I fumbled the first few minutes because I kept second-guessing whether to check uniformity before or after recursing.
Use a recursive divide-and-conquer strategy: for a given region, check if all cells have the same value; if so, return a leaf node with that value, otherwise split into four quadrants and recurse. Base case is a 1x1 region. Return the root node of the resulting tree.
Pro tip: Mention that early termination when a region is uniform avoids unnecessary recursion, and that the tree depth is O(log n) which is efficient. Also, discuss how this compression reduces space for sparse or uniform grids.
Create a class or struct for the QuadTree node that can represent either a leaf (with a value) or an internal node (with four children). Include a boolean flag to distinguish between them.
Write a function that takes the grid, current row, current column, and size of the region. Check if all cells in the region are the same; if so, return a leaf node. Otherwise, split into four quadrants of size n/2 and recursively build each child.
For a 1x1 region, return a leaf node with the cell's value. For larger regions, efficiently check uniformity by comparing each cell to the first cell in the region, stopping early if a mismatch is found.
After recursively building the four children, create an internal node with those children and return it. The initial call to the build function with the full grid returns the root of the QuadTree.
Discuss time complexity: O(n^2) in the worst case (all cells different) and O(1) if the entire grid is uniform. Space complexity is O(number of nodes). Mention potential optimizations like using a prefix sum to check uniformity in O(1) per region, but note the trade-off of extra space.
AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.