I believe I found an answer, the Trick is to move subtrees up and down the list so that you don't overwrite valid nodes while rotating.
void shiftUp(int indx, int towards) {
if (indx >= size || nodes[indx].key == NULL) {
return;
}
nodes[towards] = nodes[indx];
nodes[indx].key = NULL;
shiftUp(lChild(indx), lChild(towards));
shiftUp(rChild(indx), rChild(towards));
}
void shiftDown(int indx, int towards) {
if (indx >= size || nodes[indx].key == NULL) {
return;
}
// increase size so we can finish shifting down
while (towards >= size) { // while in the case we don't make it big enough
enlarge();
}
shiftDown(lChild(indx), lChild(towards));
shiftDown(rChild(indx), rChild(towards));
nodes[towards] = nodes[indx];
nodes[indx].key = NULL;
}
As you can see this is done by exploring recursively each subtree until the NULL (defined in this as -1) nodes then copying each element one by one up or down.
with this we can define the 4 types of rotations named according this Wikipedia Tree_Rebalancing.gif
void rotateRight(int rootIndx) {
int pivotIndx = lChild(rootIndx);
// shift the roots right subtree down to the right
shiftDown(rChild(rootIndx), rChild(rChild(rootIndx)));
nodes[rChild(rootIndx)] = nodes[rootIndx]; // move root too
// move the pivots right child to the roots right child's left child
shiftDown(rChild(pivotIndx), lChild(rChild(rootIndx)));
// move the pivot up to the root
shiftUp(pivotIndx, rootIndx);
// adjust balances of nodes in their new positions
nodes[rootIndx].balance--; // old pivot
nodes[rChild(rootIndx)].balance = (short)(-nodes[rootIndx].balance); // old root
}
void rotateLeft(int rootIndx) {
int pivotIndx = rChild(rootIndx);
// Shift the roots left subtree down to the left
shiftDown(lChild(rootIndx), lChild(lChild(rootIndx)));
nodes[lChild(rootIndx)] = nodes[rootIndx]; // move root too
// move the pivots left child to the roots left child's right child
shiftDown(lChild(pivotIndx), rChild(lChild(rootIndx)));
// move the pivot up to the root
shiftUp(pivotIndx, rootIndx);
// adjust balances of nodes in their new positions
nodes[rootIndx].balance++; // old pivot
nodes[lChild(rootIndx)].balance = (short)(-nodes[rootIndx].balance); // old root
}
// Where rootIndx is the highest point in the rotating tree
// not the root of the first Left rotation
void rotateLeftRight(int rootIndx) {
int newRootIndx = rChild(lChild(rootIndx));
// shift the root's right subtree down to the right
shiftDown(rChild(rootIndx), rChild(rChild(rootIndx)));
nodes[rChild(rootIndx)] = nodes[rootIndx];
// move the new roots right child to the roots right child's left child
shiftUp(rChild(newRootIndx), lChild(rChild(rootIndx)));
// move the new root node into the root node
nodes[rootIndx] = nodes[newRootIndx];
nodes[newRootIndx].key = NULL;
// shift up to where the new root was, it's left child
shiftUp(lChild(newRootIndx), newRootIndx);
// adjust balances of nodes in their new positions
if (nodes[rootIndx].balance == -1) { // new root
nodes[rChild(rootIndx)].balance = 0; // old root
nodes[lChild(rootIndx)].balance = 1; // left from old root
} else if (nodes[rootIndx].balance == 0) {
nodes[rChild(rootIndx)].balance = 0;
nodes[lChild(rootIndx)].balance = 0;
} else {
nodes[rChild(rootIndx)].balance = -1;
nodes[lChild(rootIndx)].balance = 0;
}
nodes[rootIndx].balance = 0;
}
// Where rootIndx is the highest point in the rotating tree
// not the root of the first Left rotation
void rotateRightLeft(int rootIndx) {
int newRootIndx = lChild(rChild(rootIndx));
// shift the root's left subtree down to the left
shiftDown(lChild(rootIndx), lChild(lChild(rootIndx)));
nodes[lChild(rootIndx)] = nodes[rootIndx];
// move the new roots left child to the roots left child's right child
shiftUp(lChild(newRootIndx), rChild(lChild(rootIndx)));
// move the new root node into the root node
nodes[rootIndx] = nodes[newRootIndx];
nodes[newRootIndx].key = NULL;
// shift up to where the new root was it's right child
shiftUp(rChild(newRootIndx), newRootIndx);
// adjust balances of nodes in their new positions
if (nodes[rootIndx].balance == 1) { // new root
nodes[lChild(rootIndx)].balance = 0; // old root
nodes[rChild(rootIndx)].balance = -1; // right from old root
} else if (nodes[rootIndx].balance == 0) {
nodes[lChild(rootIndx)].balance = 0;
nodes[rChild(rootIndx)].balance = 0;
} else {
nodes[lChild(rootIndx)].balance = 1;
nodes[rChild(rootIndx)].balance = 0;
}
nodes[rootIndx].balance = 0;
}
Note that in cases where shifting would overwrite nodes we just copy the single node
As for efficiency storing the balance in each node would be a must as getting the differences of heights at each node would be quite costly
int getHeight(int indx) {
if (indx >= size || nodes[indx].key == NULL) {
return 0;
} else {
return max(getHeight(lChild(indx)) + 1, getHeight(rChild(indx)) + 1);
}
}
Though doing this requires us to update the balance at affected nodes when modifying the list, though this can be somewhat efficiently by only updating strictly necessary cases.
for deletion this adjustment is
// requires non null node index and a balance factor baised off whitch child of it's parent it is or 0
private void deleteNode(int i, short balance) {
int lChildIndx = lChild(i);
int rChildIndx = rChild(i);
count--;
if (nodes[lChildIndx].key == NULL) {
if (nodes[rChildIndx].key == NULL) {
// root or leaf
nodes[i].key = NULL;
if (i != 0) {
deleteBalance(parent(i), balance);
}
} else {
shiftUp(rChildIndx, i);
deleteBalance(i, 0);
}
} else if (nodes[rChildIndx].key == NULL) {
shiftUp(lChildIndx, i);
deleteBalance(i, 0);
} else {
int successorIndx = rChildIndx;
// replace node with smallest child in the right subtree
if (nodes[lChild(successorIndx)].key == NULL) {
nodes[successorIndx].balance = nodes[i].balance;
shiftUp(successorIndx, i);
deleteBalance(successorIndx, 1);
} else {
int tempLeft;
while ((tempLeft = lChild(successorIndx)) != NULL) {
successorIndx = tempLeft;
}
nodes[successorIndx].balance = nodes[i].balance;
nodes[i] = nodes[successorIndx];
shiftUp(rChild(successorIndx), successorIndx);
deleteBalance(parent(successorIndx), -1);
}
}
}
similarly for insertion this is
void insertBalance(int pviotIndx, short balance) {
while (pviotIndx != NULL) {
balance = (nodes[pviotIndx].balance += balance);
if (balance == 0) {
return;
} else if (balance == 2) {
if (nodes[lChild(pviotIndx)].balance == 1) {
rotateRight(pviotIndx);
} else {
rotateLeftRight(pviotIndx);
}
return;
} else if (balance == -2) {
if (nodes[rChild(pviotIndx)].balance == -1) {
rotateLeft(pviotIndx);
} else {
rotateRightLeft(pviotIndx);
}
return;
}
int p = parent(pviotIndx);
if (p != NULL) {
balance = lChild(p) == pviotIndx ? (short)1 : (short)-1;
}
pviotIndx = p;
}
}
As you can see this just uses plain arrays of "node"s as i translated it from c code given gitHub array-avl-tree and optimizations and balancing from (a link i'll post in a comment) but would work quite similar in a List
Finally I have minimal knowledge of AVL trees, or optimal implementations so i don't claim that this is bug free or the most efficient but have passed my preliminary tests at least for my purposes
List<T>) is a suitable data structure to hold trees in very specific situations only—e.g. having a static perfectly balanced binary search tree that consumes least memory possible and provides exceptional data locality. However, when you want to make a change to such a tree, the complexity is, I would say, unwanted. - Ondrej Tucny