// // Destructor // COCWorldMarks::~COCWorldMarks ( ) { VDEL( m_pEMarks ); VDEL( m_pEntities ); }
static void splay_tree_delete_helper (splay_tree sp, splay_tree_node node) { splay_tree_node pending = 0; splay_tree_node active = 0; if (!node) return; #define KDEL(x) if (sp->delete_key) (*sp->delete_key)(x); #define VDEL(x) if (sp->delete_value) (*sp->delete_value)(x); KDEL (node->key); VDEL (node->value); /* We use the "key" field to hold the "next" pointer. */ node->key = (splay_tree_key)pending; pending = (splay_tree_node)node; /* Now, keep processing the pending list until there aren't any more. This is a little more complicated than just recursing, but it doesn't toast the stack for large trees. */ while (pending) { active = pending; pending = 0; while (active) { splay_tree_node temp; /* active points to a node which has its key and value deallocated, we just need to process left and right. */ if (active->left) { KDEL (active->left->key); VDEL (active->left->value); active->left->key = (splay_tree_key)pending; pending = (splay_tree_node)(active->left); } if (active->right) { KDEL (active->right->key); VDEL (active->right->value); active->right->key = (splay_tree_key)pending; pending = (splay_tree_node)(active->right); } temp = active; active = (splay_tree_node)(temp->key); (*sp->deallocate) ((char*) temp, sp->allocate_data); } } #undef KDEL #undef VDEL }