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This object is always constant and will never get modified.
Having it as a global (constant) static is much easier and
unclutters the EvalState.
Same idea as in f017f9ddd3.
Co-authored-by: eldritch horrors <pennae@lix.systems>
48 lines
1.2 KiB
C++
48 lines
1.2 KiB
C++
#include "nix/expr/attr-set.hh"
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#include "nix/expr/eval-inline.hh"
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#include <algorithm>
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namespace nix {
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Bindings Bindings::emptyBindings;
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/* Allocate a new array of attributes for an attribute set with a specific
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capacity. The space is implicitly reserved after the Bindings
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structure. */
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Bindings * EvalState::allocBindings(size_t capacity)
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{
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if (capacity == 0)
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return &Bindings::emptyBindings;
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if (capacity > std::numeric_limits<Bindings::size_t>::max())
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throw Error("attribute set of size %d is too big", capacity);
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nrAttrsets++;
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nrAttrsInAttrsets += capacity;
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return new (allocBytes(sizeof(Bindings) + sizeof(Attr) * capacity)) Bindings();
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}
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Value & BindingsBuilder::alloc(Symbol name, PosIdx pos)
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{
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auto value = state.get().allocValue();
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bindings->push_back(Attr(name, value, pos));
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return *value;
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}
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Value & BindingsBuilder::alloc(std::string_view name, PosIdx pos)
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{
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return alloc(state.get().symbols.create(name), pos);
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}
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void Bindings::sort()
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{
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if (size_)
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std::sort(begin(), end());
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}
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Value & Value::mkAttrs(BindingsBuilder & bindings)
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{
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mkAttrs(bindings.finish());
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return *this;
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}
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} // namespace nix
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