Some fixes
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@ -1047,14 +1047,23 @@ its children are as follows:
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\end{tikzpicture}
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\end{tikzpicture}
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\end{center}
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\end{center}
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It would be too slow to create
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If we create such a data structure for each node,
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we can easily process all given queries,
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because we can handle all queries related
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to a node immediately after creating its
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data structure. For example, the above
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map structure for node 4
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tells us that its subtree
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contains two nodes whose value is 3.
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However, it would be too slow to create
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all data structures from scratch.
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all data structures from scratch.
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Instead, at each node $s$,
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Instead, at each node $s$,
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we create a data structure $\texttt{d}[s]$
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we create an initial data structure $\texttt{d}[s]$
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that initially only contains the value of $s$.
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that only contains the value of $s$.
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After this, we go through the children of $s$ and
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After this, we go through the children of $s$ and
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\emph{merge} $\texttt{d}[s]$ and
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\emph{merge} $\texttt{d}[s]$ and
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all structures of the form
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all data structures
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$\texttt{d}[u]$ where $u$ is a child of $s$.
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$\texttt{d}[u]$ where $u$ is a child of $s$.
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For example, in the above tree, the map
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For example, in the above tree, the map
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@ -1128,3 +1137,10 @@ It is guaranteed that the above code works in constant time
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when $a$ and $b$ are C++ standard library data structures.
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when $a$ and $b$ are C++ standard library data structures.
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\subsubsection{Lowest common ancestors}
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\subsubsection{Lowest common ancestors}
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It turns out that we can also process a collection of
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lowest common ancestor queries using an offline algorithm\footnote{This
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algorithm was discovered by R. E. Tarjan in 1979 \cite{tar79}.}.
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This algorithm is based on the union-find data structure
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(see 15.2), and it is easier to implement than the
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previous algorithms presented in this chapter.
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