v8/src/zone-inl.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

298 lines
8.5 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_INL_H_
#define V8_ZONE_INL_H_
#include "zone.h"
#include "v8-counters.h"
namespace v8 {
namespace internal {
inline void* Zone::New(int size) {
ASSERT(AssertNoZoneAllocation::allow_allocation());
ASSERT(ZoneScope::nesting() > 0);
// Round up the requested size to fit the alignment.
size = RoundUp(size, kAlignment);
// Check if the requested size is available without expanding.
Address result = position_;
if ((position_ += size) > limit_) result = NewExpand(size);
// Check that the result has the proper alignment and return it.
ASSERT(IsAddressAligned(result, kAlignment, 0));
return reinterpret_cast<void*>(result);
}
template <typename T>
T* Zone::NewArray(int length) {
return static_cast<T*>(Zone::New(length * sizeof(T)));
}
bool Zone::excess_allocation() {
return segment_bytes_allocated_ > zone_excess_limit_;
}
void Zone::adjust_segment_bytes_allocated(int delta) {
segment_bytes_allocated_ += delta;
Counters::zone_segment_bytes.Set(segment_bytes_allocated_);
}
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());
}
}
} } // namespace v8::internal
#endif // V8_ZONE_INL_H_