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+// Copyright 2010 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_SPLAY_TREE_INL_H_ |
+#define V8_SPLAY_TREE_INL_H_ |
+ |
+#include "splay-tree.h" |
+ |
+namespace v8 { |
+namespace internal { |
+ |
+ |
+template<typename Config, class Allocator> |
+SplayTree<Config, Allocator>::~SplayTree() { |
+ NodeDeleter deleter; |
+ ForEachNode(&deleter); |
+} |
+ |
+ |
+template<typename Config, class Allocator> |
+bool SplayTree<Config, Allocator>::Insert(const Key& key, Locator* locator) { |
+ if (is_empty()) { |
+ // If the tree is empty, insert the new node. |
+ root_ = new Node(key, Config::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 = Config::Compare(key, root_->key_); |
+ if (cmp == 0) { |
+ locator->bind(root_); |
+ return false; |
+ } |
+ // Insert the new node. |
+ Node* node = new Node(key, Config::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 Config, class Allocator> |
+bool SplayTree<Config, Allocator>::Find(const Key& key, Locator* locator) { |
+ if (is_empty()) |
+ return false; |
+ Splay(key); |
+ if (Config::Compare(key, root_->key_) == 0) { |
+ locator->bind(root_); |
+ return true; |
+ } else { |
+ return false; |
+ } |
+} |
+ |
+ |
+template<typename Config, class Allocator> |
+bool SplayTree<Config, Allocator>::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 = Config::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 Config, class Allocator> |
+bool SplayTree<Config, Allocator>::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 = Config::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 Config, class Allocator> |
+bool SplayTree<Config, Allocator>::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 Config, class Allocator> |
+bool SplayTree<Config, Allocator>::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 Config, class Allocator> |
+bool SplayTree<Config, Allocator>::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 (Config::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 Config, class Allocator> |
+void SplayTree<Config, Allocator>::Splay(const Key& key) { |
+ if (is_empty()) |
+ return; |
+ Node dummy_node(Config::kNoKey, Config::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 = Config::Compare(key, current->key_); |
+ if (cmp < 0) { |
+ if (current->left_ == NULL) |
+ break; |
+ if (Config::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 (Config::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, class Allocator> template <class Callback> |
+void SplayTree<Config, Allocator>::ForEach(Callback* callback) { |
+ NodeToPairAdaptor<Callback> callback_adaptor(callback); |
+ ForEachNode(&callback_adaptor); |
+} |
+ |
+ |
+template <typename Config, class Allocator> template <class Callback> |
+void SplayTree<Config, Allocator>::ForEachNode(Callback* callback) { |
+ // Pre-allocate some space for tiny trees. |
+ List<Node*, Allocator> nodes_to_visit(10); |
+ if (root_ != NULL) nodes_to_visit.Add(root_); |
+ int pos = 0; |
+ while (pos < nodes_to_visit.length()) { |
+ Node* node = nodes_to_visit[pos++]; |
+ if (node->left() != NULL) nodes_to_visit.Add(node->left()); |
+ if (node->right() != NULL) nodes_to_visit.Add(node->right()); |
+ callback->Call(node); |
+ } |
+} |
+ |
+ |
+} } // namespace v8::internal |
+ |
+#endif // V8_SPLAY_TREE_INL_H_ |