| // 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_ |