Index: src/zone-inl.h |
diff --git a/src/zone-inl.h b/src/zone-inl.h |
index 9af6251bf1f93b88a63b0d942ebb19303ac5801a..b3141a4810d281e76c51e000a31584c9f0784444 100644 |
--- a/src/zone-inl.h |
+++ b/src/zone-inl.h |
@@ -68,6 +68,223 @@ 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 Node, class Callback> |
+static void DoForEach(Node* node, Callback* callback) { |
+ if (node == NULL) return; |
+ DoForEach<Node, Callback>(node->left(), callback); |
+ callback->Call(node->key(), node->value()); |
+ DoForEach<Node, Callback>(node->right(), callback); |
+} |
+ |
+ |
} } // namespace v8::internal |
#endif // V8_ZONE_INL_H_ |