v8/src/zone.h
mikhail.naganov@gmail.com 3a9303852c Eliminate recursion in ZoneSplayTree traversal.
Convert the code to be similar with JS version. Recursive traversal is dangerous as it can cause stack exhaustion on deep trees.

Review URL: http://codereview.chromium.org/211024

git-svn-id: http://v8.googlecode.com/svn/branches/bleeding_edge@2939 ce2b1a6d-e550-0410-aec6-3dcde31c8c00
2009-09-21 07:12:38 +00:00

306 lines
10 KiB
C++

// Copyright 2006-2008 the V8 project authors. All rights reserved.
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are
// met:
//
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following
// disclaimer in the documentation and/or other materials provided
// with the distribution.
// * Neither the name of Google Inc. nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef V8_ZONE_H_
#define V8_ZONE_H_
namespace v8 {
namespace internal {
// Zone scopes are in one of two modes. Either they delete the zone
// on exit or they do not.
enum ZoneScopeMode {
DELETE_ON_EXIT,
DONT_DELETE_ON_EXIT
};
// The Zone supports very fast allocation of small chunks of
// memory. The chunks cannot be deallocated individually, but instead
// the Zone supports deallocating all chunks in one fast
// operation. The Zone is used to hold temporary data structures like
// the abstract syntax tree, which is deallocated after compilation.
// Note: There is no need to initialize the Zone; the first time an
// allocation is attempted, a segment of memory will be requested
// through a call to malloc().
// Note: The implementation is inherently not thread safe. Do not use
// from multi-threaded code.
class Zone {
public:
// Allocate 'size' bytes of memory in the Zone; expands the Zone by
// allocating new segments of memory on demand using malloc().
static inline void* New(int size);
template <typename T>
static inline T* NewArray(int length);
// Delete all objects and free all memory allocated in the Zone.
static void DeleteAll();
// Returns true if more memory has been allocated in zones than
// the limit allows.
static inline bool excess_allocation();
static inline void adjust_segment_bytes_allocated(int delta);
private:
// All pointers returned from New() have this alignment.
static const int kAlignment = kPointerSize;
// Never allocate segments smaller than this size in bytes.
static const int kMinimumSegmentSize = 8 * KB;
// Never allocate segments larger than this size in bytes.
static const int kMaximumSegmentSize = 1 * MB;
// Never keep segments larger than this size in bytes around.
static const int kMaximumKeptSegmentSize = 64 * KB;
// Report zone excess when allocation exceeds this limit.
static int zone_excess_limit_;
// The number of bytes allocated in segments. Note that this number
// includes memory allocated from the OS but not yet allocated from
// the zone.
static int segment_bytes_allocated_;
// The Zone is intentionally a singleton; you should not try to
// allocate instances of the class.
Zone() { UNREACHABLE(); }
// Expand the Zone to hold at least 'size' more bytes and allocate
// the bytes. Returns the address of the newly allocated chunk of
// memory in the Zone. Should only be called if there isn't enough
// room in the Zone already.
static Address NewExpand(int size);
// The free region in the current (front) segment is represented as
// the half-open interval [position, limit). The 'position' variable
// is guaranteed to be aligned as dictated by kAlignment.
static Address position_;
static Address limit_;
};
// ZoneObject is an abstraction that helps define classes of objects
// allocated in the Zone. Use it as a base class; see ast.h.
class ZoneObject {
public:
// Allocate a new ZoneObject of 'size' bytes in the Zone.
void* operator new(size_t size) { return Zone::New(size); }
// Ideally, the delete operator should be private instead of
// public, but unfortunately the compiler sometimes synthesizes
// (unused) destructors for classes derived from ZoneObject, which
// require the operator to be visible. MSVC requires the delete
// operator to be public.
// ZoneObjects should never be deleted individually; use
// Zone::DeleteAll() to delete all zone objects in one go.
void operator delete(void*, size_t) { UNREACHABLE(); }
};
class AssertNoZoneAllocation {
public:
AssertNoZoneAllocation() : prev_(allow_allocation_) {
allow_allocation_ = false;
}
~AssertNoZoneAllocation() { allow_allocation_ = prev_; }
static bool allow_allocation() { return allow_allocation_; }
private:
bool prev_;
static bool allow_allocation_;
};
// The ZoneListAllocationPolicy is used to specialize the GenericList
// implementation to allocate ZoneLists and their elements in the
// Zone.
class ZoneListAllocationPolicy {
public:
// Allocate 'size' bytes of memory in the zone.
static void* New(int size) { return Zone::New(size); }
// De-allocation attempts are silently ignored.
static void Delete(void* p) { }
};
// ZoneLists are growable lists with constant-time access to the
// elements. The list itself and all its elements are allocated in the
// Zone. ZoneLists cannot be deleted individually; you can delete all
// objects in the Zone by calling Zone::DeleteAll().
template<typename T>
class ZoneList: public List<T, ZoneListAllocationPolicy> {
public:
// Construct a new ZoneList with the given capacity; the length is
// always zero. The capacity must be non-negative.
explicit ZoneList(int capacity)
: List<T, ZoneListAllocationPolicy>(capacity) { }
};
// ZoneScopes keep track of the current parsing and compilation
// nesting and cleans up generated ASTs in the Zone when exiting the
// outer-most scope.
class ZoneScope BASE_EMBEDDED {
public:
explicit ZoneScope(ZoneScopeMode mode) : mode_(mode) {
nesting_++;
}
virtual ~ZoneScope() {
if (ShouldDeleteOnExit()) Zone::DeleteAll();
--nesting_;
}
bool ShouldDeleteOnExit() {
return nesting_ == 1 && mode_ == DELETE_ON_EXIT;
}
// For ZoneScopes that do not delete on exit by default, call this
// method to request deletion on exit.
void DeleteOnExit() {
mode_ = DELETE_ON_EXIT;
}
static int nesting() { return nesting_; }
private:
ZoneScopeMode mode_;
static int nesting_;
};
// 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
//
template <typename Config>
class ZoneSplayTree : public ZoneObject {
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_;
};
} } // namespace v8::internal
#endif // V8_ZONE_H_