Parametrize C++ splay tree with allocator.
Thus, now there is a "generic" SplayTree and its Zone-bound specialization ZoneSplayTree. This is needed for my reimplementation of profiler tree generation in C++. As generation is performed in a separate thread, Zone can't be used, because it intentionally not thread-safe. Review URL: http://codereview.chromium.org/660280 git-svn-id: http://v8.googlecode.com/svn/branches/bleeding_edge@3990 ce2b1a6d-e550-0410-aec6-3dcde31c8c00
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@ -261,6 +261,8 @@ template<class Allocator = FreeStoreAllocationPolicy> class ScopeInfo;
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class Script;
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class Slot;
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class Smi;
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template <typename Config, class Allocator = FreeStoreAllocationPolicy>
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class SplayTree;
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class Statement;
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class String;
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class Struct;
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@ -30,6 +30,7 @@
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#include <math.h>
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#include "splay-tree-inl.h"
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#include "zone-inl.h"
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276
src/splay-tree-inl.h
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276
src/splay-tree-inl.h
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@ -0,0 +1,276 @@
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// Copyright 2010 the V8 project authors. All rights reserved.
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are
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// met:
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//
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above
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// copyright notice, this list of conditions and the following
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// disclaimer in the documentation and/or other materials provided
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// with the distribution.
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// * Neither the name of Google Inc. nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef V8_SPLAY_TREE_INL_H_
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#define V8_SPLAY_TREE_INL_H_
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#include "splay-tree.h"
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namespace v8 {
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namespace internal {
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template<typename Config, class Allocator>
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SplayTree<Config, Allocator>::~SplayTree() {
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NodeDeleter deleter;
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ForEachNode(&deleter);
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}
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template<typename Config, class Allocator>
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bool SplayTree<Config, Allocator>::Insert(const Key& key, Locator* locator) {
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if (is_empty()) {
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// If the tree is empty, insert the new node.
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root_ = new Node(key, Config::kNoValue);
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} else {
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// Splay on the key to move the last node on the search path
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// for the key to the root of the tree.
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Splay(key);
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// Ignore repeated insertions with the same key.
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int cmp = Config::Compare(key, root_->key_);
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if (cmp == 0) {
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locator->bind(root_);
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return false;
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}
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// Insert the new node.
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Node* node = new Node(key, Config::kNoValue);
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if (cmp > 0) {
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node->left_ = root_;
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node->right_ = root_->right_;
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root_->right_ = NULL;
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} else {
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node->right_ = root_;
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node->left_ = root_->left_;
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root_->left_ = NULL;
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}
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root_ = node;
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}
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locator->bind(root_);
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return true;
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}
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template<typename Config, class Allocator>
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bool SplayTree<Config, Allocator>::Find(const Key& key, Locator* locator) {
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if (is_empty())
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return false;
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Splay(key);
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if (Config::Compare(key, root_->key_) == 0) {
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locator->bind(root_);
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return true;
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} else {
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return false;
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}
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}
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template<typename Config, class Allocator>
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bool SplayTree<Config, Allocator>::FindGreatestLessThan(const Key& key,
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Locator* locator) {
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if (is_empty())
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return false;
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// Splay on the key to move the node with the given key or the last
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// node on the search path to the top of the tree.
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Splay(key);
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// Now the result is either the root node or the greatest node in
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// the left subtree.
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int cmp = Config::Compare(root_->key_, key);
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if (cmp <= 0) {
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locator->bind(root_);
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return true;
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} else {
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Node* temp = root_;
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root_ = root_->left_;
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bool result = FindGreatest(locator);
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root_ = temp;
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return result;
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}
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}
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template<typename Config, class Allocator>
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bool SplayTree<Config, Allocator>::FindLeastGreaterThan(const Key& key,
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Locator* locator) {
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if (is_empty())
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return false;
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// Splay on the key to move the node with the given key or the last
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// node on the search path to the top of the tree.
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Splay(key);
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// Now the result is either the root node or the least node in
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// the right subtree.
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int cmp = Config::Compare(root_->key_, key);
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if (cmp >= 0) {
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locator->bind(root_);
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return true;
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} else {
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Node* temp = root_;
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root_ = root_->right_;
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bool result = FindLeast(locator);
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root_ = temp;
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return result;
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}
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}
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template<typename Config, class Allocator>
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bool SplayTree<Config, Allocator>::FindGreatest(Locator* locator) {
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if (is_empty())
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return false;
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Node* current = root_;
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while (current->right_ != NULL)
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current = current->right_;
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locator->bind(current);
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return true;
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}
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template<typename Config, class Allocator>
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bool SplayTree<Config, Allocator>::FindLeast(Locator* locator) {
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if (is_empty())
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return false;
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Node* current = root_;
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while (current->left_ != NULL)
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current = current->left_;
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locator->bind(current);
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return true;
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}
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template<typename Config, class Allocator>
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bool SplayTree<Config, Allocator>::Remove(const Key& key) {
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// Bail if the tree is empty
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if (is_empty())
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return false;
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// Splay on the key to move the node with the given key to the top.
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Splay(key);
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// Bail if the key is not in the tree
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if (Config::Compare(key, root_->key_) != 0)
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return false;
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if (root_->left_ == NULL) {
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// No left child, so the new tree is just the right child.
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root_ = root_->right_;
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} else {
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// Left child exists.
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Node* right = root_->right_;
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// Make the original left child the new root.
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root_ = root_->left_;
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// Splay to make sure that the new root has an empty right child.
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Splay(key);
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// Insert the original right child as the right child of the new
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// root.
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root_->right_ = right;
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}
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return true;
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}
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template<typename Config, class Allocator>
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void SplayTree<Config, Allocator>::Splay(const Key& key) {
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if (is_empty())
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return;
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Node dummy_node(Config::kNoKey, Config::kNoValue);
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// Create a dummy node. The use of the dummy node is a bit
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// counter-intuitive: The right child of the dummy node will hold
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// the L tree of the algorithm. The left child of the dummy node
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// will hold the R tree of the algorithm. Using a dummy node, left
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// and right will always be nodes and we avoid special cases.
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Node* dummy = &dummy_node;
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Node* left = dummy;
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Node* right = dummy;
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Node* current = root_;
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while (true) {
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int cmp = Config::Compare(key, current->key_);
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if (cmp < 0) {
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if (current->left_ == NULL)
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break;
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if (Config::Compare(key, current->left_->key_) < 0) {
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// Rotate right.
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Node* temp = current->left_;
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current->left_ = temp->right_;
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temp->right_ = current;
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current = temp;
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if (current->left_ == NULL)
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break;
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}
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// Link right.
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right->left_ = current;
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right = current;
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current = current->left_;
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} else if (cmp > 0) {
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if (current->right_ == NULL)
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break;
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if (Config::Compare(key, current->right_->key_) > 0) {
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// Rotate left.
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Node* temp = current->right_;
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current->right_ = temp->left_;
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temp->left_ = current;
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current = temp;
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if (current->right_ == NULL)
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break;
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}
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// Link left.
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left->right_ = current;
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left = current;
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current = current->right_;
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} else {
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break;
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}
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}
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// Assemble.
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left->right_ = current->left_;
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right->left_ = current->right_;
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current->left_ = dummy->right_;
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current->right_ = dummy->left_;
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root_ = current;
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}
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template <typename Config, class Allocator> template <class Callback>
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void SplayTree<Config, Allocator>::ForEach(Callback* callback) {
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NodeToPairAdaptor<Callback> callback_adaptor(callback);
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ForEachNode(&callback_adaptor);
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}
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template <typename Config, class Allocator> template <class Callback>
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void SplayTree<Config, Allocator>::ForEachNode(Callback* callback) {
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// Pre-allocate some space for tiny trees.
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List<Node*, Allocator> nodes_to_visit(10);
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if (root_ != NULL) nodes_to_visit.Add(root_);
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int pos = 0;
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while (pos < nodes_to_visit.length()) {
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Node* node = nodes_to_visit[pos++];
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if (node->left() != NULL) nodes_to_visit.Add(node->left());
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if (node->right() != NULL) nodes_to_visit.Add(node->right());
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callback->Call(node);
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}
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}
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} } // namespace v8::internal
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#endif // V8_SPLAY_TREE_INL_H_
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src/splay-tree.h
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191
src/splay-tree.h
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@ -0,0 +1,191 @@
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// Copyright 2010 the V8 project authors. All rights reserved.
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are
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// met:
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//
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above
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// copyright notice, this list of conditions and the following
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// disclaimer in the documentation and/or other materials provided
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// with the distribution.
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// * Neither the name of Google Inc. nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef V8_SPLAY_TREE_H_
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#define V8_SPLAY_TREE_H_
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namespace v8 {
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namespace internal {
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// A splay tree. The config type parameter encapsulates the different
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// configurations of a concrete splay tree:
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//
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// typedef Key: the key type
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// typedef Value: the value type
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// static const kNoKey: the dummy key used when no key is set
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// static const kNoValue: the dummy value used to initialize nodes
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// int (Compare)(Key& a, Key& b) -> {-1, 0, 1}: comparison function
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//
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// The tree is also parameterized by an allocation policy
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// (Allocator). The policy is used for allocating lists in the C free
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// store or the zone; see zone.h.
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// Forward defined as
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// template <typename Config, class Allocator = FreeStoreAllocationPolicy>
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// class SplayTree;
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template <typename Config, class Allocator>
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class SplayTree {
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public:
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typedef typename Config::Key Key;
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typedef typename Config::Value Value;
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class Locator;
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SplayTree() : root_(NULL) { }
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~SplayTree();
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INLINE(void* operator new(size_t size)) {
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return Allocator::New(static_cast<int>(size));
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}
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INLINE(void operator delete(void* p, size_t)) { return Allocator::Delete(p); }
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// Inserts the given key in this tree with the given value. Returns
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// true if a node was inserted, otherwise false. If found the locator
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// is enabled and provides access to the mapping for the key.
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bool Insert(const Key& key, Locator* locator);
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// Looks up the key in this tree and returns true if it was found,
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// otherwise false. If the node is found the locator is enabled and
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// provides access to the mapping for the key.
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bool Find(const Key& key, Locator* locator);
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// Finds the mapping with the greatest key less than or equal to the
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// given key.
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bool FindGreatestLessThan(const Key& key, Locator* locator);
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// Find the mapping with the greatest key in this tree.
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bool FindGreatest(Locator* locator);
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// Finds the mapping with the least key greater than or equal to the
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// given key.
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bool FindLeastGreaterThan(const Key& key, Locator* locator);
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// Find the mapping with the least key in this tree.
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bool FindLeast(Locator* locator);
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// Remove the node with the given key from the tree.
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bool Remove(const Key& key);
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bool is_empty() { return root_ == NULL; }
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// Perform the splay operation for the given key. Moves the node with
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// the given key to the top of the tree. If no node has the given
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// key, the last node on the search path is moved to the top of the
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// tree.
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void Splay(const Key& key);
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class Node {
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public:
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Node(const Key& key, const Value& value)
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: key_(key),
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value_(value),
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left_(NULL),
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right_(NULL) { }
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INLINE(void* operator new(size_t size)) {
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return Allocator::New(static_cast<int>(size));
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}
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INLINE(void operator delete(void* p, size_t)) {
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return Allocator::Delete(p);
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}
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Key key() { return key_; }
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Value value() { return value_; }
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Node* left() { return left_; }
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Node* right() { return right_; }
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private:
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friend class SplayTree;
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friend class Locator;
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Key key_;
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Value value_;
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Node* left_;
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Node* right_;
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};
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// A locator provides access to a node in the tree without actually
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// exposing the node.
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class Locator BASE_EMBEDDED {
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public:
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explicit Locator(Node* node) : node_(node) { }
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Locator() : node_(NULL) { }
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const Key& key() { return node_->key_; }
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Value& value() { return node_->value_; }
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void set_value(const Value& value) { node_->value_ = value; }
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inline void bind(Node* node) { node_ = node; }
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private:
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Node* node_;
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};
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template <class Callback>
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void ForEach(Callback* callback);
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protected:
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// Resets tree root. Existing nodes become unreachable.
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void ResetRoot() { root_ = NULL; }
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private:
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template<class Callback>
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class NodeToPairAdaptor BASE_EMBEDDED {
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public:
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explicit NodeToPairAdaptor(Callback* callback)
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: callback_(callback) { }
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void Call(Node* node) {
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callback_->Call(node->key(), node->value());
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}
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private:
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Callback* callback_;
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DISALLOW_COPY_AND_ASSIGN(NodeToPairAdaptor);
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};
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class NodeDeleter BASE_EMBEDDED {
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public:
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NodeDeleter() { }
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void Call(Node* node) { delete node; }
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private:
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DISALLOW_COPY_AND_ASSIGN(NodeDeleter);
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};
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template <class Callback>
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void ForEachNode(Callback* callback);
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Node* root_;
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DISALLOW_COPY_AND_ASSIGN(SplayTree);
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};
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} } // namespace v8::internal
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#endif // V8_SPLAY_TREE_H_
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227
src/zone-inl.h
227
src/zone-inl.h
@ -68,227 +68,12 @@ void Zone::adjust_segment_bytes_allocated(int delta) {
|
||||
}
|
||||
|
||||
|
||||
template <typename C>
|
||||
bool ZoneSplayTree<C>::Insert(const Key& key, Locator* locator) {
|
||||
if (is_empty()) {
|
||||
// If the tree is empty, insert the new node.
|
||||
root_ = new Node(key, C::kNoValue);
|
||||
} else {
|
||||
// Splay on the key to move the last node on the search path
|
||||
// for the key to the root of the tree.
|
||||
Splay(key);
|
||||
// Ignore repeated insertions with the same key.
|
||||
int cmp = C::Compare(key, root_->key_);
|
||||
if (cmp == 0) {
|
||||
locator->bind(root_);
|
||||
return false;
|
||||
}
|
||||
// Insert the new node.
|
||||
Node* node = new Node(key, C::kNoValue);
|
||||
if (cmp > 0) {
|
||||
node->left_ = root_;
|
||||
node->right_ = root_->right_;
|
||||
root_->right_ = NULL;
|
||||
} else {
|
||||
node->right_ = root_;
|
||||
node->left_ = root_->left_;
|
||||
root_->left_ = NULL;
|
||||
}
|
||||
root_ = node;
|
||||
}
|
||||
locator->bind(root_);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
template <typename C>
|
||||
bool ZoneSplayTree<C>::Find(const Key& key, Locator* locator) {
|
||||
if (is_empty())
|
||||
return false;
|
||||
Splay(key);
|
||||
if (C::Compare(key, root_->key_) == 0) {
|
||||
locator->bind(root_);
|
||||
return true;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
template <typename C>
|
||||
bool ZoneSplayTree<C>::FindGreatestLessThan(const Key& key,
|
||||
Locator* locator) {
|
||||
if (is_empty())
|
||||
return false;
|
||||
// Splay on the key to move the node with the given key or the last
|
||||
// node on the search path to the top of the tree.
|
||||
Splay(key);
|
||||
// Now the result is either the root node or the greatest node in
|
||||
// the left subtree.
|
||||
int cmp = C::Compare(root_->key_, key);
|
||||
if (cmp <= 0) {
|
||||
locator->bind(root_);
|
||||
return true;
|
||||
} else {
|
||||
Node* temp = root_;
|
||||
root_ = root_->left_;
|
||||
bool result = FindGreatest(locator);
|
||||
root_ = temp;
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
template <typename C>
|
||||
bool ZoneSplayTree<C>::FindLeastGreaterThan(const Key& key,
|
||||
Locator* locator) {
|
||||
if (is_empty())
|
||||
return false;
|
||||
// Splay on the key to move the node with the given key or the last
|
||||
// node on the search path to the top of the tree.
|
||||
Splay(key);
|
||||
// Now the result is either the root node or the least node in
|
||||
// the right subtree.
|
||||
int cmp = C::Compare(root_->key_, key);
|
||||
if (cmp >= 0) {
|
||||
locator->bind(root_);
|
||||
return true;
|
||||
} else {
|
||||
Node* temp = root_;
|
||||
root_ = root_->right_;
|
||||
bool result = FindLeast(locator);
|
||||
root_ = temp;
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
template <typename C>
|
||||
bool ZoneSplayTree<C>::FindGreatest(Locator* locator) {
|
||||
if (is_empty())
|
||||
return false;
|
||||
Node* current = root_;
|
||||
while (current->right_ != NULL)
|
||||
current = current->right_;
|
||||
locator->bind(current);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
template <typename C>
|
||||
bool ZoneSplayTree<C>::FindLeast(Locator* locator) {
|
||||
if (is_empty())
|
||||
return false;
|
||||
Node* current = root_;
|
||||
while (current->left_ != NULL)
|
||||
current = current->left_;
|
||||
locator->bind(current);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
template <typename C>
|
||||
bool ZoneSplayTree<C>::Remove(const Key& key) {
|
||||
// Bail if the tree is empty
|
||||
if (is_empty())
|
||||
return false;
|
||||
// Splay on the key to move the node with the given key to the top.
|
||||
Splay(key);
|
||||
// Bail if the key is not in the tree
|
||||
if (C::Compare(key, root_->key_) != 0)
|
||||
return false;
|
||||
if (root_->left_ == NULL) {
|
||||
// No left child, so the new tree is just the right child.
|
||||
root_ = root_->right_;
|
||||
} else {
|
||||
// Left child exists.
|
||||
Node* right = root_->right_;
|
||||
// Make the original left child the new root.
|
||||
root_ = root_->left_;
|
||||
// Splay to make sure that the new root has an empty right child.
|
||||
Splay(key);
|
||||
// Insert the original right child as the right child of the new
|
||||
// root.
|
||||
root_->right_ = right;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
template <typename C>
|
||||
void ZoneSplayTree<C>::Splay(const Key& key) {
|
||||
if (is_empty())
|
||||
return;
|
||||
Node dummy_node(C::kNoKey, C::kNoValue);
|
||||
// Create a dummy node. The use of the dummy node is a bit
|
||||
// counter-intuitive: The right child of the dummy node will hold
|
||||
// the L tree of the algorithm. The left child of the dummy node
|
||||
// will hold the R tree of the algorithm. Using a dummy node, left
|
||||
// and right will always be nodes and we avoid special cases.
|
||||
Node* dummy = &dummy_node;
|
||||
Node* left = dummy;
|
||||
Node* right = dummy;
|
||||
Node* current = root_;
|
||||
while (true) {
|
||||
int cmp = C::Compare(key, current->key_);
|
||||
if (cmp < 0) {
|
||||
if (current->left_ == NULL)
|
||||
break;
|
||||
if (C::Compare(key, current->left_->key_) < 0) {
|
||||
// Rotate right.
|
||||
Node* temp = current->left_;
|
||||
current->left_ = temp->right_;
|
||||
temp->right_ = current;
|
||||
current = temp;
|
||||
if (current->left_ == NULL)
|
||||
break;
|
||||
}
|
||||
// Link right.
|
||||
right->left_ = current;
|
||||
right = current;
|
||||
current = current->left_;
|
||||
} else if (cmp > 0) {
|
||||
if (current->right_ == NULL)
|
||||
break;
|
||||
if (C::Compare(key, current->right_->key_) > 0) {
|
||||
// Rotate left.
|
||||
Node* temp = current->right_;
|
||||
current->right_ = temp->left_;
|
||||
temp->left_ = current;
|
||||
current = temp;
|
||||
if (current->right_ == NULL)
|
||||
break;
|
||||
}
|
||||
// Link left.
|
||||
left->right_ = current;
|
||||
left = current;
|
||||
current = current->right_;
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
}
|
||||
// Assemble.
|
||||
left->right_ = current->left_;
|
||||
right->left_ = current->right_;
|
||||
current->left_ = dummy->right_;
|
||||
current->right_ = dummy->left_;
|
||||
root_ = current;
|
||||
}
|
||||
|
||||
|
||||
template <typename Config> template <class Callback>
|
||||
void ZoneSplayTree<Config>::ForEach(Callback* callback) {
|
||||
// Pre-allocate some space for tiny trees.
|
||||
ZoneList<Node*> nodes_to_visit(10);
|
||||
nodes_to_visit.Add(root_);
|
||||
int pos = 0;
|
||||
while (pos < nodes_to_visit.length()) {
|
||||
Node* node = nodes_to_visit[pos++];
|
||||
if (node == NULL) continue;
|
||||
callback->Call(node->key(), node->value());
|
||||
nodes_to_visit.Add(node->left());
|
||||
nodes_to_visit.Add(node->right());
|
||||
}
|
||||
template <typename Config>
|
||||
ZoneSplayTree<Config>::~ZoneSplayTree() {
|
||||
// Reset the root to avoid unneeded iteration over all tree nodes
|
||||
// in the destructor. For a zone-allocated tree, nodes will be
|
||||
// freed by the Zone.
|
||||
SplayTree<Config, ZoneListAllocationPolicy>::ResetRoot();
|
||||
}
|
||||
|
||||
|
||||
|
@ -28,6 +28,7 @@
|
||||
#include "v8.h"
|
||||
|
||||
#include "zone-inl.h"
|
||||
#include "splay-tree-inl.h"
|
||||
|
||||
namespace v8 {
|
||||
namespace internal {
|
||||
|
96
src/zone.h
96
src/zone.h
@ -205,98 +205,14 @@ class ZoneScope BASE_EMBEDDED {
|
||||
|
||||
|
||||
// A zone splay tree. The config type parameter encapsulates the
|
||||
// different configurations of a concrete splay tree:
|
||||
//
|
||||
// typedef Key: the key type
|
||||
// typedef Value: the value type
|
||||
// static const kNoKey: the dummy key used when no key is set
|
||||
// static const kNoValue: the dummy value used to initialize nodes
|
||||
// int (Compare)(Key& a, Key& b) -> {-1, 0, 1}: comparison function
|
||||
//
|
||||
// different configurations of a concrete splay tree (see splay-tree.h).
|
||||
// The tree itself and all its elements are allocated in the Zone.
|
||||
template <typename Config>
|
||||
class ZoneSplayTree : public ZoneObject {
|
||||
class ZoneSplayTree: public SplayTree<Config, ZoneListAllocationPolicy> {
|
||||
public:
|
||||
typedef typename Config::Key Key;
|
||||
typedef typename Config::Value Value;
|
||||
|
||||
class Locator;
|
||||
|
||||
ZoneSplayTree() : root_(NULL) { }
|
||||
|
||||
// Inserts the given key in this tree with the given value. Returns
|
||||
// true if a node was inserted, otherwise false. If found the locator
|
||||
// is enabled and provides access to the mapping for the key.
|
||||
bool Insert(const Key& key, Locator* locator);
|
||||
|
||||
// Looks up the key in this tree and returns true if it was found,
|
||||
// otherwise false. If the node is found the locator is enabled and
|
||||
// provides access to the mapping for the key.
|
||||
bool Find(const Key& key, Locator* locator);
|
||||
|
||||
// Finds the mapping with the greatest key less than or equal to the
|
||||
// given key.
|
||||
bool FindGreatestLessThan(const Key& key, Locator* locator);
|
||||
|
||||
// Find the mapping with the greatest key in this tree.
|
||||
bool FindGreatest(Locator* locator);
|
||||
|
||||
// Finds the mapping with the least key greater than or equal to the
|
||||
// given key.
|
||||
bool FindLeastGreaterThan(const Key& key, Locator* locator);
|
||||
|
||||
// Find the mapping with the least key in this tree.
|
||||
bool FindLeast(Locator* locator);
|
||||
|
||||
// Remove the node with the given key from the tree.
|
||||
bool Remove(const Key& key);
|
||||
|
||||
bool is_empty() { return root_ == NULL; }
|
||||
|
||||
// Perform the splay operation for the given key. Moves the node with
|
||||
// the given key to the top of the tree. If no node has the given
|
||||
// key, the last node on the search path is moved to the top of the
|
||||
// tree.
|
||||
void Splay(const Key& key);
|
||||
|
||||
class Node : public ZoneObject {
|
||||
public:
|
||||
Node(const Key& key, const Value& value)
|
||||
: key_(key),
|
||||
value_(value),
|
||||
left_(NULL),
|
||||
right_(NULL) { }
|
||||
Key key() { return key_; }
|
||||
Value value() { return value_; }
|
||||
Node* left() { return left_; }
|
||||
Node* right() { return right_; }
|
||||
private:
|
||||
friend class ZoneSplayTree;
|
||||
friend class Locator;
|
||||
Key key_;
|
||||
Value value_;
|
||||
Node* left_;
|
||||
Node* right_;
|
||||
};
|
||||
|
||||
// A locator provides access to a node in the tree without actually
|
||||
// exposing the node.
|
||||
class Locator {
|
||||
public:
|
||||
explicit Locator(Node* node) : node_(node) { }
|
||||
Locator() : node_(NULL) { }
|
||||
const Key& key() { return node_->key_; }
|
||||
Value& value() { return node_->value_; }
|
||||
void set_value(const Value& value) { node_->value_ = value; }
|
||||
inline void bind(Node* node) { node_ = node; }
|
||||
private:
|
||||
Node* node_;
|
||||
};
|
||||
|
||||
template <class Callback>
|
||||
void ForEach(Callback* callback);
|
||||
|
||||
private:
|
||||
Node* root_;
|
||||
ZoneSplayTree()
|
||||
: SplayTree<Config, ZoneListAllocationPolicy>() {}
|
||||
~ZoneSplayTree();
|
||||
};
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user