本文整理汇总了C++中WillBeHeapVector::reserveInitialCapacity方法的典型用法代码示例。如果您正苦于以下问题:C++ WillBeHeapVector::reserveInitialCapacity方法的具体用法?C++ WillBeHeapVector::reserveInitialCapacity怎么用?C++ WillBeHeapVector::reserveInitialCapacity使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类WillBeHeapVector
的用法示例。
在下文中一共展示了WillBeHeapVector::reserveInitialCapacity方法的10个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: serviceAnimations
void AnimationTimeline::serviceAnimations(TimingUpdateReason reason)
{
TRACE_EVENT0("blink", "AnimationTimeline::serviceAnimations");
m_timing->cancelWake();
double timeToNextEffect = std::numeric_limits<double>::infinity();
WillBeHeapVector<RawPtrWillBeMember<AnimationPlayer> > players;
players.reserveInitialCapacity(m_playersNeedingUpdate.size());
for (WillBeHeapHashSet<RefPtrWillBeMember<AnimationPlayer> >::iterator it = m_playersNeedingUpdate.begin(); it != m_playersNeedingUpdate.end(); ++it)
players.append(it->get());
std::sort(players.begin(), players.end(), AnimationPlayer::hasLowerPriority);
for (size_t i = 0; i < players.size(); ++i) {
AnimationPlayer* player = players[i];
if (player->update(reason))
timeToNextEffect = std::min(timeToNextEffect, player->timeToEffectChange());
else
m_playersNeedingUpdate.remove(player);
}
if (timeToNextEffect < s_minimumDelay)
m_timing->serviceOnNextFrame();
else if (timeToNextEffect != std::numeric_limits<double>::infinity())
m_timing->wakeAfter(timeToNextEffect - s_minimumDelay);
ASSERT(!hasOutdatedAnimationPlayer());
}
示例2: serviceAnimations
void AnimationTimeline::serviceAnimations(TimingUpdateReason reason)
{
TRACE_EVENT0("blink", "AnimationTimeline::serviceAnimations");
m_lastCurrentTimeInternal = currentTimeInternal();
m_timing->cancelWake();
WillBeHeapVector<RawPtrWillBeMember<Animation>> animations;
animations.reserveInitialCapacity(m_animationsNeedingUpdate.size());
for (RefPtrWillBeMember<Animation> animation : m_animationsNeedingUpdate)
animations.append(animation.get());
std::sort(animations.begin(), animations.end(), Animation::hasLowerPriority);
for (Animation* animation : animations) {
if (!animation->update(reason))
m_animationsNeedingUpdate.remove(animation);
}
ASSERT(m_outdatedAnimationCount == 0);
#if ENABLE(ASSERT)
for (const auto& animation : m_animationsNeedingUpdate)
ASSERT(!animation->outdated());
#endif
}
示例3: adopt
PassRefPtrWillBeRawPtr<StaticNodeList> InsertionPoint::getDistributedNodes()
{
updateDistribution();
WillBeHeapVector<RefPtrWillBeMember<Node>> nodes;
nodes.reserveInitialCapacity(m_distributedNodes.size());
for (size_t i = 0; i < m_distributedNodes.size(); ++i)
nodes.uncheckedAppend(m_distributedNodes.at(i));
return StaticNodeList::adopt(nodes);
}
示例4: create
PassRefPtrWillBeRawPtr<MutableStylePropertySet> StylePropertySet::copyPropertiesInSet(const Vector<CSSPropertyID>& properties) const
{
WillBeHeapVector<CSSProperty, 256> list;
list.reserveInitialCapacity(properties.size());
for (unsigned i = 0; i < properties.size(); ++i) {
RefPtrWillBeRawPtr<CSSValue> value = getPropertyCSSValue(properties[i]);
if (value)
list.append(CSSProperty(properties[i], value.release(), false));
}
return MutableStylePropertySet::create(list.data(), list.size());
}
示例5: startIteration
FontFaceSetIterable::IterationSource* FontFaceSet::startIteration(ScriptState*, ExceptionState&)
{
// Setlike should iterate each item in insertion order, and items should
// be keep on up to date. But since blink does not have a way to hook up CSS
// modification, take a snapshot here, and make it ordered as follows.
WillBeHeapVector<RefPtrWillBeMember<FontFace>> fontFaces;
if (inActiveDocumentContext()) {
const WillBeHeapListHashSet<RefPtrWillBeMember<FontFace>>& cssConnectedFaces = cssConnectedFontFaceList();
fontFaces.reserveInitialCapacity(cssConnectedFaces.size() + m_nonCSSConnectedFaces.size());
for (const auto& fontFace : cssConnectedFaces)
fontFaces.append(fontFace);
for (const auto& fontFace : m_nonCSSConnectedFaces)
fontFaces.append(fontFace);
}
return new IterationSource(fontFaces);
}
示例6: sort
void NodeSet::sort() const
{
if (m_isSorted)
return;
unsigned nodeCount = m_nodes.size();
if (nodeCount < 2) {
const_cast<bool&>(m_isSorted) = true;
return;
}
if (nodeCount > traversalSortCutoff) {
traversalSort();
return;
}
bool containsAttributeNodes = false;
WillBeHeapVector<NodeSetVector> parentMatrix(nodeCount);
for (unsigned i = 0; i < nodeCount; ++i) {
NodeSetVector& parentsVector = parentMatrix[i];
Node* n = m_nodes[i].get();
parentsVector.append(n);
if (n->isAttributeNode()) {
n = toAttr(n)->ownerElement();
parentsVector.append(n);
containsAttributeNodes = true;
}
while ((n = n->parentNode()))
parentsVector.append(n);
}
sortBlock(0, nodeCount, parentMatrix, containsAttributeNodes);
// It is not possible to just assign the result to m_nodes, because some
// nodes may get dereferenced and destroyed.
WillBeHeapVector<RefPtrWillBeMember<Node> > sortedNodes;
sortedNodes.reserveInitialCapacity(nodeCount);
for (unsigned i = 0; i < nodeCount; ++i)
sortedNodes.append(parentMatrix[i][0]);
const_cast<WillBeHeapVector<RefPtrWillBeMember<Node> >&>(m_nodes).swap(sortedNodes);
}
示例7: ensureNoahsArkCondition
void HTMLFormattingElementList::ensureNoahsArkCondition(HTMLStackItem* newItem)
{
WillBeHeapVector<RawPtrWillBeMember<HTMLStackItem> > candidates;
tryToEnsureNoahsArkConditionQuickly(newItem, candidates);
if (candidates.isEmpty())
return;
// We pre-allocate and re-use this second vector to save one malloc per
// attribute that we verify.
WillBeHeapVector<RawPtrWillBeMember<HTMLStackItem> > remainingCandidates;
remainingCandidates.reserveInitialCapacity(candidates.size());
const Vector<Attribute>& attributes = newItem->attributes();
for (size_t i = 0; i < attributes.size(); ++i) {
const Attribute& attribute = attributes[i];
for (size_t j = 0; j < candidates.size(); ++j) {
HTMLStackItem* candidate = candidates[j];
// These properties should already have been checked by tryToEnsureNoahsArkConditionQuickly.
ASSERT(newItem->attributes().size() == candidate->attributes().size());
ASSERT(newItem->localName() == candidate->localName() && newItem->namespaceURI() == candidate->namespaceURI());
Attribute* candidateAttribute = candidate->getAttributeItem(attribute.name());
if (candidateAttribute && candidateAttribute->value() == attribute.value())
remainingCandidates.append(candidate);
}
if (remainingCandidates.size() < kNoahsArkCapacity)
return;
candidates.swap(remainingCandidates);
remainingCandidates.shrink(0);
}
// Inductively, we shouldn't spin this loop very many times. It's possible,
// however, that we wil spin the loop more than once because of how the
// formatting element list gets permuted.
for (size_t i = kNoahsArkCapacity - 1; i < candidates.size(); ++i)
remove(candidates[i]->element());
}
示例8: traversalSort
void NodeSet::traversalSort() const
{
WillBeHeapHashSet<RawPtrWillBeMember<Node> > nodes;
bool containsAttributeNodes = false;
unsigned nodeCount = m_nodes.size();
ASSERT(nodeCount > 1);
for (unsigned i = 0; i < nodeCount; ++i) {
Node* node = m_nodes[i].get();
nodes.add(node);
if (node->isAttributeNode())
containsAttributeNodes = true;
}
WillBeHeapVector<RefPtrWillBeMember<Node> > sortedNodes;
sortedNodes.reserveInitialCapacity(nodeCount);
for (Node* n = findRootNode(m_nodes.first().get()); n; n = NodeTraversal::next(*n)) {
if (nodes.contains(n))
sortedNodes.append(n);
if (!containsAttributeNodes || !n->isElementNode())
continue;
Element* element = toElement(n);
if (!element->hasAttributes())
continue;
AttributeCollection attributes = element->attributes();
AttributeCollection::const_iterator end = attributes.end();
for (AttributeCollection::const_iterator it = attributes.begin(); it != end; ++it) {
RefPtrWillBeRawPtr<Attr> attr = element->attrIfExists(it->name());
if (attr && nodes.contains(attr.get()))
sortedNodes.append(attr);
}
}
ASSERT(sortedNodes.size() == nodeCount);
const_cast<WillBeHeapVector<RefPtrWillBeMember<Node> >&>(m_nodes).swap(sortedNodes);
}
示例9: serviceAnimations
void AnimationTimeline::serviceAnimations(TimingUpdateReason reason)
{
TRACE_EVENT0("blink", "AnimationTimeline::serviceAnimations");
m_lastCurrentTimeInternal = currentTimeInternal();
m_timing->cancelWake();
WillBeHeapVector<RawPtrWillBeMember<AnimationPlayer>> players;
players.reserveInitialCapacity(m_playersNeedingUpdate.size());
for (RefPtrWillBeMember<AnimationPlayer> player : m_playersNeedingUpdate)
players.append(player.get());
std::sort(players.begin(), players.end(), AnimationPlayer::hasLowerPriority);
for (AnimationPlayer* player : players) {
if (!player->update(reason))
m_playersNeedingUpdate.remove(player);
}
ASSERT(!hasOutdatedAnimationPlayer());
}
示例10: traversalSort
void NodeSet::traversalSort() const
{
WillBeHeapHashSet<RawPtrWillBeMember<Node>> nodes;
bool containsAttributeNodes = false;
unsigned nodeCount = m_nodes.size();
ASSERT(nodeCount > 1);
for (unsigned i = 0; i < nodeCount; ++i) {
Node* node = m_nodes[i].get();
nodes.add(node);
if (node->isAttributeNode())
containsAttributeNodes = true;
}
WillBeHeapVector<RefPtrWillBeMember<Node>> sortedNodes;
sortedNodes.reserveInitialCapacity(nodeCount);
for (Node& n : NodeTraversal::startsAt(findRootNode(m_nodes.first().get()))) {
if (nodes.contains(&n))
sortedNodes.append(&n);
if (!containsAttributeNodes || !n.isElementNode())
continue;
Element* element = toElement(&n);
AttributeCollection attributes = element->attributes();
for (auto& attribute : attributes) {
RefPtrWillBeRawPtr<Attr> attr = element->attrIfExists(attribute.name());
if (attr && nodes.contains(attr.get()))
sortedNodes.append(attr);
}
}
ASSERT(sortedNodes.size() == nodeCount);
const_cast<WillBeHeapVector<RefPtrWillBeMember<Node>>&>(m_nodes).swap(sortedNodes);
}