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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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@@ -27,9 +27,9 @@ int test_stack_basics() {
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Toy_Stack* stack = Toy_allocateStack();
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//check if it worked (push)
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Toy_pushStack(&stack, TOY_VALUE_TO_INTEGER(42));
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Toy_pushStack(&stack, TOY_VALUE_TO_INTEGER(69));
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Toy_pushStack(&stack, TOY_VALUE_TO_INTEGER(420));
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Toy_pushStack(&stack, TOY_VALUE_FROM_INTEGER(42));
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Toy_pushStack(&stack, TOY_VALUE_FROM_INTEGER(69));
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Toy_pushStack(&stack, TOY_VALUE_FROM_INTEGER(420));
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if (
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stack == NULL ||
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stack->capacity != 64 ||
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@@ -89,7 +89,7 @@ int test_stack_stress() {
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//allocate 500 values
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for (int i = 0; i < 500; i++) {
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Toy_pushStack(&stack, TOY_VALUE_TO_INTEGER(i));
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Toy_pushStack(&stack, TOY_VALUE_FROM_INTEGER(i));
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}
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//check if it worked
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