// Copyright 2010 the V8 project authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #ifndef V8_SPLAY_TREE_H_ #define V8_SPLAY_TREE_H_ #include "src/allocation.h" namespace v8 { namespace internal { // A splay tree. The config type parameter encapsulates the different // configurations of a concrete splay tree: // // typedef Key: the key type // typedef Value: the value type // static const Key kNoKey: the dummy key used when no key is set // static Value kNoValue(): the dummy value used to initialize nodes // static int (Compare)(Key& a, Key& b) -> {-1, 0, 1}: comparison function // // The tree is also parameterized by an allocation policy // (Allocator). The policy is used for allocating lists in the C free // store or the zone; see zone.h. // Forward defined as // template // class SplayTree; template class SplayTree { public: typedef typename Config::Key Key; typedef typename Config::Value Value; class Locator; explicit SplayTree(AllocationPolicy allocator = AllocationPolicy()) : root_(nullptr), allocator_(allocator) {} ~SplayTree(); V8_INLINE void* operator new( size_t size, AllocationPolicy allocator = AllocationPolicy()) { return allocator.New(static_cast(size)); } V8_INLINE void operator delete(void* p) { AllocationPolicy::Delete(p); } // Please the MSVC compiler. We should never have to execute this. V8_INLINE void operator delete(void* p, AllocationPolicy policy) { UNREACHABLE(); } AllocationPolicy allocator() { return allocator_; } // Checks if there is a mapping for the key. bool Contains(const Key& key); // Inserts the given key in this tree with the given value. Returns // true if a node was inserted, otherwise false. If found the locator // is enabled and provides access to the mapping for the key. bool Insert(const Key& key, Locator* locator); // Looks up the key in this tree and returns true if it was found, // otherwise false. If the node is found the locator is enabled and // provides access to the mapping for the key. bool Find(const Key& key, Locator* locator); // Finds the mapping with the greatest key less than or equal to the // given key. bool FindGreatestLessThan(const Key& key, Locator* locator); // Find the mapping with the greatest key in this tree. bool FindGreatest(Locator* locator); // Finds the mapping with the least key greater than or equal to the // given key. bool FindLeastGreaterThan(const Key& key, Locator* locator); // Find the mapping with the least key in this tree. bool FindLeast(Locator* locator); // Move the node from one key to another. bool Move(const Key& old_key, const Key& new_key); // Remove the node with the given key from the tree. bool Remove(const Key& key); // Remove all keys from the tree. void Clear() { ResetRoot(); } bool is_empty() { return root_ == nullptr; } // Perform the splay operation for the given key. Moves the node with // the given key to the top of the tree. If no node has the given // key, the last node on the search path is moved to the top of the // tree. void Splay(const Key& key); class Node { public: Node(const Key& key, const Value& value) : key_(key), value_(value), left_(nullptr), right_(nullptr) {} V8_INLINE void* operator new(size_t size, AllocationPolicy allocator) { return allocator.New(static_cast(size)); } V8_INLINE void operator delete(void* p) { return AllocationPolicy::Delete(p); } // Please the MSVC compiler. We should never have to execute // this. V8_INLINE void operator delete(void* p, AllocationPolicy allocator) { UNREACHABLE(); } Key key() { return key_; } Value value() { return value_; } Node* left() { return left_; } Node* right() { return right_; } private: friend class SplayTree; friend class Locator; Key key_; Value value_; Node* left_; Node* right_; }; // A locator provides access to a node in the tree without actually // exposing the node. class Locator { public: explicit Locator(Node* node) : node_(node) { } Locator() : node_(nullptr) {} const Key& key() { return node_->key_; } Value& value() { return node_->value_; } void set_value(const Value& value) { node_->value_ = value; } inline void bind(Node* node) { node_ = node; } private: Node* node_; }; template void ForEach(Callback* callback); protected: // Resets tree root. Existing nodes become unreachable. void ResetRoot() { root_ = nullptr; } private: // Search for a node with a given key. If found, root_ points // to the node. bool FindInternal(const Key& key); // Inserts a node assuming that root_ is already set up. void InsertInternal(int cmp, Node* node); // Removes root_ node. void RemoveRootNode(const Key& key); template class NodeToPairAdaptor { public: explicit NodeToPairAdaptor(Callback* callback) : callback_(callback) { } void Call(Node* node) { callback_->Call(node->key(), node->value()); } private: Callback* callback_; DISALLOW_COPY_AND_ASSIGN(NodeToPairAdaptor); }; class NodeDeleter { public: NodeDeleter() = default; void Call(Node* node) { AllocationPolicy::Delete(node); } private: DISALLOW_COPY_AND_ASSIGN(NodeDeleter); }; template void ForEachNode(Callback* callback); Node* root_; AllocationPolicy allocator_; DISALLOW_COPY_AND_ASSIGN(SplayTree); }; } // namespace internal } // namespace v8 #endif // V8_SPLAY_TREE_H_