Formatting.
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5f0ef9c0dd
commit
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@ -5,29 +5,29 @@ AccessModifierOffset: -2
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AlignAfterOpenBracket: Align
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AlignAfterOpenBracket: Align
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AlignArrayOfStructures: None
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AlignArrayOfStructures: None
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AlignConsecutiveAssignments:
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AlignConsecutiveAssignments:
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Enabled: false
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Enabled: true
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AcrossEmptyLines: false
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AcrossEmptyLines: true
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AcrossComments: false
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AcrossComments: false
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AlignCompound: false
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AlignCompound: true
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PadOperators: true
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PadOperators: true
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AlignConsecutiveBitFields:
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AlignConsecutiveBitFields:
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Enabled: false
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Enabled: true
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AcrossEmptyLines: false
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AcrossEmptyLines: true
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AcrossComments: false
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AcrossComments: false
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AlignCompound: false
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AlignCompound: true
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PadOperators: false
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PadOperators: true
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AlignConsecutiveDeclarations:
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AlignConsecutiveDeclarations:
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Enabled: false
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Enabled: true
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AcrossEmptyLines: false
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AcrossEmptyLines: true
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AcrossComments: false
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AcrossComments: false
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AlignCompound: false
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AlignCompound: true
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PadOperators: false
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PadOperators: true
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AlignConsecutiveMacros:
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AlignConsecutiveMacros:
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Enabled: false
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Enabled: true
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AcrossEmptyLines: false
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AcrossEmptyLines: true
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AcrossComments: false
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AcrossComments: false
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AlignCompound: false
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AlignCompound: true
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PadOperators: false
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PadOperators: true
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AlignEscapedNewlines: Right
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AlignEscapedNewlines: Right
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AlignOperands: Align
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AlignOperands: Align
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AlignTrailingComments: true
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AlignTrailingComments: true
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@ -1,6 +1,21 @@
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#ifndef BASE_ARENA_H
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#ifndef BASE_ARENA_H
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#define BASE_ARENA_H
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#define BASE_ARENA_H
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// Arena allocator simulates how stack memory works.
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// This allows us the ability to allocate a reasonableamount of memory
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// at startup and only use that allocated amount of memory throughout
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// the lifetime of the application. Obviously this still uses
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// "malloc, free, VirtualAlloc, VirtualFree" but instead of having to
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// request and freeing memory during runtime, we create an environment
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// where we have as much memory we could ever need and them portion it
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// out in small chunk as needed. This has multiple benefits that would
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// make itself glaring throughout the codebase but the gist of it is that
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// we have one large block of memory throughout the lifetime,
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// then application specific code that could need memory grab a chunck
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// memory from the big block of memory we have reserved with the operating
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// system at startup do whatever operation it needs to do, then return
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// that block of memory back to the arena.
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// Constants
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// Constants
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#define ARENA_HEADER_SIZE 64
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#define ARENA_HEADER_SIZE 64
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@ -56,4 +56,9 @@ typedef double f64;
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// ??(tijani): the calculation of how this works breaks my brain, need to bust out the pen and paper to figure it out.
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// ??(tijani): the calculation of how this works breaks my brain, need to bust out the pen and paper to figure it out.
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#define AlignPow2(x, b) (((x) + (b) - 1) & (~((b) - 1)))
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#define AlignPow2(x, b) (((x) + (b) - 1) & (~((b) - 1)))
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// Linkedlist building macros
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// Singlely linked lists (stacks)
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#define SLLStackPush_N(head, new_node, next) ((new_node)->next = (head), (head) = (new_node))
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#define SLLStackPop_N(head, next) ((head) = (head)->next)
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#endif // BASE_CORE_H
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#endif // BASE_CORE_H
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