| Index: src/zone-inl.h
|
| diff --git a/src/zone-inl.h b/src/zone-inl.h
|
| index 121ba19b12e2cf08ece1e703540d2bc4c3453171..5893a2f80ebbe97178e199a127049d53ae4eac77 100644
|
| --- a/src/zone-inl.h
|
| +++ b/src/zone-inl.h
|
| @@ -68,227 +68,12 @@ 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 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());
|
| - }
|
| +template <typename Config>
|
| +ZoneSplayTree<Config>::~ZoneSplayTree() {
|
| + // Reset the root to avoid unneeded iteration over all tree nodes
|
| + // in the destructor. For a zone-allocated tree, nodes will be
|
| + // freed by the Zone.
|
| + SplayTree<Config, ZoneListAllocationPolicy>::ResetRoot();
|
| }
|
|
|
|
|
|
|