return true;
}
+ // clear - Empties out the StringMap
+ void clear() {
+ if (empty()) return;
+
+ // Zap all values, resetting the keys back to non-present (not tombstone),
+ // which is safe because we're removing all elements.
+ for (ItemBucket *I = TheTable, *E = TheTable+NumBuckets; I != E; ++I) {
+ if (I->Item && I->Item != getTombstoneVal()) {
+ static_cast<MapEntryTy*>(I->Item)->Destroy(Allocator);
+ I->Item = 0;
+ }
+ }
+ }
+
/// GetOrCreateValue - Look up the specified key in the table. If a value
/// exists, return it. Otherwise, default construct a value, insert it, and
/// return.
}
~StringMap() {
- for (ItemBucket *I = TheTable, *E = TheTable+NumBuckets; I != E; ++I) {
- if (I->Item && I->Item != getTombstoneVal())
- static_cast<MapEntryTy*>(I->Item)->Destroy(Allocator);
- }
+ clear();
free(TheTable);
}
private: