[SCM] WebKit Debian packaging branch, debian/experimental, updated. upstream/1.3.3-9427-gc2be6fc
barraclough at apple.com
barraclough at apple.com
Wed Dec 22 12:44:17 UTC 2010
The following commit has been merged in the debian/experimental branch:
commit a7c54f0968986ff44d518fcd42fab7c0ba4a260d
Author: barraclough at apple.com <barraclough at apple.com@268f45cc-cd09-0410-ab3c-d52691b4dbfc>
Date: Sat Aug 28 00:05:55 2010 +0000
Added version 5 and version 6 of V8 tests with modifications similar
to the version 4 tests so they'll work with the SunSpider test harness.
Note that these files are external source and therefore don't conform
to WebKit coding standards.
https://bugs.webkit.org/show_bug.cgi?id=44638
Patch by Michael Saboff <msaboff at apple.com> on 2010-08-27
Reviewed by Stephanie Lewis.
* tests/v8-v5: Added.
* tests/v8-v5/LIST: Added.
* tests/v8-v5/v8-crypto.js: Added.
* tests/v8-v5/v8-deltablue.js: Added.
* tests/v8-v5/v8-earley-boyer.js: Added.
* tests/v8-v5/v8-raytrace.js: Added.
* tests/v8-v5/v8-regexp.js: Added.
* tests/v8-v5/v8-richards.js: Added.
* tests/v8-v5/v8-splay.js: Added.
* tests/v8-v6: Added.
* tests/v8-v6/LIST: Added.
* tests/v8-v6/v8-crypto.js: Added.
* tests/v8-v6/v8-deltablue.js: Added.
* tests/v8-v6/v8-earley-boyer.js: Added.
* tests/v8-v6/v8-raytrace.js: Added.
* tests/v8-v6/v8-regexp.js: Added.
* tests/v8-v6/v8-richards.js: Added.
* tests/v8-v6/v8-splay.js: Added.
git-svn-id: http://svn.webkit.org/repository/webkit/trunk@66281 268f45cc-cd09-0410-ab3c-d52691b4dbfc
diff --git a/SunSpider/ChangeLog b/SunSpider/ChangeLog
index b4bbc3c..faa3002 100644
--- a/SunSpider/ChangeLog
+++ b/SunSpider/ChangeLog
@@ -1,3 +1,32 @@
+2010-08-27 Michael Saboff <msaboff at apple.com>
+
+ Reviewed by Stephanie Lewis.
+
+ Added version 5 and version 6 of V8 tests with modifications similar
+ to the version 4 tests so they'll work with the SunSpider test harness.
+ Note that these files are external source and therefore don't conform
+ to WebKit coding standards.
+ https://bugs.webkit.org/show_bug.cgi?id=44638
+
+ * tests/v8-v5: Added.
+ * tests/v8-v5/LIST: Added.
+ * tests/v8-v5/v8-crypto.js: Added.
+ * tests/v8-v5/v8-deltablue.js: Added.
+ * tests/v8-v5/v8-earley-boyer.js: Added.
+ * tests/v8-v5/v8-raytrace.js: Added.
+ * tests/v8-v5/v8-regexp.js: Added.
+ * tests/v8-v5/v8-richards.js: Added.
+ * tests/v8-v5/v8-splay.js: Added.
+ * tests/v8-v6: Added.
+ * tests/v8-v6/LIST: Added.
+ * tests/v8-v6/v8-crypto.js: Added.
+ * tests/v8-v6/v8-deltablue.js: Added.
+ * tests/v8-v6/v8-earley-boyer.js: Added.
+ * tests/v8-v6/v8-raytrace.js: Added.
+ * tests/v8-v6/v8-regexp.js: Added.
+ * tests/v8-v6/v8-richards.js: Added.
+ * tests/v8-v6/v8-splay.js: Added.
+
2010-07-15 Stephanie Lewis <slewis at apple.com>
Reviewed by Geoff Garen.
diff --git a/SunSpider/tests/v8-v4/LIST b/SunSpider/tests/v8-v5/LIST
similarity index 100%
copy from SunSpider/tests/v8-v4/LIST
copy to SunSpider/tests/v8-v5/LIST
diff --git a/SunSpider/tests/v8-v4/v8-crypto.js b/SunSpider/tests/v8-v5/v8-crypto.js
similarity index 100%
copy from SunSpider/tests/v8-v4/v8-crypto.js
copy to SunSpider/tests/v8-v5/v8-crypto.js
diff --git a/SunSpider/tests/v8-v5/v8-deltablue.js b/SunSpider/tests/v8-v5/v8-deltablue.js
new file mode 100644
index 0000000..fe28e52
--- /dev/null
+++ b/SunSpider/tests/v8-v5/v8-deltablue.js
@@ -0,0 +1,877 @@
+// Copyright 2008 the V8 project authors. All rights reserved.
+// Copyright 1996 John Maloney and Mario Wolczko.
+
+// This program is free software; you can redistribute it and/or modify
+// it under the terms of the GNU General Public License as published by
+// the Free Software Foundation; either version 2 of the License, or
+// (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+
+
+// This implementation of the DeltaBlue benchmark is derived
+// from the Smalltalk implementation by John Maloney and Mario
+// Wolczko. Some parts have been translated directly, whereas
+// others have been modified more aggresively to make it feel
+// more like a JavaScript program.
+
+/**
+ * A JavaScript implementation of the DeltaBlue constrain-solving
+ * algorithm, as described in:
+ *
+ * "The DeltaBlue Algorithm: An Incremental Constraint Hierarchy Solver"
+ * Bjorn N. Freeman-Benson and John Maloney
+ * January 1990 Communications of the ACM,
+ * also available as University of Washington TR 89-08-06.
+ *
+ * Beware: this benchmark is written in a grotesque style where
+ * the constraint model is built by side-effects from constructors.
+ * I've kept it this way to avoid deviating too much from the original
+ * implementation.
+ */
+
+
+/* --- O b j e c t M o d e l --- */
+
+Object.prototype.inheritsFrom = function (shuper) {
+ function Inheriter() { }
+ Inheriter.prototype = shuper.prototype;
+ this.prototype = new Inheriter();
+ this.superConstructor = shuper;
+}
+
+function OrderedCollection() {
+ this.elms = new Array();
+}
+
+OrderedCollection.prototype.add = function (elm) {
+ this.elms.push(elm);
+}
+
+OrderedCollection.prototype.at = function (index) {
+ return this.elms[index];
+}
+
+OrderedCollection.prototype.size = function () {
+ return this.elms.length;
+}
+
+OrderedCollection.prototype.removeFirst = function () {
+ return this.elms.pop();
+}
+
+OrderedCollection.prototype.remove = function (elm) {
+ var index = 0, skipped = 0;
+ for (var i = 0; i < this.elms.length; i++) {
+ var value = this.elms[i];
+ if (value != elm) {
+ this.elms[index] = value;
+ index++;
+ } else {
+ skipped++;
+ }
+ }
+ for (var i = 0; i < skipped; i++)
+ this.elms.pop();
+}
+
+/* --- *
+ * S t r e n g t h
+ * --- */
+
+/**
+ * Strengths are used to measure the relative importance of constraints.
+ * New strengths may be inserted in the strength hierarchy without
+ * disrupting current constraints. Strengths cannot be created outside
+ * this class, so pointer comparison can be used for value comparison.
+ */
+function Strength(strengthValue, name) {
+ this.strengthValue = strengthValue;
+ this.name = name;
+}
+
+Strength.stronger = function (s1, s2) {
+ return s1.strengthValue < s2.strengthValue;
+}
+
+Strength.weaker = function (s1, s2) {
+ return s1.strengthValue > s2.strengthValue;
+}
+
+Strength.weakestOf = function (s1, s2) {
+ return this.weaker(s1, s2) ? s1 : s2;
+}
+
+Strength.strongest = function (s1, s2) {
+ return this.stronger(s1, s2) ? s1 : s2;
+}
+
+Strength.prototype.nextWeaker = function () {
+ switch (this.strengthValue) {
+ case 0: return Strength.WEAKEST;
+ case 1: return Strength.WEAK_DEFAULT;
+ case 2: return Strength.NORMAL;
+ case 3: return Strength.STRONG_DEFAULT;
+ case 4: return Strength.PREFERRED;
+ case 5: return Strength.REQUIRED;
+ }
+}
+
+// Strength constants.
+Strength.REQUIRED = new Strength(0, "required");
+Strength.STONG_PREFERRED = new Strength(1, "strongPreferred");
+Strength.PREFERRED = new Strength(2, "preferred");
+Strength.STRONG_DEFAULT = new Strength(3, "strongDefault");
+Strength.NORMAL = new Strength(4, "normal");
+Strength.WEAK_DEFAULT = new Strength(5, "weakDefault");
+Strength.WEAKEST = new Strength(6, "weakest");
+
+/* --- *
+ * C o n s t r a i n t
+ * --- */
+
+/**
+ * An abstract class representing a system-maintainable relationship
+ * (or "constraint") between a set of variables. A constraint supplies
+ * a strength instance variable; concrete subclasses provide a means
+ * of storing the constrained variables and other information required
+ * to represent a constraint.
+ */
+function Constraint(strength) {
+ this.strength = strength;
+}
+
+/**
+ * Activate this constraint and attempt to satisfy it.
+ */
+Constraint.prototype.addConstraint = function () {
+ this.addToGraph();
+ planner.incrementalAdd(this);
+}
+
+/**
+ * Attempt to find a way to enforce this constraint. If successful,
+ * record the solution, perhaps modifying the current dataflow
+ * graph. Answer the constraint that this constraint overrides, if
+ * there is one, or nil, if there isn't.
+ * Assume: I am not already satisfied.
+ */
+Constraint.prototype.satisfy = function (mark) {
+ this.chooseMethod(mark);
+ if (!this.isSatisfied()) {
+ if (this.strength == Strength.REQUIRED)
+ alert("Could not satisfy a required constraint!");
+ return null;
+ }
+ this.markInputs(mark);
+ var out = this.output();
+ var overridden = out.determinedBy;
+ if (overridden != null) overridden.markUnsatisfied();
+ out.determinedBy = this;
+ if (!planner.addPropagate(this, mark))
+ alert("Cycle encountered");
+ out.mark = mark;
+ return overridden;
+}
+
+Constraint.prototype.destroyConstraint = function () {
+ if (this.isSatisfied()) planner.incrementalRemove(this);
+ else this.removeFromGraph();
+}
+
+/**
+ * Normal constraints are not input constraints. An input constraint
+ * is one that depends on external state, such as the mouse, the
+ * keybord, a clock, or some arbitraty piece of imperative code.
+ */
+Constraint.prototype.isInput = function () {
+ return false;
+}
+
+/* --- *
+ * U n a r y C o n s t r a i n t
+ * --- */
+
+/**
+ * Abstract superclass for constraints having a single possible output
+ * variable.
+ */
+function UnaryConstraint(v, strength) {
+ UnaryConstraint.superConstructor.call(this, strength);
+ this.myOutput = v;
+ this.satisfied = false;
+ this.addConstraint();
+}
+
+UnaryConstraint.inheritsFrom(Constraint);
+
+/**
+ * Adds this constraint to the constraint graph
+ */
+UnaryConstraint.prototype.addToGraph = function () {
+ this.myOutput.addConstraint(this);
+ this.satisfied = false;
+}
+
+/**
+ * Decides if this constraint can be satisfied and records that
+ * decision.
+ */
+UnaryConstraint.prototype.chooseMethod = function (mark) {
+ this.satisfied = (this.myOutput.mark != mark)
+ && Strength.stronger(this.strength, this.myOutput.walkStrength);
+}
+
+/**
+ * Returns true if this constraint is satisfied in the current solution.
+ */
+UnaryConstraint.prototype.isSatisfied = function () {
+ return this.satisfied;
+}
+
+UnaryConstraint.prototype.markInputs = function (mark) {
+ // has no inputs
+}
+
+/**
+ * Returns the current output variable.
+ */
+UnaryConstraint.prototype.output = function () {
+ return this.myOutput;
+}
+
+/**
+ * Calculate the walkabout strength, the stay flag, and, if it is
+ * 'stay', the value for the current output of this constraint. Assume
+ * this constraint is satisfied.
+ */
+UnaryConstraint.prototype.recalculate = function () {
+ this.myOutput.walkStrength = this.strength;
+ this.myOutput.stay = !this.isInput();
+ if (this.myOutput.stay) this.execute(); // Stay optimization
+}
+
+/**
+ * Records that this constraint is unsatisfied
+ */
+UnaryConstraint.prototype.markUnsatisfied = function () {
+ this.satisfied = false;
+}
+
+UnaryConstraint.prototype.inputsKnown = function () {
+ return true;
+}
+
+UnaryConstraint.prototype.removeFromGraph = function () {
+ if (this.myOutput != null) this.myOutput.removeConstraint(this);
+ this.satisfied = false;
+}
+
+/* --- *
+ * S t a y C o n s t r a i n t
+ * --- */
+
+/**
+ * Variables that should, with some level of preference, stay the same.
+ * Planners may exploit the fact that instances, if satisfied, will not
+ * change their output during plan execution. This is called "stay
+ * optimization".
+ */
+function StayConstraint(v, str) {
+ StayConstraint.superConstructor.call(this, v, str);
+}
+
+StayConstraint.inheritsFrom(UnaryConstraint);
+
+StayConstraint.prototype.execute = function () {
+ // Stay constraints do nothing
+}
+
+/* --- *
+ * E d i t C o n s t r a i n t
+ * --- */
+
+/**
+ * A unary input constraint used to mark a variable that the client
+ * wishes to change.
+ */
+function EditConstraint(v, str) {
+ EditConstraint.superConstructor.call(this, v, str);
+}
+
+EditConstraint.inheritsFrom(UnaryConstraint);
+
+/**
+ * Edits indicate that a variable is to be changed by imperative code.
+ */
+EditConstraint.prototype.isInput = function () {
+ return true;
+}
+
+EditConstraint.prototype.execute = function () {
+ // Edit constraints do nothing
+}
+
+/* --- *
+ * B i n a r y C o n s t r a i n t
+ * --- */
+
+var Direction = new Object();
+Direction.NONE = 0;
+Direction.FORWARD = 1;
+Direction.BACKWARD = -1;
+
+/**
+ * Abstract superclass for constraints having two possible output
+ * variables.
+ */
+function BinaryConstraint(var1, var2, strength) {
+ BinaryConstraint.superConstructor.call(this, strength);
+ this.v1 = var1;
+ this.v2 = var2;
+ this.direction = Direction.NONE;
+ this.addConstraint();
+}
+
+BinaryConstraint.inheritsFrom(Constraint);
+
+/**
+ * Decides if this constratint can be satisfied and which way it
+ * should flow based on the relative strength of the variables related,
+ * and record that decision.
+ */
+BinaryConstraint.prototype.chooseMethod = function (mark) {
+ if (this.v1.mark == mark) {
+ this.direction = (this.v1.mark != mark && Strength.stronger(this.strength, this.v2.walkStrength))
+ ? Direction.FORWARD
+ : Direction.NONE;
+ }
+ if (this.v2.mark == mark) {
+ this.direction = (this.v1.mark != mark && Strength.stronger(this.strength, this.v1.walkStrength))
+ ? Direction.BACKWARD
+ : Direction.NONE;
+ }
+ if (Strength.weaker(this.v1.walkStrength, this.v2.walkStrength)) {
+ this.direction = Strength.stronger(this.strength, this.v1.walkStrength)
+ ? Direction.BACKWARD
+ : Direction.NONE;
+ } else {
+ this.direction = Strength.stronger(this.strength, this.v2.walkStrength)
+ ? Direction.FORWARD
+ : Direction.BACKWARD
+ }
+}
+
+/**
+ * Add this constraint to the constraint graph
+ */
+BinaryConstraint.prototype.addToGraph = function () {
+ this.v1.addConstraint(this);
+ this.v2.addConstraint(this);
+ this.direction = Direction.NONE;
+}
+
+/**
+ * Answer true if this constraint is satisfied in the current solution.
+ */
+BinaryConstraint.prototype.isSatisfied = function () {
+ return this.direction != Direction.NONE;
+}
+
+/**
+ * Mark the input variable with the given mark.
+ */
+BinaryConstraint.prototype.markInputs = function (mark) {
+ this.input().mark = mark;
+}
+
+/**
+ * Returns the current input variable
+ */
+BinaryConstraint.prototype.input = function () {
+ return (this.direction == Direction.FORWARD) ? this.v1 : this.v2;
+}
+
+/**
+ * Returns the current output variable
+ */
+BinaryConstraint.prototype.output = function () {
+ return (this.direction == Direction.FORWARD) ? this.v2 : this.v1;
+}
+
+/**
+ * Calculate the walkabout strength, the stay flag, and, if it is
+ * 'stay', the value for the current output of this
+ * constraint. Assume this constraint is satisfied.
+ */
+BinaryConstraint.prototype.recalculate = function () {
+ var ihn = this.input(), out = this.output();
+ out.walkStrength = Strength.weakestOf(this.strength, ihn.walkStrength);
+ out.stay = ihn.stay;
+ if (out.stay) this.execute();
+}
+
+/**
+ * Record the fact that this constraint is unsatisfied.
+ */
+BinaryConstraint.prototype.markUnsatisfied = function () {
+ this.direction = Direction.NONE;
+}
+
+BinaryConstraint.prototype.inputsKnown = function (mark) {
+ var i = this.input();
+ return i.mark == mark || i.stay || i.determinedBy == null;
+}
+
+BinaryConstraint.prototype.removeFromGraph = function () {
+ if (this.v1 != null) this.v1.removeConstraint(this);
+ if (this.v2 != null) this.v2.removeConstraint(this);
+ this.direction = Direction.NONE;
+}
+
+/* --- *
+ * S c a l e C o n s t r a i n t
+ * --- */
+
+/**
+ * Relates two variables by the linear scaling relationship: "v2 =
+ * (v1 * scale) + offset". Either v1 or v2 may be changed to maintain
+ * this relationship but the scale factor and offset are considered
+ * read-only.
+ */
+function ScaleConstraint(src, scale, offset, dest, strength) {
+ this.direction = Direction.NONE;
+ this.scale = scale;
+ this.offset = offset;
+ ScaleConstraint.superConstructor.call(this, src, dest, strength);
+}
+
+ScaleConstraint.inheritsFrom(BinaryConstraint);
+
+/**
+ * Adds this constraint to the constraint graph.
+ */
+ScaleConstraint.prototype.addToGraph = function () {
+ ScaleConstraint.superConstructor.prototype.addToGraph.call(this);
+ this.scale.addConstraint(this);
+ this.offset.addConstraint(this);
+}
+
+ScaleConstraint.prototype.removeFromGraph = function () {
+ ScaleConstraint.superConstructor.prototype.removeFromGraph.call(this);
+ if (this.scale != null) this.scale.removeConstraint(this);
+ if (this.offset != null) this.offset.removeConstraint(this);
+}
+
+ScaleConstraint.prototype.markInputs = function (mark) {
+ ScaleConstraint.superConstructor.prototype.markInputs.call(this, mark);
+ this.scale.mark = this.offset.mark = mark;
+}
+
+/**
+ * Enforce this constraint. Assume that it is satisfied.
+ */
+ScaleConstraint.prototype.execute = function () {
+ if (this.direction == Direction.FORWARD) {
+ this.v2.value = this.v1.value * this.scale.value + this.offset.value;
+ } else {
+ this.v1.value = (this.v2.value - this.offset.value) / this.scale.value;
+ }
+}
+
+/**
+ * Calculate the walkabout strength, the stay flag, and, if it is
+ * 'stay', the value for the current output of this constraint. Assume
+ * this constraint is satisfied.
+ */
+ScaleConstraint.prototype.recalculate = function () {
+ var ihn = this.input(), out = this.output();
+ out.walkStrength = Strength.weakestOf(this.strength, ihn.walkStrength);
+ out.stay = ihn.stay && this.scale.stay && this.offset.stay;
+ if (out.stay) this.execute();
+}
+
+/* --- *
+ * E q u a l i t y C o n s t r a i n t
+ * --- */
+
+/**
+ * Constrains two variables to have the same value.
+ */
+function EqualityConstraint(var1, var2, strength) {
+ EqualityConstraint.superConstructor.call(this, var1, var2, strength);
+}
+
+EqualityConstraint.inheritsFrom(BinaryConstraint);
+
+/**
+ * Enforce this constraint. Assume that it is satisfied.
+ */
+EqualityConstraint.prototype.execute = function () {
+ this.output().value = this.input().value;
+}
+
+/* --- *
+ * V a r i a b l e
+ * --- */
+
+/**
+ * A constrained variable. In addition to its value, it maintain the
+ * structure of the constraint graph, the current dataflow graph, and
+ * various parameters of interest to the DeltaBlue incremental
+ * constraint solver.
+ **/
+function Variable(name, initialValue) {
+ this.value = initialValue || 0;
+ this.constraints = new OrderedCollection();
+ this.determinedBy = null;
+ this.mark = 0;
+ this.walkStrength = Strength.WEAKEST;
+ this.stay = true;
+ this.name = name;
+}
+
+/**
+ * Add the given constraint to the set of all constraints that refer
+ * this variable.
+ */
+Variable.prototype.addConstraint = function (c) {
+ this.constraints.add(c);
+}
+
+/**
+ * Removes all traces of c from this variable.
+ */
+Variable.prototype.removeConstraint = function (c) {
+ this.constraints.remove(c);
+ if (this.determinedBy == c) this.determinedBy = null;
+}
+
+/* --- *
+ * P l a n n e r
+ * --- */
+
+/**
+ * The DeltaBlue planner
+ */
+function Planner() {
+ this.currentMark = 0;
+}
+
+/**
+ * Attempt to satisfy the given constraint and, if successful,
+ * incrementally update the dataflow graph. Details: If satifying
+ * the constraint is successful, it may override a weaker constraint
+ * on its output. The algorithm attempts to resatisfy that
+ * constraint using some other method. This process is repeated
+ * until either a) it reaches a variable that was not previously
+ * determined by any constraint or b) it reaches a constraint that
+ * is too weak to be satisfied using any of its methods. The
+ * variables of constraints that have been processed are marked with
+ * a unique mark value so that we know where we've been. This allows
+ * the algorithm to avoid getting into an infinite loop even if the
+ * constraint graph has an inadvertent cycle.
+ */
+Planner.prototype.incrementalAdd = function (c) {
+ var mark = this.newMark();
+ var overridden = c.satisfy(mark);
+ while (overridden != null)
+ overridden = overridden.satisfy(mark);
+}
+
+/**
+ * Entry point for retracting a constraint. Remove the given
+ * constraint and incrementally update the dataflow graph.
+ * Details: Retracting the given constraint may allow some currently
+ * unsatisfiable downstream constraint to be satisfied. We therefore collect
+ * a list of unsatisfied downstream constraints and attempt to
+ * satisfy each one in turn. This list is traversed by constraint
+ * strength, strongest first, as a heuristic for avoiding
+ * unnecessarily adding and then overriding weak constraints.
+ * Assume: c is satisfied.
+ */
+Planner.prototype.incrementalRemove = function (c) {
+ var out = c.output();
+ c.markUnsatisfied();
+ c.removeFromGraph();
+ var unsatisfied = this.removePropagateFrom(out);
+ var strength = Strength.REQUIRED;
+ do {
+ for (var i = 0; i < unsatisfied.size(); i++) {
+ var u = unsatisfied.at(i);
+ if (u.strength == strength)
+ this.incrementalAdd(u);
+ }
+ strength = strength.nextWeaker();
+ } while (strength != Strength.WEAKEST);
+}
+
+/**
+ * Select a previously unused mark value.
+ */
+Planner.prototype.newMark = function () {
+ return ++this.currentMark;
+}
+
+/**
+ * Extract a plan for resatisfaction starting from the given source
+ * constraints, usually a set of input constraints. This method
+ * assumes that stay optimization is desired; the plan will contain
+ * only constraints whose output variables are not stay. Constraints
+ * that do no computation, such as stay and edit constraints, are
+ * not included in the plan.
+ * Details: The outputs of a constraint are marked when it is added
+ * to the plan under construction. A constraint may be appended to
+ * the plan when all its input variables are known. A variable is
+ * known if either a) the variable is marked (indicating that has
+ * been computed by a constraint appearing earlier in the plan), b)
+ * the variable is 'stay' (i.e. it is a constant at plan execution
+ * time), or c) the variable is not determined by any
+ * constraint. The last provision is for past states of history
+ * variables, which are not stay but which are also not computed by
+ * any constraint.
+ * Assume: sources are all satisfied.
+ */
+Planner.prototype.makePlan = function (sources) {
+ var mark = this.newMark();
+ var plan = new Plan();
+ var todo = sources;
+ while (todo.size() > 0) {
+ var c = todo.removeFirst();
+ if (c.output().mark != mark && c.inputsKnown(mark)) {
+ plan.addConstraint(c);
+ c.output().mark = mark;
+ this.addConstraintsConsumingTo(c.output(), todo);
+ }
+ }
+ return plan;
+}
+
+/**
+ * Extract a plan for resatisfying starting from the output of the
+ * given constraints, usually a set of input constraints.
+ */
+Planner.prototype.extractPlanFromConstraints = function (constraints) {
+ var sources = new OrderedCollection();
+ for (var i = 0; i < constraints.size(); i++) {
+ var c = constraints.at(i);
+ if (c.isInput() && c.isSatisfied())
+ // not in plan already and eligible for inclusion
+ sources.add(c);
+ }
+ return this.makePlan(sources);
+}
+
+/**
+ * Recompute the walkabout strengths and stay flags of all variables
+ * downstream of the given constraint and recompute the actual
+ * values of all variables whose stay flag is true. If a cycle is
+ * detected, remove the given constraint and answer
+ * false. Otherwise, answer true.
+ * Details: Cycles are detected when a marked variable is
+ * encountered downstream of the given constraint. The sender is
+ * assumed to have marked the inputs of the given constraint with
+ * the given mark. Thus, encountering a marked node downstream of
+ * the output constraint means that there is a path from the
+ * constraint's output to one of its inputs.
+ */
+Planner.prototype.addPropagate = function (c, mark) {
+ var todo = new OrderedCollection();
+ todo.add(c);
+ while (todo.size() > 0) {
+ var d = todo.removeFirst();
+ if (d.output().mark == mark) {
+ this.incrementalRemove(c);
+ return false;
+ }
+ d.recalculate();
+ this.addConstraintsConsumingTo(d.output(), todo);
+ }
+ return true;
+}
+
+
+/**
+ * Update the walkabout strengths and stay flags of all variables
+ * downstream of the given constraint. Answer a collection of
+ * unsatisfied constraints sorted in order of decreasing strength.
+ */
+Planner.prototype.removePropagateFrom = function (out) {
+ out.determinedBy = null;
+ out.walkStrength = Strength.WEAKEST;
+ out.stay = true;
+ var unsatisfied = new OrderedCollection();
+ var todo = new OrderedCollection();
+ todo.add(out);
+ while (todo.size() > 0) {
+ var v = todo.removeFirst();
+ for (var i = 0; i < v.constraints.size(); i++) {
+ var c = v.constraints.at(i);
+ if (!c.isSatisfied())
+ unsatisfied.add(c);
+ }
+ var determining = v.determinedBy;
+ for (var i = 0; i < v.constraints.size(); i++) {
+ var next = v.constraints.at(i);
+ if (next != determining && next.isSatisfied()) {
+ next.recalculate();
+ todo.add(next.output());
+ }
+ }
+ }
+ return unsatisfied;
+}
+
+Planner.prototype.addConstraintsConsumingTo = function (v, coll) {
+ var determining = v.determinedBy;
+ var cc = v.constraints;
+ for (var i = 0; i < cc.size(); i++) {
+ var c = cc.at(i);
+ if (c != determining && c.isSatisfied())
+ coll.add(c);
+ }
+}
+
+/* --- *
+ * P l a n
+ * --- */
+
+/**
+ * A Plan is an ordered list of constraints to be executed in sequence
+ * to resatisfy all currently satisfiable constraints in the face of
+ * one or more changing inputs.
+ */
+function Plan() {
+ this.v = new OrderedCollection();
+}
+
+Plan.prototype.addConstraint = function (c) {
+ this.v.add(c);
+}
+
+Plan.prototype.size = function () {
+ return this.v.size();
+}
+
+Plan.prototype.constraintAt = function (index) {
+ return this.v.at(index);
+}
+
+Plan.prototype.execute = function () {
+ for (var i = 0; i < this.size(); i++) {
+ var c = this.constraintAt(i);
+ c.execute();
+ }
+}
+
+/* --- *
+ * M a i n
+ * --- */
+
+/**
+ * This is the standard DeltaBlue benchmark. A long chain of equality
+ * constraints is constructed with a stay constraint on one end. An
+ * edit constraint is then added to the opposite end and the time is
+ * measured for adding and removing this constraint, and extracting
+ * and executing a constraint satisfaction plan. There are two cases.
+ * In case 1, the added constraint is stronger than the stay
+ * constraint and values must propagate down the entire length of the
+ * chain. In case 2, the added constraint is weaker than the stay
+ * constraint so it cannot be accomodated. The cost in this case is,
+ * of course, very low. Typical situations lie somewhere between these
+ * two extremes.
+ */
+function chainTest(n) {
+ planner = new Planner();
+ var prev = null, first = null, last = null;
+
+ // Build chain of n equality constraints
+ for (var i = 0; i <= n; i++) {
+ var name = "v" + i;
+ var v = new Variable(name);
+ if (prev != null)
+ new EqualityConstraint(prev, v, Strength.REQUIRED);
+ if (i == 0) first = v;
+ if (i == n) last = v;
+ prev = v;
+ }
+
+ new StayConstraint(last, Strength.STRONG_DEFAULT);
+ var edit = new EditConstraint(first, Strength.PREFERRED);
+ var edits = new OrderedCollection();
+ edits.add(edit);
+ var plan = planner.extractPlanFromConstraints(edits);
+ for (var i = 0; i < 100; i++) {
+ first.value = i;
+ plan.execute();
+ if (last.value != i)
+ alert("Chain test failed.");
+ }
+}
+
+/**
+ * This test constructs a two sets of variables related to each
+ * other by a simple linear transformation (scale and offset). The
+ * time is measured to change a variable on either side of the
+ * mapping and to change the scale and offset factors.
+ */
+function projectionTest(n) {
+ planner = new Planner();
+ var scale = new Variable("scale", 10);
+ var offset = new Variable("offset", 1000);
+ var src = null, dst = null;
+
+ var dests = new OrderedCollection();
+ for (var i = 0; i < n; i++) {
+ src = new Variable("src" + i, i);
+ dst = new Variable("dst" + i, i);
+ dests.add(dst);
+ new StayConstraint(src, Strength.NORMAL);
+ new ScaleConstraint(src, scale, offset, dst, Strength.REQUIRED);
+ }
+
+ change(src, 17);
+ if (dst.value != 1170) alert("Projection 1 failed");
+ change(dst, 1050);
+ if (src.value != 5) alert("Projection 2 failed");
+ change(scale, 5);
+ for (var i = 0; i < n - 1; i++) {
+ if (dests.at(i).value != i * 5 + 1000)
+ alert("Projection 3 failed");
+ }
+ change(offset, 2000);
+ for (var i = 0; i < n - 1; i++) {
+ if (dests.at(i).value != i * 5 + 2000)
+ alert("Projection 4 failed");
+ }
+}
+
+function change(v, newValue) {
+ var edit = new EditConstraint(v, Strength.PREFERRED);
+ var edits = new OrderedCollection();
+ edits.add(edit);
+ var plan = planner.extractPlanFromConstraints(edits);
+ for (var i = 0; i < 10; i++) {
+ v.value = newValue;
+ plan.execute();
+ }
+ edit.destroyConstraint();
+}
+
+// Global variable holding the current planner.
+var planner = null;
+
+function deltaBlue() {
+ chainTest(100);
+ projectionTest(100);
+}
+
+for (var i = 0; i < 155; ++i)
+ deltaBlue();
diff --git a/SunSpider/tests/v8-v4/v8-earley-boyer.js b/SunSpider/tests/v8-v5/v8-earley-boyer.js
similarity index 100%
copy from SunSpider/tests/v8-v4/v8-earley-boyer.js
copy to SunSpider/tests/v8-v5/v8-earley-boyer.js
diff --git a/SunSpider/tests/v8-v4/v8-raytrace.js b/SunSpider/tests/v8-v5/v8-raytrace.js
similarity index 100%
copy from SunSpider/tests/v8-v4/v8-raytrace.js
copy to SunSpider/tests/v8-v5/v8-raytrace.js
diff --git a/SunSpider/tests/v8-v4/v8-regexp.js b/SunSpider/tests/v8-v5/v8-regexp.js
similarity index 100%
copy from SunSpider/tests/v8-v4/v8-regexp.js
copy to SunSpider/tests/v8-v5/v8-regexp.js
diff --git a/SunSpider/tests/v8-v4/v8-richards.js b/SunSpider/tests/v8-v5/v8-richards.js
similarity index 100%
copy from SunSpider/tests/v8-v4/v8-richards.js
copy to SunSpider/tests/v8-v5/v8-richards.js
diff --git a/SunSpider/tests/v8-v4/v8-splay.js b/SunSpider/tests/v8-v5/v8-splay.js
similarity index 100%
copy from SunSpider/tests/v8-v4/v8-splay.js
copy to SunSpider/tests/v8-v5/v8-splay.js
diff --git a/SunSpider/tests/v8-v4/LIST b/SunSpider/tests/v8-v6/LIST
similarity index 100%
copy from SunSpider/tests/v8-v4/LIST
copy to SunSpider/tests/v8-v6/LIST
diff --git a/SunSpider/tests/v8-v4/v8-crypto.js b/SunSpider/tests/v8-v6/v8-crypto.js
similarity index 100%
copy from SunSpider/tests/v8-v4/v8-crypto.js
copy to SunSpider/tests/v8-v6/v8-crypto.js
diff --git a/SunSpider/tests/v8-v6/v8-deltablue.js b/SunSpider/tests/v8-v6/v8-deltablue.js
new file mode 100644
index 0000000..5c3e233
--- /dev/null
+++ b/SunSpider/tests/v8-v6/v8-deltablue.js
@@ -0,0 +1,877 @@
+// Copyright 2008 the V8 project authors. All rights reserved.
+// Copyright 1996 John Maloney and Mario Wolczko.
+
+// This program is free software; you can redistribute it and/or modify
+// it under the terms of the GNU General Public License as published by
+// the Free Software Foundation; either version 2 of the License, or
+// (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+
+
+// This implementation of the DeltaBlue benchmark is derived
+// from the Smalltalk implementation by John Maloney and Mario
+// Wolczko. Some parts have been translated directly, whereas
+// others have been modified more aggresively to make it feel
+// more like a JavaScript program.
+
+/**
+ * A JavaScript implementation of the DeltaBlue constraint-solving
+ * algorithm, as described in:
+ *
+ * "The DeltaBlue Algorithm: An Incremental Constraint Hierarchy Solver"
+ * Bjorn N. Freeman-Benson and John Maloney
+ * January 1990 Communications of the ACM,
+ * also available as University of Washington TR 89-08-06.
+ *
+ * Beware: this benchmark is written in a grotesque style where
+ * the constraint model is built by side-effects from constructors.
+ * I've kept it this way to avoid deviating too much from the original
+ * implementation.
+ */
+
+
+/* --- O b j e c t M o d e l --- */
+
+Object.prototype.inheritsFrom = function (shuper) {
+ function Inheriter() { }
+ Inheriter.prototype = shuper.prototype;
+ this.prototype = new Inheriter();
+ this.superConstructor = shuper;
+}
+
+function OrderedCollection() {
+ this.elms = new Array();
+}
+
+OrderedCollection.prototype.add = function (elm) {
+ this.elms.push(elm);
+}
+
+OrderedCollection.prototype.at = function (index) {
+ return this.elms[index];
+}
+
+OrderedCollection.prototype.size = function () {
+ return this.elms.length;
+}
+
+OrderedCollection.prototype.removeFirst = function () {
+ return this.elms.pop();
+}
+
+OrderedCollection.prototype.remove = function (elm) {
+ var index = 0, skipped = 0;
+ for (var i = 0; i < this.elms.length; i++) {
+ var value = this.elms[i];
+ if (value != elm) {
+ this.elms[index] = value;
+ index++;
+ } else {
+ skipped++;
+ }
+ }
+ for (var i = 0; i < skipped; i++)
+ this.elms.pop();
+}
+
+/* --- *
+ * S t r e n g t h
+ * --- */
+
+/**
+ * Strengths are used to measure the relative importance of constraints.
+ * New strengths may be inserted in the strength hierarchy without
+ * disrupting current constraints. Strengths cannot be created outside
+ * this class, so pointer comparison can be used for value comparison.
+ */
+function Strength(strengthValue, name) {
+ this.strengthValue = strengthValue;
+ this.name = name;
+}
+
+Strength.stronger = function (s1, s2) {
+ return s1.strengthValue < s2.strengthValue;
+}
+
+Strength.weaker = function (s1, s2) {
+ return s1.strengthValue > s2.strengthValue;
+}
+
+Strength.weakestOf = function (s1, s2) {
+ return this.weaker(s1, s2) ? s1 : s2;
+}
+
+Strength.strongest = function (s1, s2) {
+ return this.stronger(s1, s2) ? s1 : s2;
+}
+
+Strength.prototype.nextWeaker = function () {
+ switch (this.strengthValue) {
+ case 0: return Strength.WEAKEST;
+ case 1: return Strength.WEAK_DEFAULT;
+ case 2: return Strength.NORMAL;
+ case 3: return Strength.STRONG_DEFAULT;
+ case 4: return Strength.PREFERRED;
+ case 5: return Strength.REQUIRED;
+ }
+}
+
+// Strength constants.
+Strength.REQUIRED = new Strength(0, "required");
+Strength.STONG_PREFERRED = new Strength(1, "strongPreferred");
+Strength.PREFERRED = new Strength(2, "preferred");
+Strength.STRONG_DEFAULT = new Strength(3, "strongDefault");
+Strength.NORMAL = new Strength(4, "normal");
+Strength.WEAK_DEFAULT = new Strength(5, "weakDefault");
+Strength.WEAKEST = new Strength(6, "weakest");
+
+/* --- *
+ * C o n s t r a i n t
+ * --- */
+
+/**
+ * An abstract class representing a system-maintainable relationship
+ * (or "constraint") between a set of variables. A constraint supplies
+ * a strength instance variable; concrete subclasses provide a means
+ * of storing the constrained variables and other information required
+ * to represent a constraint.
+ */
+function Constraint(strength) {
+ this.strength = strength;
+}
+
+/**
+ * Activate this constraint and attempt to satisfy it.
+ */
+Constraint.prototype.addConstraint = function () {
+ this.addToGraph();
+ planner.incrementalAdd(this);
+}
+
+/**
+ * Attempt to find a way to enforce this constraint. If successful,
+ * record the solution, perhaps modifying the current dataflow
+ * graph. Answer the constraint that this constraint overrides, if
+ * there is one, or nil, if there isn't.
+ * Assume: I am not already satisfied.
+ */
+Constraint.prototype.satisfy = function (mark) {
+ this.chooseMethod(mark);
+ if (!this.isSatisfied()) {
+ if (this.strength == Strength.REQUIRED)
+ alert("Could not satisfy a required constraint!");
+ return null;
+ }
+ this.markInputs(mark);
+ var out = this.output();
+ var overridden = out.determinedBy;
+ if (overridden != null) overridden.markUnsatisfied();
+ out.determinedBy = this;
+ if (!planner.addPropagate(this, mark))
+ alert("Cycle encountered");
+ out.mark = mark;
+ return overridden;
+}
+
+Constraint.prototype.destroyConstraint = function () {
+ if (this.isSatisfied()) planner.incrementalRemove(this);
+ else this.removeFromGraph();
+}
+
+/**
+ * Normal constraints are not input constraints. An input constraint
+ * is one that depends on external state, such as the mouse, the
+ * keybord, a clock, or some arbitraty piece of imperative code.
+ */
+Constraint.prototype.isInput = function () {
+ return false;
+}
+
+/* --- *
+ * U n a r y C o n s t r a i n t
+ * --- */
+
+/**
+ * Abstract superclass for constraints having a single possible output
+ * variable.
+ */
+function UnaryConstraint(v, strength) {
+ UnaryConstraint.superConstructor.call(this, strength);
+ this.myOutput = v;
+ this.satisfied = false;
+ this.addConstraint();
+}
+
+UnaryConstraint.inheritsFrom(Constraint);
+
+/**
+ * Adds this constraint to the constraint graph
+ */
+UnaryConstraint.prototype.addToGraph = function () {
+ this.myOutput.addConstraint(this);
+ this.satisfied = false;
+}
+
+/**
+ * Decides if this constraint can be satisfied and records that
+ * decision.
+ */
+UnaryConstraint.prototype.chooseMethod = function (mark) {
+ this.satisfied = (this.myOutput.mark != mark)
+ && Strength.stronger(this.strength, this.myOutput.walkStrength);
+}
+
+/**
+ * Returns true if this constraint is satisfied in the current solution.
+ */
+UnaryConstraint.prototype.isSatisfied = function () {
+ return this.satisfied;
+}
+
+UnaryConstraint.prototype.markInputs = function (mark) {
+ // has no inputs
+}
+
+/**
+ * Returns the current output variable.
+ */
+UnaryConstraint.prototype.output = function () {
+ return this.myOutput;
+}
+
+/**
+ * Calculate the walkabout strength, the stay flag, and, if it is
+ * 'stay', the value for the current output of this constraint. Assume
+ * this constraint is satisfied.
+ */
+UnaryConstraint.prototype.recalculate = function () {
+ this.myOutput.walkStrength = this.strength;
+ this.myOutput.stay = !this.isInput();
+ if (this.myOutput.stay) this.execute(); // Stay optimization
+}
+
+/**
+ * Records that this constraint is unsatisfied
+ */
+UnaryConstraint.prototype.markUnsatisfied = function () {
+ this.satisfied = false;
+}
+
+UnaryConstraint.prototype.inputsKnown = function () {
+ return true;
+}
+
+UnaryConstraint.prototype.removeFromGraph = function () {
+ if (this.myOutput != null) this.myOutput.removeConstraint(this);
+ this.satisfied = false;
+}
+
+/* --- *
+ * S t a y C o n s t r a i n t
+ * --- */
+
+/**
+ * Variables that should, with some level of preference, stay the same.
+ * Planners may exploit the fact that instances, if satisfied, will not
+ * change their output during plan execution. This is called "stay
+ * optimization".
+ */
+function StayConstraint(v, str) {
+ StayConstraint.superConstructor.call(this, v, str);
+}
+
+StayConstraint.inheritsFrom(UnaryConstraint);
+
+StayConstraint.prototype.execute = function () {
+ // Stay constraints do nothing
+}
+
+/* --- *
+ * E d i t C o n s t r a i n t
+ * --- */
+
+/**
+ * A unary input constraint used to mark a variable that the client
+ * wishes to change.
+ */
+function EditConstraint(v, str) {
+ EditConstraint.superConstructor.call(this, v, str);
+}
+
+EditConstraint.inheritsFrom(UnaryConstraint);
+
+/**
+ * Edits indicate that a variable is to be changed by imperative code.
+ */
+EditConstraint.prototype.isInput = function () {
+ return true;
+}
+
+EditConstraint.prototype.execute = function () {
+ // Edit constraints do nothing
+}
+
+/* --- *
+ * B i n a r y C o n s t r a i n t
+ * --- */
+
+var Direction = new Object();
+Direction.NONE = 0;
+Direction.FORWARD = 1;
+Direction.BACKWARD = -1;
+
+/**
+ * Abstract superclass for constraints having two possible output
+ * variables.
+ */
+function BinaryConstraint(var1, var2, strength) {
+ BinaryConstraint.superConstructor.call(this, strength);
+ this.v1 = var1;
+ this.v2 = var2;
+ this.direction = Direction.NONE;
+ this.addConstraint();
+}
+
+BinaryConstraint.inheritsFrom(Constraint);
+
+/**
+ * Decides if this constraint can be satisfied and which way it
+ * should flow based on the relative strength of the variables related,
+ * and record that decision.
+ */
+BinaryConstraint.prototype.chooseMethod = function (mark) {
+ if (this.v1.mark == mark) {
+ this.direction = (this.v2.mark != mark && Strength.stronger(this.strength, this.v2.walkStrength))
+ ? Direction.FORWARD
+ : Direction.NONE;
+ }
+ if (this.v2.mark == mark) {
+ this.direction = (this.v1.mark != mark && Strength.stronger(this.strength, this.v1.walkStrength))
+ ? Direction.BACKWARD
+ : Direction.NONE;
+ }
+ if (Strength.weaker(this.v1.walkStrength, this.v2.walkStrength)) {
+ this.direction = Strength.stronger(this.strength, this.v1.walkStrength)
+ ? Direction.BACKWARD
+ : Direction.NONE;
+ } else {
+ this.direction = Strength.stronger(this.strength, this.v2.walkStrength)
+ ? Direction.FORWARD
+ : Direction.BACKWARD
+ }
+}
+
+/**
+ * Add this constraint to the constraint graph
+ */
+BinaryConstraint.prototype.addToGraph = function () {
+ this.v1.addConstraint(this);
+ this.v2.addConstraint(this);
+ this.direction = Direction.NONE;
+}
+
+/**
+ * Answer true if this constraint is satisfied in the current solution.
+ */
+BinaryConstraint.prototype.isSatisfied = function () {
+ return this.direction != Direction.NONE;
+}
+
+/**
+ * Mark the input variable with the given mark.
+ */
+BinaryConstraint.prototype.markInputs = function (mark) {
+ this.input().mark = mark;
+}
+
+/**
+ * Returns the current input variable
+ */
+BinaryConstraint.prototype.input = function () {
+ return (this.direction == Direction.FORWARD) ? this.v1 : this.v2;
+}
+
+/**
+ * Returns the current output variable
+ */
+BinaryConstraint.prototype.output = function () {
+ return (this.direction == Direction.FORWARD) ? this.v2 : this.v1;
+}
+
+/**
+ * Calculate the walkabout strength, the stay flag, and, if it is
+ * 'stay', the value for the current output of this
+ * constraint. Assume this constraint is satisfied.
+ */
+BinaryConstraint.prototype.recalculate = function () {
+ var ihn = this.input(), out = this.output();
+ out.walkStrength = Strength.weakestOf(this.strength, ihn.walkStrength);
+ out.stay = ihn.stay;
+ if (out.stay) this.execute();
+}
+
+/**
+ * Record the fact that this constraint is unsatisfied.
+ */
+BinaryConstraint.prototype.markUnsatisfied = function () {
+ this.direction = Direction.NONE;
+}
+
+BinaryConstraint.prototype.inputsKnown = function (mark) {
+ var i = this.input();
+ return i.mark == mark || i.stay || i.determinedBy == null;
+}
+
+BinaryConstraint.prototype.removeFromGraph = function () {
+ if (this.v1 != null) this.v1.removeConstraint(this);
+ if (this.v2 != null) this.v2.removeConstraint(this);
+ this.direction = Direction.NONE;
+}
+
+/* --- *
+ * S c a l e C o n s t r a i n t
+ * --- */
+
+/**
+ * Relates two variables by the linear scaling relationship: "v2 =
+ * (v1 * scale) + offset". Either v1 or v2 may be changed to maintain
+ * this relationship but the scale factor and offset are considered
+ * read-only.
+ */
+function ScaleConstraint(src, scale, offset, dest, strength) {
+ this.direction = Direction.NONE;
+ this.scale = scale;
+ this.offset = offset;
+ ScaleConstraint.superConstructor.call(this, src, dest, strength);
+}
+
+ScaleConstraint.inheritsFrom(BinaryConstraint);
+
+/**
+ * Adds this constraint to the constraint graph.
+ */
+ScaleConstraint.prototype.addToGraph = function () {
+ ScaleConstraint.superConstructor.prototype.addToGraph.call(this);
+ this.scale.addConstraint(this);
+ this.offset.addConstraint(this);
+}
+
+ScaleConstraint.prototype.removeFromGraph = function () {
+ ScaleConstraint.superConstructor.prototype.removeFromGraph.call(this);
+ if (this.scale != null) this.scale.removeConstraint(this);
+ if (this.offset != null) this.offset.removeConstraint(this);
+}
+
+ScaleConstraint.prototype.markInputs = function (mark) {
+ ScaleConstraint.superConstructor.prototype.markInputs.call(this, mark);
+ this.scale.mark = this.offset.mark = mark;
+}
+
+/**
+ * Enforce this constraint. Assume that it is satisfied.
+ */
+ScaleConstraint.prototype.execute = function () {
+ if (this.direction == Direction.FORWARD) {
+ this.v2.value = this.v1.value * this.scale.value + this.offset.value;
+ } else {
+ this.v1.value = (this.v2.value - this.offset.value) / this.scale.value;
+ }
+}
+
+/**
+ * Calculate the walkabout strength, the stay flag, and, if it is
+ * 'stay', the value for the current output of this constraint. Assume
+ * this constraint is satisfied.
+ */
+ScaleConstraint.prototype.recalculate = function () {
+ var ihn = this.input(), out = this.output();
+ out.walkStrength = Strength.weakestOf(this.strength, ihn.walkStrength);
+ out.stay = ihn.stay && this.scale.stay && this.offset.stay;
+ if (out.stay) this.execute();
+}
+
+/* --- *
+ * E q u a l i t y C o n s t r a i n t
+ * --- */
+
+/**
+ * Constrains two variables to have the same value.
+ */
+function EqualityConstraint(var1, var2, strength) {
+ EqualityConstraint.superConstructor.call(this, var1, var2, strength);
+}
+
+EqualityConstraint.inheritsFrom(BinaryConstraint);
+
+/**
+ * Enforce this constraint. Assume that it is satisfied.
+ */
+EqualityConstraint.prototype.execute = function () {
+ this.output().value = this.input().value;
+}
+
+/* --- *
+ * V a r i a b l e
+ * --- */
+
+/**
+ * A constrained variable. In addition to its value, it maintain the
+ * structure of the constraint graph, the current dataflow graph, and
+ * various parameters of interest to the DeltaBlue incremental
+ * constraint solver.
+ **/
+function Variable(name, initialValue) {
+ this.value = initialValue || 0;
+ this.constraints = new OrderedCollection();
+ this.determinedBy = null;
+ this.mark = 0;
+ this.walkStrength = Strength.WEAKEST;
+ this.stay = true;
+ this.name = name;
+}
+
+/**
+ * Add the given constraint to the set of all constraints that refer
+ * this variable.
+ */
+Variable.prototype.addConstraint = function (c) {
+ this.constraints.add(c);
+}
+
+/**
+ * Removes all traces of c from this variable.
+ */
+Variable.prototype.removeConstraint = function (c) {
+ this.constraints.remove(c);
+ if (this.determinedBy == c) this.determinedBy = null;
+}
+
+/* --- *
+ * P l a n n e r
+ * --- */
+
+/**
+ * The DeltaBlue planner
+ */
+function Planner() {
+ this.currentMark = 0;
+}
+
+/**
+ * Attempt to satisfy the given constraint and, if successful,
+ * incrementally update the dataflow graph. Details: If satifying
+ * the constraint is successful, it may override a weaker constraint
+ * on its output. The algorithm attempts to resatisfy that
+ * constraint using some other method. This process is repeated
+ * until either a) it reaches a variable that was not previously
+ * determined by any constraint or b) it reaches a constraint that
+ * is too weak to be satisfied using any of its methods. The
+ * variables of constraints that have been processed are marked with
+ * a unique mark value so that we know where we've been. This allows
+ * the algorithm to avoid getting into an infinite loop even if the
+ * constraint graph has an inadvertent cycle.
+ */
+Planner.prototype.incrementalAdd = function (c) {
+ var mark = this.newMark();
+ var overridden = c.satisfy(mark);
+ while (overridden != null)
+ overridden = overridden.satisfy(mark);
+}
+
+/**
+ * Entry point for retracting a constraint. Remove the given
+ * constraint and incrementally update the dataflow graph.
+ * Details: Retracting the given constraint may allow some currently
+ * unsatisfiable downstream constraint to be satisfied. We therefore collect
+ * a list of unsatisfied downstream constraints and attempt to
+ * satisfy each one in turn. This list is traversed by constraint
+ * strength, strongest first, as a heuristic for avoiding
+ * unnecessarily adding and then overriding weak constraints.
+ * Assume: c is satisfied.
+ */
+Planner.prototype.incrementalRemove = function (c) {
+ var out = c.output();
+ c.markUnsatisfied();
+ c.removeFromGraph();
+ var unsatisfied = this.removePropagateFrom(out);
+ var strength = Strength.REQUIRED;
+ do {
+ for (var i = 0; i < unsatisfied.size(); i++) {
+ var u = unsatisfied.at(i);
+ if (u.strength == strength)
+ this.incrementalAdd(u);
+ }
+ strength = strength.nextWeaker();
+ } while (strength != Strength.WEAKEST);
+}
+
+/**
+ * Select a previously unused mark value.
+ */
+Planner.prototype.newMark = function () {
+ return ++this.currentMark;
+}
+
+/**
+ * Extract a plan for resatisfaction starting from the given source
+ * constraints, usually a set of input constraints. This method
+ * assumes that stay optimization is desired; the plan will contain
+ * only constraints whose output variables are not stay. Constraints
+ * that do no computation, such as stay and edit constraints, are
+ * not included in the plan.
+ * Details: The outputs of a constraint are marked when it is added
+ * to the plan under construction. A constraint may be appended to
+ * the plan when all its input variables are known. A variable is
+ * known if either a) the variable is marked (indicating that has
+ * been computed by a constraint appearing earlier in the plan), b)
+ * the variable is 'stay' (i.e. it is a constant at plan execution
+ * time), or c) the variable is not determined by any
+ * constraint. The last provision is for past states of history
+ * variables, which are not stay but which are also not computed by
+ * any constraint.
+ * Assume: sources are all satisfied.
+ */
+Planner.prototype.makePlan = function (sources) {
+ var mark = this.newMark();
+ var plan = new Plan();
+ var todo = sources;
+ while (todo.size() > 0) {
+ var c = todo.removeFirst();
+ if (c.output().mark != mark && c.inputsKnown(mark)) {
+ plan.addConstraint(c);
+ c.output().mark = mark;
+ this.addConstraintsConsumingTo(c.output(), todo);
+ }
+ }
+ return plan;
+}
+
+/**
+ * Extract a plan for resatisfying starting from the output of the
+ * given constraints, usually a set of input constraints.
+ */
+Planner.prototype.extractPlanFromConstraints = function (constraints) {
+ var sources = new OrderedCollection();
+ for (var i = 0; i < constraints.size(); i++) {
+ var c = constraints.at(i);
+ if (c.isInput() && c.isSatisfied())
+ // not in plan already and eligible for inclusion
+ sources.add(c);
+ }
+ return this.makePlan(sources);
+}
+
+/**
+ * Recompute the walkabout strengths and stay flags of all variables
+ * downstream of the given constraint and recompute the actual
+ * values of all variables whose stay flag is true. If a cycle is
+ * detected, remove the given constraint and answer
+ * false. Otherwise, answer true.
+ * Details: Cycles are detected when a marked variable is
+ * encountered downstream of the given constraint. The sender is
+ * assumed to have marked the inputs of the given constraint with
+ * the given mark. Thus, encountering a marked node downstream of
+ * the output constraint means that there is a path from the
+ * constraint's output to one of its inputs.
+ */
+Planner.prototype.addPropagate = function (c, mark) {
+ var todo = new OrderedCollection();
+ todo.add(c);
+ while (todo.size() > 0) {
+ var d = todo.removeFirst();
+ if (d.output().mark == mark) {
+ this.incrementalRemove(c);
+ return false;
+ }
+ d.recalculate();
+ this.addConstraintsConsumingTo(d.output(), todo);
+ }
+ return true;
+}
+
+
+/**
+ * Update the walkabout strengths and stay flags of all variables
+ * downstream of the given constraint. Answer a collection of
+ * unsatisfied constraints sorted in order of decreasing strength.
+ */
+Planner.prototype.removePropagateFrom = function (out) {
+ out.determinedBy = null;
+ out.walkStrength = Strength.WEAKEST;
+ out.stay = true;
+ var unsatisfied = new OrderedCollection();
+ var todo = new OrderedCollection();
+ todo.add(out);
+ while (todo.size() > 0) {
+ var v = todo.removeFirst();
+ for (var i = 0; i < v.constraints.size(); i++) {
+ var c = v.constraints.at(i);
+ if (!c.isSatisfied())
+ unsatisfied.add(c);
+ }
+ var determining = v.determinedBy;
+ for (var i = 0; i < v.constraints.size(); i++) {
+ var next = v.constraints.at(i);
+ if (next != determining && next.isSatisfied()) {
+ next.recalculate();
+ todo.add(next.output());
+ }
+ }
+ }
+ return unsatisfied;
+}
+
+Planner.prototype.addConstraintsConsumingTo = function (v, coll) {
+ var determining = v.determinedBy;
+ var cc = v.constraints;
+ for (var i = 0; i < cc.size(); i++) {
+ var c = cc.at(i);
+ if (c != determining && c.isSatisfied())
+ coll.add(c);
+ }
+}
+
+/* --- *
+ * P l a n
+ * --- */
+
+/**
+ * A Plan is an ordered list of constraints to be executed in sequence
+ * to resatisfy all currently satisfiable constraints in the face of
+ * one or more changing inputs.
+ */
+function Plan() {
+ this.v = new OrderedCollection();
+}
+
+Plan.prototype.addConstraint = function (c) {
+ this.v.add(c);
+}
+
+Plan.prototype.size = function () {
+ return this.v.size();
+}
+
+Plan.prototype.constraintAt = function (index) {
+ return this.v.at(index);
+}
+
+Plan.prototype.execute = function () {
+ for (var i = 0; i < this.size(); i++) {
+ var c = this.constraintAt(i);
+ c.execute();
+ }
+}
+
+/* --- *
+ * M a i n
+ * --- */
+
+/**
+ * This is the standard DeltaBlue benchmark. A long chain of equality
+ * constraints is constructed with a stay constraint on one end. An
+ * edit constraint is then added to the opposite end and the time is
+ * measured for adding and removing this constraint, and extracting
+ * and executing a constraint satisfaction plan. There are two cases.
+ * In case 1, the added constraint is stronger than the stay
+ * constraint and values must propagate down the entire length of the
+ * chain. In case 2, the added constraint is weaker than the stay
+ * constraint so it cannot be accomodated. The cost in this case is,
+ * of course, very low. Typical situations lie somewhere between these
+ * two extremes.
+ */
+function chainTest(n) {
+ planner = new Planner();
+ var prev = null, first = null, last = null;
+
+ // Build chain of n equality constraints
+ for (var i = 0; i <= n; i++) {
+ var name = "v" + i;
+ var v = new Variable(name);
+ if (prev != null)
+ new EqualityConstraint(prev, v, Strength.REQUIRED);
+ if (i == 0) first = v;
+ if (i == n) last = v;
+ prev = v;
+ }
+
+ new StayConstraint(last, Strength.STRONG_DEFAULT);
+ var edit = new EditConstraint(first, Strength.PREFERRED);
+ var edits = new OrderedCollection();
+ edits.add(edit);
+ var plan = planner.extractPlanFromConstraints(edits);
+ for (var i = 0; i < 100; i++) {
+ first.value = i;
+ plan.execute();
+ if (last.value != i)
+ alert("Chain test failed.");
+ }
+}
+
+/**
+ * This test constructs a two sets of variables related to each
+ * other by a simple linear transformation (scale and offset). The
+ * time is measured to change a variable on either side of the
+ * mapping and to change the scale and offset factors.
+ */
+function projectionTest(n) {
+ planner = new Planner();
+ var scale = new Variable("scale", 10);
+ var offset = new Variable("offset", 1000);
+ var src = null, dst = null;
+
+ var dests = new OrderedCollection();
+ for (var i = 0; i < n; i++) {
+ src = new Variable("src" + i, i);
+ dst = new Variable("dst" + i, i);
+ dests.add(dst);
+ new StayConstraint(src, Strength.NORMAL);
+ new ScaleConstraint(src, scale, offset, dst, Strength.REQUIRED);
+ }
+
+ change(src, 17);
+ if (dst.value != 1170) alert("Projection 1 failed");
+ change(dst, 1050);
+ if (src.value != 5) alert("Projection 2 failed");
+ change(scale, 5);
+ for (var i = 0; i < n - 1; i++) {
+ if (dests.at(i).value != i * 5 + 1000)
+ alert("Projection 3 failed");
+ }
+ change(offset, 2000);
+ for (var i = 0; i < n - 1; i++) {
+ if (dests.at(i).value != i * 5 + 2000)
+ alert("Projection 4 failed");
+ }
+}
+
+function change(v, newValue) {
+ var edit = new EditConstraint(v, Strength.PREFERRED);
+ var edits = new OrderedCollection();
+ edits.add(edit);
+ var plan = planner.extractPlanFromConstraints(edits);
+ for (var i = 0; i < 10; i++) {
+ v.value = newValue;
+ plan.execute();
+ }
+ edit.destroyConstraint();
+}
+
+// Global variable holding the current planner.
+var planner = null;
+
+function deltaBlue() {
+ chainTest(100);
+ projectionTest(100);
+}
+
+for (var i = 0; i < 155; ++i)
+ deltaBlue();
diff --git a/SunSpider/tests/v8-v4/v8-earley-boyer.js b/SunSpider/tests/v8-v6/v8-earley-boyer.js
similarity index 100%
copy from SunSpider/tests/v8-v4/v8-earley-boyer.js
copy to SunSpider/tests/v8-v6/v8-earley-boyer.js
diff --git a/SunSpider/tests/v8-v6/v8-raytrace.js b/SunSpider/tests/v8-v6/v8-raytrace.js
new file mode 100644
index 0000000..1805ae5
--- /dev/null
+++ b/SunSpider/tests/v8-v6/v8-raytrace.js
@@ -0,0 +1,902 @@
+// The ray tracer code in this file is written by Adam Burmister. It
+// is available in its original form from:
+//
+// http://labs.flog.nz.co/raytracer/
+//
+// It has been modified slightly by Google to work as a standalone
+// benchmark, but the all the computational code remains
+// untouched. This file also contains a copy of parts of the Prototype
+// JavaScript framework which is used by the ray tracer.
+
+// Variable used to hold a number that can be used to verify that
+// the scene was ray traced correctly.
+var checkNumber;
+
+
+// ------------------------------------------------------------------------
+// ------------------------------------------------------------------------
+
+// The following is a copy of parts of the Prototype JavaScript library:
+
+// Prototype JavaScript framework, version 1.5.0
+// (c) 2005-2007 Sam Stephenson
+//
+// Prototype is freely distributable under the terms of an MIT-style license.
+// For details, see the Prototype web site: http://prototype.conio.net/
+
+
+var Class = {
+ create: function() {
+ return function() {
+ this.initialize.apply(this, arguments);
+ }
+ }
+};
+
+
+Object.extend = function(destination, source) {
+ for (var property in source) {
+ destination[property] = source[property];
+ }
+ return destination;
+};
+
+
+// ------------------------------------------------------------------------
+// ------------------------------------------------------------------------
+
+// The rest of this file is the actual ray tracer written by Adam
+// Burmister. It's a concatenation of the following files:
+//
+// flog/color.js
+// flog/light.js
+// flog/vector.js
+// flog/ray.js
+// flog/scene.js
+// flog/material/basematerial.js
+// flog/material/solid.js
+// flog/material/chessboard.js
+// flog/shape/baseshape.js
+// flog/shape/sphere.js
+// flog/shape/plane.js
+// flog/intersectioninfo.js
+// flog/camera.js
+// flog/background.js
+// flog/engine.js
+
+
+/* Fake a Flog.* namespace */
+if(typeof(Flog) == 'undefined') var Flog = {};
+if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
+
+Flog.RayTracer.Color = Class.create();
+
+Flog.RayTracer.Color.prototype = {
+ red : 0.0,
+ green : 0.0,
+ blue : 0.0,
+
+ initialize : function(r, g, b) {
+ if(!r) r = 0.0;
+ if(!g) g = 0.0;
+ if(!b) b = 0.0;
+
+ this.red = r;
+ this.green = g;
+ this.blue = b;
+ },
+
+ add : function(c1, c2){
+ var result = new Flog.RayTracer.Color(0,0,0);
+
+ result.red = c1.red + c2.red;
+ result.green = c1.green + c2.green;
+ result.blue = c1.blue + c2.blue;
+
+ return result;
+ },
+
+ addScalar: function(c1, s){
+ var result = new Flog.RayTracer.Color(0,0,0);
+
+ result.red = c1.red + s;
+ result.green = c1.green + s;
+ result.blue = c1.blue + s;
+
+ result.limit();
+
+ return result;
+ },
+
+ subtract: function(c1, c2){
+ var result = new Flog.RayTracer.Color(0,0,0);
+
+ result.red = c1.red - c2.red;
+ result.green = c1.green - c2.green;
+ result.blue = c1.blue - c2.blue;
+
+ return result;
+ },
+
+ multiply : function(c1, c2) {
+ var result = new Flog.RayTracer.Color(0,0,0);
+
+ result.red = c1.red * c2.red;
+ result.green = c1.green * c2.green;
+ result.blue = c1.blue * c2.blue;
+
+ return result;
+ },
+
+ multiplyScalar : function(c1, f) {
+ var result = new Flog.RayTracer.Color(0,0,0);
+
+ result.red = c1.red * f;
+ result.green = c1.green * f;
+ result.blue = c1.blue * f;
+
+ return result;
+ },
+
+ divideFactor : function(c1, f) {
+ var result = new Flog.RayTracer.Color(0,0,0);
+
+ result.red = c1.red / f;
+ result.green = c1.green / f;
+ result.blue = c1.blue / f;
+
+ return result;
+ },
+
+ limit: function(){
+ this.red = (this.red > 0.0) ? ( (this.red > 1.0) ? 1.0 : this.red ) : 0.0;
+ this.green = (this.green > 0.0) ? ( (this.green > 1.0) ? 1.0 : this.green ) : 0.0;
+ this.blue = (this.blue > 0.0) ? ( (this.blue > 1.0) ? 1.0 : this.blue ) : 0.0;
+ },
+
+ distance : function(color) {
+ var d = Math.abs(this.red - color.red) + Math.abs(this.green - color.green) + Math.abs(this.blue - color.blue);
+ return d;
+ },
+
+ blend: function(c1, c2, w){
+ var result = new Flog.RayTracer.Color(0,0,0);
+ result = Flog.RayTracer.Color.prototype.add(
+ Flog.RayTracer.Color.prototype.multiplyScalar(c1, 1 - w),
+ Flog.RayTracer.Color.prototype.multiplyScalar(c2, w)
+ );
+ return result;
+ },
+
+ brightness : function() {
+ var r = Math.floor(this.red*255);
+ var g = Math.floor(this.green*255);
+ var b = Math.floor(this.blue*255);
+ return (r * 77 + g * 150 + b * 29) >> 8;
+ },
+
+ toString : function () {
+ var r = Math.floor(this.red*255);
+ var g = Math.floor(this.green*255);
+ var b = Math.floor(this.blue*255);
+
+ return "rgb("+ r +","+ g +","+ b +")";
+ }
+}
+/* Fake a Flog.* namespace */
+if(typeof(Flog) == 'undefined') var Flog = {};
+if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
+
+Flog.RayTracer.Light = Class.create();
+
+Flog.RayTracer.Light.prototype = {
+ position: null,
+ color: null,
+ intensity: 10.0,
+
+ initialize : function(pos, color, intensity) {
+ this.position = pos;
+ this.color = color;
+ this.intensity = (intensity ? intensity : 10.0);
+ },
+
+ toString : function () {
+ return 'Light [' + this.position.x + ',' + this.position.y + ',' + this.position.z + ']';
+ }
+}
+/* Fake a Flog.* namespace */
+if(typeof(Flog) == 'undefined') var Flog = {};
+if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
+
+Flog.RayTracer.Vector = Class.create();
+
+Flog.RayTracer.Vector.prototype = {
+ x : 0.0,
+ y : 0.0,
+ z : 0.0,
+
+ initialize : function(x, y, z) {
+ this.x = (x ? x : 0);
+ this.y = (y ? y : 0);
+ this.z = (z ? z : 0);
+ },
+
+ copy: function(vector){
+ this.x = vector.x;
+ this.y = vector.y;
+ this.z = vector.z;
+ },
+
+ normalize : function() {
+ var m = this.magnitude();
+ return new Flog.RayTracer.Vector(this.x / m, this.y / m, this.z / m);
+ },
+
+ magnitude : function() {
+ return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z));
+ },
+
+ cross : function(w) {
+ return new Flog.RayTracer.Vector(
+ -this.z * w.y + this.y * w.z,
+ this.z * w.x - this.x * w.z,
+ -this.y * w.x + this.x * w.y);
+ },
+
+ dot : function(w) {
+ return this.x * w.x + this.y * w.y + this.z * w.z;
+ },
+
+ add : function(v, w) {
+ return new Flog.RayTracer.Vector(w.x + v.x, w.y + v.y, w.z + v.z);
+ },
+
+ subtract : function(v, w) {
+ if(!w || !v) throw 'Vectors must be defined [' + v + ',' + w + ']';
+ return new Flog.RayTracer.Vector(v.x - w.x, v.y - w.y, v.z - w.z);
+ },
+
+ multiplyVector : function(v, w) {
+ return new Flog.RayTracer.Vector(v.x * w.x, v.y * w.y, v.z * w.z);
+ },
+
+ multiplyScalar : function(v, w) {
+ return new Flog.RayTracer.Vector(v.x * w, v.y * w, v.z * w);
+ },
+
+ toString : function () {
+ return 'Vector [' + this.x + ',' + this.y + ',' + this.z + ']';
+ }
+}
+/* Fake a Flog.* namespace */
+if(typeof(Flog) == 'undefined') var Flog = {};
+if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
+
+Flog.RayTracer.Ray = Class.create();
+
+Flog.RayTracer.Ray.prototype = {
+ position : null,
+ direction : null,
+ initialize : function(pos, dir) {
+ this.position = pos;
+ this.direction = dir;
+ },
+
+ toString : function () {
+ return 'Ray [' + this.position + ',' + this.direction + ']';
+ }
+}
+/* Fake a Flog.* namespace */
+if(typeof(Flog) == 'undefined') var Flog = {};
+if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
+
+Flog.RayTracer.Scene = Class.create();
+
+Flog.RayTracer.Scene.prototype = {
+ camera : null,
+ shapes : [],
+ lights : [],
+ background : null,
+
+ initialize : function() {
+ this.camera = new Flog.RayTracer.Camera(
+ new Flog.RayTracer.Vector(0,0,-5),
+ new Flog.RayTracer.Vector(0,0,1),
+ new Flog.RayTracer.Vector(0,1,0)
+ );
+ this.shapes = new Array();
+ this.lights = new Array();
+ this.background = new Flog.RayTracer.Background(new Flog.RayTracer.Color(0,0,0.5), 0.2);
+ }
+}
+/* Fake a Flog.* namespace */
+if(typeof(Flog) == 'undefined') var Flog = {};
+if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
+if(typeof(Flog.RayTracer.Material) == 'undefined') Flog.RayTracer.Material = {};
+
+Flog.RayTracer.Material.BaseMaterial = Class.create();
+
+Flog.RayTracer.Material.BaseMaterial.prototype = {
+
+ gloss: 2.0, // [0...infinity] 0 = matt
+ transparency: 0.0, // 0=opaque
+ reflection: 0.0, // [0...infinity] 0 = no reflection
+ refraction: 0.50,
+ hasTexture: false,
+
+ initialize : function() {
+
+ },
+
+ getColor: function(u, v){
+
+ },
+
+ wrapUp: function(t){
+ t = t % 2.0;
+ if(t < -1) t += 2.0;
+ if(t >= 1) t -= 2.0;
+ return t;
+ },
+
+ toString : function () {
+ return 'Material [gloss=' + this.gloss + ', transparency=' + this.transparency + ', hasTexture=' + this.hasTexture +']';
+ }
+}
+/* Fake a Flog.* namespace */
+if(typeof(Flog) == 'undefined') var Flog = {};
+if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
+
+Flog.RayTracer.Material.Solid = Class.create();
+
+Flog.RayTracer.Material.Solid.prototype = Object.extend(
+ new Flog.RayTracer.Material.BaseMaterial(), {
+ initialize : function(color, reflection, refraction, transparency, gloss) {
+ this.color = color;
+ this.reflection = reflection;
+ this.transparency = transparency;
+ this.gloss = gloss;
+ this.hasTexture = false;
+ },
+
+ getColor: function(u, v){
+ return this.color;
+ },
+
+ toString : function () {
+ return 'SolidMaterial [gloss=' + this.gloss + ', transparency=' + this.transparency + ', hasTexture=' + this.hasTexture +']';
+ }
+ }
+);
+/* Fake a Flog.* namespace */
+if(typeof(Flog) == 'undefined') var Flog = {};
+if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
+
+Flog.RayTracer.Material.Chessboard = Class.create();
+
+Flog.RayTracer.Material.Chessboard.prototype = Object.extend(
+ new Flog.RayTracer.Material.BaseMaterial(), {
+ colorEven: null,
+ colorOdd: null,
+ density: 0.5,
+
+ initialize : function(colorEven, colorOdd, reflection, transparency, gloss, density) {
+ this.colorEven = colorEven;
+ this.colorOdd = colorOdd;
+ this.reflection = reflection;
+ this.transparency = transparency;
+ this.gloss = gloss;
+ this.density = density;
+ this.hasTexture = true;
+ },
+
+ getColor: function(u, v){
+ var t = this.wrapUp(u * this.density) * this.wrapUp(v * this.density);
+
+ if(t < 0.0)
+ return this.colorEven;
+ else
+ return this.colorOdd;
+ },
+
+ toString : function () {
+ return 'ChessMaterial [gloss=' + this.gloss + ', transparency=' + this.transparency + ', hasTexture=' + this.hasTexture +']';
+ }
+ }
+);
+/* Fake a Flog.* namespace */
+if(typeof(Flog) == 'undefined') var Flog = {};
+if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
+if(typeof(Flog.RayTracer.Shape) == 'undefined') Flog.RayTracer.Shape = {};
+
+Flog.RayTracer.Shape.Sphere = Class.create();
+
+Flog.RayTracer.Shape.Sphere.prototype = {
+ initialize : function(pos, radius, material) {
+ this.radius = radius;
+ this.position = pos;
+ this.material = material;
+ },
+
+ intersect: function(ray){
+ var info = new Flog.RayTracer.IntersectionInfo();
+ info.shape = this;
+
+ var dst = Flog.RayTracer.Vector.prototype.subtract(ray.position, this.position);
+
+ var B = dst.dot(ray.direction);
+ var C = dst.dot(dst) - (this.radius * this.radius);
+ var D = (B * B) - C;
+
+ if(D > 0){ // intersection!
+ info.isHit = true;
+ info.distance = (-B) - Math.sqrt(D);
+ info.position = Flog.RayTracer.Vector.prototype.add(
+ ray.position,
+ Flog.RayTracer.Vector.prototype.multiplyScalar(
+ ray.direction,
+ info.distance
+ )
+ );
+ info.normal = Flog.RayTracer.Vector.prototype.subtract(
+ info.position,
+ this.position
+ ).normalize();
+
+ info.color = this.material.getColor(0,0);
+ } else {
+ info.isHit = false;
+ }
+ return info;
+ },
+
+ toString : function () {
+ return 'Sphere [position=' + this.position + ', radius=' + this.radius + ']';
+ }
+}
+/* Fake a Flog.* namespace */
+if(typeof(Flog) == 'undefined') var Flog = {};
+if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
+if(typeof(Flog.RayTracer.Shape) == 'undefined') Flog.RayTracer.Shape = {};
+
+Flog.RayTracer.Shape.Plane = Class.create();
+
+Flog.RayTracer.Shape.Plane.prototype = {
+ d: 0.0,
+
+ initialize : function(pos, d, material) {
+ this.position = pos;
+ this.d = d;
+ this.material = material;
+ },
+
+ intersect: function(ray){
+ var info = new Flog.RayTracer.IntersectionInfo();
+
+ var Vd = this.position.dot(ray.direction);
+ if(Vd == 0) return info; // no intersection
+
+ var t = -(this.position.dot(ray.position) + this.d) / Vd;
+ if(t <= 0) return info;
+
+ info.shape = this;
+ info.isHit = true;
+ info.position = Flog.RayTracer.Vector.prototype.add(
+ ray.position,
+ Flog.RayTracer.Vector.prototype.multiplyScalar(
+ ray.direction,
+ t
+ )
+ );
+ info.normal = this.position;
+ info.distance = t;
+
+ if(this.material.hasTexture){
+ var vU = new Flog.RayTracer.Vector(this.position.y, this.position.z, -this.position.x);
+ var vV = vU.cross(this.position);
+ var u = info.position.dot(vU);
+ var v = info.position.dot(vV);
+ info.color = this.material.getColor(u,v);
+ } else {
+ info.color = this.material.getColor(0,0);
+ }
+
+ return info;
+ },
+
+ toString : function () {
+ return 'Plane [' + this.position + ', d=' + this.d + ']';
+ }
+}
+/* Fake a Flog.* namespace */
+if(typeof(Flog) == 'undefined') var Flog = {};
+if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
+
+Flog.RayTracer.IntersectionInfo = Class.create();
+
+Flog.RayTracer.IntersectionInfo.prototype = {
+ isHit: false,
+ hitCount: 0,
+ shape: null,
+ position: null,
+ normal: null,
+ color: null,
+ distance: null,
+
+ initialize : function() {
+ this.color = new Flog.RayTracer.Color(0,0,0);
+ },
+
+ toString : function () {
+ return 'Intersection [' + this.position + ']';
+ }
+}
+/* Fake a Flog.* namespace */
+if(typeof(Flog) == 'undefined') var Flog = {};
+if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
+
+Flog.RayTracer.Camera = Class.create();
+
+Flog.RayTracer.Camera.prototype = {
+ position: null,
+ lookAt: null,
+ equator: null,
+ up: null,
+ screen: null,
+
+ initialize : function(pos, lookAt, up) {
+ this.position = pos;
+ this.lookAt = lookAt;
+ this.up = up;
+ this.equator = lookAt.normalize().cross(this.up);
+ this.screen = Flog.RayTracer.Vector.prototype.add(this.position, this.lookAt);
+ },
+
+ getRay: function(vx, vy){
+ var pos = Flog.RayTracer.Vector.prototype.subtract(
+ this.screen,
+ Flog.RayTracer.Vector.prototype.subtract(
+ Flog.RayTracer.Vector.prototype.multiplyScalar(this.equator, vx),
+ Flog.RayTracer.Vector.prototype.multiplyScalar(this.up, vy)
+ )
+ );
+ pos.y = pos.y * -1;
+ var dir = Flog.RayTracer.Vector.prototype.subtract(
+ pos,
+ this.position
+ );
+
+ var ray = new Flog.RayTracer.Ray(pos, dir.normalize());
+
+ return ray;
+ },
+
+ toString : function () {
+ return 'Ray []';
+ }
+}
+/* Fake a Flog.* namespace */
+if(typeof(Flog) == 'undefined') var Flog = {};
+if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
+
+Flog.RayTracer.Background = Class.create();
+
+Flog.RayTracer.Background.prototype = {
+ color : null,
+ ambience : 0.0,
+
+ initialize : function(color, ambience) {
+ this.color = color;
+ this.ambience = ambience;
+ }
+}
+/* Fake a Flog.* namespace */
+if(typeof(Flog) == 'undefined') var Flog = {};
+if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
+
+Flog.RayTracer.Engine = Class.create();
+
+Flog.RayTracer.Engine.prototype = {
+ canvas: null, /* 2d context we can render to */
+
+ initialize: function(options){
+ this.options = Object.extend({
+ canvasHeight: 100,
+ canvasWidth: 100,
+ pixelWidth: 2,
+ pixelHeight: 2,
+ renderDiffuse: false,
+ renderShadows: false,
+ renderHighlights: false,
+ renderReflections: false,
+ rayDepth: 2
+ }, options || {});
+
+ this.options.canvasHeight /= this.options.pixelHeight;
+ this.options.canvasWidth /= this.options.pixelWidth;
+
+ /* TODO: dynamically include other scripts */
+ },
+
+ setPixel: function(x, y, color){
+ var pxW, pxH;
+ pxW = this.options.pixelWidth;
+ pxH = this.options.pixelHeight;
+
+ if (this.canvas) {
+ this.canvas.fillStyle = color.toString();
+ this.canvas.fillRect (x * pxW, y * pxH, pxW, pxH);
+ } else {
+ if (x === y) {
+ checkNumber += color.brightness();
+ }
+ // print(x * pxW, y * pxH, pxW, pxH);
+ }
+ },
+
+ renderScene: function(scene, canvas){
+ checkNumber = 0;
+ /* Get canvas */
+ if (canvas) {
+ this.canvas = canvas.getContext("2d");
+ } else {
+ this.canvas = null;
+ }
+
+ var canvasHeight = this.options.canvasHeight;
+ var canvasWidth = this.options.canvasWidth;
+
+ for(var y=0; y < canvasHeight; y++){
+ for(var x=0; x < canvasWidth; x++){
+ var yp = y * 1.0 / canvasHeight * 2 - 1;
+ var xp = x * 1.0 / canvasWidth * 2 - 1;
+
+ var ray = scene.camera.getRay(xp, yp);
+
+ var color = this.getPixelColor(ray, scene);
+
+ this.setPixel(x, y, color);
+ }
+ }
+ if (checkNumber !== 2321) {
+ throw new Error("Scene rendered incorrectly");
+ }
+ },
+
+ getPixelColor: function(ray, scene){
+ var info = this.testIntersection(ray, scene, null);
+ if(info.isHit){
+ var color = this.rayTrace(info, ray, scene, 0);
+ return color;
+ }
+ return scene.background.color;
+ },
+
+ testIntersection: function(ray, scene, exclude){
+ var hits = 0;
+ var best = new Flog.RayTracer.IntersectionInfo();
+ best.distance = 2000;
+
+ for(var i=0; i<scene.shapes.length; i++){
+ var shape = scene.shapes[i];
+
+ if(shape != exclude){
+ var info = shape.intersect(ray);
+ if(info.isHit && info.distance >= 0 && info.distance < best.distance){
+ best = info;
+ hits++;
+ }
+ }
+ }
+ best.hitCount = hits;
+ return best;
+ },
+
+ getReflectionRay: function(P,N,V){
+ var c1 = -N.dot(V);
+ var R1 = Flog.RayTracer.Vector.prototype.add(
+ Flog.RayTracer.Vector.prototype.multiplyScalar(N, 2*c1),
+ V
+ );
+ return new Flog.RayTracer.Ray(P, R1);
+ },
+
+ rayTrace: function(info, ray, scene, depth){
+ // Calc ambient
+ var color = Flog.RayTracer.Color.prototype.multiplyScalar(info.color, scene.background.ambience);
+ var oldColor = color;
+ var shininess = Math.pow(10, info.shape.material.gloss + 1);
+
+ for(var i=0; i<scene.lights.length; i++){
+ var light = scene.lights[i];
+
+ // Calc diffuse lighting
+ var v = Flog.RayTracer.Vector.prototype.subtract(
+ light.position,
+ info.position
+ ).normalize();
+
+ if(this.options.renderDiffuse){
+ var L = v.dot(info.normal);
+ if(L > 0.0){
+ color = Flog.RayTracer.Color.prototype.add(
+ color,
+ Flog.RayTracer.Color.prototype.multiply(
+ info.color,
+ Flog.RayTracer.Color.prototype.multiplyScalar(
+ light.color,
+ L
+ )
+ )
+ );
+ }
+ }
+
+ // The greater the depth the more accurate the colours, but
+ // this is exponentially (!) expensive
+ if(depth <= this.options.rayDepth){
+ // calculate reflection ray
+ if(this.options.renderReflections && info.shape.material.reflection > 0)
+ {
+ var reflectionRay = this.getReflectionRay(info.position, info.normal, ray.direction);
+ var refl = this.testIntersection(reflectionRay, scene, info.shape);
+
+ if (refl.isHit && refl.distance > 0){
+ refl.color = this.rayTrace(refl, reflectionRay, scene, depth + 1);
+ } else {
+ refl.color = scene.background.color;
+ }
+
+ color = Flog.RayTracer.Color.prototype.blend(
+ color,
+ refl.color,
+ info.shape.material.reflection
+ );
+ }
+
+ // Refraction
+ /* TODO */
+ }
+
+ /* Render shadows and highlights */
+
+ var shadowInfo = new Flog.RayTracer.IntersectionInfo();
+
+ if(this.options.renderShadows){
+ var shadowRay = new Flog.RayTracer.Ray(info.position, v);
+
+ shadowInfo = this.testIntersection(shadowRay, scene, info.shape);
+ if(shadowInfo.isHit && shadowInfo.shape != info.shape /*&& shadowInfo.shape.type != 'PLANE'*/){
+ var vA = Flog.RayTracer.Color.prototype.multiplyScalar(color, 0.5);
+ var dB = (0.5 * Math.pow(shadowInfo.shape.material.transparency, 0.5));
+ color = Flog.RayTracer.Color.prototype.addScalar(vA,dB);
+ }
+ }
+
+ // Phong specular highlights
+ if(this.options.renderHighlights && !shadowInfo.isHit && info.shape.material.gloss > 0){
+ var Lv = Flog.RayTracer.Vector.prototype.subtract(
+ info.shape.position,
+ light.position
+ ).normalize();
+
+ var E = Flog.RayTracer.Vector.prototype.subtract(
+ scene.camera.position,
+ info.shape.position
+ ).normalize();
+
+ var H = Flog.RayTracer.Vector.prototype.subtract(
+ E,
+ Lv
+ ).normalize();
+
+ var glossWeight = Math.pow(Math.max(info.normal.dot(H), 0), shininess);
+ color = Flog.RayTracer.Color.prototype.add(
+ Flog.RayTracer.Color.prototype.multiplyScalar(light.color, glossWeight),
+ color
+ );
+ }
+ }
+ color.limit();
+ return color;
+ }
+};
+
+
+function renderScene(){
+ var scene = new Flog.RayTracer.Scene();
+
+ scene.camera = new Flog.RayTracer.Camera(
+ new Flog.RayTracer.Vector(0, 0, -15),
+ new Flog.RayTracer.Vector(-0.2, 0, 5),
+ new Flog.RayTracer.Vector(0, 1, 0)
+ );
+
+ scene.background = new Flog.RayTracer.Background(
+ new Flog.RayTracer.Color(0.5, 0.5, 0.5),
+ 0.4
+ );
+
+ var sphere = new Flog.RayTracer.Shape.Sphere(
+ new Flog.RayTracer.Vector(-1.5, 1.5, 2),
+ 1.5,
+ new Flog.RayTracer.Material.Solid(
+ new Flog.RayTracer.Color(0,0.5,0.5),
+ 0.3,
+ 0.0,
+ 0.0,
+ 2.0
+ )
+ );
+
+ var sphere1 = new Flog.RayTracer.Shape.Sphere(
+ new Flog.RayTracer.Vector(1, 0.25, 1),
+ 0.5,
+ new Flog.RayTracer.Material.Solid(
+ new Flog.RayTracer.Color(0.9,0.9,0.9),
+ 0.1,
+ 0.0,
+ 0.0,
+ 1.5
+ )
+ );
+
+ var plane = new Flog.RayTracer.Shape.Plane(
+ new Flog.RayTracer.Vector(0.1, 0.9, -0.5).normalize(),
+ 1.2,
+ new Flog.RayTracer.Material.Chessboard(
+ new Flog.RayTracer.Color(1,1,1),
+ new Flog.RayTracer.Color(0,0,0),
+ 0.2,
+ 0.0,
+ 1.0,
+ 0.7
+ )
+ );
+
+ scene.shapes.push(plane);
+ scene.shapes.push(sphere);
+ scene.shapes.push(sphere1);
+
+ var light = new Flog.RayTracer.Light(
+ new Flog.RayTracer.Vector(5, 10, -1),
+ new Flog.RayTracer.Color(0.8, 0.8, 0.8)
+ );
+
+ var light1 = new Flog.RayTracer.Light(
+ new Flog.RayTracer.Vector(-3, 5, -15),
+ new Flog.RayTracer.Color(0.8, 0.8, 0.8),
+ 100
+ );
+
+ scene.lights.push(light);
+ scene.lights.push(light1);
+
+ var imageWidth = 100; // $F('imageWidth');
+ var imageHeight = 100; // $F('imageHeight');
+ var pixelSize = "5,5".split(','); // $F('pixelSize').split(',');
+ var renderDiffuse = true; // $F('renderDiffuse');
+ var renderShadows = true; // $F('renderShadows');
+ var renderHighlights = true; // $F('renderHighlights');
+ var renderReflections = true; // $F('renderReflections');
+ var rayDepth = 2;//$F('rayDepth');
+
+ var raytracer = new Flog.RayTracer.Engine(
+ {
+ canvasWidth: imageWidth,
+ canvasHeight: imageHeight,
+ pixelWidth: pixelSize[0],
+ pixelHeight: pixelSize[1],
+ "renderDiffuse": renderDiffuse,
+ "renderHighlights": renderHighlights,
+ "renderShadows": renderShadows,
+ "renderReflections": renderReflections,
+ "rayDepth": rayDepth
+ }
+ );
+
+ raytracer.renderScene(scene, null, 0);
+}
+
+for (var i = 0; i < 6; ++i)
+ renderScene();
diff --git a/SunSpider/tests/v8-v4/v8-regexp.js b/SunSpider/tests/v8-v6/v8-regexp.js
similarity index 100%
copy from SunSpider/tests/v8-v4/v8-regexp.js
copy to SunSpider/tests/v8-v6/v8-regexp.js
diff --git a/SunSpider/tests/v8-v4/v8-richards.js b/SunSpider/tests/v8-v6/v8-richards.js
similarity index 100%
copy from SunSpider/tests/v8-v4/v8-richards.js
copy to SunSpider/tests/v8-v6/v8-richards.js
diff --git a/SunSpider/tests/v8-v6/v8-splay.js b/SunSpider/tests/v8-v6/v8-splay.js
new file mode 100644
index 0000000..e257353
--- /dev/null
+++ b/SunSpider/tests/v8-v6/v8-splay.js
@@ -0,0 +1,393 @@
+// Copyright 2009 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.
+
+// This benchmark is based on a JavaScript log processing module used
+// by the V8 profiler to generate execution time profiles for runs of
+// JavaScript applications, and it effectively measures how fast the
+// JavaScript engine is at allocating nodes and reclaiming the memory
+// used for old nodes. Because of the way splay trees work, the engine
+// also has to deal with a lot of changes to the large tree object
+// graph.
+
+// Configuration.
+var kSplayTreeSize = 8000;
+var kSplayTreeModifications = 80;
+var kSplayTreePayloadDepth = 5;
+
+var splayTree = null;
+
+
+function GeneratePayloadTree(depth, tag) {
+ if (depth == 0) {
+ return {
+ array : [ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 ],
+ string : 'String for key ' + tag + ' in leaf node'
+ };
+ } else {
+ return {
+ left: GeneratePayloadTree(depth - 1, tag),
+ right: GeneratePayloadTree(depth - 1, tag)
+ };
+ }
+}
+
+
+function GenerateKey() {
+ // The benchmark framework guarantees that Math.random is
+ // deterministic; see base.js.
+ return Math.random();
+}
+
+
+function InsertNewNode() {
+ // Insert new node with a unique key.
+ var key;
+ do {
+ key = GenerateKey();
+ } while (splayTree.find(key) != null);
+ var payload = GeneratePayloadTree(kSplayTreePayloadDepth, String(key));
+ splayTree.insert(key, payload);
+ return key;
+}
+
+
+
+function SplaySetup() {
+ splayTree = new SplayTree();
+ for (var i = 0; i < kSplayTreeSize; i++) InsertNewNode();
+}
+
+
+function SplayTearDown() {
+ // Allow the garbage collector to reclaim the memory
+ // used by the splay tree no matter how we exit the
+ // tear down function.
+ var keys = splayTree.exportKeys();
+ splayTree = null;
+
+ // Verify that the splay tree has the right size.
+ var length = keys.length;
+ if (length != kSplayTreeSize) {
+ throw new Error("Splay tree has wrong size");
+ }
+
+ // Verify that the splay tree has sorted, unique keys.
+ for (var i = 0; i < length - 1; i++) {
+ if (keys[i] >= keys[i + 1]) {
+ throw new Error("Splay tree not sorted");
+ }
+ }
+}
+
+
+function SplayRun() {
+ // Replace a few nodes in the splay tree.
+ for (var i = 0; i < kSplayTreeModifications; i++) {
+ var key = InsertNewNode();
+ var greatest = splayTree.findGreatestLessThan(key);
+ if (greatest == null) splayTree.remove(key);
+ else splayTree.remove(greatest.key);
+ }
+}
+
+
+/**
+ * Constructs a Splay tree. A splay tree is a self-balancing binary
+ * search tree with the additional property that recently accessed
+ * elements are quick to access again. It performs basic operations
+ * such as insertion, look-up and removal in O(log(n)) amortized time.
+ *
+ * @constructor
+ */
+function SplayTree() {
+};
+
+
+/**
+ * Pointer to the root node of the tree.
+ *
+ * @type {SplayTree.Node}
+ * @private
+ */
+SplayTree.prototype.root_ = null;
+
+
+/**
+ * @return {boolean} Whether the tree is empty.
+ */
+SplayTree.prototype.isEmpty = function() {
+ return !this.root_;
+};
+
+
+/**
+ * Inserts a node into the tree with the specified key and value if
+ * the tree does not already contain a node with the specified key. If
+ * the value is inserted, it becomes the root of the tree.
+ *
+ * @param {number} key Key to insert into the tree.
+ * @param {*} value Value to insert into the tree.
+ */
+SplayTree.prototype.insert = function(key, value) {
+ if (this.isEmpty()) {
+ this.root_ = new SplayTree.Node(key, value);
+ return;
+ }
+ // Splay on the key to move the last node on the search path for
+ // the key to the root of the tree.
+ this.splay_(key);
+ if (this.root_.key == key) {
+ return;
+ }
+ var node = new SplayTree.Node(key, value);
+ if (key > this.root_.key) {
+ node.left = this.root_;
+ node.right = this.root_.right;
+ this.root_.right = null;
+ } else {
+ node.right = this.root_;
+ node.left = this.root_.left;
+ this.root_.left = null;
+ }
+ this.root_ = node;
+};
+
+
+/**
+ * Removes a node with the specified key from the tree if the tree
+ * contains a node with this key. The removed node is returned. If the
+ * key is not found, an exception is thrown.
+ *
+ * @param {number} key Key to find and remove from the tree.
+ * @return {SplayTree.Node} The removed node.
+ */
+SplayTree.prototype.remove = function(key) {
+ if (this.isEmpty()) {
+ throw Error('Key not found: ' + key);
+ }
+ this.splay_(key);
+ if (this.root_.key != key) {
+ throw Error('Key not found: ' + key);
+ }
+ var removed = this.root_;
+ if (!this.root_.left) {
+ this.root_ = this.root_.right;
+ } else {
+ var right = this.root_.right;
+ this.root_ = this.root_.left;
+ // Splay to make sure that the new root has an empty right child.
+ this.splay_(key);
+ // Insert the original right child as the right child of the new
+ // root.
+ this.root_.right = right;
+ }
+ return removed;
+};
+
+
+/**
+ * Returns the node having the specified key or null if the tree doesn't contain
+ * a node with the specified key.
+ *
+ * @param {number} key Key to find in the tree.
+ * @return {SplayTree.Node} Node having the specified key.
+ */
+SplayTree.prototype.find = function(key) {
+ if (this.isEmpty()) {
+ return null;
+ }
+ this.splay_(key);
+ return this.root_.key == key ? this.root_ : null;
+};
+
+
+/**
+ * @return {SplayTree.Node} Node having the maximum key value.
+ */
+SplayTree.prototype.findMax = function(opt_startNode) {
+ if (this.isEmpty()) {
+ return null;
+ }
+ var current = opt_startNode || this.root_;
+ while (current.right) {
+ current = current.right;
+ }
+ return current;
+};
+
+
+/**
+ * @return {SplayTree.Node} Node having the maximum key value that
+ * is less than the specified key value.
+ */
+SplayTree.prototype.findGreatestLessThan = function(key) {
+ if (this.isEmpty()) {
+ return null;
+ }
+ // 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.
+ this.splay_(key);
+ // Now the result is either the root node or the greatest node in
+ // the left subtree.
+ if (this.root_.key < key) {
+ return this.root_;
+ } else if (this.root_.left) {
+ return this.findMax(this.root_.left);
+ } else {
+ return null;
+ }
+};
+
+
+/**
+ * @return {Array<*>} An array containing all the keys of tree's nodes.
+ */
+SplayTree.prototype.exportKeys = function() {
+ var result = [];
+ if (!this.isEmpty()) {
+ this.root_.traverse_(function(node) { result.push(node.key); });
+ }
+ return result;
+};
+
+
+/**
+ * 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. This is the simplified top-down splaying algorithm from:
+ * "Self-adjusting Binary Search Trees" by Sleator and Tarjan
+ *
+ * @param {number} key Key to splay the tree on.
+ * @private
+ */
+SplayTree.prototype.splay_ = function(key) {
+ if (this.isEmpty()) {
+ return;
+ }
+ // 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.
+ var dummy, left, right;
+ dummy = left = right = new SplayTree.Node(null, null);
+ var current = this.root_;
+ while (true) {
+ if (key < current.key) {
+ if (!current.left) {
+ break;
+ }
+ if (key < current.left.key) {
+ // Rotate right.
+ var tmp = current.left;
+ current.left = tmp.right;
+ tmp.right = current;
+ current = tmp;
+ if (!current.left) {
+ break;
+ }
+ }
+ // Link right.
+ right.left = current;
+ right = current;
+ current = current.left;
+ } else if (key > current.key) {
+ if (!current.right) {
+ break;
+ }
+ if (key > current.right.key) {
+ // Rotate left.
+ var tmp = current.right;
+ current.right = tmp.left;
+ tmp.left = current;
+ current = tmp;
+ if (!current.right) {
+ 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;
+ this.root_ = current;
+};
+
+
+/**
+ * Constructs a Splay tree node.
+ *
+ * @param {number} key Key.
+ * @param {*} value Value.
+ */
+SplayTree.Node = function(key, value) {
+ this.key = key;
+ this.value = value;
+};
+
+
+/**
+ * @type {SplayTree.Node}
+ */
+SplayTree.Node.prototype.left = null;
+
+
+/**
+ * @type {SplayTree.Node}
+ */
+SplayTree.Node.prototype.right = null;
+
+
+/**
+ * Performs an ordered traversal of the subtree starting at
+ * this SplayTree.Node.
+ *
+ * @param {function(SplayTree.Node)} f Visitor function.
+ * @private
+ */
+SplayTree.Node.prototype.traverse_ = function(f) {
+ var current = this;
+ while (current) {
+ var left = current.left;
+ if (left) left.traverse_(f);
+ f(current);
+ current = current.right;
+ }
+};
+
+SplaySetup();
+SplayRun();
+SplayTearDown();
--
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