class Script;
class Slot;
class Smi;
+template <typename Config, class Allocator = FreeStoreAllocationPolicy>
+ class SplayTree;
class Statement;
class String;
class Struct;
#include <math.h>
+#include "splay-tree-inl.h"
#include "zone-inl.h"
--- /dev/null
+// Copyright 2010 the V8 project authors. All rights reserved.
+// Redistribution and use in source and binary forms, with or without
+// modification, are permitted provided that the following conditions are
+// met:
+//
+// * Redistributions of source code must retain the above copyright
+// notice, this list of conditions and the following disclaimer.
+// * Redistributions in binary form must reproduce the above
+// copyright notice, this list of conditions and the following
+// disclaimer in the documentation and/or other materials provided
+// with the distribution.
+// * Neither the name of Google Inc. nor the names of its
+// contributors may be used to endorse or promote products derived
+// from this software without specific prior written permission.
+//
+// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+#ifndef V8_SPLAY_TREE_INL_H_
+#define V8_SPLAY_TREE_INL_H_
+
+#include "splay-tree.h"
+
+namespace v8 {
+namespace internal {
+
+
+template<typename Config, class Allocator>
+SplayTree<Config, Allocator>::~SplayTree() {
+ NodeDeleter deleter;
+ ForEachNode(&deleter);
+}
+
+
+template<typename Config, class Allocator>
+bool SplayTree<Config, Allocator>::Insert(const Key& key, Locator* locator) {
+ if (is_empty()) {
+ // If the tree is empty, insert the new node.
+ root_ = new Node(key, Config::kNoValue);
+ } else {
+ // Splay on the key to move the last node on the search path
+ // for the key to the root of the tree.
+ Splay(key);
+ // Ignore repeated insertions with the same key.
+ int cmp = Config::Compare(key, root_->key_);
+ if (cmp == 0) {
+ locator->bind(root_);
+ return false;
+ }
+ // Insert the new node.
+ Node* node = new Node(key, Config::kNoValue);
+ if (cmp > 0) {
+ node->left_ = root_;
+ node->right_ = root_->right_;
+ root_->right_ = NULL;
+ } else {
+ node->right_ = root_;
+ node->left_ = root_->left_;
+ root_->left_ = NULL;
+ }
+ root_ = node;
+ }
+ locator->bind(root_);
+ return true;
+}
+
+
+template<typename Config, class Allocator>
+bool SplayTree<Config, Allocator>::Find(const Key& key, Locator* locator) {
+ if (is_empty())
+ return false;
+ Splay(key);
+ if (Config::Compare(key, root_->key_) == 0) {
+ locator->bind(root_);
+ return true;
+ } else {
+ return false;
+ }
+}
+
+
+template<typename Config, class Allocator>
+bool SplayTree<Config, Allocator>::FindGreatestLessThan(const Key& key,
+ Locator* locator) {
+ if (is_empty())
+ return false;
+ // Splay on the key to move the node with the given key or the last
+ // node on the search path to the top of the tree.
+ Splay(key);
+ // Now the result is either the root node or the greatest node in
+ // the left subtree.
+ int cmp = Config::Compare(root_->key_, key);
+ if (cmp <= 0) {
+ locator->bind(root_);
+ return true;
+ } else {
+ Node* temp = root_;
+ root_ = root_->left_;
+ bool result = FindGreatest(locator);
+ root_ = temp;
+ return result;
+ }
+}
+
+
+template<typename Config, class Allocator>
+bool SplayTree<Config, Allocator>::FindLeastGreaterThan(const Key& key,
+ Locator* locator) {
+ if (is_empty())
+ return false;
+ // Splay on the key to move the node with the given key or the last
+ // node on the search path to the top of the tree.
+ Splay(key);
+ // Now the result is either the root node or the least node in
+ // the right subtree.
+ int cmp = Config::Compare(root_->key_, key);
+ if (cmp >= 0) {
+ locator->bind(root_);
+ return true;
+ } else {
+ Node* temp = root_;
+ root_ = root_->right_;
+ bool result = FindLeast(locator);
+ root_ = temp;
+ return result;
+ }
+}
+
+
+template<typename Config, class Allocator>
+bool SplayTree<Config, Allocator>::FindGreatest(Locator* locator) {
+ if (is_empty())
+ return false;
+ Node* current = root_;
+ while (current->right_ != NULL)
+ current = current->right_;
+ locator->bind(current);
+ return true;
+}
+
+
+template<typename Config, class Allocator>
+bool SplayTree<Config, Allocator>::FindLeast(Locator* locator) {
+ if (is_empty())
+ return false;
+ Node* current = root_;
+ while (current->left_ != NULL)
+ current = current->left_;
+ locator->bind(current);
+ return true;
+}
+
+
+template<typename Config, class Allocator>
+bool SplayTree<Config, Allocator>::Remove(const Key& key) {
+ // Bail if the tree is empty
+ if (is_empty())
+ return false;
+ // Splay on the key to move the node with the given key to the top.
+ Splay(key);
+ // Bail if the key is not in the tree
+ if (Config::Compare(key, root_->key_) != 0)
+ return false;
+ if (root_->left_ == NULL) {
+ // No left child, so the new tree is just the right child.
+ root_ = root_->right_;
+ } else {
+ // Left child exists.
+ Node* right = root_->right_;
+ // Make the original left child the new root.
+ root_ = root_->left_;
+ // Splay to make sure that the new root has an empty right child.
+ Splay(key);
+ // Insert the original right child as the right child of the new
+ // root.
+ root_->right_ = right;
+ }
+ return true;
+}
+
+
+template<typename Config, class Allocator>
+void SplayTree<Config, Allocator>::Splay(const Key& key) {
+ if (is_empty())
+ return;
+ Node dummy_node(Config::kNoKey, Config::kNoValue);
+ // Create a dummy node. The use of the dummy node is a bit
+ // counter-intuitive: The right child of the dummy node will hold
+ // the L tree of the algorithm. The left child of the dummy node
+ // will hold the R tree of the algorithm. Using a dummy node, left
+ // and right will always be nodes and we avoid special cases.
+ Node* dummy = &dummy_node;
+ Node* left = dummy;
+ Node* right = dummy;
+ Node* current = root_;
+ while (true) {
+ int cmp = Config::Compare(key, current->key_);
+ if (cmp < 0) {
+ if (current->left_ == NULL)
+ break;
+ if (Config::Compare(key, current->left_->key_) < 0) {
+ // Rotate right.
+ Node* temp = current->left_;
+ current->left_ = temp->right_;
+ temp->right_ = current;
+ current = temp;
+ if (current->left_ == NULL)
+ break;
+ }
+ // Link right.
+ right->left_ = current;
+ right = current;
+ current = current->left_;
+ } else if (cmp > 0) {
+ if (current->right_ == NULL)
+ break;
+ if (Config::Compare(key, current->right_->key_) > 0) {
+ // Rotate left.
+ Node* temp = current->right_;
+ current->right_ = temp->left_;
+ temp->left_ = current;
+ current = temp;
+ if (current->right_ == NULL)
+ break;
+ }
+ // Link left.
+ left->right_ = current;
+ left = current;
+ current = current->right_;
+ } else {
+ break;
+ }
+ }
+ // Assemble.
+ left->right_ = current->left_;
+ right->left_ = current->right_;
+ current->left_ = dummy->right_;
+ current->right_ = dummy->left_;
+ root_ = current;
+}
+
+
+template <typename Config, class Allocator> template <class Callback>
+void SplayTree<Config, Allocator>::ForEach(Callback* callback) {
+ NodeToPairAdaptor<Callback> callback_adaptor(callback);
+ ForEachNode(&callback_adaptor);
+}
+
+
+template <typename Config, class Allocator> template <class Callback>
+void SplayTree<Config, Allocator>::ForEachNode(Callback* callback) {
+ // Pre-allocate some space for tiny trees.
+ List<Node*, Allocator> nodes_to_visit(10);
+ if (root_ != NULL) nodes_to_visit.Add(root_);
+ int pos = 0;
+ while (pos < nodes_to_visit.length()) {
+ Node* node = nodes_to_visit[pos++];
+ if (node->left() != NULL) nodes_to_visit.Add(node->left());
+ if (node->right() != NULL) nodes_to_visit.Add(node->right());
+ callback->Call(node);
+ }
+}
+
+
+} } // namespace v8::internal
+
+#endif // V8_SPLAY_TREE_INL_H_
--- /dev/null
+// Copyright 2010 the V8 project authors. All rights reserved.
+// Redistribution and use in source and binary forms, with or without
+// modification, are permitted provided that the following conditions are
+// met:
+//
+// * Redistributions of source code must retain the above copyright
+// notice, this list of conditions and the following disclaimer.
+// * Redistributions in binary form must reproduce the above
+// copyright notice, this list of conditions and the following
+// disclaimer in the documentation and/or other materials provided
+// with the distribution.
+// * Neither the name of Google Inc. nor the names of its
+// contributors may be used to endorse or promote products derived
+// from this software without specific prior written permission.
+//
+// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+#ifndef V8_SPLAY_TREE_H_
+#define V8_SPLAY_TREE_H_
+
+namespace v8 {
+namespace internal {
+
+
+// A splay tree. The config type parameter encapsulates the different
+// configurations of a concrete splay tree:
+//
+// typedef Key: the key type
+// typedef Value: the value type
+// static const kNoKey: the dummy key used when no key is set
+// static const kNoValue: the dummy value used to initialize nodes
+// int (Compare)(Key& a, Key& b) -> {-1, 0, 1}: comparison function
+//
+// The tree is also parameterized by an allocation policy
+// (Allocator). The policy is used for allocating lists in the C free
+// store or the zone; see zone.h.
+
+// Forward defined as
+// template <typename Config, class Allocator = FreeStoreAllocationPolicy>
+// class SplayTree;
+template <typename Config, class Allocator>
+class SplayTree {
+ public:
+ typedef typename Config::Key Key;
+ typedef typename Config::Value Value;
+
+ class Locator;
+
+ SplayTree() : root_(NULL) { }
+ ~SplayTree();
+
+ INLINE(void* operator new(size_t size)) {
+ return Allocator::New(static_cast<int>(size));
+ }
+ INLINE(void operator delete(void* p, size_t)) { return Allocator::Delete(p); }
+
+ // Inserts the given key in this tree with the given value. Returns
+ // true if a node was inserted, otherwise false. If found the locator
+ // is enabled and provides access to the mapping for the key.
+ bool Insert(const Key& key, Locator* locator);
+
+ // Looks up the key in this tree and returns true if it was found,
+ // otherwise false. If the node is found the locator is enabled and
+ // provides access to the mapping for the key.
+ bool Find(const Key& key, Locator* locator);
+
+ // Finds the mapping with the greatest key less than or equal to the
+ // given key.
+ bool FindGreatestLessThan(const Key& key, Locator* locator);
+
+ // Find the mapping with the greatest key in this tree.
+ bool FindGreatest(Locator* locator);
+
+ // Finds the mapping with the least key greater than or equal to the
+ // given key.
+ bool FindLeastGreaterThan(const Key& key, Locator* locator);
+
+ // Find the mapping with the least key in this tree.
+ bool FindLeast(Locator* locator);
+
+ // Remove the node with the given key from the tree.
+ bool Remove(const Key& key);
+
+ bool is_empty() { return root_ == NULL; }
+
+ // Perform the splay operation for the given key. Moves the node with
+ // the given key to the top of the tree. If no node has the given
+ // key, the last node on the search path is moved to the top of the
+ // tree.
+ void Splay(const Key& key);
+
+ class Node {
+ public:
+ Node(const Key& key, const Value& value)
+ : key_(key),
+ value_(value),
+ left_(NULL),
+ right_(NULL) { }
+
+ INLINE(void* operator new(size_t size)) {
+ return Allocator::New(static_cast<int>(size));
+ }
+ INLINE(void operator delete(void* p, size_t)) {
+ return Allocator::Delete(p);
+ }
+
+ Key key() { return key_; }
+ Value value() { return value_; }
+ Node* left() { return left_; }
+ Node* right() { return right_; }
+ private:
+
+ friend class SplayTree;
+ friend class Locator;
+ Key key_;
+ Value value_;
+ Node* left_;
+ Node* right_;
+ };
+
+ // A locator provides access to a node in the tree without actually
+ // exposing the node.
+ class Locator BASE_EMBEDDED {
+ public:
+ explicit Locator(Node* node) : node_(node) { }
+ Locator() : node_(NULL) { }
+ const Key& key() { return node_->key_; }
+ Value& value() { return node_->value_; }
+ void set_value(const Value& value) { node_->value_ = value; }
+ inline void bind(Node* node) { node_ = node; }
+ private:
+ Node* node_;
+ };
+
+ template <class Callback>
+ void ForEach(Callback* callback);
+
+ protected:
+
+ // Resets tree root. Existing nodes become unreachable.
+ void ResetRoot() { root_ = NULL; }
+
+ private:
+
+ template<class Callback>
+ class NodeToPairAdaptor BASE_EMBEDDED {
+ public:
+ explicit NodeToPairAdaptor(Callback* callback)
+ : callback_(callback) { }
+ void Call(Node* node) {
+ callback_->Call(node->key(), node->value());
+ }
+
+ private:
+ Callback* callback_;
+
+ DISALLOW_COPY_AND_ASSIGN(NodeToPairAdaptor);
+ };
+
+ class NodeDeleter BASE_EMBEDDED {
+ public:
+ NodeDeleter() { }
+ void Call(Node* node) { delete node; }
+
+ private:
+
+ DISALLOW_COPY_AND_ASSIGN(NodeDeleter);
+ };
+
+ template <class Callback>
+ void ForEachNode(Callback* callback);
+
+ Node* root_;
+
+ DISALLOW_COPY_AND_ASSIGN(SplayTree);
+};
+
+
+} } // namespace v8::internal
+
+#endif // V8_SPLAY_TREE_H_
}
-template <typename C>
-bool ZoneSplayTree<C>::Insert(const Key& key, Locator* locator) {
- if (is_empty()) {
- // If the tree is empty, insert the new node.
- root_ = new Node(key, C::kNoValue);
- } else {
- // Splay on the key to move the last node on the search path
- // for the key to the root of the tree.
- Splay(key);
- // Ignore repeated insertions with the same key.
- int cmp = C::Compare(key, root_->key_);
- if (cmp == 0) {
- locator->bind(root_);
- return false;
- }
- // Insert the new node.
- Node* node = new Node(key, C::kNoValue);
- if (cmp > 0) {
- node->left_ = root_;
- node->right_ = root_->right_;
- root_->right_ = NULL;
- } else {
- node->right_ = root_;
- node->left_ = root_->left_;
- root_->left_ = NULL;
- }
- root_ = node;
- }
- locator->bind(root_);
- return true;
-}
-
-
-template <typename C>
-bool ZoneSplayTree<C>::Find(const Key& key, Locator* locator) {
- if (is_empty())
- return false;
- Splay(key);
- if (C::Compare(key, root_->key_) == 0) {
- locator->bind(root_);
- return true;
- } else {
- return false;
- }
-}
-
-
-template <typename C>
-bool ZoneSplayTree<C>::FindGreatestLessThan(const Key& key,
- Locator* locator) {
- if (is_empty())
- return false;
- // Splay on the key to move the node with the given key or the last
- // node on the search path to the top of the tree.
- Splay(key);
- // Now the result is either the root node or the greatest node in
- // the left subtree.
- int cmp = C::Compare(root_->key_, key);
- if (cmp <= 0) {
- locator->bind(root_);
- return true;
- } else {
- Node* temp = root_;
- root_ = root_->left_;
- bool result = FindGreatest(locator);
- root_ = temp;
- return result;
- }
-}
-
-
-template <typename C>
-bool ZoneSplayTree<C>::FindLeastGreaterThan(const Key& key,
- Locator* locator) {
- if (is_empty())
- return false;
- // Splay on the key to move the node with the given key or the last
- // node on the search path to the top of the tree.
- Splay(key);
- // Now the result is either the root node or the least node in
- // the right subtree.
- int cmp = C::Compare(root_->key_, key);
- if (cmp >= 0) {
- locator->bind(root_);
- return true;
- } else {
- Node* temp = root_;
- root_ = root_->right_;
- bool result = FindLeast(locator);
- root_ = temp;
- return result;
- }
-}
-
-
-template <typename C>
-bool ZoneSplayTree<C>::FindGreatest(Locator* locator) {
- if (is_empty())
- return false;
- Node* current = root_;
- while (current->right_ != NULL)
- current = current->right_;
- locator->bind(current);
- return true;
-}
-
-
-template <typename C>
-bool ZoneSplayTree<C>::FindLeast(Locator* locator) {
- if (is_empty())
- return false;
- Node* current = root_;
- while (current->left_ != NULL)
- current = current->left_;
- locator->bind(current);
- return true;
-}
-
-
-template <typename C>
-bool ZoneSplayTree<C>::Remove(const Key& key) {
- // Bail if the tree is empty
- if (is_empty())
- return false;
- // Splay on the key to move the node with the given key to the top.
- Splay(key);
- // Bail if the key is not in the tree
- if (C::Compare(key, root_->key_) != 0)
- return false;
- if (root_->left_ == NULL) {
- // No left child, so the new tree is just the right child.
- root_ = root_->right_;
- } else {
- // Left child exists.
- Node* right = root_->right_;
- // Make the original left child the new root.
- root_ = root_->left_;
- // Splay to make sure that the new root has an empty right child.
- Splay(key);
- // Insert the original right child as the right child of the new
- // root.
- root_->right_ = right;
- }
- return true;
-}
-
-
-template <typename C>
-void ZoneSplayTree<C>::Splay(const Key& key) {
- if (is_empty())
- return;
- Node dummy_node(C::kNoKey, C::kNoValue);
- // Create a dummy node. The use of the dummy node is a bit
- // counter-intuitive: The right child of the dummy node will hold
- // the L tree of the algorithm. The left child of the dummy node
- // will hold the R tree of the algorithm. Using a dummy node, left
- // and right will always be nodes and we avoid special cases.
- Node* dummy = &dummy_node;
- Node* left = dummy;
- Node* right = dummy;
- Node* current = root_;
- while (true) {
- int cmp = C::Compare(key, current->key_);
- if (cmp < 0) {
- if (current->left_ == NULL)
- break;
- if (C::Compare(key, current->left_->key_) < 0) {
- // Rotate right.
- Node* temp = current->left_;
- current->left_ = temp->right_;
- temp->right_ = current;
- current = temp;
- if (current->left_ == NULL)
- break;
- }
- // Link right.
- right->left_ = current;
- right = current;
- current = current->left_;
- } else if (cmp > 0) {
- if (current->right_ == NULL)
- break;
- if (C::Compare(key, current->right_->key_) > 0) {
- // Rotate left.
- Node* temp = current->right_;
- current->right_ = temp->left_;
- temp->left_ = current;
- current = temp;
- if (current->right_ == NULL)
- break;
- }
- // Link left.
- left->right_ = current;
- left = current;
- current = current->right_;
- } else {
- break;
- }
- }
- // Assemble.
- left->right_ = current->left_;
- right->left_ = current->right_;
- current->left_ = dummy->right_;
- current->right_ = dummy->left_;
- root_ = current;
-}
-
-
-template <typename Config> template <class Callback>
-void ZoneSplayTree<Config>::ForEach(Callback* callback) {
- // Pre-allocate some space for tiny trees.
- ZoneList<Node*> nodes_to_visit(10);
- nodes_to_visit.Add(root_);
- int pos = 0;
- while (pos < nodes_to_visit.length()) {
- Node* node = nodes_to_visit[pos++];
- if (node == NULL) continue;
- callback->Call(node->key(), node->value());
- nodes_to_visit.Add(node->left());
- nodes_to_visit.Add(node->right());
- }
+template <typename Config>
+ZoneSplayTree<Config>::~ZoneSplayTree() {
+ // Reset the root to avoid unneeded iteration over all tree nodes
+ // in the destructor. For a zone-allocated tree, nodes will be
+ // freed by the Zone.
+ SplayTree<Config, ZoneListAllocationPolicy>::ResetRoot();
}
#include "v8.h"
#include "zone-inl.h"
+#include "splay-tree-inl.h"
namespace v8 {
namespace internal {
// A zone splay tree. The config type parameter encapsulates the
-// different configurations of a concrete splay tree:
-//
-// typedef Key: the key type
-// typedef Value: the value type
-// static const kNoKey: the dummy key used when no key is set
-// static const kNoValue: the dummy value used to initialize nodes
-// int (Compare)(Key& a, Key& b) -> {-1, 0, 1}: comparison function
-//
+// different configurations of a concrete splay tree (see splay-tree.h).
+// The tree itself and all its elements are allocated in the Zone.
template <typename Config>
-class ZoneSplayTree : public ZoneObject {
+class ZoneSplayTree: public SplayTree<Config, ZoneListAllocationPolicy> {
public:
- typedef typename Config::Key Key;
- typedef typename Config::Value Value;
-
- class Locator;
-
- ZoneSplayTree() : root_(NULL) { }
-
- // Inserts the given key in this tree with the given value. Returns
- // true if a node was inserted, otherwise false. If found the locator
- // is enabled and provides access to the mapping for the key.
- bool Insert(const Key& key, Locator* locator);
-
- // Looks up the key in this tree and returns true if it was found,
- // otherwise false. If the node is found the locator is enabled and
- // provides access to the mapping for the key.
- bool Find(const Key& key, Locator* locator);
-
- // Finds the mapping with the greatest key less than or equal to the
- // given key.
- bool FindGreatestLessThan(const Key& key, Locator* locator);
-
- // Find the mapping with the greatest key in this tree.
- bool FindGreatest(Locator* locator);
-
- // Finds the mapping with the least key greater than or equal to the
- // given key.
- bool FindLeastGreaterThan(const Key& key, Locator* locator);
-
- // Find the mapping with the least key in this tree.
- bool FindLeast(Locator* locator);
-
- // Remove the node with the given key from the tree.
- bool Remove(const Key& key);
-
- bool is_empty() { return root_ == NULL; }
-
- // Perform the splay operation for the given key. Moves the node with
- // the given key to the top of the tree. If no node has the given
- // key, the last node on the search path is moved to the top of the
- // tree.
- void Splay(const Key& key);
-
- class Node : public ZoneObject {
- public:
- Node(const Key& key, const Value& value)
- : key_(key),
- value_(value),
- left_(NULL),
- right_(NULL) { }
- Key key() { return key_; }
- Value value() { return value_; }
- Node* left() { return left_; }
- Node* right() { return right_; }
- private:
- friend class ZoneSplayTree;
- friend class Locator;
- Key key_;
- Value value_;
- Node* left_;
- Node* right_;
- };
-
- // A locator provides access to a node in the tree without actually
- // exposing the node.
- class Locator {
- public:
- explicit Locator(Node* node) : node_(node) { }
- Locator() : node_(NULL) { }
- const Key& key() { return node_->key_; }
- Value& value() { return node_->value_; }
- void set_value(const Value& value) { node_->value_ = value; }
- inline void bind(Node* node) { node_ = node; }
- private:
- Node* node_;
- };
-
- template <class Callback>
- void ForEach(Callback* callback);
-
- private:
- Node* root_;
+ ZoneSplayTree()
+ : SplayTree<Config, ZoneListAllocationPolicy>() {}
+ ~ZoneSplayTree();
};