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https://github.com/krgamestudios/Toy.git
synced 2026-04-15 14:54:07 +10:00
Added 'Toy_String' to 'Toy_Value' structure, read more
To help with storing strings within tables, I've replaced the unused '_padding' member of 'Toy_String' with 'cachedHash', which is set to zero on string allocation. The hash of a string isn't generated and stored until it's actually needed, as the rope pattern means not every string needs a hash - hopefully this will save unnecessarily wasted time. When a hash of a string is needed, the hashing function first checks to see if that string already has one, and if so, returns it. Again, less time wasted. When generating a new string hash, the hashing function takes the string's type into account, as node-based strings first need their contents assembled into a simple char buffer. Other changes include: * Changed 'TOY_VALUE_TO_*' to 'TOY_VALUE_FROM_*' * Changed 'TOY_VALUE_IS_EQUAL' to 'TOY_VALUES_ARE_EQUAL' * Added a missing '#pragma once' to 'toy_print.h'
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@@ -1,8 +1,11 @@
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#include "toy_value.h"
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#include "toy_console_colors.h"
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#include "toy_print.h"
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#include "toy_string.h"
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#include <stdio.h>
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#include <stdlib.h>
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bool Toy_private_isTruthy(Toy_Value value) {
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//null is an error
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@@ -21,7 +24,7 @@ bool Toy_private_isTruthy(Toy_Value value) {
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bool Toy_private_isEqual(Toy_Value left, Toy_Value right) {
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//temp check
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if (right.type > TOY_VALUE_FLOAT) {
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if (right.type > TOY_VALUE_STRING) {
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Toy_error(TOY_CC_ERROR "ERROR: Unknown types in value equality comparison\n" TOY_CC_RESET); //TODO: varargs
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}
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@@ -51,6 +54,11 @@ bool Toy_private_isEqual(Toy_Value left, Toy_Value right) {
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return false;
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case TOY_VALUE_STRING:
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if (TOY_VALUE_IS_STRING(right)) {
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return Toy_compareStrings(TOY_VALUE_AS_STRING(left), TOY_VALUE_AS_STRING(right)) == 0;
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}
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return false;
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case TOY_VALUE_ARRAY:
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case TOY_VALUE_DICTIONARY:
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case TOY_VALUE_FUNCTION:
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@@ -96,7 +104,28 @@ unsigned int Toy_hashValue(Toy_Value value) {
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case TOY_VALUE_FLOAT:
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return hashUInt( *((int*)(&TOY_VALUE_AS_FLOAT(value))) );
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case TOY_VALUE_STRING:
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case TOY_VALUE_STRING: {
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Toy_String* str = TOY_VALUE_AS_STRING(value);
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if (str->cachedHash != 0) {
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return str->cachedHash;
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}
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else if (str->type == TOY_STRING_NODE) {
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//TODO: I wonder it it would be possible to discretely swap the composite node string with a new leaf string here? Would that speed up other parts of the code by not having to walk the tree?
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char* buffer = Toy_getStringRawBuffer(str);
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str->cachedHash = hashCString(buffer);
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free(buffer);
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}
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else if (str->type == TOY_STRING_LEAF) {
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str->cachedHash = hashCString(str->as.leaf.data);
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}
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else if (str->type == TOY_STRING_NAME) {
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str->cachedHash = hashCString(str->as.name.data);
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}
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return str->cachedHash;
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}
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case TOY_VALUE_ARRAY:
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case TOY_VALUE_DICTIONARY:
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case TOY_VALUE_FUNCTION:
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