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The Zeek code base has very inconsistent #includes. Many sources included a few headers, and those headers included other headers, and in the end, nearly everything is included everywhere, so missing #includes were never noticed. Another side effect was a lot of header bloat which slows down the build. First step to fix it: in each source file, its own header should be included first to verify that each header's includes are correct, and none is missing. After adding the missing #includes, I replaced lots of #includes inside headers with class forward declarations. In most headers, object pointers are never referenced, so declaring the function prototypes with forward-declared classes is just fine. This patch speeds up the build by 19%, because each compilation unit gets smaller. Here are the "time" numbers for a fresh build (with a warm page cache but without ccache): Before this patch: 3144.94user 161.63system 3:02.87elapsed 1808%CPU (0avgtext+0avgdata 2168608maxresident)k 760inputs+12008400outputs (1511major+57747204minor)pagefaults 0swaps After this patch: 2565.17user 141.83system 2:25.46elapsed 1860%CPU (0avgtext+0avgdata 1489076maxresident)k 72576inputs+9130920outputs (1667major+49400430minor)pagefaults 0swaps
97 lines
1.9 KiB
C++
97 lines
1.9 KiB
C++
// See the file "COPYING" in the main distribution directory for copyright.
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#pragma once
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#include <math.h>
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#include <stdint.h>
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class PriorityQueue;
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class PQ_Element {
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public:
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explicit PQ_Element(double t) { time = t; offset = -1; }
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virtual ~PQ_Element() { }
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double Time() const { return time; }
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int Offset() const { return offset; }
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void SetOffset(int off) { offset = off; }
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void MinimizeTime() { time = -HUGE_VAL; }
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protected:
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PQ_Element() { time = 0; offset = -1; }
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double time;
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int offset;
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};
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class PriorityQueue {
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public:
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explicit PriorityQueue(int initial_size = 16);
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~PriorityQueue();
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// Returns the top of queue, or nil if the queue is empty.
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PQ_Element* Top() const
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{
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if ( heap_size == 0 )
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return 0;
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else
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return heap[0];
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}
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// Removes (and returns) top of queue. Returns nil if the queue
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// is empty.
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PQ_Element* Remove();
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// Removes element e. Returns e, or nullptr if e wasn't in the queue.
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// Note that e will be modified via MinimizeTime().
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PQ_Element* Remove(PQ_Element* e);
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// Add a new element to the queue. Returns false on failure (not enough
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// memory to add the element), true on success.
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bool Add(PQ_Element* e);
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int Size() const { return heap_size; }
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int PeakSize() const { return peak_heap_size; }
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uint64_t CumulativeNum() const { return cumulative_num; }
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protected:
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bool Resize(int new_size);
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void BubbleUp(int bin);
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void BubbleDown(int bin);
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int Parent(int bin) const
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{
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return bin >> 1;
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}
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int LeftChild(int bin) const
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{
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return bin << 1;
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}
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int RightChild(int bin) const
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{
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return LeftChild(bin) + 1;
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}
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void SetElement(int bin, PQ_Element* e)
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{
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heap[bin] = e;
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e->SetOffset(bin);
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}
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void Swap(int bin1, int bin2)
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{
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PQ_Element* t = heap[bin1];
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SetElement(bin1, heap[bin2]);
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SetElement(bin2, t);
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}
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PQ_Element** heap;
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int heap_size;
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int peak_heap_size;
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int max_heap_size;
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uint64_t cumulative_num;
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};
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