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emacs/mps/code/splay.c
Peter Jackson 1d00afac81 Publish licence updates in code directory.
Publish minor changes to readme and configure files in main directory.
Main directory and code directory licence texts are now fully updated.

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/* splay.c: SPLAY TREE IMPLEMENTATION
*
* $Id$
* Copyright (c) 2001-2020 Ravenbrook Limited. See end of file for license.
*
* .purpose: Splay trees are used to manage potentially unbounded
* collections of ordered things. In the MPS these are usually
* address-ordered memory blocks.
*
* .source: <design/splay>
*
* .note.stack: It's important that the MPS have a bounded stack size,
* and this is a problem for tree algorithms. Basically, we have to
* avoid recursion. <design/sp#.sol.depth.no-recursion>.
*
* .critical: In manual-allocation-bound programs using MVFF, many of
* these functions are on the critical paths via mps_alloc (and then
* PoolAlloc, MVFFAlloc, failoverFind*, cbsFind*, SplayTreeFind*) and
* mps_free (and then MVFFFree, failoverInsert, cbsInsert,
* SplayTreeInsert).
*/
#include "splay.h"
#include "mpm.h"
SRCID(splay, "$Id$");
/* SPLAY_DEBUG -- switch for extra debugging
*
* Define SPLAY_DEBUG to enable extra consistency checking when modifying
* splay tree algorithms, which can be tricky to get right. This will
* check the tree size and ordering frequently.
*/
/* #define SPLAY_DEBUG */
#define SplayTreeSetRoot(splay, tree) BEGIN ((splay)->root = (tree)); END
#define SplayCompare(tree, key, node) (((tree)->compare)(node, key))
#define SplayHasUpdate(splay) ((splay)->updateNode != SplayTrivUpdate)
/* SplayTreeCheck -- check consistency of SplayTree
*
* See guide.impl.c.adt.check and <design/check>.
*/
Bool SplayTreeCheck(SplayTree splay)
{
UNUSED(splay);
CHECKS(SplayTree, splay);
CHECKL(FUNCHECK(splay->compare));
CHECKL(FUNCHECK(splay->nodeKey));
CHECKL(FUNCHECK(splay->updateNode));
/* Can't use CHECKD_NOSIG because TreeEMPTY is NULL. */
CHECKL(TreeCheck(splay->root));
return TRUE;
}
/* SplayTreeInit -- initialise a splay tree
*
* ``compare`` must provide a total ordering on node keys.
*
* ``nodeKey`` extracts a key from a tree node for passing to ``compare``.
*
* ``updateNode`` will be applied to nodes from bottom to top when the
* tree is restructured in order to maintain client properties
* <design/splay#.prop>. If SplayTrivUpdate is be passed, faster
* algorithms are chosen for splaying. Compare SplaySplitDown with
* SplaySplitRev.
*/
void SplayTreeInit(SplayTree splay,
TreeCompareFunction compare,
TreeKeyFunction nodeKey,
SplayUpdateNodeFunction updateNode)
{
AVER(splay != NULL);
AVER(FUNCHECK(compare));
AVER(FUNCHECK(nodeKey));
AVER(FUNCHECK(updateNode));
splay->compare = compare;
splay->nodeKey = nodeKey;
splay->updateNode = updateNode;
SplayTreeSetRoot(splay, TreeEMPTY);
splay->sig = SplayTreeSig;
AVERT(SplayTree, splay);
}
/* SplayTreeFinish -- finish a splay tree
*
* Does not attempt to descend or finish any tree nodes.
*
* TODO: Should probably fail on non-empty tree, so that client code is
* forced to decide what to do about that.
*/
void SplayTreeFinish(SplayTree splay)
{
AVERT(SplayTree, splay);
splay->sig = SigInvalid;
SplayTreeSetRoot(splay, TreeEMPTY);
splay->compare = NULL;
splay->nodeKey = NULL;
splay->updateNode = NULL;
}
/* SplayTrivUpdate -- trivial update method
*
* This is passed to SplayTreeInit to indicate that no client property
* maintenance is required. It can also be called to do nothing.
*/
void SplayTrivUpdate(SplayTree splay, Tree tree)
{
AVERT(SplayTree, splay);
AVERT(Tree, tree);
}
/* compareLess, compareGreater -- trivial comparisons
*
* These comparisons can be passed to SplaySplay to find the leftmost
* or rightmost nodes in a tree quickly.
*
* NOTE: It's also possible to make specialised versions of SplaySplit
* that traverse left and right unconditionally. These weren't found
* to have a significant performance advantage when benchmarking.
* RB 2014-02-23
*/
static Compare compareLess(Tree tree, TreeKey key)
{
UNUSED(tree);
UNUSED(key);
return CompareLESS;
}
static Compare compareGreater(Tree tree, TreeKey key)
{
UNUSED(tree);
UNUSED(key);
return CompareGREATER;
}
/* SplayDebugUpdate -- force update of client property
*
* A debugging utility to recursively update the client property of
* a subtree. May not be used in production MPS because it has
* indefinite stack usage. See .note.stack.
*/
void SplayDebugUpdate(SplayTree splay, Tree tree)
{
AVERT(SplayTree, splay);
AVERT(Tree, tree);
if (tree == TreeEMPTY)
return;
SplayDebugUpdate(splay, TreeLeft(tree));
SplayDebugUpdate(splay, TreeRight(tree));
splay->updateNode(splay, tree);
}
/* SplayDebugCount -- count and check order of tree
*
* This function may be called from a debugger or temporarily inserted
* during development to check a tree's integrity. It may not be called
* from the production MPS because it uses indefinite stack depth.
* See <code/tree.c#.note.stack>.
*/
Count SplayDebugCount(SplayTree splay)
{
AVERT(SplayTree, splay);
return TreeDebugCount(SplayTreeRoot(splay), splay->compare, splay->nodeKey);
}
/* SplayZig -- move to left child, prepending to right tree
*
* Link the top node of the middle tree into the left child of the
* right tree, then step to the left child. Returns new middle.
*
* <design/splay#.impl.link.right>.
*
* middle rightNext middle
* B E A E
* / \ / \ => / \
* A C D F rightNext D F
* rightFirst /
* rightFirst B
* \
* C
*/
static Tree SplayZig(Tree middle, Tree *rightFirstIO, Tree *rightNextReturn)
{
AVERT_CRITICAL(Tree, middle);
AVER_CRITICAL(rightFirstIO != NULL);
AVERT_CRITICAL(Tree, *rightFirstIO);
TreeSetLeft(*rightFirstIO, middle);
*rightNextReturn = *rightFirstIO;
*rightFirstIO = middle;
return TreeLeft(middle);
}
/* SplayZigZig -- move to left child, rotating on on to right tree
*
* Rotate the top node of the middle tree over the left child of the
* right tree, then step to the left child, completing a splay "zig zig"
* after an initial SplayZig. Returns new middle.
*
* middle rightNext middle rightNext
* B E A E
* / \ / \ => / \
* A C D F rightFirst B F
* rightFirst \
* D
* /
* C
*/
static Tree SplayZigZig(Tree middle, Tree *rightFirstIO, Tree rightNext)
{
AVERT_CRITICAL(Tree, middle);
AVER_CRITICAL(rightFirstIO != NULL);
AVERT_CRITICAL(Tree, *rightFirstIO);
TreeSetLeft(*rightFirstIO, TreeRight(middle));
TreeSetRight(middle, *rightFirstIO);
TreeSetLeft(rightNext, middle);
*rightFirstIO = middle;
return TreeLeft(middle);
}
/* SplayZag -- mirror image of SplayZig */
static Tree SplayZag(Tree middle, Tree *leftLastIO, Tree *leftPrevReturn)
{
AVERT_CRITICAL(Tree, middle);
AVER_CRITICAL(leftLastIO != NULL);
AVERT_CRITICAL(Tree, *leftLastIO);
TreeSetRight(*leftLastIO, middle);
*leftPrevReturn = *leftLastIO;
*leftLastIO = middle;
return TreeRight(middle);
}
/* SplayZagZag -- mirror image of SplayZigZig */
static Tree SplayZagZag(Tree middle, Tree *leftLastIO, Tree leftPrev)
{
AVERT_CRITICAL(Tree, middle);
AVER_CRITICAL(leftLastIO != NULL);
AVERT_CRITICAL(Tree, *leftLastIO);
TreeSetRight(*leftLastIO, TreeLeft(middle));
TreeSetLeft(middle, *leftLastIO);
TreeSetRight(leftPrev, middle);
*leftLastIO = middle;
return TreeRight(middle);
}
/* SplayState -- the state of splaying between "split" and "assemble"
*
* Splaying is divided into two phases: splitting the tree into three,
* and then assembling a final tree. This allows for optimisation of
* certain operations, the key one being SplayTreeNeighbours, which is
* critical for coalescing memory blocks (see CBSInsert).
*
* Note that SplaySplitDown and SplaySplitRev use the trees slightly
* differently. SplaySplitRev does not provide "left" and "right", and
* "leftLast" and "rightFirst" are pointer-reversed spines.
*/
typedef struct SplayStateStruct {
Tree middle; /* always non-empty, has the found node at the root */
Tree left; /* nodes less than search key during split */
Tree leftLast; /* rightmost node on right spine of "left" */
Tree right; /* nodes greater than search key during split */
Tree rightFirst; /* leftmost node on left spine of "right" */
} SplayStateStruct, *SplayState;
/* SplaySplitDown -- divide the tree around a key
*
* Split a tree into three according to a key and a comparison,
* splaying nested left and right nodes. Preserves tree ordering.
* This is a top-down splay procedure, and does not use any recursion
* or require any parent pointers <design/impl#.top-down>.
*
* Returns cmp, the relationship of the root of the middle tree to the key,
* and a SplayState.
*
* Does *not* call update to maintain client properties. See SplaySplitRev.
*/
static Compare SplaySplitDown(SplayStateStruct *stateReturn,
SplayTree splay, TreeKey key,
TreeCompareFunction compare)
{
TreeStruct sentinel;
Tree middle, leftLast, rightFirst, leftPrev, rightNext;
Compare cmp;
AVERT(SplayTree, splay);
AVER(FUNCHECK(compare));
AVER(!SplayTreeIsEmpty(splay));
AVER(!SplayHasUpdate(splay));
TreeInit(&sentinel);
leftLast = &sentinel;
rightFirst = &sentinel;
middle = SplayTreeRoot(splay);
for (;;) {
cmp = compare(middle, key);
switch(cmp) {
default:
NOTREACHED;
/* defensive fall-through */
case CompareEQUAL:
goto stop;
case CompareLESS:
if (!TreeHasLeft(middle))
goto stop;
middle = SplayZig(middle, &rightFirst, &rightNext);
cmp = compare(middle, key);
switch(cmp) {
default:
NOTREACHED;
/* defensive fall-through */
case CompareEQUAL:
goto stop;
case CompareLESS:
if (!TreeHasLeft(middle))
goto stop;
middle = SplayZigZig(middle, &rightFirst, rightNext);
break;
case CompareGREATER:
if (!TreeHasRight(middle))
goto stop;
middle = SplayZag(middle, &leftLast, &leftPrev);
break;
}
break;
case CompareGREATER:
if (!TreeHasRight(middle))
goto stop;
middle = SplayZag(middle, &leftLast, &leftPrev);
cmp = compare(middle, key);
switch(cmp) {
default:
NOTREACHED;
/* defensive fall-through */
case CompareEQUAL:
goto stop;
case CompareGREATER:
if (!TreeHasRight(middle))
goto stop;
middle = SplayZagZag(middle, &leftLast, leftPrev);
break;
case CompareLESS:
if (!TreeHasLeft(middle))
goto stop;
middle = SplayZig(middle, &rightFirst, &rightNext);
break;
}
break;
}
}
stop:
stateReturn->middle = middle;
stateReturn->left = TreeRight(&sentinel);
stateReturn->leftLast = leftLast == &sentinel ? TreeEMPTY : leftLast;
stateReturn->right = TreeLeft(&sentinel);
stateReturn->rightFirst = rightFirst == &sentinel ? TreeEMPTY : rightFirst;
return cmp;
}
/* SplayAssembleDown -- assemble left right and middle trees into one
*
* Takes the result of a SplaySplit and forms a single tree with the
* root of the middle tree as the root.
*
* left middle right middle
* B P V P
* / \ / \ / \ => / \
* A C N Q U X B V
* leftLast rightFirst / \ / \
* A C U X
* \ /
* N Q
*
* The children of the middle tree are grafted onto the last and first
* nodes of the side trees, which become the children of the root.
*
* Does *not* maintain client properties. See SplayAssembleRev.
*
* <design/splay#.impl.assemble>.
*/
static void SplayAssembleDown(SplayTree splay, SplayState state)
{
AVERT(SplayTree, splay);
AVER(state->middle != TreeEMPTY);
AVER(!SplayHasUpdate(splay));
if (state->left != TreeEMPTY) {
AVER_CRITICAL(state->leftLast != TreeEMPTY);
TreeSetRight(state->leftLast, TreeLeft(state->middle));
TreeSetLeft(state->middle, state->left);
}
if (state->right != TreeEMPTY) {
AVER_CRITICAL(state->rightFirst != TreeEMPTY);
TreeSetLeft(state->rightFirst, TreeRight(state->middle));
TreeSetRight(state->middle, state->right);
}
}
/* SplayZigRev -- move to left child, prepending to reversed right tree
*
* Same as SplayZig, except that the left spine of the right tree is
* pointer-reversed, so that its left children point at their parents
* instead of their children. This is fixed up in SplayAssembleRev.
*/
static Tree SplayZigRev(Tree middle, Tree *rightFirstIO)
{
Tree child;
AVERT_CRITICAL(Tree, middle);
AVER_CRITICAL(rightFirstIO != NULL);
AVERT_CRITICAL(Tree, *rightFirstIO);
child = TreeLeft(middle);
TreeSetLeft(middle, *rightFirstIO);
*rightFirstIO = middle;
return child;
}
/* SplayZigZigRev -- move to left child, rotating onto reversed right tree
*
* Same as SplayZigZig, except that the right tree is pointer reversed
* (see SplayZigRev)
*/
static Tree SplayZigZigRev(Tree middle, Tree *rightFirstIO)
{
Tree child;
AVERT_CRITICAL(Tree, middle);
AVER_CRITICAL(rightFirstIO != NULL);
AVERT_CRITICAL(Tree, *rightFirstIO);
child = TreeLeft(middle);
TreeSetLeft(middle, TreeLeft(*rightFirstIO));
TreeSetLeft(*rightFirstIO, TreeRight(middle));
TreeSetRight(middle, *rightFirstIO);
*rightFirstIO = middle;
return child;
}
/* SplayZagRev -- mirror image of SplayZigRev */
static Tree SplayZagRev(Tree middle, Tree *leftLastIO)
{
Tree child;
AVERT_CRITICAL(Tree, middle);
AVER_CRITICAL(leftLastIO != NULL);
AVERT_CRITICAL(Tree, *leftLastIO);
child = TreeRight(middle);
TreeSetRight(middle, *leftLastIO);
*leftLastIO = middle;
return child;
}
/* SplayZagZagRev -- mirror image of SplayZigZigRev */
static Tree SplayZagZagRev(Tree middle, Tree *leftLastIO)
{
Tree child;
AVERT_CRITICAL(Tree, middle);
AVER_CRITICAL(leftLastIO != NULL);
AVERT_CRITICAL(Tree, *leftLastIO);
child = TreeRight(middle);
TreeSetRight(middle, TreeRight(*leftLastIO));
TreeSetRight(*leftLastIO, TreeLeft(middle));
TreeSetLeft(middle, *leftLastIO);
*leftLastIO = middle;
return child;
}
/* SplaySplitRev -- divide the tree around a key
*
* This is the same as SplaySplit, except that:
* - the left and right trees are pointer reversed on their spines
* - client properties for rotated nodes (not on the spines) are
* updated
*/
static Compare SplaySplitRev(SplayStateStruct *stateReturn,
SplayTree splay, TreeKey key,
TreeCompareFunction compare)
{
SplayUpdateNodeFunction updateNode;
Tree middle, leftLast, rightFirst;
Compare cmp;
AVERT_CRITICAL(SplayTree, splay);
AVER_CRITICAL(FUNCHECK(compare));
AVER_CRITICAL(!SplayTreeIsEmpty(splay));
updateNode = splay->updateNode;
leftLast = TreeEMPTY;
rightFirst = TreeEMPTY;
middle = SplayTreeRoot(splay);
for (;;) {
cmp = compare(middle, key);
switch(cmp) {
default:
NOTREACHED;
/* defensive fall-through */
case CompareEQUAL:
goto stop;
case CompareLESS:
if (!TreeHasLeft(middle))
goto stop;
middle = SplayZigRev(middle, &rightFirst);
cmp = compare(middle, key);
switch(cmp) {
default:
NOTREACHED;
/* defensive fall-through */
case CompareEQUAL:
goto stop;
case CompareLESS:
if (!TreeHasLeft(middle))
goto stop;
middle = SplayZigZigRev(middle, &rightFirst);
updateNode(splay, TreeRight(rightFirst));
break;
case CompareGREATER:
if (!TreeHasRight(middle))
goto stop;
middle = SplayZagRev(middle, &leftLast);
break;
}
break;
case CompareGREATER:
if (!TreeHasRight(middle))
goto stop;
middle = SplayZagRev(middle, &leftLast);
cmp = compare(middle, key);
switch(cmp) {
default:
NOTREACHED;
/* defensive fall-through */
case CompareEQUAL:
goto stop;
case CompareGREATER:
if (!TreeHasRight(middle))
goto stop;
middle = SplayZagZagRev(middle, &leftLast);
updateNode(splay, TreeLeft(leftLast));
break;
case CompareLESS:
if (!TreeHasLeft(middle))
goto stop;
middle = SplayZigRev(middle, &rightFirst);
break;
}
break;
}
}
stop:
stateReturn->middle = middle;
stateReturn->leftLast = leftLast;
stateReturn->rightFirst = rightFirst;
return cmp;
}
/* SplayUpdateLeftSpine -- undo pointer reversal, updating client property */
static Tree SplayUpdateLeftSpine(SplayTree splay, Tree node, Tree child)
{
SplayUpdateNodeFunction updateNode;
AVERT_CRITICAL(SplayTree, splay);
AVERT_CRITICAL(Tree, node);
AVERT_CRITICAL(Tree, child);
updateNode = splay->updateNode;
while(node != TreeEMPTY) {
Tree parent = TreeLeft(node);
TreeSetLeft(node, child); /* un-reverse pointer */
updateNode(splay, node);
child = node;
node = parent;
}
return child;
}
/* SplayUpdateRightSpine -- mirror of SplayUpdateLeftSpine */
static Tree SplayUpdateRightSpine(SplayTree splay, Tree node, Tree child)
{
SplayUpdateNodeFunction updateNode;
AVERT_CRITICAL(SplayTree, splay);
AVERT_CRITICAL(Tree, node);
AVERT_CRITICAL(Tree, child);
updateNode = splay->updateNode;
while (node != TreeEMPTY) {
Tree parent = TreeRight(node);
TreeSetRight(node, child); /* un-reverse pointer */
updateNode(splay, node);
child = node;
node = parent;
}
return child;
}
/* SplayAssembleRev -- pointer reversed SplayAssemble
*
* Does the same job as SplayAssemble, but operates on pointer-reversed
* left and right trees, updating client properties. When we reach
* this function, the nodes on the spines of the left and right trees
* will have out-of-date client properties because their children have
* been changed by SplaySplitRev.
*/
static void SplayAssembleRev(SplayTree splay, SplayState state)
{
Tree left, right;
AVERT_CRITICAL(SplayTree, splay);
AVER_CRITICAL(state->middle != TreeEMPTY);
left = TreeLeft(state->middle);
left = SplayUpdateRightSpine(splay, state->leftLast, left);
TreeSetLeft(state->middle, left);
right = TreeRight(state->middle);
right = SplayUpdateLeftSpine(splay, state->rightFirst, right);
TreeSetRight(state->middle, right);
splay->updateNode(splay, state->middle);
}
/* SplaySplit -- call SplaySplitDown or SplaySplitRev as appropriate */
static Compare SplaySplit(SplayStateStruct *stateReturn,
SplayTree splay, TreeKey key,
TreeCompareFunction compare)
{
if (SplayHasUpdate(splay))
return SplaySplitRev(stateReturn, splay, key, compare);
else
return SplaySplitDown(stateReturn, splay, key, compare);
}
/* SplayAssemble -- call SplayAssembleDown or SplayAssembleRev as appropriate */
static void SplayAssemble(SplayTree splay, SplayState state)
{
if (SplayHasUpdate(splay))
SplayAssembleRev(splay, state);
else
SplayAssembleDown(splay, state);
}
/* SplaySplay -- splay the tree around a given key
*
* Uses SplaySplitRev/SplayAssembleRev or SplaySplitDown/SplayAssembleDown
* as appropriate, but also catches the empty tree case and shortcuts
* the common case where the wanted node is already at the root (due
* to a previous splay). The latter shortcut has a significant effect
* on run time.
*
* If a matching node is found, it is splayed to the root and the function
* returns CompareEQUAL, or if the tree is empty, will also return
* CompareEQUAL. Otherwise, CompareGREATER or CompareLESS is returned
* meaning either the key is greater or less than the new root. In this
* case the new root is the last node visited which is either the closest
* node left or the closest node right of the key.
*
* <design/splay#.impl.splay>.
*/
static Compare SplaySplay(SplayTree splay, TreeKey key,
TreeCompareFunction compare)
{
Compare cmp;
SplayStateStruct stateStruct;
#ifdef SPLAY_DEBUG
Count count = SplayDebugCount(splay);
#endif
/* Short-circuit common cases. Splay trees often bring recently
acccessed nodes to the root. */
if (SplayTreeIsEmpty(splay) ||
compare(SplayTreeRoot(splay), key) == CompareEQUAL)
return CompareEQUAL;
if (SplayHasUpdate(splay)) {
cmp = SplaySplitRev(&stateStruct, splay, key, compare);
SplayAssembleRev(splay, &stateStruct);
} else {
cmp = SplaySplitDown(&stateStruct, splay, key, compare);
SplayAssembleDown(splay, &stateStruct);
}
SplayTreeSetRoot(splay, stateStruct.middle);
#ifdef SPLAY_DEBUG
AVER(count == SplayDebugCount(splay));
#endif
return cmp;
}
/* SplayTreeInsert -- insert a node into a splay tree
*
* This function is used to insert a node into the tree. Splays the
* tree at the node's key. If an attempt is made to insert a node that
* compares ``CompareEQUAL`` to an existing node in the tree, then
* ``FALSE`` will be returned and the node will not be inserted.
*
* NOTE: It would be possible to use split here, then assemble around
* the new node, leaving the neighbour where it was, but it's probably
* a good thing for key neighbours to be tree neighbours.
*/
Bool SplayTreeInsert(SplayTree splay, Tree node)
{
Tree neighbour;
AVERT(SplayTree, splay);
AVERT(Tree, node);
AVER(TreeLeft(node) == TreeEMPTY);
AVER(TreeRight(node) == TreeEMPTY);
if (SplayTreeIsEmpty(splay)) {
SplayTreeSetRoot(splay, node);
return TRUE;
}
switch (SplaySplay(splay, splay->nodeKey(node), splay->compare)) {
default:
NOTREACHED;
/* fall through */
case CompareEQUAL: /* duplicate node */
return FALSE;
case CompareGREATER: /* left neighbour is at root */
neighbour = SplayTreeRoot(splay);
SplayTreeSetRoot(splay, node);
TreeSetRight(node, TreeRight(neighbour));
TreeSetLeft(node, neighbour);
TreeSetRight(neighbour, TreeEMPTY);
break;
case CompareLESS: /* right neighbour is at root */
neighbour = SplayTreeRoot(splay);
SplayTreeSetRoot(splay, node);
TreeSetLeft(node, TreeLeft(neighbour));
TreeSetRight(node, neighbour);
TreeSetLeft(neighbour, TreeEMPTY);
break;
}
splay->updateNode(splay, neighbour);
splay->updateNode(splay, node);
return TRUE;
}
/* SplayTreeDelete -- delete a node from a splay tree
*
* Delete a node from the tree. If the tree does not contain the given
* node then ``FALSE`` will be returned. The client must not pass a
* node whose key compares equal to a different node in the tree.
*
* The function first splays the tree at the given key.
*
* TODO: If the node has zero or one children, then the replacement
* would be the leftLast or rightFirst after a SplaySplit, and would
* avoid a search for a replacement in more cases.
*/
Bool SplayTreeDelete(SplayTree splay, Tree node)
{
Tree leftLast;
Compare cmp;
AVERT(SplayTree, splay);
AVERT(Tree, node);
if (SplayTreeIsEmpty(splay))
return FALSE;
cmp = SplaySplay(splay, splay->nodeKey(node), splay->compare);
AVER(cmp != CompareEQUAL || SplayTreeRoot(splay) == node);
if (cmp != CompareEQUAL) {
return FALSE;
} else if (!TreeHasLeft(node)) {
SplayTreeSetRoot(splay, TreeRight(node));
TreeClearRight(node);
} else if (!TreeHasRight(node)) {
SplayTreeSetRoot(splay, TreeLeft(node));
TreeClearLeft(node);
} else {
Tree rightHalf = TreeRight(node);
TreeClearRight(node);
SplayTreeSetRoot(splay, TreeLeft(node));
TreeClearLeft(node);
(void)SplaySplay(splay, NULL, compareGreater);
leftLast = SplayTreeRoot(splay);
AVER(leftLast != TreeEMPTY);
AVER(!TreeHasRight(leftLast));
TreeSetRight(leftLast, rightHalf);
splay->updateNode(splay, leftLast);
}
TreeFinish(node);
return TRUE;
}
/* SplayTreeFind -- search for a node in a splay tree matching a key
*
* Search the tree for a node that compares ``CompareEQUAL`` to a key
* Splays the tree at the key. Returns ``FALSE`` if there is no such
* node in the tree, otherwise ``*nodeReturn`` will be set to the node.
*/
Bool SplayTreeFind(Tree *nodeReturn, SplayTree splay, TreeKey key)
{
AVERT(SplayTree, splay);
AVER(nodeReturn != NULL);
if (SplayTreeIsEmpty(splay))
return FALSE;
if (SplaySplay(splay, key, splay->compare) != CompareEQUAL)
return FALSE;
*nodeReturn = SplayTreeRoot(splay);
return TRUE;
}
/* SplayTreeSuccessor -- splays a tree at the root's successor
*
* Must not be called on en empty tree. Successor need not exist,
* in which case TreeEMPTY is returned, and the tree is unchanged.
*/
static Tree SplayTreeSuccessor(SplayTree splay)
{
Tree oldRoot, newRoot;
AVERT(SplayTree, splay);
AVER(!SplayTreeIsEmpty(splay));
oldRoot = SplayTreeRoot(splay);
if (!TreeHasRight(oldRoot))
return TreeEMPTY; /* No successor */
/* temporarily chop off the left half-tree, inclusive of root */
SplayTreeSetRoot(splay, TreeRight(oldRoot));
TreeSetRight(oldRoot, TreeEMPTY);
(void)SplaySplay(splay, NULL, compareLess);
newRoot = SplayTreeRoot(splay);
AVER(newRoot != TreeEMPTY);
AVER(TreeLeft(newRoot) == TreeEMPTY);
TreeSetLeft(newRoot, oldRoot);
splay->updateNode(splay, oldRoot);
splay->updateNode(splay, newRoot);
return newRoot;
}
/* SplayTreeNeighbours
*
* Search for the two nodes in a splay tree neighbouring a key.
* Splays the tree at the key. ``*leftReturn`` will be the neighbour
* which compares less than the key if such a neighbour exists; otherwise
* it will be ``TreeEMPTY``. ``*rightReturn`` will be the neighbour which
* compares greater than the key if such a neighbour exists; otherwise
* it will be ``TreeEMPTY``. The function returns ``FALSE`` if any node
* in the tree compares ``CompareEQUAL`` with the given key.
*
* TODO: Change to SplayTreeCoalesce that takes a function that can
* direct the deletion of one of the neighbours, since this is a
* good moment to do it, avoiding another search and splay.
*
* This implementation uses SplaySplit to find both neighbours in a
* single splay <design/splay#.impl.neighbours>.
*/
Bool SplayTreeNeighbours(Tree *leftReturn, Tree *rightReturn,
SplayTree splay, TreeKey key)
{
SplayStateStruct stateStruct;
Bool found;
Compare cmp;
#ifdef SPLAY_DEBUG
Count count = SplayDebugCount(splay);
#endif
AVERT_CRITICAL(SplayTree, splay);
AVER_CRITICAL(leftReturn != NULL);
AVER_CRITICAL(rightReturn != NULL);
if (SplayTreeIsEmpty(splay)) {
*leftReturn = *rightReturn = TreeEMPTY;
return TRUE;
}
cmp = SplaySplit(&stateStruct, splay, key, splay->compare);
switch (cmp) {
default:
NOTREACHED;
/* fall through */
case CompareEQUAL:
found = FALSE;
break;
case CompareLESS:
AVER_CRITICAL(!TreeHasLeft(stateStruct.middle));
*rightReturn = stateStruct.middle;
*leftReturn = stateStruct.leftLast;
found = TRUE;
break;
case CompareGREATER:
AVER_CRITICAL(!TreeHasRight(stateStruct.middle));
*leftReturn = stateStruct.middle;
*rightReturn = stateStruct.rightFirst;
found = TRUE;
break;
}
SplayAssemble(splay, &stateStruct);
SplayTreeSetRoot(splay, stateStruct.middle);
#ifdef SPLAY_DEBUG
AVER(count == SplayDebugCount(splay));
#endif
return found;
}
/* SplayTreeFirst, SplayTreeNext -- iterators
*
* SplayTreeFirst returns TreeEMPTY if the tree is empty. Otherwise,
* it splays the tree to the first node, and returns the new root.
*
* SplayTreeNext takes a tree and splays it to the successor of a key
* and returns the new root. Returns TreeEMPTY is there are no
* successors.
*
* SplayTreeFirst and SplayTreeNext do not require the tree to remain
* unmodified.
*
* IMPORTANT: Iterating over the tree using these functions will leave
* the tree totally unbalanced, throwing away optimisations of the tree
* shape caused by previous splays. Consider using TreeTraverse instead.
*/
Tree SplayTreeFirst(SplayTree splay)
{
Tree node;
AVERT(SplayTree, splay);
if (SplayTreeIsEmpty(splay))
return TreeEMPTY;
(void)SplaySplay(splay, NULL, compareLess);
node = SplayTreeRoot(splay);
AVER(node != TreeEMPTY);
AVER(TreeLeft(node) == TreeEMPTY);
return node;
}
Tree SplayTreeNext(SplayTree splay, TreeKey oldKey)
{
AVERT(SplayTree, splay);
if (SplayTreeIsEmpty(splay))
return TreeEMPTY;
/* Make old node the root. Probably already is. We don't mind if the
node has been deleted, or replaced by a node with the same key. */
switch (SplaySplay(splay, oldKey, splay->compare)) {
default:
NOTREACHED;
/* fall through */
case CompareLESS:
return SplayTreeRoot(splay);
case CompareGREATER:
case CompareEQUAL:
return SplayTreeSuccessor(splay);
}
}
/* SplayNodeDescribe -- Describe a node in the splay tree
*
* Note that this breaks the restriction of .note.stack.
* This is alright as the function is debug only.
*/
static Res SplayNodeDescribe(Tree node, mps_lib_FILE *stream,
TreeDescribeFunction nodeDescribe)
{
Res res;
if (!TreeCheck(node))
return ResFAIL;
if (stream == NULL)
return ResFAIL;
if (nodeDescribe == NULL)
return ResFAIL;
res = WriteF(stream, 0, "( ", NULL);
if (res != ResOK)
return res;
if (TreeHasLeft(node)) {
res = SplayNodeDescribe(TreeLeft(node), stream, nodeDescribe);
if (res != ResOK)
return res;
res = WriteF(stream, 0, " / ", NULL);
if (res != ResOK)
return res;
}
res = (*nodeDescribe)(node, stream);
if (res != ResOK)
return res;
if (TreeHasRight(node)) {
res = WriteF(stream, 0, " \\ ", NULL);
if (res != ResOK)
return res;
res = SplayNodeDescribe(TreeRight(node), stream, nodeDescribe);
if (res != ResOK)
return res;
}
res = WriteF(stream, 0, " )", NULL);
if (res != ResOK)
return res;
return ResOK;
}
/* SplayFindFirstCompare, SplayFindLastCompare -- filtering searches
*
* These are used by SplayFindFirst and SplayFindLast as comparison
* functions to SplaySplit in order to home in on a node using client
* tests. The way to understand them is that the comparison values
* they return have nothing to do with the tree ordering, but are instead
* like commands that tell SplaySplit whether to "go left", "stop", or
* "go right" according to the results of testNode and testTree.
* Since splaying preserves the order of the tree, any tests can be
* applied to navigate to a destination.
*
* In the MPS these are mainly used by the CBS to search for memory
* blocks above a certain size. Their performance is quite critical.
*/
typedef struct SplayFindClosureStruct {
SplayTestNodeFunction testNode;
SplayTestTreeFunction testTree;
void *testClosure;
SplayTree splay;
Bool found;
} SplayFindClosureStruct, *SplayFindClosure;
static Compare SplayFindFirstCompare(Tree node, TreeKey key)
{
SplayFindClosure my;
SplayTestNodeFunction testNode;
SplayTestTreeFunction testTree;
void *testClosure;
SplayTree splay;
AVERT_CRITICAL(Tree, node);
AVER_CRITICAL(key != NULL);
/* Lift closure values into variables so that they aren't aliased by
calls to the test functions. */
my = (SplayFindClosure)key;
testClosure = my->testClosure;
testNode = my->testNode;
testTree = my->testTree;
splay = my->splay;
if (TreeHasLeft(node) &&
(*testTree)(splay, TreeLeft(node), testClosure)) {
return CompareLESS;
} else if ((*testNode)(splay, node, testClosure)) {
my->found = TRUE;
return CompareEQUAL;
} else {
/* If there's a right subtree but it doesn't satisfy the tree test
then we want to terminate the splay right now. SplaySplay will
return TRUE, so the caller must check closure->found to find out
whether the result node actually satisfies testNode. */
if (TreeHasRight(node) &&
!(*testTree)(splay, TreeRight(node), testClosure)) {
my->found = FALSE;
return CompareEQUAL;
}
return CompareGREATER;
}
}
static Compare SplayFindLastCompare(Tree node, TreeKey key)
{
SplayFindClosure my;
SplayTestNodeFunction testNode;
SplayTestTreeFunction testTree;
void *testClosure;
SplayTree splay;
AVERT_CRITICAL(Tree, node);
AVER_CRITICAL(key != NULL);
/* Lift closure values into variables so that they aren't aliased by
calls to the test functions. */
my = (SplayFindClosure)key;
testClosure = my->testClosure;
testNode = my->testNode;
testTree = my->testTree;
splay = my->splay;
if (TreeHasRight(node) &&
(*testTree)(splay, TreeRight(node), testClosure)) {
return CompareGREATER;
} else if ((*testNode)(splay, node, testClosure)) {
my->found = TRUE;
return CompareEQUAL;
} else {
/* See SplayFindFirstCompare. */
if (TreeHasLeft(node) &&
!(*testTree)(splay, TreeLeft(node), testClosure)) {
my->found = FALSE;
return CompareEQUAL;
}
return CompareLESS;
}
}
/* SplayFindFirst -- Find first node that satisfies client property
*
* This function finds the first node (in address order) in the given
* tree that satisfies some property defined by the client. The
* property is such that the client can detect, given a sub-tree,
* whether that sub-tree contains any nodes satisfying the property.
* If there is no satisfactory node, ``FALSE`` is returned, otherwise
* ``*nodeReturn`` is set to the node.
*
* The given callbacks testNode and testTree detect this property in
* a single node or a sub-tree rooted at a node, and both receive an
* arbitrary closure.
*
* TODO: This repeatedly splays failed matches to the root and rotates
* them, so it could have quite an unbalancing effect if size is small.
* Think about a better search, perhaps using TreeTraverse?
*/
Bool SplayFindFirst(Tree *nodeReturn, SplayTree splay,
SplayTestNodeFunction testNode,
SplayTestTreeFunction testTree,
void *testClosure)
{
SplayFindClosureStruct closureStruct;
Bool found;
AVER_CRITICAL(nodeReturn != NULL);
AVERT_CRITICAL(SplayTree, splay);
AVER_CRITICAL(FUNCHECK(testNode));
AVER_CRITICAL(FUNCHECK(testTree));
if (SplayTreeIsEmpty(splay) ||
!testTree(splay, SplayTreeRoot(splay), testClosure))
return FALSE; /* no suitable nodes in tree */
closureStruct.testClosure = testClosure;
closureStruct.testNode = testNode;
closureStruct.testTree = testTree;
closureStruct.splay = splay;
closureStruct.found = FALSE;
found = SplaySplay(splay, &closureStruct,
SplayFindFirstCompare) == CompareEQUAL &&
closureStruct.found;
while (!found) {
Tree oldRoot, newRoot;
/* FIXME: Rename to "seen" and "not yet seen" or something. */
oldRoot = SplayTreeRoot(splay);
newRoot = TreeRight(oldRoot);
if (newRoot == TreeEMPTY || !(*testTree)(splay, newRoot, testClosure))
return FALSE; /* no suitable nodes in the rest of the tree */
/* Temporarily chop off the left half-tree, inclusive of root,
so that the search excludes any nodes we've seen already. */
SplayTreeSetRoot(splay, newRoot);
TreeSetRight(oldRoot, TreeEMPTY);
found = SplaySplay(splay, &closureStruct,
SplayFindFirstCompare) == CompareEQUAL &&
closureStruct.found;
/* Restore the left tree, then rotate left so that the node we
just splayed is at the root. Update both. */
newRoot = SplayTreeRoot(splay);
TreeSetRight(oldRoot, newRoot);
SplayTreeSetRoot(splay, oldRoot);
TreeRotateLeft(&splay->root);
splay->updateNode(splay, oldRoot);
splay->updateNode(splay, newRoot);
}
*nodeReturn = SplayTreeRoot(splay);
return TRUE;
}
/* SplayFindLast -- As SplayFindFirst but in reverse address order */
Bool SplayFindLast(Tree *nodeReturn, SplayTree splay,
SplayTestNodeFunction testNode,
SplayTestTreeFunction testTree,
void *testClosure)
{
SplayFindClosureStruct closureStruct;
Bool found;
AVER_CRITICAL(nodeReturn != NULL);
AVERT_CRITICAL(SplayTree, splay);
AVER_CRITICAL(FUNCHECK(testNode));
AVER_CRITICAL(FUNCHECK(testTree));
if (SplayTreeIsEmpty(splay) ||
!testTree(splay, SplayTreeRoot(splay), testClosure))
return FALSE; /* no suitable nodes in tree */
closureStruct.testClosure = testClosure;
closureStruct.testNode = testNode;
closureStruct.testTree = testTree;
closureStruct.splay = splay;
found = SplaySplay(splay, &closureStruct,
SplayFindLastCompare) == CompareEQUAL &&
closureStruct.found;
while (!found) {
Tree oldRoot, newRoot;
oldRoot = SplayTreeRoot(splay);
newRoot = TreeLeft(oldRoot);
if (newRoot == TreeEMPTY || !(*testTree)(splay, newRoot, testClosure))
return FALSE; /* no suitable nodes in the rest of the tree */
/* Temporarily chop off the right half-tree, inclusive of root,
so that the search excludes any nodes we've seen already. */
SplayTreeSetRoot(splay, newRoot);
TreeSetLeft(oldRoot, TreeEMPTY);
found = SplaySplay(splay, &closureStruct,
SplayFindLastCompare) == CompareEQUAL &&
closureStruct.found;
/* Restore the right tree, then rotate right so that the node we
just splayed is at the root. Update both. */
newRoot = SplayTreeRoot(splay);
TreeSetLeft(oldRoot, newRoot);
SplayTreeSetRoot(splay, oldRoot);
TreeRotateRight(&splay->root);
splay->updateNode(splay, oldRoot);
splay->updateNode(splay, newRoot);
}
*nodeReturn = SplayTreeRoot(splay);
return TRUE;
}
/* SplayNodeRefresh -- updates the client property that has changed at a node
*
* This function undertakes to call the client updateNode callback for each
* node affected by the change in properties at the given node (which has
* the given key) in an appropriate order.
*
* The function fullfils its job by first splaying at the given node, and
* updating the single node. In the MPS it is used by the CBS during
* coalescing, when the node is likely to be at (or adjacent to) the top
* of the tree anyway.
*/
void SplayNodeRefresh(SplayTree splay, Tree node)
{
Compare cmp;
AVERT(SplayTree, splay);
AVERT(Tree, node);
AVER(!SplayTreeIsEmpty(splay)); /* must contain node, at least */
cmp = SplaySplay(splay, splay->nodeKey(node), splay->compare);
AVER(cmp == CompareEQUAL);
AVER(SplayTreeRoot(splay) == node);
splay->updateNode(splay, node);
}
/* SplayNodeInit -- initialize client property without splaying */
void SplayNodeInit(SplayTree splay, Tree node)
{
AVERT(SplayTree, splay);
AVERT(Tree, node);
AVER(!TreeHasLeft(node)); /* otherwise, call SplayNodeRefresh */
AVER(!TreeHasRight(node)); /* otherwise, call SplayNodeRefresh */
splay->updateNode(splay, node);
}
/* SplayTreeDescribe -- Describe a splay tree
*
* <design/splay#.function.splay.tree.describe>.
*/
Res SplayTreeDescribe(SplayTree splay, mps_lib_FILE *stream, Count depth,
TreeDescribeFunction nodeDescribe)
{
Res res;
if (!TESTT(SplayTree, splay))
return ResFAIL;
if (stream == NULL)
return ResFAIL;
if (nodeDescribe == NULL)
return ResFAIL;
res = WriteF(stream, depth,
"Splay $P {\n", (WriteFP)splay,
" compare $F\n", (WriteFF)splay->compare,
" nodeKey $F\n", (WriteFF)splay->nodeKey,
" updateNode $F\n", (WriteFF)splay->updateNode,
NULL);
if (res != ResOK)
return res;
if (SplayTreeRoot(splay) != TreeEMPTY) {
res = WriteF(stream, depth, " tree ", NULL);
if (res != ResOK)
return res;
res = SplayNodeDescribe(SplayTreeRoot(splay), stream, nodeDescribe);
if (res != ResOK)
return res;
}
res = WriteF(stream, depth, "\n} Splay $P\n", (WriteFP)splay, NULL);
return res;
}
/* C. COPYRIGHT AND LICENSE
*
* Copyright (C) 2001-2020 Ravenbrook Limited <http://www.ravenbrook.com/>.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* 2. 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.
*
* 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
* HOLDER 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.
*/