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DSA Patterns Short Guide

The document outlines common data structure and algorithm (DSA) patterns, including Sliding Window, Two Pointers, and Fast and Slow Pointers, among others. Each pattern is briefly described with its typical use cases, such as cycle detection, merging intervals, and dynamic programming. These patterns serve as foundational techniques for solving various algorithmic problems efficiently.

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Ashish Kumar
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0% found this document useful (0 votes)
9 views2 pages

DSA Patterns Short Guide

The document outlines common data structure and algorithm (DSA) patterns, including Sliding Window, Two Pointers, and Fast and Slow Pointers, among others. Each pattern is briefly described with its typical use cases, such as cycle detection, merging intervals, and dynamic programming. These patterns serve as foundational techniques for solving various algorithmic problems efficiently.

Uploaded by

Ashish Kumar
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Common DSA Patterns

1. Sliding Window

Used to solve problems involving subarrays or substrings. It involves a window which slides over the

data structure to examine a subset of elements.

2. Two Pointers

Commonly used with sorted arrays or linked lists to find pairs that satisfy a certain condition.

3. Fast and Slow Pointers

Used for cycle detection in linked lists or arrays, and for finding the middle of a linked list.

4. Merge Intervals

Used for problems that require overlapping intervals to be merged or processed together.

5. Cyclic Sort

Used when the input array contains numbers in a given range. Helps to sort with constant space.

6. In-place Reversal of a Linked List

Pattern to reverse a linked list or a sublist in-place with constant space.

7. Tree BFS/DFS

Traverse tree or graph level by level (BFS) or depth-wise (DFS). Used in many graph and tree

problems.

8. Topological Sort

Used for scheduling tasks or ordering of nodes in a directed acyclic graph (DAG).

9. Backtracking

Used to explore all possibilities and backtrack once a solution path fails. Useful in constraint

satisfaction problems like Sudoku or N-Queens.

10. Dynamic Programming

Used to solve problems by breaking them down into simpler subproblems and storing results to
avoid redundant computation.

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