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AVLTree.cs
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AVLTree.cs
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using System;
using System.Collections.Generic;
namespace DataStructures.Trees
{
/// <summary>
/// AVL Tree Data Structure.
/// </summary>
public class AVLTree<T> : BinarySearchTree<T> where T : IComparable<T>
{
/// <summary>
/// Override the Root node accessors
/// </summary>
public new AVLTreeNode<T> Root
{
get { return (AVLTreeNode<T>)base.Root; }
internal set { base.Root = value; }
}
/// <summary>
/// CONSTRUCTOR.
/// Allows duplicates by default.
/// </summary>
public AVLTree() : base() { }
/// <summary>
/// CONSTRUCTOR.
/// If allowDuplictes is set to false, no duplicate items will be inserted.
/// </summary>
public AVLTree(bool allowDuplicates) : base(allowDuplicates) { }
/// <summary>
/// Returns the height of a node.
/// </summary>
private int _getNodeHeight(AVLTreeNode<T> node)
{
if (node == null)
return -1;
return node.Height;
}
/// <summary>
/// Updates the height of a node.
/// </summary>
private void _updateNodeHeight(AVLTreeNode<T> node)
{
if (node == null)
return;
// height = 1 + the max between left and right children.
node.Height = 1 + Math.Max(_getNodeHeight(node.LeftChild), _getNodeHeight(node.RightChild));
}
/// <summary>
/// Updates the height of a node and it's parents' recursivley up to the root of the tree.
/// </summary>
private void _updateHeightRecursive(AVLTreeNode<T> node)
{
if (node == null)
return;
// height = 1 + the max between left and right children.
node.Height = 1 + Math.Max(_getNodeHeight(node.LeftChild), _getNodeHeight(node.RightChild));
_updateHeightRecursive(node.Parent);
}
/// <summary>
/// Returns the AVL balance factor for a node.
/// </summary>
private int _getBalanceFactor(AVLTreeNode<T> node)
{
if (node == null)
return -1;
return (_getNodeHeight(node.RightChild) - _getNodeHeight(node.LeftChild));
}
/// <summary>
/// Rotates a node to the left in the AVL tree.
/// </summary>
private void _rotateLeftAt(AVLTreeNode<T> currentNode)
{
// We check the right child because it's going to be a pivot node for the rotation
if (currentNode == null || currentNode.HasRightChild == false)
return;
// Pivot on *right* child
AVLTreeNode<T> pivotNode = currentNode.RightChild;
// Parent of currentNode
AVLTreeNode<T> parent = currentNode.Parent;
// Check if currentNode is it's parent's left child.
bool isLeftChild = currentNode.IsLeftChild;
// Check if currentNode is the Root
bool isRootNode = (currentNode == this.Root);
// Perform the rotation
currentNode.RightChild = pivotNode.LeftChild;
pivotNode.LeftChild = currentNode;
// Update parents references
currentNode.Parent = pivotNode;
pivotNode.Parent = parent;
if (currentNode.HasRightChild)
currentNode.RightChild.Parent = currentNode;
//Update the entire tree's Root if necessary
if (isRootNode)
this.Root = pivotNode;
// Update the original parent's child node
if (isLeftChild)
parent.LeftChild = pivotNode;
else if (parent != null)
parent.RightChild = pivotNode;
// Update the AVL Heights of each node.
// _updateHeightRecursive(pivotNode);
_updateHeightRecursive(currentNode);
}
/// <summary>
/// Rotates a node to the right in the AVL tree.
/// </summary>
private void _rotateRightAt(AVLTreeNode<T> currentNode)
{
// We check the right child because it's going to be a pivot node for the rotation
if (currentNode == null || currentNode.HasLeftChild == false)
return;
// Pivot on *left* child
var pivotNode = currentNode.LeftChild;
// Parent of currentNode
var parent = currentNode.Parent;
// Check if currentNode is it's parent's left child.
bool isLeftChild = currentNode.IsLeftChild;
// Check if currentNode is the Root
bool isRootNode = (currentNode == this.Root);
// Perform the rotation
currentNode.LeftChild = pivotNode.RightChild;
pivotNode.RightChild = currentNode;
// Update parents references
currentNode.Parent = pivotNode;
pivotNode.Parent = parent;
if (currentNode.HasLeftChild)
currentNode.LeftChild.Parent = currentNode;
// Update the entire tree's Root if necessary
if (isRootNode)
this.Root = pivotNode;
// Update the original parent's child node
if (isLeftChild)
parent.LeftChild = pivotNode;
else if (parent != null)
parent.RightChild = pivotNode;
// Update the AVL Heights of each node.
// _updateHeightRecursive(pivotNode);
_updateHeightRecursive(currentNode);
}
/// <summary>
/// Rebalances the tree around a node.
/// </summary>
private void _rebalanceSubtreeTreeAt(AVLTreeNode<T> currentNode)
{
if (currentNode == null)
return;
int balance = _getBalanceFactor(currentNode);
// Balance the tree only if the balance factor was less than -1 or greater than +1.
if (Math.Abs(balance) >= 2) // -2 or 2; -3 or 3 ... etc
{
// if balance is a positive number: 2, 3 ... etc
// right subtree outweighs
if (balance > 0)
{
int rightSubtreeBalance = _getBalanceFactor(currentNode.RightChild);
if (rightSubtreeBalance == 0 || rightSubtreeBalance == 1)
{
// Rotate *LEFT* on current node
_rotateLeftAt(currentNode);
}
else if (rightSubtreeBalance == -1)
{
// Rotate *RIGHT* on right child
_rotateRightAt(currentNode.RightChild);
// Rotate *LEFT* on current node
_rotateLeftAt(currentNode);
}
}
// if balance is a negative number: -2, -3 ... etc
// left subtree outweighs
else
{
int leftSubtreeBalance = _getBalanceFactor(currentNode.LeftChild);
if (leftSubtreeBalance == 0 || leftSubtreeBalance == 1)
{
// Rotate *RIGHT* on current node
_rotateRightAt(currentNode);
}
else if (leftSubtreeBalance == -1)
{
// Rotate *LEFT* on left child
_rotateLeftAt(currentNode.LeftChild);
// Rotate *RIGHT* on right child
_rotateRightAt(currentNode);
}
}
}
}
/// <summary>
/// Rebalances the whole tree around a node.
/// </summary>
private void _rebalanceTreeAt(AVLTreeNode<T> node)
{
var currentNode = node;
while (currentNode != null)
{
// Update this node's height value.
_updateNodeHeight(currentNode);
// Get left and right for comparisons
var left = currentNode.LeftChild;
var right = currentNode.RightChild;
if (_getNodeHeight(left) >= 2 + _getNodeHeight(right))
{
if (currentNode.HasLeftChild && _getNodeHeight(left.LeftChild) >= _getNodeHeight(left.RightChild))
{
_rotateRightAt(currentNode);
}
else
{
_rotateLeftAt(currentNode.LeftChild);
_rotateRightAt(currentNode);
}
}
else if (_getNodeHeight(right) >= 2 + _getNodeHeight(left))
{
if (currentNode.HasRightChild && _getNodeHeight(right.RightChild) >= _getNodeHeight(right.LeftChild))
{
_rotateLeftAt(currentNode);
}
else
{
_rotateRightAt(currentNode.RightChild);
_rotateLeftAt(currentNode);
}
}
currentNode = currentNode.Parent;
}
}
/// <summary>
/// Inserts an item to the tree.
/// </summary>
public override void Insert(T item)
{
// New node object
var newNode = new AVLTreeNode<T>() { Value = item };
// Invoke the super BST insert node method.
// This insert node recursively starting from the root and checks for success status (related to allowDuplicates flag).
// The functions increments count on its own.
var success = base._insertNode(newNode);
if (success == false && _allowDuplicates == false)
throw new InvalidOperationException("Tree does not allow inserting duplicate elements.");
// Rebalance the tree
_rebalanceTreeAt(newNode);
}
/// <summary>
/// Inserts an array of elements to the tree.
/// </summary>
public override void Insert(T[] collection)
{
if (collection == null)
throw new ArgumentNullException();
if (collection.Length > 0)
for (int i = 0; i < collection.Length; ++i)
this.Insert(collection[i]);
}
/// <summary>
/// Inserts a list of elements to the tree.
/// </summary>
public override void Insert(List<T> collection)
{
if (collection == null)
throw new ArgumentNullException();
if (collection.Count > 0)
for (int i = 0; i < collection.Count; ++i)
this.Insert(collection[i]);
}
/// <summary>
/// Removes an item fromt he tree
/// </summary>
public override void Remove(T item)
{
if (IsEmpty)
throw new Exception("Tree is empty.");
// Get the node from the tree
var node = (AVLTreeNode<T>)base._findNode(Root, item);
// Invoke the BST remove node method.
bool status = base._remove(node);
if (status == true)
{
// Rebalance the tree
// node.parent is actually the old parent of the node,
// which is the first potentially out-of-balance node.
_rebalanceTreeAt(node);
}
else
{
throw new Exception("Item was not found.");
}
//// Update the node's parent height.
//_updateHeightRecursively(node.Parent);
//// Rebalance the tree
//var parent = node.Parent;
//while(parent != null)
//{
// _rebalanceSubtreeTreeAt(node.Parent);
//}
}
/// <summary>
/// Removes the min value from tree.
/// </summary>
public override void RemoveMin()
{
if (IsEmpty)
throw new Exception("Tree is empty.");
// Get the node from the tree
var node = (AVLTreeNode<T>)base._findMinNode(Root);
// Invoke the BST remove node method.
base._remove(node);
// Rebalance the tree
// node.parent is actually the old parent of the node,
// which is the first potentially out-of-balance node.
_rebalanceTreeAt(node);
}
/// <summary>
/// Removes the max value from tree.
/// </summary>
public override void RemoveMax()
{
if (IsEmpty)
throw new Exception("Tree is empty.");
// Get the node from the tree
var node = (AVLTreeNode<T>)base._findMaxNode(Root);
// Invoke the BST remove node method.
base._remove(node);
// Rebalance the tree
// node.parent is actually the old parent of the node,
// which is the first potentially out-of-balance node.
_rebalanceTreeAt(node);
}
}
}