Figures revision and bug fixes (#1041)

* Revised the figures thoughout the book.

* Utilize roboto and roboto mono as the font faimly of the English edition

* Fix the naming style

* Update two figures.

* Fix margin of the hero image

* Fix margin of the hero image
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Yudong Jin 2024-01-12 14:15:07 +08:00 committed by GitHub
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108 changed files with 25 additions and 25 deletions

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@ -2,7 +2,7 @@
!!! question
给定一棵二叉树的前序遍历 `preorder` 和中序遍历 `inorder` ,请从中构建二叉树,返回二叉树的根节点。假设二叉树中没有值重复的节点。
给定一棵二叉树的前序遍历 `preorder` 和中序遍历 `inorder` ,请从中构建二叉树,返回二叉树的根节点。假设二叉树中没有值重复的节点,如下图所示
![构建二叉树的示例数据](build_binary_tree_problem.assets/build_tree_example.png)

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@ -14,7 +14,7 @@
- 0-1 背包的状态定义为前 $i$ 个物品在剩余容量为 $c$ 的背包中的最大价值。根据不放入背包和放入背包两种决策,可得到最优子结构,并构建出状态转移方程。在空间优化中,由于每个状态依赖正上方和左上方的状态,因此需要倒序遍历列表,避免左上方状态被覆盖。
- 完全背包问题的每种物品的选取数量无限制,因此选择放入物品的状态转移与 0-1 背包问题不同。由于状态依赖正上方和正左方的状态,因此在空间优化中应当正序遍历。
- 零钱兑换问题是完全背包问题的一个变种。它从求“最大”价值变为求“最小”硬币数量,因此状态转移方程中的 $\max()$ 应改为 $\min()$ 。从追求“不超过”背包容量到追求“恰好”凑出目标金额,因此使用 $amt + 1$ 来表示“无法凑出目标金额”的无效解。
- 零钱兑换 II 问题从求“最少硬币数量”改为求“硬币组合数量”,状态转移方程相应地从 $\min()$ 改为求和运算符。
- 零钱兑换问题 II 从求“最少硬币数量”改为求“硬币组合数量”,状态转移方程相应地从 $\min()$ 改为求和运算符。
**编辑距离问题**

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@ -27,7 +27,7 @@
## 贪心算法的优点与局限性
**贪心算法不仅操作直接、实现简单,而且通常效率也很高**。在以上代码中,记硬币最小面值为 $\min(coins)$ ,则贪心选择最多循环 $amt / \min(coins)$ 次,时间复杂度为 $O(amt / \min(coins))$ 。这比动态规划解法的时间复杂度 $O(n \times amt)$ 降低了一个数量级。
**贪心算法不仅操作直接、实现简单,而且通常效率也很高**。在以上代码中,记硬币最小面值为 $\min(coins)$ ,则贪心选择最多循环 $amt / \min(coins)$ 次,时间复杂度为 $O(amt / \min(coins))$ 。这比动态规划解法的时间复杂度 $O(n \times amt)$ 了一个数量级。
然而,**对于某些硬币面值组合,贪心算法并不能找到最优解**。下图给出了两个示例。

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@ -56,7 +56,7 @@
然而,**线性探测容易产生“聚集现象”**。具体来说,数组中连续被占用的位置越长,这些连续位置发生哈希冲突的可能性越大,从而进一步促使该位置的聚堆生长,形成恶性循环,最终导致增删查改操作效率劣化。
值得注意的是,**我们不能在开放寻址哈希表中直接删除元素**。这是因为删除元素会在数组内产生一个空桶 `None` ,而当查询元素时,线性探测到该空桶就会返回,因此在该空桶之下的元素都无法再被访问到,程序可能误判这些元素不存在。
值得注意的是,**我们不能在开放寻址哈希表中直接删除元素**。这是因为删除元素会在数组内产生一个空桶 `None` ,而当查询元素时,线性探测到该空桶就会返回,因此在该空桶之下的元素都无法再被访问到,程序可能误判这些元素不存在,如下图所示
![在开放寻址中删除元素导致的查询问题](hash_collision.assets/hash_table_open_addressing_deletion.png)

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@ -46,7 +46,7 @@ $$
T(h) = 2^0h + 2^1(h-1) + 2^2(h-2) + \dots + 2^{(h-1)}\times1
$$
化简上式需要借助中学的数列知识,将 $T(h)$ 乘以 $2$ ,得到:
化简上式需要借助中学的数列知识,将 $T(h)$ 乘以 $2$ ,得到:
$$
\begin{aligned}

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@ -10,14 +10,14 @@
<p align="center"><id> &nbsp; 双向队列操作效率 </p>
| 方法名 | 描述 | 时间复杂度 |
| ------------- | ---------------- | ---------- |
| `pushFirst()` | 将元素添加至队首 | $O(1)$ |
| `pushLast()` | 将元素添加至队尾 | $O(1)$ |
| `popFirst()` | 删除队首元素 | $O(1)$ |
| `popLast()` | 删除队尾元素 | $O(1)$ |
| `peekFirst()` | 访问队首元素 | $O(1)$ |
| `peekLast()` | 访问队尾元素 | $O(1)$ |
| 方法名 | 描述 | 时间复杂度 |
| -------------- | ---------------- | ---------- |
| `push_first()` | 将元素添加至队首 | $O(1)$ |
| `push_last()` | 将元素添加至队尾 | $O(1)$ |
| `pop_first()` | 删除队首元素 | $O(1)$ |
| `pop_last()` | 删除队尾元素 | $O(1)$ |
| `peek_first()` | 访问队首元素 | $O(1)$ |
| `peek_last()` | 访问队尾元素 | $O(1)$ |
同样地,我们可以直接使用编程语言中已实现的双向队列类:
@ -349,16 +349,16 @@
=== "LinkedListDeque"
![基于链表实现双向队列的入队出队操作](deque.assets/linkedlist_deque.png)
=== "pushLast()"
=== "push_last()"
![linkedlist_deque_push_last](deque.assets/linkedlist_deque_push_last.png)
=== "pushFirst()"
=== "push_first()"
![linkedlist_deque_push_first](deque.assets/linkedlist_deque_push_first.png)
=== "popLast()"
=== "pop_last()"
![linkedlist_deque_pop_last](deque.assets/linkedlist_deque_pop_last.png)
=== "popFirst()"
=== "pop_first()"
![linkedlist_deque_pop_first](deque.assets/linkedlist_deque_pop_first.png)
实现代码如下所示:
@ -374,16 +374,16 @@
=== "ArrayDeque"
![基于数组实现双向队列的入队出队操作](deque.assets/array_deque.png)
=== "pushLast()"
=== "push_last()"
![array_deque_push_last](deque.assets/array_deque_push_last.png)
=== "pushFirst()"
=== "push_first()"
![array_deque_push_first](deque.assets/array_deque_push_first.png)
=== "popLast()"
=== "pop_last()"
![array_deque_pop_last](deque.assets/array_deque_pop_last.png)
=== "popFirst()"
=== "pop_first()"
![array_deque_pop_first](deque.assets/array_deque_pop_first.png)
在队列的实现基础上,仅需增加“队首入队”和“队尾出队”的方法:

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