namespace antlr3 { template< class ImplTraits, class DataType > ANTLR_INLINE TrieEntry::TrieEntry(const DataType& data, TrieEntry* next) :m_data(data) { m_next = next; } template< class ImplTraits, class DataType > ANTLR_INLINE DataType& TrieEntry::get_data() { return m_data; } template< class ImplTraits, class DataType > ANTLR_INLINE const DataType& TrieEntry::get_data() const { return m_data; } template< class ImplTraits, class DataType > ANTLR_INLINE TrieEntry* TrieEntry::get_next() const { return m_next; } template< class ImplTraits, class DataType > ANTLR_INLINE void TrieEntry::set_next( TrieEntry* next ) { m_next = next; } template< class ImplTraits, class DataType > ANTLR_INLINE ANTLR_UINT32 IntTrieNode::get_bitNum() const { return m_bitNum; } template< class ImplTraits, class DataType > ANTLR_INLINE ANTLR_INTKEY IntTrieNode::get_key() const { return m_key; } template< class ImplTraits, class DataType > ANTLR_INLINE typename IntTrieNode::BucketsType* IntTrieNode::get_buckets() const { return m_buckets; } template< class ImplTraits, class DataType > ANTLR_INLINE IntTrieNode* IntTrieNode::get_leftN() const { return m_leftN; } template< class ImplTraits, class DataType > ANTLR_INLINE IntTrieNode* IntTrieNode::get_rightN() const { return m_rightN; } template< class ImplTraits, class DataType > ANTLR_INLINE void IntTrieNode::set_bitNum( ANTLR_UINT32 bitNum ) { m_bitNum = bitNum; } template< class ImplTraits, class DataType > ANTLR_INLINE void IntTrieNode::set_key( ANTLR_INTKEY key ) { m_key = key; } template< class ImplTraits, class DataType > ANTLR_INLINE void IntTrieNode::set_buckets( BucketsType* buckets ) { m_buckets = buckets; } template< class ImplTraits, class DataType > ANTLR_INLINE void IntTrieNode::set_leftN( IntTrieNode* leftN ) { m_leftN = leftN; } template< class ImplTraits, class DataType > ANTLR_INLINE void IntTrieNode::set_rightN( IntTrieNode* rightN ) { m_rightN = rightN; } ANTLR_INLINE const ANTLR_UINT8* IntTrieBase::get_bitIndex() { static ANTLR_UINT8 bitIndex[256] = { 0, // 0 - Just for padding 0, // 1 1, 1, // 2..3 2, 2, 2, 2, // 4..7 3, 3, 3, 3, 3, 3, 3, 3, // 8+ 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, // 16+ 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, // 32+ 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, // 64+ 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, // 128+ 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7 }; return bitIndex; } ANTLR_INLINE const ANTLR_UINT64* IntTrieBase::get_bitMask() { static ANTLR_UINT64 bitMask[64] = { 0x0000000000000001ULL, 0x0000000000000002ULL, 0x0000000000000004ULL, 0x0000000000000008ULL, 0x0000000000000010ULL, 0x0000000000000020ULL, 0x0000000000000040ULL, 0x0000000000000080ULL, 0x0000000000000100ULL, 0x0000000000000200ULL, 0x0000000000000400ULL, 0x0000000000000800ULL, 0x0000000000001000ULL, 0x0000000000002000ULL, 0x0000000000004000ULL, 0x0000000000008000ULL, 0x0000000000010000ULL, 0x0000000000020000ULL, 0x0000000000040000ULL, 0x0000000000080000ULL, 0x0000000000100000ULL, 0x0000000000200000ULL, 0x0000000000400000ULL, 0x0000000000800000ULL, 0x0000000001000000ULL, 0x0000000002000000ULL, 0x0000000004000000ULL, 0x0000000008000000ULL, 0x0000000010000000ULL, 0x0000000020000000ULL, 0x0000000040000000ULL, 0x0000000080000000ULL, 0x0000000100000000ULL, 0x0000000200000000ULL, 0x0000000400000000ULL, 0x0000000800000000ULL, 0x0000001000000000ULL, 0x0000002000000000ULL, 0x0000004000000000ULL, 0x0000008000000000ULL, 0x0000010000000000ULL, 0x0000020000000000ULL, 0x0000040000000000ULL, 0x0000080000000000ULL, 0x0000100000000000ULL, 0x0000200000000000ULL, 0x0000400000000000ULL, 0x0000800000000000ULL, 0x0001000000000000ULL, 0x0002000000000000ULL, 0x0004000000000000ULL, 0x0008000000000000ULL, 0x0010000000000000ULL, 0x0020000000000000ULL, 0x0040000000000000ULL, 0x0080000000000000ULL, 0x0100000000000000ULL, 0x0200000000000000ULL, 0x0400000000000000ULL, 0x0800000000000000ULL, 0x1000000000000000ULL, 0x2000000000000000ULL, 0x4000000000000000ULL, 0x8000000000000000ULL }; return bitMask; } template< class ImplTraits, class DataType > IntTrie::IntTrie( ANTLR_UINT32 depth ) { /* Now we need to allocate the root node. This makes it easier * to use the tree as we don't have to do anything special * for the root node. */ m_root = new IntTrieNodeType; /* Now we seed the root node with the index being the * highest left most bit we want to test, which limits the * keys in the trie. This is the trie 'depth'. The limit for * this implementation is 63 (bits 0..63). */ m_root->set_bitNum( depth ); /* And as we have nothing in here yet, we set both child pointers * of the root node to point back to itself. */ m_root->set_leftN( m_root ); m_root->set_rightN( m_root ); m_count = 0; /* Finally, note that the key for this root node is 0 because * we use calloc() to initialise it. */ m_allowDups = false; m_current = NULL; } template< class ImplTraits, class DataType > IntTrie::~IntTrie() { /* Descend from the root and free all the nodes */ delete m_root; /* the nodes are all gone now, so we need only free the memory * for the structure itself */ } template< class ImplTraits, class DataType > typename IntTrie::TrieEntryType* IntTrie::get( ANTLR_INTKEY key) { IntTrieNodeType* thisNode; IntTrieNodeType* nextNode; if (m_count == 0) return NULL; /* Nothing in this trie yet */ /* Starting at the root node in the trie, compare the bit index * of the current node with its next child node (starts left from root). * When the bit index of the child node is greater than the bit index of the current node * then by definition (as the bit index decreases as we descent the trie) * we have reached a 'backward' pointer. A backward pointer means we * have reached the only node that can be reached by the bits given us so far * and it must either be the key we are looking for, or if not then it * means the entry was not in the trie, and we return NULL. A backward pointer * points back in to the tree structure rather than down (deeper) within the * tree branches. */ thisNode = m_root; /* Start at the root node */ nextNode = thisNode->get_leftN(); /* Examine the left node from the root */ /* While we are descending the tree nodes... */ const ANTLR_UINT64* bitMask = this->get_bitMask(); while( thisNode->get_bitNum() > nextNode->get_bitNum() ) { /* Next node now becomes the new 'current' node */ thisNode = nextNode; /* We now test the bit indicated by the bitmap in the next node * in the key we are searching for. The new next node is the * right node if that bit is set and the left node it is not. */ if (key & bitMask[nextNode->get_bitNum()]) { nextNode = nextNode->get_rightN(); /* 1 is right */ } else { nextNode = nextNode->get_leftN(); /* 0 is left */ } } /* Here we have reached a node where the bitMap index is lower than * its parent. This means it is pointing backward in the tree and * must therefore be a terminal node, being the only point than can * be reached with the bits seen so far. It is either the actual key * we wanted, or if that key is not in the trie it is another key * that is currently the only one that can be reached by those bits. * That situation would obviously change if the key was to be added * to the trie. * * Hence it only remains to test whether this is actually the key or not. */ if (nextNode->get_key() == key) { /* This was the key, so return the entry pointer */ return nextNode->get_buckets(); } else { return NULL; /* That key is not in the trie (note that we set the pointer to -1 if no payload) */ } } template< class ImplTraits, class DataType > bool IntTrie::del( ANTLR_INTKEY /*key*/) { IntTrieNodeType* p; p = m_root; return false; } template< class ImplTraits, class DataType > bool IntTrie::add( ANTLR_INTKEY key, const DataType& data ) { IntTrieNodeType* thisNode; IntTrieNodeType* nextNode; IntTrieNodeType* entNode; ANTLR_UINT32 depth; TrieEntryType* newEnt; TrieEntryType* nextEnt; ANTLR_INTKEY xorKey; /* Cache the bit depth of this trie, which is always the highest index, * which is in the root node */ depth = m_root->get_bitNum(); thisNode = m_root; /* Start with the root node */ nextNode = m_root->get_leftN(); /* And assume we start to the left */ /* Now find the only node that can be currently reached by the bits in the * key we are being asked to insert. */ const ANTLR_UINT64* bitMask = this->get_bitMask(); while (thisNode->get_bitNum() > nextNode->get_bitNum() ) { /* Still descending the structure, next node becomes current. */ thisNode = nextNode; if (key & bitMask[nextNode->get_bitNum()]) { /* Bit at the required index was 1, so travers the right node from here */ nextNode = nextNode->get_rightN(); } else { /* Bit at the required index was 0, so we traverse to the left */ nextNode = nextNode->get_leftN(); } } /* Here we have located the only node that can be reached by the * bits in the requested key. It could in fact be that key or the node * we need to use to insert the new key. */ if (nextNode->get_key() == key) { /* We have located an exact match, but we will only append to the bucket chain * if this trie accepts duplicate keys. */ if (m_allowDups ==true) { /* Yes, we are accepting duplicates */ newEnt = new TrieEntryType(data, NULL); /* We want to be able to traverse the stored elements in the order that they were * added as duplicate keys. We might need to revise this opinion if we end up having many duplicate keys * as perhaps reverse order is just as good, so long as it is ordered. */ nextEnt = nextNode->get_buckets(); while (nextEnt->get_next() != NULL) { nextEnt = nextEnt->get_next(); } nextEnt->set_next(newEnt); m_count++; return true; } else { /* We found the key is already there and we are not allowed duplicates in this * trie. */ return false; } } /* Here we have discovered the only node that can be reached by the bits in the key * but we have found that this node is not the key we need to insert. We must find the * the leftmost bit by which the current key for that node and the new key we are going * to insert, differ. While this nested series of ifs may look a bit strange, experimentation * showed that it allows a machine code path that works well with predicated execution */ xorKey = (key ^ nextNode->get_key() ); /* Gives 1 bits only where they differ then we find the left most 1 bit*/ /* Most common case is a 32 bit key really */ const ANTLR_UINT8* bitIndex = this->get_bitIndex(); #ifdef ANTLR_USE_64BIT if (xorKey & 0xFFFFFFFF00000000) { if (xorKey & 0xFFFF000000000000) { if (xorKey & 0xFF00000000000000) { depth = 56 + bitIndex[((xorKey & 0xFF00000000000000)>>56)]; } else { depth = 48 + bitIndex[((xorKey & 0x00FF000000000000)>>48)]; } } else { if (xorKey & 0x0000FF0000000000) { depth = 40 + bitIndex[((xorKey & 0x0000FF0000000000)>>40)]; } else { depth = 32 + bitIndex[((xorKey & 0x000000FF00000000)>>32)]; } } } else #endif { if (xorKey & 0x00000000FFFF0000) { if (xorKey & 0x00000000FF000000) { depth = 24 + bitIndex[((xorKey & 0x00000000FF000000)>>24)]; } else { depth = 16 + bitIndex[((xorKey & 0x0000000000FF0000)>>16)]; } } else { if (xorKey & 0x000000000000FF00) { depth = 8 + bitIndex[((xorKey & 0x0000000000000FF00)>>8)]; } else { depth = bitIndex[xorKey & 0x00000000000000FF]; } } } /* We have located the leftmost differing bit, indicated by the depth variable. So, we know what * bit index we are to insert the new entry at. There are two cases, being where the two keys * differ at a bit position that is not currently part of the bit testing, where they differ on a bit * that is currently being skipped in the indexed comparisons, and where they differ on a bit * that is merely lower down in the current bit search. If the bit index went bit 4, bit 2 and they differ * at bit 3, then we have the "skipped" bit case. But if that chain was Bit 4, Bit 2 and they differ at bit 1 * then we have the easy bit . * * So, set up to descend the tree again, but this time looking for the insert point * according to whether we skip the bit that differs or not. */ thisNode = m_root; entNode = m_root->get_leftN(); /* Note the slight difference in the checks here to cover both cases */ while (thisNode->get_bitNum() > entNode->get_bitNum() && entNode->get_bitNum() > depth) { /* Still descending the structure, next node becomes current. */ thisNode = entNode; if (key & bitMask[entNode->get_bitNum()]) { /* Bit at the required index was 1, so traverse the right node from here */ entNode = entNode->get_rightN(); } else { /* Bit at the required index was 0, so we traverse to the left */ entNode = entNode->get_leftN(); } } /* We have located the correct insert point for this new key, so we need * to allocate our entry and insert it etc. */ nextNode = new IntTrieNodeType(); /* Build a new entry block for the new node */ newEnt = new TrieEntryType(data, NULL); /* Install it */ nextNode->set_buckets(newEnt); nextNode->set_key(key); nextNode->set_bitNum( depth ); /* Work out the right and left pointers for this new node, which involve * terminating with the current found node either right or left according * to whether the current index bit is 1 or 0 */ if (key & bitMask[depth]) { nextNode->set_leftN(entNode); /* Terminates at previous position */ nextNode->set_rightN(nextNode); /* Terminates with itself */ } else { nextNode->set_rightN(entNode); /* Terminates at previous position */ nextNode->set_leftN(nextNode); /* Terminates with itself */ } /* Finally, we need to change the pointers at the node we located * for inserting. If the key bit at its index is set then the right * pointer for that node becomes the newly created node, otherwise the left * pointer does. */ if (key & bitMask[thisNode->get_bitNum()] ) { thisNode->set_rightN( nextNode ); } else { thisNode->set_leftN(nextNode); } /* Et voila */ m_count++; return true; } template< class ImplTraits, class DataType > IntTrieNode::IntTrieNode() { m_bitNum = 0; m_key = 0; m_buckets = NULL; m_leftN = NULL; m_rightN = NULL; } template< class ImplTraits, class DataType > IntTrieNode::~IntTrieNode() { TrieEntryType* thisEntry; TrieEntryType* nextEntry; /* If this node has a left pointer that is not a back pointer * then recursively call to free this */ if ( m_bitNum > m_leftN->get_bitNum()) { /* We have a left node that needs descending, so do it. */ delete m_leftN; } /* The left nodes from here should now be dealt with, so * we need to descend any right nodes that are not back pointers */ if ( m_bitNum > m_rightN->get_bitNum() ) { /* There are some right nodes to descend and deal with. */ delete m_rightN; } /* Now all the children are dealt with, we can destroy * this node too */ thisEntry = m_buckets; while (thisEntry != NULL) { nextEntry = thisEntry->get_next(); /* Now free the data for this bucket entry */ delete thisEntry; thisEntry = nextEntry; /* See if there are any more to free */ } /* The bucket entry is now gone, so we can free the memory for * the entry itself. */ /* And that should be it for everything under this node and itself */ } /** * Allocate and initialize a new ANTLR3 topological sorter, which can be * used to define edges that identify numerical node indexes that depend on other * numerical node indexes, which can then be sorted topologically such that * any node is sorted after all its dependent nodes. * * Use: * * /verbatim pANTLR3_TOPO topo; topo = antlr3NewTopo(); if (topo == NULL) { out of memory } topo->addEdge(topo, 3, 0); // Node 3 depends on node 0 topo->addEdge(topo, 0, 1); // Node - depends on node 1 topo->sortVector(topo, myVector); // Sort the vector in place (node numbers are the vector entry numbers) * /verbatim */ template Topo::Topo() { // Initialize variables // m_visited = NULL; // Don't know how big it is yet m_limit = 1; // No edges added yet m_edges = NULL; // No edges added yet m_sorted = NULL; // Nothing sorted at the start m_cycle = NULL; // No cycles at the start m_cycleMark = 0; // No cycles at the start m_hasCycle = false; // No cycle at the start } // Topological sorter // template void Topo::addEdge(ANTLR_UINT32 edge, ANTLR_UINT32 dependency) { ANTLR_UINT32 i; ANTLR_UINT32 maxEdge; BitsetType* edgeDeps; if (edge>dependency) { maxEdge = edge; } else { maxEdge = dependency; } // We need to add an edge to says that the node indexed by 'edge' is // dependent on the node indexed by 'dependency' // // First see if we have enough room in the edges array to add the edge? // if ( m_edges == NULL) { // We don't have any edges yet, so create an array to hold them // m_edges = AllocPolicyType::alloc0(sizeof(BitsetType*) * (maxEdge + 1)); // Set the limit to what we have now // m_limit = maxEdge + 1; } else if (m_limit <= maxEdge) { // WE have some edges but not enough // m_edges = AllocPolicyType::realloc(m_edges, sizeof(BitsetType*) * (maxEdge + 1)); // Initialize the new bitmaps to ;indicate we have no edges defined yet // for (i = m_limit; i <= maxEdge; i++) { *((m_edges) + i) = NULL; } // Set the limit to what we have now // m_limit = maxEdge + 1; } // If the edge was flagged as depending on itself, then we just // do nothing as it means this routine was just called to add it // in to the list of nodes. // if (edge == dependency) { return; } // Pick up the bit map for the requested edge // edgeDeps = *((m_edges) + edge); if (edgeDeps == NULL) { // No edges are defined yet for this node // edgeDeps = new BitsetType(0); *((m_edges) + edge) = edgeDeps; } // Set the bit in the bitmap that corresponds to the requested // dependency. // edgeDeps->add(dependency); // And we are all set // return; } /** * Given a starting node, descend its dependent nodes (ones that it has edges * to) until we find one without edges. Having found a node without edges, we have * discovered the bottom of a depth first search, which we can then ascend, adding * the nodes in order from the bottom, which gives us the dependency order. */ template void Topo::DFS(ANTLR_UINT32 node) { BitsetType* edges; // Guard against a revisit and check for cycles // if (m_hasCycle == true) { return; // We don't do anything else if we found a cycle } if ( m_visited->isMember(node)) { // Check to see if we found a cycle. To do this we search the // current cycle stack and see if we find this node already in the stack. // ANTLR_UINT32 i; for (i=0; i< m_cycleMark; i++) { if ( m_cycle[i] == node) { // Stop! We found a cycle in the input, so rejig the cycle // stack so that it only contains the cycle and set the cycle flag // which will tell the caller what happened // ANTLR_UINT32 l; for (l = i; l < m_cycleMark; l++) { m_cycle[l - i] = m_cycle[l]; // Move to zero base in the cycle list } // Recalculate the limit // m_cycleMark -= i; // Signal disaster // m_hasCycle = true; } } return; } // So far, no cycles have been found and we have not visited this node yet, // so this node needs to go into the cycle stack before we continue // then we will take it out of the stack once we have descended all its // dependencies. // m_cycle[m_cycleMark++] = node; // First flag that we have visited this node // m_visited->add(node); // Now, if this node has edges, then we want to ensure we visit // them all before we drop through and add this node into the sorted // list. // edges = *((m_edges) + node); if (edges != NULL) { // We have some edges, so visit each of the edge nodes // that have not already been visited. // ANTLR_UINT32 numBits; // How many bits are in the set ANTLR_UINT32 i; ANTLR_UINT32 range; numBits = edges->numBits(); range = edges->size(); // Number of set bits // Stop if we exahust the bit list or have checked the // number of edges that this node refers to (so we don't // check bits at the end that cannot possibly be set). // for (i=0; i<= numBits && range > 0; i++) { if (edges->isMember(i)) { range--; // About to check another one // Found an edge, make sure we visit and descend it // this->DFS(i); } } } // At this point we will have visited all the dependencies // of this node and they will be ordered (even if there are cycles) // So we just add the node into the sorted list at the // current index position. // m_sorted[m_limit++] = node; // Remove this node from the cycle list if we have not detected a cycle // if (m_hasCycle == false) { m_cycleMark--; } return; } template ANTLR_UINT32* Topo::sortToArray() { ANTLR_UINT32 v; ANTLR_UINT32 oldLimit; // Guard against being called with no edges defined // if (m_edges == NULL) { return 0; } // First we need a vector to populate with enough // entries to accomodate the sorted list and another to accomodate // the maximum cycle we could detect which is all nodes such as 0->1->2->3->0 // m_sorted = AllocPolicyType::alloc( m_limit * sizeof(ANTLR_UINT32) ); m_cycle = AllocPolicyType::alloc( m_limit * sizeof(ANTLR_UINT32)); // Next we need an empty bitset to show whether we have visited a node // or not. This is the bit that gives us linear time of course as we are essentially // dropping through the nodes in depth first order and when we get to a node that // has no edges, we pop back up the stack adding the nodes we traversed in reverse // order. // m_visited = new BitsetType(0); // Now traverse the nodes as if we were just going left to right, but // then descend each node unless it has already been visited. // oldLimit = m_limit; // Number of nodes to traverse linearly m_limit = 0; // Next entry in the sorted table for (v = 0; v < oldLimit; v++) { // If we did not already visit this node, then descend it until we // get a node without edges or arrive at a node we have already visited. // if (m_visited->isMember(v) == false) { // We have not visited this one so descend it // this->DFS(v); } // Break the loop if we detect a cycle as we have no need to go any // further // if (m_hasCycle == true) { break; } } // Reset the limit to the number we recorded as if we hit a // cycle, then limit will have stopped at the node where we // discovered the cycle, but in order to free the edge bitmaps // we need to know how many we may have allocated and traverse them all. // m_limit = oldLimit; // Having traversed all the nodes we were given, we // are guaranteed to have ordered all the nodes or detected a // cycle. // return m_sorted; } template template void Topo::sortVector( typename ImplTraits::template VectorType& v ) { // To sort a vector, we first perform the // sort to an array, then use the results to reorder the vector // we are given. This is just a convenience routine that allows you to // sort the children of a tree node into topological order before or // during an AST walk. This can be useful for optimizations that require // dag reorders and also when the input stream defines thigns that are // interdependent and you want to walk the list of the generated trees // for those things in topological order so you can ignore the interdependencies // at that point. // ANTLR_UINT32 i; // Used as a lookup index to find the current location in the vector of // the vector entry that was originally at position [0], [1], [2] etc // ANTLR_UINT32* vIndex; // Sort into an array, then we can use the array that is // stored in the topo // if (this->sortToArray() == 0) { return; // There were no edges } if (m_hasCycle == true) { return; // Do nothing if we detected a cycle } // Ensure that the vector we are sorting is at least as big as the // the input sequence we were adsked to sort. It does not matter if it is // bigger as thaat probably just means that nodes numbered higher than the // limit had no dependencies and so can be left alone. // if (m_limit > v.size() ) { // We can only sort the entries that we have dude! The caller is // responsible for ensuring the vector is the correct one and is the // correct size etc. // m_limit = v.size(); } // We need to know the locations of each of the entries // in the vector as we don't want to duplicate them in a new vector. We // just use an indirection table to get the vector entry for a particular sequence // acording to where we moved it last. Then we can just swap vector entries until // we are done :-) // vIndex = AllocPolicyType::alloc(m_limit * sizeof(ANTLR_UINT32)); // Start index, each vector entry is located where you think it is // for (i = 0; i < m_limit; i++) { vIndex[i] = i; } // Now we traverse the sorted array and moved the entries of // the vector around according to the sort order and the indirection // table we just created. The index telsl us where in the vector the // original element entry n is now located via vIndex[n]. // for (i=0; i < m_limit; i++) { ANTLR_UINT32 ind; // If the vector entry at i is already the one that it // should be, then we skip moving it of course. // if (vIndex[m_sorted[i]] == i) { continue; } // The vector entry at i, should be replaced with the // vector entry indicated by topo->sorted[i]. The vector entry // at topo->sorted[i] may have already been swapped out though, so we // find where it is now and move it from there to i. // ind = vIndex[m_sorted[i]]; std::swap( v[i], v[ind] ); // Update our index. The element at i is now the one we wanted // to be sorted here and the element we swapped out is now the // element that was at i just before we swapped it. If you are lost now // don't worry about it, we are just reindexing on the fly is all. // vIndex[m_sorted[i]] = i; vIndex[i] = ind; } // Having traversed all the entries, we have sorted the vector in place. // AllocPolicyType::free(vIndex); return; } template Topo::~Topo() { ANTLR_UINT32 i; // Free the result vector // if (m_sorted != NULL) { AllocPolicyType::free(m_sorted); } // Free the visited map // if (m_visited != NULL) { delete m_visited; } // Free any edgemaps // if (m_edges != NULL) { Bitset* edgeList; for (i=0; i