Performance fix; delete unused data structures
[c11tester.git] / funcnode.cc
index 70cc44725f0887280ce4a5ec70770f6081b0be5b..b28fbd5bb5c8b925af9cc0573be8cecec1cd16b6 100644 (file)
@@ -139,7 +139,7 @@ void FuncNode::update_tree(action_list_t * act_list)
        if (act_list == NULL || act_list->size() == 0)
                return;
 
-       HashTable<void *, value_set_t *, uintptr_t, 4> * write_history = history->getWriteHistory();
+       HashTable<void *, value_set_t *, uintptr_t, 0> * write_history = history->getWriteHistory();
 
        /* build inst_list from act_list for later processing */
        func_inst_list_t inst_list;
@@ -648,31 +648,35 @@ int FuncNode::compute_distance(FuncNode * target, int max_step)
 {
        if (target == NULL)
                return -1;
+       else if (target == this)
+               return 0;
 
        SnapList<FuncNode *> queue;
-       HashTable<FuncNode *, int, uintptr_t, 0> distances;
+       HashTable<FuncNode *, int, uintptr_t, 0> distances(128);
 
-       int dist = 0;
        queue.push_back(this);
-       distances.put(this, dist);
+       distances.put(this, 0);
 
        while (!queue.empty()) {
                FuncNode * curr = queue.front();
                queue.pop_front();
+               int dist = distances.get(curr);
 
-               if (curr == target)
-                       return dist;
-               else if (max_step < dist)
+               if (max_step <= dist)
                        return -1;
 
-               dist++;
                ModelList<FuncNode *> * outEdges = curr->get_out_edges();
                mllnode<FuncNode *> * it;
                for (it = outEdges->begin(); it != NULL; it = it->getNext()) {
                        FuncNode * out_node = it->getVal();
+
+                       /* This node has not been visited before */
                        if ( !distances.contains(out_node) ) {
+                               if (out_node == target)
+                                       return dist + 1;
+
                                queue.push_back(out_node);
-                               distances.put(out_node, dist);
+                               distances.put(out_node, dist + 1);
                        }
                }
        }