[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();

-- 
WebKit Debian packaging



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