adcde492fa
Hotspot should use standard headers and types Reviewed-by: coleenp, kvn
249 lines
9.7 KiB
C++
249 lines
9.7 KiB
C++
/*
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* Copyright (c) 1997, 2010, Oracle and/or its affiliates. All rights reserved.
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* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
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*
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* This code is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License version 2 only, as
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* published by the Free Software Foundation.
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*
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* This code is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
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* version 2 for more details (a copy is included in the LICENSE file that
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* accompanied this code).
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*
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* You should have received a copy of the GNU General Public License version
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* 2 along with this work; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
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*
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* Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
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* or visit www.oracle.com if you need additional information or have any
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* questions.
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*
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*/
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#ifndef SHARE_VM_LIBADT_SET_HPP
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#define SHARE_VM_LIBADT_SET_HPP
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#include "memory/allocation.hpp"
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// Sets - An Abstract Data Type
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class SparseSet;
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class VectorSet;
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class ListSet;
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class CoSet;
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class ostream;
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class SetI_;
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// These sets can grow or shrink, based on the initial size and the largest
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// element currently in them. Basically, they allow a bunch of bits to be
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// grouped together, tested, set & cleared, intersected, etc. The basic
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// Set class is an abstract class, and cannot be constructed. Instead,
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// one of VectorSet, SparseSet, or ListSet is created. Each variation has
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// different asymptotic running times for different operations, and different
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// constants of proportionality as well.
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// {n = number of elements, N = largest element}
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// VectorSet SparseSet ListSet
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// Create O(N) O(1) O(1)
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// Clear O(N) O(1) O(1)
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// Insert O(1) O(1) O(log n)
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// Delete O(1) O(1) O(log n)
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// Member O(1) O(1) O(log n)
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// Size O(N) O(1) O(1)
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// Copy O(N) O(n) O(n)
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// Union O(N) O(n) O(n log n)
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// Intersect O(N) O(n) O(n log n)
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// Difference O(N) O(n) O(n log n)
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// Equal O(N) O(n) O(n log n)
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// ChooseMember O(N) O(1) O(1)
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// Sort O(1) O(n log n) O(1)
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// Forall O(N) O(n) O(n)
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// Complement O(1) O(1) O(1)
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// TIME: N/32 n 8*n Accesses
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// SPACE: N/8 4*N+4*n 8*n Bytes
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// Create: Make an empty set
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// Clear: Remove all the elements of a Set
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// Insert: Insert an element into a Set; duplicates are ignored
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// Delete: Removes an element from a Set
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// Member: Tests for membership in a Set
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// Size: Returns the number of members of a Set
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// Copy: Copy or assign one Set to another
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// Union: Union 2 sets together
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// Intersect: Intersect 2 sets together
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// Difference: Compute A & !B; remove from set A those elements in set B
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// Equal: Test for equality between 2 sets
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// ChooseMember Pick a random member
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// Sort: If no other operation changes the set membership, a following
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// Forall will iterate the members in ascending order.
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// Forall: Iterate over the elements of a Set. Operations that modify
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// the set membership during iteration work, but the iterator may
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// skip any member or duplicate any member.
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// Complement: Only supported in the Co-Set variations. It adds a small
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// constant-time test to every Set operation.
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//
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// PERFORMANCE ISSUES:
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// If you "cast away" the specific set variation you are using, and then do
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// operations on the basic "Set" object you will pay a virtual function call
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// to get back the specific set variation. On the other hand, using the
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// generic Set means you can change underlying implementations by just
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// changing the initial declaration. Examples:
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// void foo(VectorSet vs1, VectorSet vs2) { vs1 |= vs2; }
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// "foo" must be called with a VectorSet. The vector set union operation
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// is called directly.
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// void foo(Set vs1, Set vs2) { vs1 |= vs2; }
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// "foo" may be called with *any* kind of sets; suppose it is called with
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// VectorSets. Two virtual function calls are used to figure out the that vs1
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// and vs2 are VectorSets. In addition, if vs2 is not a VectorSet then a
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// temporary VectorSet copy of vs2 will be made before the union proceeds.
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//
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// VectorSets have a small constant. Time and space are proportional to the
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// largest element. Fine for dense sets and largest element < 10,000.
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// SparseSets have a medium constant. Time is proportional to the number of
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// elements, space is proportional to the largest element.
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// Fine (but big) with the largest element < 100,000.
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// ListSets have a big constant. Time *and space* are proportional to the
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// number of elements. They work well for a few elements of *any* size
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// (i.e. sets of pointers)!
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//------------------------------Set--------------------------------------------
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class Set : public ResourceObj {
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public:
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// Creates a new, empty set.
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// DO NOT CONSTRUCT A Set. THIS IS AN ABSTRACT CLASS, FOR INHERITENCE ONLY
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Set(Arena *arena) : _set_arena(arena) {};
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// Creates a new set from an existing set
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// DO NOT CONSTRUCT A Set. THIS IS AN ABSTRACT CLASS, FOR INHERITENCE ONLY
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Set(const Set &) {};
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// Set assignment; deep-copy guts
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virtual Set &operator =(const Set &s)=0;
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virtual Set &clone(void) const=0;
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// Virtual destructor
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virtual ~Set() {};
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// Add member to set
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virtual Set &operator <<=(uint elem)=0;
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// virtual Set operator << (uint elem);
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// Delete member from set
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virtual Set &operator >>=(uint elem)=0;
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// virtual Set operator >> (uint elem);
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// Membership test. Result is Zero (absent)/ Non-Zero (present)
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virtual int operator [](uint elem) const=0;
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// Intersect sets
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virtual Set &operator &=(const Set &s)=0;
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// virtual Set operator & (const Set &s) const;
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// Union sets
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virtual Set &operator |=(const Set &s)=0;
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// virtual Set operator | (const Set &s) const;
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// Difference sets
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virtual Set &operator -=(const Set &s)=0;
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// virtual Set operator - (const Set &s) const;
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// Tests for equality. Result is Zero (false)/ Non-Zero (true)
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virtual int operator ==(const Set &s) const=0;
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int operator !=(const Set &s) const { return !(*this == s); }
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virtual int disjoint(const Set &s) const=0;
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// Tests for strict subset. Result is Zero (false)/ Non-Zero (true)
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virtual int operator < (const Set &s) const=0;
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int operator > (const Set &s) const { return s < *this; }
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// Tests for subset. Result is Zero (false)/ Non-Zero (true)
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virtual int operator <=(const Set &s) const=0;
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int operator >=(const Set &s) const { return s <= *this; }
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// Return any member of the Set. Undefined if the Set is empty.
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virtual uint getelem(void) const=0;
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// Clear all the elements in the Set
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virtual void Clear(void)=0;
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// Return the number of members in the Set
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virtual uint Size(void) const=0;
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// If an iterator follows a "Sort()" without any Set-modifying operations
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// inbetween then the iterator will visit the elements in ascending order.
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virtual void Sort(void)=0;
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// Convert a set to printable string in an allocated buffer.
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// The caller must deallocate the string.
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virtual char *setstr(void) const;
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// Print the Set on "stdout". Can be conveniently called in the debugger
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void print() const;
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// Parse text from the string into the Set. Return length parsed.
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virtual int parse(const char *s);
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// Convert a generic Set to a specific Set
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/* Removed for MCC BUG
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virtual operator const SparseSet* (void) const;
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virtual operator const VectorSet* (void) const;
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virtual operator const ListSet * (void) const;
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virtual operator const CoSet * (void) const; */
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virtual const SparseSet *asSparseSet(void) const;
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virtual const VectorSet *asVectorSet(void) const;
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virtual const ListSet *asListSet (void) const;
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virtual const CoSet *asCoSet (void) const;
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// Hash the set. Sets of different types but identical elements will NOT
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// hash the same. Same set type, same elements WILL hash the same.
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virtual int hash() const = 0;
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protected:
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friend class SetI;
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friend class CoSet;
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virtual class SetI_ *iterate(uint&) const=0;
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// Need storeage for the set
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Arena *_set_arena;
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};
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typedef Set&((*Set_Constructor)(Arena *arena));
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extern Set &ListSet_Construct(Arena *arena);
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extern Set &VectorSet_Construct(Arena *arena);
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extern Set &SparseSet_Construct(Arena *arena);
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//------------------------------Iteration--------------------------------------
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// Loop thru all elements of the set, setting "elem" to the element numbers
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// in random order. Inserted or deleted elements during this operation may
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// or may not be iterated over; untouched elements will be affected once.
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// Usage: for( SetI i(s); i.test(); i++ ) { body = i.elem; } ...OR...
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// for( i.reset(s); i.test(); i++ ) { body = i.elem; }
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class SetI_ : public ResourceObj {
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protected:
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friend class SetI;
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virtual ~SetI_();
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virtual uint next(void)=0;
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virtual int test(void)=0;
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};
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class SetI {
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protected:
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SetI_ *impl;
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public:
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uint elem; // The publically accessible element
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SetI( const Set *s ) { impl = s->iterate(elem); }
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~SetI() { delete impl; }
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void reset( const Set *s ) { delete impl; impl = s->iterate(elem); }
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void operator ++(void) { elem = impl->next(); }
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int test(void) { return impl->test(); }
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};
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#endif // SHARE_VM_LIBADT_SET_HPP
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