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Side by Side Diff: src/splay-tree-inl.h

Issue 10534006: Remove TLS access for current Zone. (Closed) Base URL: https://v8.googlecode.com/svn/branches/bleeding_edge
Patch Set: Review. Created 8 years, 6 months ago
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1 // Copyright 2010 the V8 project authors. All rights reserved. 1 // Copyright 2010 the V8 project authors. All rights reserved.
2 // Redistribution and use in source and binary forms, with or without 2 // Redistribution and use in source and binary forms, with or without
3 // modification, are permitted provided that the following conditions are 3 // modification, are permitted provided that the following conditions are
4 // met: 4 // met:
5 // 5 //
6 // * Redistributions of source code must retain the above copyright 6 // * Redistributions of source code must retain the above copyright
7 // notice, this list of conditions and the following disclaimer. 7 // notice, this list of conditions and the following disclaimer.
8 // * Redistributions in binary form must reproduce the above 8 // * Redistributions in binary form must reproduce the above
9 // copyright notice, this list of conditions and the following 9 // copyright notice, this list of conditions and the following
10 // disclaimer in the documentation and/or other materials provided 10 // disclaimer in the documentation and/or other materials provided
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29 #define V8_SPLAY_TREE_INL_H_ 29 #define V8_SPLAY_TREE_INL_H_
30 30
31 #include "splay-tree.h" 31 #include "splay-tree.h"
32 32
33 namespace v8 { 33 namespace v8 {
34 namespace internal { 34 namespace internal {
35 35
36 36
37 template<typename Config, class Allocator> 37 template<typename Config, class Allocator>
38 SplayTree<Config, Allocator>::~SplayTree() { 38 SplayTree<Config, Allocator>::~SplayTree() {
39 NodeDeleter deleter; 39 // Pre-allocate some space for tiny trees. Since we don't have an
40 ForEachNode(&deleter); 40 // Allocator object here, we allocate the list on the heap.
41 List<Node*> nodes_to_visit(10);
42 if (root_ != NULL) nodes_to_visit.Add(root_);
43 int pos = 0;
44 while (pos < nodes_to_visit.length()) {
45 Node* node = nodes_to_visit[pos++];
46 if (node->left() != NULL) nodes_to_visit.Add(node->left());
47 if (node->right() != NULL) nodes_to_visit.Add(node->right());
48 Allocator::Delete(node);
49 }
danno 2012/06/06 10:59:53 Store the allocator inside the splay tree so that
sanjoy 2012/06/06 11:43:54 Done.
41 } 50 }
42 51
43 52
44 template<typename Config, class Allocator> 53 template<typename Config, class Allocator>
45 bool SplayTree<Config, Allocator>::Insert(const Key& key, 54 bool SplayTree<Config, Allocator>::Insert(const Key& key,
46 Locator* locator, 55 Locator* locator,
47 Allocator allocator) { 56 Allocator allocator) {
48 if (is_empty()) { 57 if (is_empty()) {
49 // If the tree is empty, insert the new node. 58 // If the tree is empty, insert the new node.
50 root_ = new(allocator) Node(key, Config::NoValue()); 59 root_ = new(allocator) Node(key, Config::NoValue());
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279 // Assemble. 288 // Assemble.
280 left->right_ = current->left_; 289 left->right_ = current->left_;
281 right->left_ = current->right_; 290 right->left_ = current->right_;
282 current->left_ = dummy->right_; 291 current->left_ = dummy->right_;
283 current->right_ = dummy->left_; 292 current->right_ = dummy->left_;
284 root_ = current; 293 root_ = current;
285 } 294 }
286 295
287 296
288 template <typename Config, class Allocator> template <class Callback> 297 template <typename Config, class Allocator> template <class Callback>
289 void SplayTree<Config, Allocator>::ForEach(Callback* callback) { 298 void SplayTree<Config, Allocator>::ForEach(Callback* callback,
299 Allocator allocator) {
290 NodeToPairAdaptor<Callback> callback_adaptor(callback); 300 NodeToPairAdaptor<Callback> callback_adaptor(callback);
291 ForEachNode(&callback_adaptor); 301 ForEachNode(&callback_adaptor, allocator);
292 } 302 }
293 303
294 304
295 template <typename Config, class Allocator> template <class Callback> 305 template <typename Config, class Allocator> template <class Callback>
296 void SplayTree<Config, Allocator>::ForEachNode(Callback* callback, 306 void SplayTree<Config, Allocator>::ForEachNode(Callback* callback,
297 Allocator allocator) { 307 Allocator allocator) {
298 // Pre-allocate some space for tiny trees. 308 // Pre-allocate some space for tiny trees.
299 List<Node*, Allocator> nodes_to_visit(10); 309 List<Node*, Allocator> nodes_to_visit(10, allocator);
300 if (root_ != NULL) nodes_to_visit.Add(root_, allocator); 310 if (root_ != NULL) nodes_to_visit.Add(root_, allocator);
301 int pos = 0; 311 int pos = 0;
302 while (pos < nodes_to_visit.length()) { 312 while (pos < nodes_to_visit.length()) {
303 Node* node = nodes_to_visit[pos++]; 313 Node* node = nodes_to_visit[pos++];
304 if (node->left() != NULL) nodes_to_visit.Add(node->left(), allocator); 314 if (node->left() != NULL) nodes_to_visit.Add(node->left(), allocator);
305 if (node->right() != NULL) nodes_to_visit.Add(node->right(), allocator); 315 if (node->right() != NULL) nodes_to_visit.Add(node->right(), allocator);
306 callback->Call(node); 316 callback->Call(node);
307 } 317 }
308 } 318 }
309 319
310 320
311 } } // namespace v8::internal 321 } } // namespace v8::internal
312 322
313 #endif // V8_SPLAY_TREE_INL_H_ 323 #endif // V8_SPLAY_TREE_INL_H_
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