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1391 lines
41 KiB
C
1391 lines
41 KiB
C
/* splay.c: SPLAY TREE IMPLEMENTATION
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*
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* $Id$
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* Copyright (c) 2001-2014 Ravenbrook Limited. See end of file for license.
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*
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* .purpose: Splay trees are used to manage potentially unbounded
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* collections of ordered things. In the MPS these are usually
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* address-ordered memory blocks.
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*
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* .source: <design/splay>
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*
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* .note.stack: It's important that the MPS have a bounded stack
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* size, and this is a problem for tree algorithms. Basically,
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* we have to avoid recursion. TODO: Design documentation for this
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* requirement, meanwhile see job003651 and job003640.
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*/
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#include "splay.h"
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#include "mpm.h"
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SRCID(splay, "$Id$");
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/* SPLAY_DEBUG -- switch for extra debugging
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*
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* Define SPLAY_DEBUG to enable extra consistency checking when modifying
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* splay tree algorithms, which can be tricky to get right. This will
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* check the tree size and ordering frequently.
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*/
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/* #define SPLAY_DEBUG */
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#define SplayTreeSetRoot(splay, tree) BEGIN ((splay)->root = (tree)); END
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#define SplayCompare(tree, key, node) (((tree)->compare)(node, key))
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#define SplayHasUpdate(splay) ((splay)->updateNode != SplayTrivUpdate)
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/* SplayTreeCheck -- check consistency of SplayTree
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*
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* See guide.impl.c.adt.check and <design/check>.
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*/
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Bool SplayTreeCheck(SplayTree splay)
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{
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UNUSED(splay);
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CHECKS(SplayTree, splay);
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CHECKL(FUNCHECK(splay->compare));
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CHECKL(FUNCHECK(splay->nodeKey));
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CHECKL(FUNCHECK(splay->updateNode));
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/* Can't use CHECKD_NOSIG because TreeEMPTY is NULL. */
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CHECKL(TreeCheck(splay->root));
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return TRUE;
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}
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/* SplayTreeInit -- initialise a splay tree
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*
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* ``compare`` must provide a total ordering on node keys.
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*
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* ``nodeKey`` extracts a key from a tree node for passing to ``compare``.
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*
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* ``updateNode`` will be applied to nodes from bottom to top when the
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* tree is restructured in order to maintain client properties (see
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* design.mps.splay.prop). If SplayTrivUpdate is be passed, faster
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* algorithms are chosen for splaying. Compare SplaySplitDown with
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* SplaySplitRev.
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*/
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void SplayTreeInit(SplayTree splay,
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TreeCompare compare,
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TreeKeyMethod nodeKey,
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SplayUpdateNodeMethod updateNode)
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{
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AVER(splay != NULL);
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AVER(FUNCHECK(compare));
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AVER(FUNCHECK(nodeKey));
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AVER(FUNCHECK(updateNode));
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splay->compare = compare;
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splay->nodeKey = nodeKey;
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splay->updateNode = updateNode;
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SplayTreeSetRoot(splay, TreeEMPTY);
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splay->sig = SplayTreeSig;
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AVERT(SplayTree, splay);
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}
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/* SplayTreeFinish -- finish a splay tree
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*
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* Does not attempt to descend or finish any tree nodes.
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*
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* TODO: Should probably fail on non-empty tree, so that client code is
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* forced to decide what to do about that.
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*/
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void SplayTreeFinish(SplayTree splay)
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{
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AVERT(SplayTree, splay);
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splay->sig = SigInvalid;
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SplayTreeSetRoot(splay, TreeEMPTY);
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splay->compare = NULL;
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splay->nodeKey = NULL;
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splay->updateNode = NULL;
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}
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/* SplayTrivUpdate -- trivial update method
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*
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* This is passed to SplayTreeInit to indicate that no client property
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* maintenance is required. It can also be called to do nothing.
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*/
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void SplayTrivUpdate(SplayTree splay, Tree tree)
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{
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AVERT(SplayTree, splay);
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AVERT(Tree, tree);
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}
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/* compareLess, compareGreater -- trivial comparisons
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*
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* These comparisons can be passed to SplaySplay to find the leftmost
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* or rightmost nodes in a tree quickly.
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*
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* NOTE: It's also possible to make specialised versions of SplaySplit
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* that traverse left and right unconditionally. These weren't found
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* to have a significant performance advantage when benchmarking.
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* RB 2014-02-23
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*/
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static Compare compareLess(Tree tree, TreeKey key)
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{
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UNUSED(tree);
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UNUSED(key);
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return CompareLESS;
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}
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static Compare compareGreater(Tree tree, TreeKey key)
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{
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UNUSED(tree);
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UNUSED(key);
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return CompareGREATER;
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}
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/* SplayDebugUpdate -- force update of client property
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*
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* A debugging utility to recursively update the client property of
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* a subtree. May not be used in production MPS because it has
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* indefinite stack usage. See .note.stack.
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*/
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void SplayDebugUpdate(SplayTree splay, Tree tree)
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{
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AVERT(SplayTree, splay);
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AVERT(Tree, tree);
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if (tree == TreeEMPTY)
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return;
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SplayDebugUpdate(splay, TreeLeft(tree));
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SplayDebugUpdate(splay, TreeRight(tree));
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splay->updateNode(splay, tree);
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}
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/* SplayZig -- move to left child, prepending to right tree
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*
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* Link the top node of the middle tree into the left child of the
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* right tree, then step to the left child. Returns new middle.
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*
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* See <design/splay/#impl.link.right>.
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*
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* middle rightNext middle
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* B E A E
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* / \ / \ => / \
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* A C D F rightNext D F
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* rightFirst /
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* rightFirst B
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* \
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* C
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*/
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static Tree SplayZig(Tree middle, Tree *rightFirstIO, Tree *rightNextReturn)
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{
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AVERT_CRITICAL(Tree, middle);
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AVER_CRITICAL(rightFirstIO != NULL);
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AVERT_CRITICAL(Tree, *rightFirstIO);
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TreeSetLeft(*rightFirstIO, middle);
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*rightNextReturn = *rightFirstIO;
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*rightFirstIO = middle;
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return TreeLeft(middle);
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}
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/* SplayZigZig -- move to left child, rotating on on to right tree
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*
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* Rotate the top node of the middle tree over the left child of the
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* right tree, then step to the left child, completing a splay "zig zig"
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* after an initial SplayZig. Returns new middle.
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*
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* middle rightNext middle rightNext
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* B E A E
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* / \ / \ => / \
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* A C D F rightFirst B F
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* rightFirst \
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* D
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* /
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* C
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*/
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static Tree SplayZigZig(Tree middle, Tree *rightFirstIO, Tree rightNext)
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{
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AVERT_CRITICAL(Tree, middle);
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AVER_CRITICAL(rightFirstIO != NULL);
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AVERT_CRITICAL(Tree, *rightFirstIO);
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TreeSetLeft(*rightFirstIO, TreeRight(middle));
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TreeSetRight(middle, *rightFirstIO);
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TreeSetLeft(rightNext, middle);
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*rightFirstIO = middle;
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return TreeLeft(middle);
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}
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/* SplayZag -- mirror image of SplayZig */
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static Tree SplayZag(Tree middle, Tree *leftLastIO, Tree *leftPrevReturn)
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{
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AVERT_CRITICAL(Tree, middle);
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AVER_CRITICAL(leftLastIO != NULL);
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AVERT_CRITICAL(Tree, *leftLastIO);
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TreeSetRight(*leftLastIO, middle);
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*leftPrevReturn = *leftLastIO;
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*leftLastIO = middle;
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return TreeRight(middle);
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}
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/* SplayZagZag -- mirror image of SplayZigZig */
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static Tree SplayZagZag(Tree middle, Tree *leftLastIO, Tree leftPrev)
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{
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AVERT_CRITICAL(Tree, middle);
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AVER_CRITICAL(leftLastIO != NULL);
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AVERT_CRITICAL(Tree, *leftLastIO);
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TreeSetRight(*leftLastIO, TreeLeft(middle));
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TreeSetLeft(middle, *leftLastIO);
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TreeSetRight(leftPrev, middle);
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*leftLastIO = middle;
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return TreeRight(middle);
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}
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/* SplayState -- the state of splaying between "split" and "assemble"
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*
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* Splaying is divided into two phases: splitting the tree into three,
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* and then assembling a final tree. This allows for optimisation of
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* certain operations, the key one being SplayTreeNeighbours, which is
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* critical for coalescing memory blocks (see CBSInsert).
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*
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* Note that SplaySplitDown and SplaySplitRev use the trees slightly
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* differently. SplaySplitRev does not provide "left" and "right", and
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* "leftLast" and "rightFirst" are pointer-reversed spines.
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*/
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typedef struct SplayStateStruct {
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Tree middle; /* always non-empty, has the found node at the root */
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Tree left; /* nodes less than search key during split */
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Tree leftLast; /* rightmost node on right spine of "left" */
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Tree right; /* nodes greater than search key during split */
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Tree rightFirst; /* leftmost node on left spine of "right" */
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} SplayStateStruct, *SplayState;
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/* SplaySplitDown -- divide the tree around a key
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*
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* Split a tree into three according to a key and a comparison,
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* splaying nested left and right nodes. Preserves tree ordering.
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* This is a top-down splay procedure, and does not use any recursion
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* or require any parent pointers (see design.mps.impl.top-down).
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*
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* Returns cmp, the relationship of the root of the middle tree to the key,
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* and a SplayState.
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*
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* Does *not* call update to maintain client properties. See SplaySplitRev.
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*/
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static Compare SplaySplitDown(SplayStateStruct *stateReturn,
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SplayTree splay, TreeKey key, TreeCompare compare)
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{
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TreeStruct sentinel;
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Tree middle, leftLast, rightFirst, leftPrev, rightNext;
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Compare cmp;
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AVERT(SplayTree, splay);
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AVER(FUNCHECK(compare));
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AVER(!SplayTreeIsEmpty(splay));
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AVER(!SplayHasUpdate(splay));
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TreeInit(&sentinel);
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leftLast = &sentinel;
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rightFirst = &sentinel;
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middle = SplayTreeRoot(splay);
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for (;;) {
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cmp = compare(middle, key);
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switch(cmp) {
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default:
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NOTREACHED;
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/* defensive fall-through */
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case CompareEQUAL:
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goto stop;
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case CompareLESS:
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if (!TreeHasLeft(middle))
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goto stop;
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middle = SplayZig(middle, &rightFirst, &rightNext);
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cmp = compare(middle, key);
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switch(cmp) {
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default:
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NOTREACHED;
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/* defensive fall-through */
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case CompareEQUAL:
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goto stop;
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case CompareLESS:
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if (!TreeHasLeft(middle))
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goto stop;
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middle = SplayZigZig(middle, &rightFirst, rightNext);
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break;
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case CompareGREATER:
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if (!TreeHasRight(middle))
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goto stop;
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middle = SplayZag(middle, &leftLast, &leftPrev);
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break;
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}
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break;
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case CompareGREATER:
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if (!TreeHasRight(middle))
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goto stop;
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middle = SplayZag(middle, &leftLast, &leftPrev);
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cmp = compare(middle, key);
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switch(cmp) {
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default:
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NOTREACHED;
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/* defensive fall-through */
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case CompareEQUAL:
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goto stop;
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case CompareGREATER:
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if (!TreeHasRight(middle))
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goto stop;
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middle = SplayZagZag(middle, &leftLast, leftPrev);
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break;
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case CompareLESS:
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if (!TreeHasLeft(middle))
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goto stop;
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middle = SplayZig(middle, &rightFirst, &rightNext);
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break;
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}
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break;
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}
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}
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stop:
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stateReturn->middle = middle;
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stateReturn->left = TreeRight(&sentinel);
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stateReturn->leftLast = leftLast == &sentinel ? TreeEMPTY : leftLast;
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stateReturn->right = TreeLeft(&sentinel);
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stateReturn->rightFirst = rightFirst == &sentinel ? TreeEMPTY : rightFirst;
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return cmp;
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}
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/* SplayAssembleDown -- assemble left right and middle trees into one
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*
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* Takes the result of a SplaySplit and forms a single tree with the
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* root of the middle tree as the root.
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*
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* left middle right middle
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* B P V P
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* / \ / \ / \ => / \
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* A C N Q U X B V
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* leftLast rightFirst / \ / \
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* A C U X
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* \ /
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* N Q
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*
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* The children of the middle tree are grafted onto the last and first
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* nodes of the side trees, which become the children of the root.
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*
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* Does *not* maintain client properties. See SplayAssembleRev.
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*
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* See <design/splay/#impl.assemble>.
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*/
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static void SplayAssembleDown(SplayTree splay, SplayState state)
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{
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AVERT(SplayTree, splay);
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AVER(state->middle != TreeEMPTY);
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AVER(!SplayHasUpdate(splay));
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if (state->left != TreeEMPTY) {
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AVER_CRITICAL(state->leftLast != TreeEMPTY);
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TreeSetRight(state->leftLast, TreeLeft(state->middle));
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TreeSetLeft(state->middle, state->left);
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}
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if (state->right != TreeEMPTY) {
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AVER_CRITICAL(state->rightFirst != TreeEMPTY);
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TreeSetLeft(state->rightFirst, TreeRight(state->middle));
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TreeSetRight(state->middle, state->right);
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}
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}
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/* SplayZigRev -- move to left child, prepending to reversed right tree
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*
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* Same as SplayZig, except that the left spine of the right tree is
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* pointer-reversed, so that its left children point at their parents
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* instead of their children. This is fixed up in SplayAssembleRev.
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*/
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static Tree SplayZigRev(Tree middle, Tree *rightFirstIO)
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{
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Tree child;
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AVERT_CRITICAL(Tree, middle);
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AVER_CRITICAL(rightFirstIO != NULL);
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AVERT_CRITICAL(Tree, *rightFirstIO);
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child = TreeLeft(middle);
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TreeSetLeft(middle, *rightFirstIO);
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*rightFirstIO = middle;
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return child;
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}
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|
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/* SplayZigZigRev -- move to left child, rotating onto reversed right tree
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*
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* Same as SplayZigZig, except that the right tree is pointer reversed
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* (see SplayZigRev)
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*/
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static Tree SplayZigZigRev(Tree middle, Tree *rightFirstIO)
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{
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Tree child;
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AVERT_CRITICAL(Tree, middle);
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AVER_CRITICAL(rightFirstIO != NULL);
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AVERT_CRITICAL(Tree, *rightFirstIO);
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child = TreeLeft(middle);
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TreeSetLeft(middle, TreeLeft(*rightFirstIO));
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TreeSetLeft(*rightFirstIO, TreeRight(middle));
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TreeSetRight(middle, *rightFirstIO);
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*rightFirstIO = middle;
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return child;
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}
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|
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/* SplayZagRev -- mirror image of SplayZigRev */
|
|
|
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static Tree SplayZagRev(Tree middle, Tree *leftLastIO)
|
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{
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Tree child;
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AVERT_CRITICAL(Tree, middle);
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AVER_CRITICAL(leftLastIO != NULL);
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AVERT_CRITICAL(Tree, *leftLastIO);
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child = TreeRight(middle);
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TreeSetRight(middle, *leftLastIO);
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*leftLastIO = middle;
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return child;
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}
|
|
|
|
/* SplayZagZagRev -- mirror image of SplayZigZigRev */
|
|
|
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static Tree SplayZagZagRev(Tree middle, Tree *leftLastIO)
|
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{
|
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Tree child;
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AVERT_CRITICAL(Tree, middle);
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AVER_CRITICAL(leftLastIO != NULL);
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AVERT_CRITICAL(Tree, *leftLastIO);
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child = TreeRight(middle);
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TreeSetRight(middle, TreeRight(*leftLastIO));
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TreeSetRight(*leftLastIO, TreeLeft(middle));
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TreeSetLeft(middle, *leftLastIO);
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*leftLastIO = middle;
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return child;
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}
|
|
|
|
|
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/* SplaySplitRev -- divide the tree around a key
|
|
*
|
|
* This is the same as SplaySplit, except that:
|
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* - 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,
|
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SplayTree splay, TreeKey key, TreeCompare compare)
|
|
{
|
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Tree middle, leftLast, rightFirst;
|
|
Compare cmp;
|
|
|
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AVERT(SplayTree, splay);
|
|
AVER(FUNCHECK(compare));
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|
AVER(!SplayTreeIsEmpty(splay));
|
|
|
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leftLast = TreeEMPTY;
|
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rightFirst = TreeEMPTY;
|
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middle = SplayTreeRoot(splay);
|
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for (;;) {
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cmp = compare(middle, key);
|
|
switch(cmp) {
|
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default:
|
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NOTREACHED;
|
|
/* defensive fall-through */
|
|
case CompareEQUAL:
|
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goto stop;
|
|
|
|
case CompareLESS:
|
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if (!TreeHasLeft(middle))
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goto stop;
|
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middle = SplayZigRev(middle, &rightFirst);
|
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cmp = compare(middle, key);
|
|
switch(cmp) {
|
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default:
|
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NOTREACHED;
|
|
/* defensive fall-through */
|
|
case CompareEQUAL:
|
|
goto stop;
|
|
case CompareLESS:
|
|
if (!TreeHasLeft(middle))
|
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goto stop;
|
|
middle = SplayZigZigRev(middle, &rightFirst);
|
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splay->updateNode(splay, TreeRight(rightFirst));
|
|
break;
|
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case CompareGREATER:
|
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if (!TreeHasRight(middle))
|
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goto stop;
|
|
middle = SplayZagRev(middle, &leftLast);
|
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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);
|
|
splay->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)
|
|
{
|
|
AVERT_CRITICAL(SplayTree, splay);
|
|
AVERT_CRITICAL(Tree, node);
|
|
AVERT_CRITICAL(Tree, child);
|
|
while(node != TreeEMPTY) {
|
|
Tree parent = TreeLeft(node);
|
|
TreeSetLeft(node, child); /* un-reverse pointer */
|
|
splay->updateNode(splay, node);
|
|
child = node;
|
|
node = parent;
|
|
}
|
|
return child;
|
|
}
|
|
|
|
/* SplayUpdateRightSpine -- mirror of SplayUpdateLeftSpine */
|
|
|
|
static Tree SplayUpdateRightSpine(SplayTree splay, Tree node, Tree child)
|
|
{
|
|
AVERT_CRITICAL(SplayTree, splay);
|
|
AVERT_CRITICAL(Tree, node);
|
|
AVERT_CRITICAL(Tree, child);
|
|
while (node != TreeEMPTY) {
|
|
Tree parent = TreeRight(node);
|
|
TreeSetRight(node, child); /* un-reverse pointer */
|
|
splay->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(SplayTree, splay);
|
|
AVER(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, TreeCompare 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.
|
|
*
|
|
* See <design/splay/#impl.splay>.
|
|
*/
|
|
|
|
static Compare SplaySplay(SplayTree splay, TreeKey key, TreeCompare compare)
|
|
{
|
|
Compare cmp;
|
|
SplayStateStruct stateStruct;
|
|
|
|
#ifdef SPLAY_DEBUG
|
|
Count count = TreeDebugCount(SplayTreeRoot(tree), tree->compare, tree->nodeKey);
|
|
#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 == TreeDebugCount(SplayTreeRoot(tree), tree->compare, tree->nodeKey));
|
|
#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;
|
|
/* defensive 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 (see design.mps.splay.impl.neighbours).
|
|
*/
|
|
|
|
Bool SplayTreeNeighbours(Tree *leftReturn, Tree *rightReturn,
|
|
SplayTree splay, TreeKey key)
|
|
{
|
|
SplayStateStruct stateStruct;
|
|
Bool found;
|
|
Compare cmp;
|
|
#ifdef SPLAY_DEBUG
|
|
Count count = TreeDebugCount(SplayTreeRoot(tree), tree->compare, tree->nodeKey);
|
|
#endif
|
|
|
|
|
|
AVERT(SplayTree, splay);
|
|
AVER(leftReturn != NULL);
|
|
AVER(rightReturn != NULL);
|
|
|
|
if (SplayTreeIsEmpty(splay)) {
|
|
*leftReturn = *rightReturn = TreeEMPTY;
|
|
return TRUE;
|
|
}
|
|
|
|
cmp = SplaySplit(&stateStruct, splay, key, splay->compare);
|
|
|
|
switch (cmp) {
|
|
default:
|
|
NOTREACHED;
|
|
/* defensive fall-through */
|
|
case CompareEQUAL:
|
|
found = FALSE;
|
|
break;
|
|
|
|
case CompareLESS:
|
|
AVER(!TreeHasLeft(stateStruct.middle));
|
|
*rightReturn = stateStruct.middle;
|
|
*leftReturn = stateStruct.leftLast;
|
|
found = TRUE;
|
|
break;
|
|
|
|
case CompareGREATER:
|
|
AVER(!TreeHasRight(stateStruct.middle));
|
|
*leftReturn = stateStruct.middle;
|
|
*rightReturn = stateStruct.rightFirst;
|
|
found = TRUE;
|
|
break;
|
|
}
|
|
|
|
SplayAssemble(splay, &stateStruct);
|
|
SplayTreeSetRoot(splay, stateStruct.middle);
|
|
|
|
#ifdef SPLAY_DEBUG
|
|
AVER(count == TreeDebugCount(SplayTreeRoot(tree), tree->compare, tree->nodeKey));
|
|
#endif
|
|
|
|
return found;
|
|
}
|
|
|
|
|
|
/* SplayTreeFirst, SplayTreeNext -- iterators
|
|
*
|
|
* SplayTreeFirst receives a key that must precede all
|
|
* nodes in the tree. It 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;
|
|
/* defensive fall-through */
|
|
case CompareGREATER:
|
|
return SplayTreeRoot(splay);
|
|
|
|
case CompareLESS:
|
|
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,
|
|
SplayNodeDescribeMethod nodeDescribe) {
|
|
Res res;
|
|
|
|
#if defined(AVER_AND_CHECK)
|
|
if (!TreeCheck(node)) return ResFAIL;
|
|
/* stream and nodeDescribe checked by SplayTreeDescribe */
|
|
#endif
|
|
|
|
res = WriteF(stream, "( ", NULL);
|
|
if (res != ResOK) return res;
|
|
|
|
if (TreeHasLeft(node)) {
|
|
res = SplayNodeDescribe(TreeLeft(node), stream, nodeDescribe);
|
|
if (res != ResOK) return res;
|
|
|
|
res = WriteF(stream, " / ", NULL);
|
|
if (res != ResOK) return res;
|
|
}
|
|
|
|
res = (*nodeDescribe)(node, stream);
|
|
if (res != ResOK) return res;
|
|
|
|
if (TreeHasRight(node)) {
|
|
res = WriteF(stream, " \\ ", NULL);
|
|
if (res != ResOK) return res;
|
|
|
|
res = SplayNodeDescribe(TreeRight(node), stream, nodeDescribe);
|
|
if (res != ResOK) return res;
|
|
}
|
|
|
|
res = WriteF(stream, " )", 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 {
|
|
SplayTestNodeMethod testNode;
|
|
SplayTestTreeMethod testTree;
|
|
void *p;
|
|
Size s;
|
|
SplayTree splay;
|
|
Bool found;
|
|
} SplayFindClosureStruct, *SplayFindClosure;
|
|
|
|
static Compare SplayFindFirstCompare(Tree node, TreeKey key)
|
|
{
|
|
SplayFindClosure closure;
|
|
void *closureP;
|
|
Size closureS;
|
|
SplayTestNodeMethod testNode;
|
|
SplayTestTreeMethod testTree;
|
|
SplayTree splay;
|
|
|
|
AVERT(Tree, node);
|
|
AVER(key != NULL);
|
|
|
|
/* Lift closure values into variables so that they aren't aliased by
|
|
calls to the test functions. */
|
|
closure = (SplayFindClosure)key;
|
|
closureP = closure->p;
|
|
closureS = closure->s;
|
|
testNode = closure->testNode;
|
|
testTree = closure->testTree;
|
|
splay = closure->splay;
|
|
|
|
if (TreeHasLeft(node) &&
|
|
(*testTree)(splay, TreeLeft(node), closureP, closureS)) {
|
|
return CompareLESS;
|
|
} else if ((*testNode)(splay, node, closureP, closureS)) {
|
|
closure->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), closureP, closureS)) {
|
|
closure->found = FALSE;
|
|
return CompareEQUAL;
|
|
}
|
|
return CompareGREATER;
|
|
}
|
|
}
|
|
|
|
static Compare SplayFindLastCompare(Tree node, TreeKey key)
|
|
{
|
|
SplayFindClosure closure;
|
|
void *closureP;
|
|
Size closureS;
|
|
SplayTestNodeMethod testNode;
|
|
SplayTestTreeMethod testTree;
|
|
SplayTree splay;
|
|
|
|
AVERT(Tree, node);
|
|
AVER(key != NULL);
|
|
|
|
/* Lift closure values into variables so that they aren't aliased by
|
|
calls to the test functions. */
|
|
closure = (SplayFindClosure)key;
|
|
closureP = closure->p;
|
|
closureS = closure->s;
|
|
testNode = closure->testNode;
|
|
testTree = closure->testTree;
|
|
splay = closure->splay;
|
|
|
|
if (TreeHasRight(node) &&
|
|
(*testTree)(splay, TreeRight(node), closureP, closureS)) {
|
|
return CompareGREATER;
|
|
} else if ((*testNode)(splay, node, closureP, closureS)) {
|
|
closure->found = TRUE;
|
|
return CompareEQUAL;
|
|
} else {
|
|
/* See SplayFindFirstCompare. */
|
|
if (TreeHasLeft(node) &&
|
|
!(*testTree)(splay, TreeLeft(node), closureP, closureS)) {
|
|
closure->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 the
|
|
* arbitrary closures closureP and closureS.
|
|
*
|
|
* 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,
|
|
SplayTestNodeMethod testNode,
|
|
SplayTestTreeMethod testTree,
|
|
void *closureP, Size closureS)
|
|
{
|
|
SplayFindClosureStruct closureStruct;
|
|
Bool found;
|
|
|
|
AVER(nodeReturn != NULL);
|
|
AVERT(SplayTree, splay);
|
|
AVER(FUNCHECK(testNode));
|
|
AVER(FUNCHECK(testTree));
|
|
|
|
if (SplayTreeIsEmpty(splay) ||
|
|
!testTree(splay, SplayTreeRoot(splay), closureP, closureS))
|
|
return FALSE; /* no suitable nodes in tree */
|
|
|
|
closureStruct.p = closureP;
|
|
closureStruct.s = closureS;
|
|
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, closureP, closureS))
|
|
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,
|
|
SplayTestNodeMethod testNode,
|
|
SplayTestTreeMethod testTree,
|
|
void *closureP, Size closureS)
|
|
{
|
|
SplayFindClosureStruct closureStruct;
|
|
Bool found;
|
|
|
|
AVER(nodeReturn != NULL);
|
|
AVERT(SplayTree, splay);
|
|
AVER(FUNCHECK(testNode));
|
|
AVER(FUNCHECK(testTree));
|
|
|
|
if (SplayTreeIsEmpty(splay) ||
|
|
!testTree(splay, SplayTreeRoot(splay), closureP, closureS))
|
|
return FALSE; /* no suitable nodes in tree */
|
|
|
|
closureStruct.p = closureP;
|
|
closureStruct.s = closureS;
|
|
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, closureP, closureS))
|
|
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 */
|
|
AVER(SplayHasUpdate(splay)); /* otherwise, why call? */
|
|
|
|
cmp = SplaySplay(splay, splay->nodeKey(node), splay->compare);
|
|
AVER(cmp == CompareEQUAL);
|
|
AVER(SplayTreeRoot(splay) == node);
|
|
|
|
splay->updateNode(splay, node);
|
|
}
|
|
|
|
|
|
/* SplayTreeDescribe -- Describe a splay tree
|
|
*
|
|
* See <design/splay/#function.splay.tree.describe>.
|
|
*/
|
|
|
|
Res SplayTreeDescribe(SplayTree splay, mps_lib_FILE *stream,
|
|
SplayNodeDescribeMethod nodeDescribe) {
|
|
Res res;
|
|
|
|
#if defined(AVER_AND_CHECK)
|
|
if (!SplayTreeCheck(splay)) return ResFAIL;
|
|
if (stream == NULL) return ResFAIL;
|
|
if (!FUNCHECK(nodeDescribe)) return ResFAIL;
|
|
#endif
|
|
|
|
res = WriteF(stream,
|
|
"Splay $P {\n", (WriteFP)splay,
|
|
" compare $F\n", (WriteFF)splay->compare,
|
|
NULL);
|
|
if (res != ResOK) return res;
|
|
|
|
if (SplayTreeRoot(splay) != TreeEMPTY) {
|
|
res = SplayNodeDescribe(SplayTreeRoot(splay), stream, nodeDescribe);
|
|
if (res != ResOK) return res;
|
|
}
|
|
|
|
res = WriteF(stream, "\n}\n", NULL);
|
|
return res;
|
|
}
|
|
|
|
|
|
/* C. COPYRIGHT AND LICENSE
|
|
*
|
|
* Copyright (C) 2001-2014 Ravenbrook Limited <http://www.ravenbrook.com/>.
|
|
* All rights reserved. This is an open source license. Contact
|
|
* Ravenbrook for commercial licensing options.
|
|
*
|
|
* 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.
|
|
*
|
|
* 3. Redistributions in any form must be accompanied by information on how
|
|
* to obtain complete source code for this software and any accompanying
|
|
* software that uses this software. The source code must either be
|
|
* included in the distribution or be available for no more than the cost
|
|
* of distribution plus a nominal fee, and must be freely redistributable
|
|
* under reasonable conditions. For an executable file, complete source
|
|
* code means the source code for all modules it contains. It does not
|
|
* include source code for modules or files that typically accompany the
|
|
* major components of the operating system on which the executable file
|
|
* runs.
|
|
*
|
|
* 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, FITNESS FOR A PARTICULAR
|
|
* PURPOSE, OR NON-INFRINGEMENT, ARE DISCLAIMED. IN NO EVENT SHALL THE
|
|
* COPYRIGHT HOLDERS AND 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.
|
|
*/
|