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common/tree: Remove unused splay tree defines

Makes for less code to take care of.
This commit is contained in:
Lioncash 2021-01-12 02:32:38 -05:00
parent 99d2d77062
commit 197b5d19bc

View file

@ -27,33 +27,10 @@
* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef _SYS_TREE_H_
#define _SYS_TREE_H_
/* FreeBSD <sys/cdefs.h> has a lot of defines we don't really want. */
/* tree.h only actually uses __inline and __unused, so we'll just define those. */
/* #include <sys/cdefs.h> */
#ifndef __inline
#define __inline inline
#endif
#pragma once
/*
* This file defines data structures for different types of trees:
* splay trees and red-black trees.
*
* A splay tree is a self-organizing data structure. Every operation
* on the tree causes a splay to happen. The splay moves the requested
* node to the root of the tree and partly rebalances it.
*
* This has the benefit that request locality causes faster lookups as
* the requested nodes move to the top of the tree. On the other hand,
* every lookup causes memory writes.
*
* The Balance Theorem bounds the total access time for m operations
* and n inserts on an initially empty tree as O((m + n)lg n). The
* amortized cost for a sequence of m accesses to a splay tree is O(lg n);
* This file defines data structures for red-black trees.
*
* A red-black tree is a binary search tree with the node color as an
* extra attribute. It fulfills a set of conditions:
@ -66,228 +43,6 @@
* The maximum height of a red-black tree is 2lg (n+1).
*/
#define SPLAY_HEAD(name, type) \
struct name { \
struct type* sph_root; /* root of the tree */ \
}
#define SPLAY_INITIALIZER(root) \
{ NULL }
#define SPLAY_INIT(root) \
do { \
(root)->sph_root = NULL; \
} while (/*CONSTCOND*/ 0)
#define SPLAY_ENTRY(type) \
struct { \
struct type* spe_left; /* left element */ \
struct type* spe_right; /* right element */ \
}
#define SPLAY_LEFT(elm, field) (elm)->field.spe_left
#define SPLAY_RIGHT(elm, field) (elm)->field.spe_right
#define SPLAY_ROOT(head) (head)->sph_root
#define SPLAY_EMPTY(head) (SPLAY_ROOT(head) == NULL)
/* SPLAY_ROTATE_{LEFT,RIGHT} expect that tmp hold SPLAY_{RIGHT,LEFT} */
#define SPLAY_ROTATE_RIGHT(head, tmp, field) \
do { \
SPLAY_LEFT((head)->sph_root, field) = SPLAY_RIGHT(tmp, field); \
SPLAY_RIGHT(tmp, field) = (head)->sph_root; \
(head)->sph_root = tmp; \
} while (/*CONSTCOND*/ 0)
#define SPLAY_ROTATE_LEFT(head, tmp, field) \
do { \
SPLAY_RIGHT((head)->sph_root, field) = SPLAY_LEFT(tmp, field); \
SPLAY_LEFT(tmp, field) = (head)->sph_root; \
(head)->sph_root = tmp; \
} while (/*CONSTCOND*/ 0)
#define SPLAY_LINKLEFT(head, tmp, field) \
do { \
SPLAY_LEFT(tmp, field) = (head)->sph_root; \
tmp = (head)->sph_root; \
(head)->sph_root = SPLAY_LEFT((head)->sph_root, field); \
} while (/*CONSTCOND*/ 0)
#define SPLAY_LINKRIGHT(head, tmp, field) \
do { \
SPLAY_RIGHT(tmp, field) = (head)->sph_root; \
tmp = (head)->sph_root; \
(head)->sph_root = SPLAY_RIGHT((head)->sph_root, field); \
} while (/*CONSTCOND*/ 0)
#define SPLAY_ASSEMBLE(head, node, left, right, field) \
do { \
SPLAY_RIGHT(left, field) = SPLAY_LEFT((head)->sph_root, field); \
SPLAY_LEFT(right, field) = SPLAY_RIGHT((head)->sph_root, field); \
SPLAY_LEFT((head)->sph_root, field) = SPLAY_RIGHT(node, field); \
SPLAY_RIGHT((head)->sph_root, field) = SPLAY_LEFT(node, field); \
} while (/*CONSTCOND*/ 0)
/* Generates prototypes and inline functions */
#define SPLAY_PROTOTYPE(name, type, field, cmp) \
void name##_SPLAY(struct name*, struct type*); \
void name##_SPLAY_MINMAX(struct name*, int); \
struct type* name##_SPLAY_INSERT(struct name*, struct type*); \
struct type* name##_SPLAY_REMOVE(struct name*, struct type*); \
\
/* Finds the node with the same key as elm */ \
static __inline struct type* name##_SPLAY_FIND(struct name* head, struct type* elm) { \
if (SPLAY_EMPTY(head)) \
return (NULL); \
name##_SPLAY(head, elm); \
if ((cmp)(elm, (head)->sph_root) == 0) \
return (head->sph_root); \
return (NULL); \
} \
\
static __inline struct type* name##_SPLAY_NEXT(struct name* head, struct type* elm) { \
name##_SPLAY(head, elm); \
if (SPLAY_RIGHT(elm, field) != NULL) { \
elm = SPLAY_RIGHT(elm, field); \
while (SPLAY_LEFT(elm, field) != NULL) { \
elm = SPLAY_LEFT(elm, field); \
} \
} else \
elm = NULL; \
return (elm); \
} \
\
static __inline struct type* name##_SPLAY_MIN_MAX(struct name* head, int val) { \
name##_SPLAY_MINMAX(head, val); \
return (SPLAY_ROOT(head)); \
}
/* Main splay operation.
* Moves node close to the key of elm to top
*/
#define SPLAY_GENERATE(name, type, field, cmp) \
struct type* name##_SPLAY_INSERT(struct name* head, struct type* elm) { \
if (SPLAY_EMPTY(head)) { \
SPLAY_LEFT(elm, field) = SPLAY_RIGHT(elm, field) = NULL; \
} else { \
int __comp; \
name##_SPLAY(head, elm); \
__comp = (cmp)(elm, (head)->sph_root); \
if (__comp < 0) { \
SPLAY_LEFT(elm, field) = SPLAY_LEFT((head)->sph_root, field); \
SPLAY_RIGHT(elm, field) = (head)->sph_root; \
SPLAY_LEFT((head)->sph_root, field) = NULL; \
} else if (__comp > 0) { \
SPLAY_RIGHT(elm, field) = SPLAY_RIGHT((head)->sph_root, field); \
SPLAY_LEFT(elm, field) = (head)->sph_root; \
SPLAY_RIGHT((head)->sph_root, field) = NULL; \
} else \
return ((head)->sph_root); \
} \
(head)->sph_root = (elm); \
return (NULL); \
} \
\
struct type* name##_SPLAY_REMOVE(struct name* head, struct type* elm) { \
struct type* __tmp; \
if (SPLAY_EMPTY(head)) \
return (NULL); \
name##_SPLAY(head, elm); \
if ((cmp)(elm, (head)->sph_root) == 0) { \
if (SPLAY_LEFT((head)->sph_root, field) == NULL) { \
(head)->sph_root = SPLAY_RIGHT((head)->sph_root, field); \
} else { \
__tmp = SPLAY_RIGHT((head)->sph_root, field); \
(head)->sph_root = SPLAY_LEFT((head)->sph_root, field); \
name##_SPLAY(head, elm); \
SPLAY_RIGHT((head)->sph_root, field) = __tmp; \
} \
return (elm); \
} \
return (NULL); \
} \
\
void name##_SPLAY(struct name* head, struct type* elm) { \
struct type __node, *__left, *__right, *__tmp; \
int __comp; \
\
SPLAY_LEFT(&__node, field) = SPLAY_RIGHT(&__node, field) = NULL; \
__left = __right = &__node; \
\
while ((__comp = (cmp)(elm, (head)->sph_root)) != 0) { \
if (__comp < 0) { \
__tmp = SPLAY_LEFT((head)->sph_root, field); \
if (__tmp == NULL) \
break; \
if ((cmp)(elm, __tmp) < 0) { \
SPLAY_ROTATE_RIGHT(head, __tmp, field); \
if (SPLAY_LEFT((head)->sph_root, field) == NULL) \
break; \
} \
SPLAY_LINKLEFT(head, __right, field); \
} else if (__comp > 0) { \
__tmp = SPLAY_RIGHT((head)->sph_root, field); \
if (__tmp == NULL) \
break; \
if ((cmp)(elm, __tmp) > 0) { \
SPLAY_ROTATE_LEFT(head, __tmp, field); \
if (SPLAY_RIGHT((head)->sph_root, field) == NULL) \
break; \
} \
SPLAY_LINKRIGHT(head, __left, field); \
} \
} \
SPLAY_ASSEMBLE(head, &__node, __left, __right, field); \
} \
\
/* Splay with either the minimum or the maximum element \
* Used to find minimum or maximum element in tree. \
*/ \
void name##_SPLAY_MINMAX(struct name* head, int __comp) { \
struct type __node, *__left, *__right, *__tmp; \
\
SPLAY_LEFT(&__node, field) = SPLAY_RIGHT(&__node, field) = NULL; \
__left = __right = &__node; \
\
while (1) { \
if (__comp < 0) { \
__tmp = SPLAY_LEFT((head)->sph_root, field); \
if (__tmp == NULL) \
break; \
if (__comp < 0) { \
SPLAY_ROTATE_RIGHT(head, __tmp, field); \
if (SPLAY_LEFT((head)->sph_root, field) == NULL) \
break; \
} \
SPLAY_LINKLEFT(head, __right, field); \
} else if (__comp > 0) { \
__tmp = SPLAY_RIGHT((head)->sph_root, field); \
if (__tmp == NULL) \
break; \
if (__comp > 0) { \
SPLAY_ROTATE_LEFT(head, __tmp, field); \
if (SPLAY_RIGHT((head)->sph_root, field) == NULL) \
break; \
} \
SPLAY_LINKRIGHT(head, __left, field); \
} \
} \
SPLAY_ASSEMBLE(head, &__node, __left, __right, field); \
}
#define SPLAY_NEGINF -1
#define SPLAY_INF 1
#define SPLAY_INSERT(name, x, y) name##_SPLAY_INSERT(x, y)
#define SPLAY_REMOVE(name, x, y) name##_SPLAY_REMOVE(x, y)
#define SPLAY_FIND(name, x, y) name##_SPLAY_FIND(x, y)
#define SPLAY_NEXT(name, x, y) name##_SPLAY_NEXT(x, y)
#define SPLAY_MIN(name, x) (SPLAY_EMPTY(x) ? NULL : name##_SPLAY_MIN_MAX(x, SPLAY_NEGINF))
#define SPLAY_MAX(name, x) (SPLAY_EMPTY(x) ? NULL : name##_SPLAY_MIN_MAX(x, SPLAY_INF))
#define SPLAY_FOREACH(x, name, head) \
for ((x) = SPLAY_MIN(name, head); (x) != NULL; (x) = SPLAY_NEXT(name, head, x))
/* Macros that define a red-black tree */
#define RB_HEAD(name, type) \
struct name { \
@ -818,5 +573,3 @@
#define RB_FOREACH_REVERSE_SAFE(x, name, head, y) \
for ((x) = RB_MAX(name, head); ((x) != NULL) && ((y) = name##_RB_PREV(x), (x) != NULL); \
(x) = (y))
#endif /* _SYS_TREE_H_ */