struct BinVector * freeBinVectors = NULL;\r
\r
//TODO perhaps print a map of allocsites to arrayIndex?\r
-//Unique queue for each hashtable\r
+\r
+\r
+//NOTE: Only the HashTable calls this function\r
struct WaitingQueue * mallocWaitingQueue(int size) {\r
//TODO perhaps in the future get rid of the WaitingQueue object all together to improve performance (but reduce clarity)\r
struct WaitingQueue * q = (struct WaitingQueue *) malloc(sizeof(struct WaitingQueue));\r
return ((queue->array)[allocSiteID]).size == 0;\r
}\r
\r
-//NOTE: Only the HashTable calls this function\r
+//NOTE: Only the traverser should be able to call this function and it clears the entire chain.\r
void resolveChain(struct WaitingQueue * queue, int allocSiteID) {\r
struct BinVector * head;\r
struct BinVector * next;\r
}\r
}\r
\r
-//NOTE: Only the traverser should be able to call this function and it clears the entire chain.\r
void returnVectorToFreePool(struct BinVector *ptr) {\r
struct BinVector * freeHead;\r
do {\r