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DSA Rustprogramming~20 mins

Dijkstra's Algorithm Single Source Shortest Path in DSA Rust - Practice Problems & Challenges

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Challenge - 5 Problems
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❓ Predict Output
intermediate
2:00remaining
Output of Dijkstra's Algorithm on a Simple Graph
Given the Rust code implementing Dijkstra's algorithm on a graph with 4 nodes, what is the shortest distance array output from source node 0?
DSA Rust
use std::collections::BinaryHeap;
use std::cmp::Ordering;

#[derive(Copy, Clone, Eq, PartialEq)]
struct State {
    cost: usize,
    position: usize,
}

impl Ord for State {
    fn cmp(&self, other: &Self) -> Ordering {
        other.cost.cmp(&self.cost)
            .then_with(|| self.position.cmp(&other.position))
    }
}

impl PartialOrd for State {
    fn partial_cmp(&self, other: &Self) -> Option<Ordering> {
        Some(self.cmp(other))
    }
}

fn dijkstra(adj_list: &Vec<Vec<(usize, usize)>>, start: usize) -> Vec<usize> {
    let mut dist = vec![usize::MAX; adj_list.len()];
    let mut heap = BinaryHeap::new();

    dist[start] = 0;
    heap.push(State { cost: 0, position: start });

    while let Some(State { cost, position }) = heap.pop() {
        if cost > dist[position] {
            continue;
        }

        for &(neighbor, weight) in &adj_list[position] {
            let next = State { cost: cost + weight, position: neighbor };

            if next.cost < dist[neighbor] {
                dist[neighbor] = next.cost;
                heap.push(next);
            }
        }
    }

    dist
}

fn main() {
    let graph = vec![
        vec![(1, 2), (2, 4)],
        vec![(2, 1), (3, 7)],
        vec![(3, 3)],
        vec![],
    ];

    let distances = dijkstra(&graph, 0);
    println!("{:?}", distances);
}
A[0, 2, 3, 6]
B[0, 2, 4, 7]
C[0, 4, 5, 8]
D[0, 3, 4, 7]
Attempts:
2 left
💡 Hint
Trace the shortest paths from node 0 to others considering edge weights.
🧠 Conceptual
intermediate
1:30remaining
Understanding Priority Queue Role in Dijkstra's Algorithm
What is the main purpose of using a priority queue (BinaryHeap) in Dijkstra's algorithm implementation?
ATo always select the next node with the smallest current distance to process.
BTo sort edges by their weights before processing.
CTo keep track of visited nodes only.
DTo store all nodes in alphabetical order for traversal.
Attempts:
2 left
💡 Hint
Think about how the algorithm picks which node to explore next.
🔧 Debug
advanced
2:30remaining
Identify the Bug in Dijkstra's Algorithm Implementation
Consider this Rust code snippet from a Dijkstra's algorithm implementation. What error will it cause when run?
DSA Rust
fn dijkstra(adj_list: &Vec<Vec<(usize, usize)>>, start: usize) -> Vec<usize> {
    let mut dist = vec![usize::MAX; adj_list.len()];
    let mut heap = BinaryHeap::new();

    dist[start] = 0;
    heap.push(State { cost: 0, position: start });

    while let Some(State { cost, position }) = heap.pop() {
        if cost > dist[position] {
            continue;
        }

        for &(neighbor, weight) in &adj_list[position] {
            let next = State { cost: cost + weight, position: neighbor };

            if next.cost < dist[neighbor] {
                dist[neighbor] = next.cost;
                heap.push(next);
            }
        }
    }

    dist
}
AIt will cause a runtime panic due to index out of bounds.
BThe algorithm will run incorrectly and produce wrong shortest distances.
CIt will cause an infinite loop because the heap is never emptied.
DIt will cause a compile-time error due to missing trait implementations.
Attempts:
2 left
💡 Hint
Look carefully at the condition that skips processing nodes.
❓ Predict Output
advanced
2:00remaining
Output of Dijkstra's Algorithm with Unreachable Nodes
What is the output distance vector when running Dijkstra's algorithm from node 0 on this graph with 5 nodes, where node 4 is disconnected?
DSA Rust
fn main() {
    let graph = vec![
        vec![(1, 10), (2, 3)],
        vec![(2, 1), (3, 2)],
        vec![(1, 4), (3, 8), (4, 2)],
        vec![(4, 7)],
        vec![],
    ];

    let distances = dijkstra(&graph, 0);
    println!("{:?}", distances);
}
A[0, 7, 3, 9, 7]
B[0, 10, 3, 11, 7]
C[0, 7, 3, 9, 5]
D[0, 10, 3, 11, 18446744073709551615]
Attempts:
2 left
💡 Hint
Consider the shortest paths and the disconnected node's distance.
🧠 Conceptual
expert
1:30remaining
Why Dijkstra's Algorithm Fails with Negative Edge Weights
Why does Dijkstra's algorithm not work correctly if the graph contains edges with negative weights?
ABecause negative weights cause infinite loops in the algorithm.
BBecause the priority queue cannot handle negative numbers.
CBecause the algorithm requires all edge weights to be zero or positive for sorting.
DBecause it assumes once a node's shortest distance is found, it cannot be improved, which is false with negative edges.
Attempts:
2 left
💡 Hint
Think about the assumption Dijkstra's algorithm makes about distances.

Practice

(1/5)
1. What is the main purpose of Dijkstra's Algorithm in graph theory?
easy
A. To find the shortest path from a single source to all other vertices
B. To find the maximum flow in a network
C. To detect cycles in a graph
D. To sort vertices in topological order

Solution

  1. Step 1: Understand the algorithm's goal

    Dijkstra's Algorithm is designed to find the shortest paths from one starting point to all other points in a graph with non-negative edge weights.
  2. Step 2: Compare with other graph algorithms

    Other options like maximum flow, cycle detection, and topological sorting serve different purposes unrelated to shortest paths.
  3. Final Answer:

    To find the shortest path from a single source to all other vertices -> Option A
  4. Quick Check:

    Dijkstra's Algorithm = shortest path from single source [OK]
Hint: Remember: Dijkstra finds shortest paths from one start [OK]
Common Mistakes:
  • Confusing with algorithms for max flow or cycle detection
  • Thinking it sorts vertices instead of finding paths
  • Assuming it works with negative weights
2. Which Rust data structure is most suitable to efficiently pick the next vertex with the smallest tentative distance in Dijkstra's Algorithm?
easy
A. HashMap
B. VecDeque
C. BinaryHeap
D. LinkedList

Solution

  1. Step 1: Identify the need for priority selection

    Dijkstra's Algorithm requires repeatedly selecting the vertex with the smallest tentative distance efficiently.
  2. Step 2: Choose the appropriate Rust data structure

    BinaryHeap is a priority queue in Rust that allows efficient extraction of the smallest or largest element, suitable for this purpose.
  3. Final Answer:

    BinaryHeap -> Option C
  4. Quick Check:

    Priority queue = BinaryHeap [OK]
Hint: Use BinaryHeap for priority queue in Rust [OK]
Common Mistakes:
  • Using VecDeque which is a queue, not priority queue
  • Using HashMap which stores key-value pairs but no priority
  • Using LinkedList which is inefficient for priority access
3. What will be the output distances array after running Dijkstra's Algorithm from source vertex 0 on this graph represented as adjacency list?

let graph = vec![
  vec![(1, 4), (2, 1)],
  vec![(3, 1)],
  vec![(1, 2), (3, 5)],
  vec![]
];
Options show distances from vertex 0 to vertices 0,1,2,3.
medium
A. [0, 4, 1, 6]
B. [0, 3, 1, 4]
C. [0, 2, 1, 3]
D. [0, 1, 2, 5]

Solution

  1. Step 1: Initialize distances and process neighbors

    Start at vertex 0 with distance 0. Neighbors: vertex 1 (4), vertex 2 (1). Distances: [0,4,1,∞]
  2. Step 2: Pick vertex with smallest distance and update

    Pick vertex 2 (distance 1). Update vertex 1 via 2: 1 + 2 = 3 (less than 4), update vertex 3 via 2: 1 + 5 = 6. Distances: [0,3,1,6]
  3. Step 3: Pick vertex 1 (distance 3) and update

    From vertex 1 to 3: 3 + 1 = 4 (less than 6), update vertex 3 distance to 4. Distances: [0,3,1,4]
  4. Final Answer:

    [0, 3, 1, 4] -> Option B
  5. Quick Check:

    Shortest distances from 0 = [0,3,1,4] [OK]
Hint: Update distances only if new path is shorter [OK]
Common Mistakes:
  • Not updating vertex 1 distance via vertex 2
  • Ignoring better path to vertex 3 through vertex 1
  • Confusing edge weights or directions
4. Identify the bug in this Rust snippet implementing Dijkstra's Algorithm and select the correct fix:

let mut dist = vec![usize::MAX; graph.len()];
dist[source] = 0;
let mut heap = BinaryHeap::new();
heap.push((0, source));

while let Some((cost, u)) = heap.pop() {
  if cost > dist[u] { continue; }
  for &(v, w) in &graph[u] {
    let next = cost + w;
    if next < dist[v] {
      dist[v] = next;
      heap.push((next, v));
    }
  }
}
medium
A. Initialize dist with 0 instead of usize::MAX
B. Use VecDeque instead of BinaryHeap
C. Remove the if cost > dist[u] check
D. Change heap to store (Reverse<usize>, usize) to get min-heap behavior

Solution

  1. Step 1: Understand Rust's BinaryHeap behavior

    Rust's BinaryHeap is a max-heap by default, but Dijkstra needs a min-heap to get the smallest cost first.
  2. Step 2: Fix heap to behave as min-heap

    Use std::cmp::Reverse wrapper around cost to invert ordering, so smallest cost is popped first.
  3. Final Answer:

    Change heap to store (Reverse<usize>, usize) to get min-heap behavior -> Option D
  4. Quick Check:

    BinaryHeap is max-heap by default, use Reverse for min-heap [OK]
Hint: Use Reverse wrapper for min-heap in Rust BinaryHeap [OK]
Common Mistakes:
  • Ignoring heap ordering and getting wrong shortest paths
  • Initializing distances incorrectly
  • Removing important cost check causing wrong updates
5. Given a weighted graph with vertices 0 to 4 and edges:

0 -> 1 (2), 0 -> 2 (4),
1 -> 2 (1), 1 -> 3 (7),
2 -> 4 (3), 3 -> 4 (1)
What is the shortest path distance from vertex 0 to vertex 4 using Dijkstra's Algorithm?
hard
A. 6
B. 7
C. 8
D. 10

Solution

  1. Step 1: Calculate tentative distances from vertex 0

    Start: dist[0]=0, others ∞. From 0: dist[1]=2, dist[2]=4.
  2. Step 2: Update distances via vertex 1 and 2

    From 1: dist[2]=min(4, 2+1=3)=3, dist[3]=2+7=9. From 2: dist[4]=3+3=6.
  3. Step 3: Update distance via vertex 3

    From 3: dist[4]=min(6, 9+1=10)=6 (no change).
  4. Final Answer:

    6 -> Option A
  5. Quick Check:

    Shortest distance 0->4 = 6 [OK]
Hint: Add edge weights along shortest path, pick minimum sum [OK]
Common Mistakes:
  • Not updating dist[2] via vertex 1 to 3
  • Ignoring shorter path through vertex 2
  • Adding edges incorrectly or missing updates
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