fast_node->next->data=temp->data;
            }   
            fast_node=fast_node->next;
        }
        slow_node=slow_node->next;
    }
}

void printList(Node** head_ref)
{
    Node* new_node=(*head_ref);

    while(new_node!=NULL)
    {
        cout<<new_node->data<<"-->";
        new_node=new_node->next;
    }
    cout<<"NULL";
    cout<<endl;
}



int main()
{
    Node* head=new Node();

    head=NULL;

    insertAtEnd(&head,2);
     printList(&head);
    insertAtEnd(&head,3);
     printList(&head);  
    insertAtEnd(&head,2);
     printList(&head);  
    insertAtEnd(&head,4);
     printList(&head);  
     insertAtEnd(&head,5);
     printList(&head);  

    cout<<"Sorted List"<<endl;
    sortLinkedList(&head);
    printList(&head);

}

输出

2-->NULL
2-->3-->NULL
2-->3-->2-->NULL
2-->3-->2-->4-->NULL
2-->3-->2-->4-->5-->NULL
Sorted List
Segmentation fault (Core dumped)

解决方法

冒泡排序中的问题是交换操作。您使用临时(为NULL),并尝试访问数据元素。这会触发细分错误。

在最简单的情况下,您可以使用std::swap。您的气泡排序看起来像

// my swift variables in the ViewController
var vertexBuffer: MTLBuffer!
var renderPipelineState: MTLRenderPipelineState!
let sharedLibrary = sharedMetalRenderingDevice.device.makeDefaultLibrary()!
var _icbArgumentBuffer: MTLBuffer!
var _indirectCommandBuffer: MTLIndirectCommandBuffer!
var computePipelineState: MTLComputePipelineState!

// I call this inside viewDidLoad()
func setupMetalResources() {
    guard let device = sceneView.device else {
        assertionFailure()
        return
    }
    
    struct TriangleVertex {
        var position: vector_float3
    }
    
    let vertices: [TriangleVertex] = [
        TriangleVertex(position: vector_float3( 0.0,0.5,1)),TriangleVertex(position: vector_float3( -0.5,-0.5,TriangleVertex(position: vector_float3( 0.5,1))
    ]
    
    self.vertexBuffer = device.makeBuffer(
        bytes: vertices,length: MemoryLayout<TriangleVertex>.size * vertices.count,options: .cpuCacheModeWriteCombined)
    
    let vertexFunc = sharedLibrary.makeFunction(name: "passthrough_vertex")
    let fragmentFunc = sharedLibrary.makeFunction(name: "passthrough_fragment")
    
    let pipelineDescriptor = MTLRenderPipelineDescriptor()
    pipelineDescriptor.vertexFunction = vertexFunc
    pipelineDescriptor.fragmentFunction = fragmentFunc
    
    pipelineDescriptor.colorAttachments[0].pixelFormat = sceneView.colorPixelFormat
    pipelineDescriptor.depthAttachmentPixelFormat = sceneView.depthPixelFormat
    pipelineDescriptor.supportIndirectCommandBuffers = true
    
    guard let pipeline = try? device.makeRenderPipelineState(descriptor: pipelineDescriptor)
    else {
        assertionFailure()
        return
    }
    
    self.renderPipelineState = pipeline
    
    let cullF = sharedLibrary.makeFunction(name: "testCull")
    let ag = cullF?.makeArgumentEncoder(bufferIndex: 1)
    
    let icbDesc = MTLIndirectCommandBufferDescriptor()
    icbDesc.commandTypes = .draw
    icbDesc.inheritBuffers = false
    icbDesc.maxVertexBufferBindCount = 3
    icbDesc.maxFragmentBufferBindCount = 0
    
    _indirectCommandBuffer = sharedMetalRenderingDevice.device.makeIndirectCommandBuffer(descriptor: icbDesc,maxCommandCount: 3,options: .storageModePrivate)
    
    _icbArgumentBuffer = sharedMetalRenderingDevice.device.makeBuffer(length: ag!.encodedLength,options: .storageModeShared)
    ag?.setArgumentBuffer(_icbArgumentBuffer,offset: 0)
    ag?.setIndirectCommandBuffer(_indirectCommandBuffer,index: 0)
    do {
        computePipelineState = try sharedMetalRenderingDevice.device.makeComputePipelineState(function: t!)
    } catch {
        
    }
}

// This is the SCNSceneRendererDelegate’s -> didRenderScene of SceneKit (my sceneview)
func renderer(_ renderer: SCNSceneRenderer,didRenderScene scene: SCNScene,atTime time: TimeInterval) {
    guard let renderEncoder = renderer.currentRenderCommandEncoder else { return }
    let myRange: Range = 0..<65536

    let commandBuffer = renderer.commandQueue?.makeCommandBuffer()
    let blit = commandBuffer?.makeBlitCommandEncoder()
    blit?.resetCommandsInBuffer(_indirectCommandBuffer,range: myRange)
    blit?.endEncoding()

    let computeEncoder = commandBuffer?.makeComputeCommandEncoder()
    computeEncoder!.setComputePipelineState(computePipelineState!)
    computeEncoder!.setBuffer(vertexBuffer,offset: 0,index: 0)
    computeEncoder!.setBuffer(_icbArgumentBuffer,index: 1)
    computeEncoder!.useResource( _indirectCommandBuffer,usage: .write)
    computeEncoder!.dispatchThreads(MTLSize(width: 1,height: 1,depth: 1),threadsPerThreadgroup: MTLSize(width: 1,depth: 1))
    computeEncoder!.endEncoding()

    let optimBlit = commandBuffer?.makeBlitCommandEncoder()
    optimBlit?.optimizeIndirectCommandBuffer(_indirectCommandBuffer,range: myRange)
    optimBlit?.endEncoding()

    renderEncoder.setCullMode(.back)
    renderEncoder.setRenderPipelineState(renderPipelineState)
    renderEncoder.useResource(vertexBuffer,usage: .read)
    // If I comment the entire compute encoder and pass the vertex buffer to the render encoder,it works fine
    // The below 2 lines are how I pass the vertex buffer into the render pass 
    //        renderEncoder.setVertexBuffer(vertexBuffer,index: 0) 
    //        renderEncoder.drawPrimitives(type: .triangle,vertexStart: 0,vertexCount: 3)

    renderEncoder.executeCommandsInBuffer( _indirectCommandBuffer,range: myRange)
    //        renderEncoder.endEncoding() // uncommenting this causes "invalid usage because encoding has ended."
    commandBuffer?.commit() // I get a GPU Hang error 
    //        commandBuffer?.waitUntilCompleted() // uncommenting this causes the screen to go black and nothing shows  
}


// This is the Metal shader code
struct Vertex
{
    float4 position [[position]];
};
struct Vertex1
{
    float3 position;
};


vertex Vertex passthrough_vertex(const device Vertex1 *vertices [[buffer(0)]],constant simd_float4x4& modelViewProjectionTransform [[buffer(1)]],uint vid [[vertex_id]])
{
    Vertex out;
    out.position = modelViewProjectionTransform * float4(vertices[vid].position,1);
//    out.position = float4(vertices[vid].position.x,vertices[vid].position.y,vertices[vid].position.z,1);
    return out;
}

fragment float4 passthrough_fragment(Vertex inVertex [[stage_in]])
{
    return float4(1,1);
}

typedef struct ICBContainer
{
    command_buffer commandBuffer [[ id(0) ]];
} ICBContainer;


kernel void
testCull(uint                      objectIndex   [[ thread_position_in_grid ]],device Vertex1            *vertices      [[ buffer(0) ]],device ICBContainer       *icb_container [[ buffer(1) ]])
{
    render_command cmd(icb_container->commandBuffer,objectIndex);
    
    cmd.set_vertex_buffer(vertices,0);
    cmd.draw_primitives(primitive_type::triangle,3,1,1);
}
,

你有

Node* temp=NULL;

然后是你

temp->data=fast_node->data;

并由于“ temp是空指针”而变大。

如果您要交换节点的数据,则不需要整个节点,只需使用data类型之一即可:

 if(fast_node->data>fast_node->next->data)
 {
     whatever_data_is temp = fast_node->data;
     fast_node->data = fast_node->next->data;
     fast_node->next->data = temp;
 }   

但是标准库中已经有交换功能,因此您可以简化:

 if (fast_node->data>fast_node->next->data)
 {
     std::swap(fast_node->data,fast_node->next->data);
 }   

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