mirror of
https://github.com/Zelda64Recomp/Zelda64Recomp
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Remove slotmap submodule and integrate header directly after submodule URL changed (#645)
This commit is contained in:
4
.gitmodules
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4
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@@ -19,6 +19,4 @@
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[submodule "Zelda64RecompSyms"]
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path = Zelda64RecompSyms
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url = https://github.com/Zelda64Recomp/Zelda64RecompSyms
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[submodule "lib/slot_map"]
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path = lib/slot_map
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url = https://github.com/SergeyMakeev/slot_map
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@@ -222,7 +222,7 @@ target_include_directories(Zelda64Recompiled PRIVATE
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${CMAKE_SOURCE_DIR}/lib/rt64/src/render
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${CMAKE_SOURCE_DIR}/lib/freetype-windows-binaries/include
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${CMAKE_SOURCE_DIR}/lib/rt64/src/contrib/nativefiledialog-extended/src/include
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${CMAKE_SOURCE_DIR}/lib/slot_map/slot_map
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${CMAKE_SOURCE_DIR}/lib/SlotMap
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${CMAKE_BINARY_DIR}/shaders
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${CMAKE_CURRENT_BINARY_DIR}
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)
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257
lib/SlotMap/README.md
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lib/SlotMap/README.md
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This file is originally from the repo: https://github.com/SergeyMakeev/SlotMap
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The original license and README are as follows:
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```
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MIT License
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Copyright (c) 2022 Sergey Makeev
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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```
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# Slot Map
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[](https://github.com/SergeyMakeev/slot_map/actions)
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[](https://ci.appveyor.com/project/SergeyMakeev/slot-map)
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[](https://codecov.io/gh/SergeyMakeev/slot_map)
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A Slot Map is a high-performance associative container with persistent unique keys to access stored values. Upon insertion, a key is returned that can be used to later access or remove the values. Insertion, removal, and access are all guaranteed to take `O(1)` time (best, worst, and average case)
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Great for storing collections of objects that need stable, safe references but have no clear ownership.
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The difference between a `std::unordered_map` and a `dod::slot_map` is that the slot map generates and returns the key when inserting a value. A key is always unique and will only refer to the value that was inserted.
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Usage example:
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```cpp
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slot_map<std::string> strings;
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auto red = strings.emplace("Red");
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auto green = strings.emplace("Green");
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auto blue = strings.emplace("Blue");
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const std::string* val1 = strings.get(red);
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if (val1)
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{
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printf("red = '%s'\n", val1->c_str());
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}
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strings.erase(green);
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printf("%d\n", strings.has(green));
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printf("%d\n", strings.has(blue));
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```
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Output:
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```
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red = 'Red'
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0
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1
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```
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# Implementation details
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The slot map container will allocate memory in pages (default page size = 4096 elements) to avoid memory spikes during growth and be able to deallocate pages that are no longer needed.
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Also, the page-based memory allocator is very important since it guarantees "pointers stability"; hence, we never move values in memory.
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Keys are always uses `uint64_t/uint32_t` (configurable) and technically typless, but we "artificially" make them typed to get a few extra compile-time checks.
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i.e., the following code will produce a compiler error
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```cpp
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slot_map<std::string> strings;
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slot_map<int> numbers;
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slot_map<int>::key numKey = numbers.emplace(3);
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const std::string* value = strings.get(numKey); // <---- can not use slot_map<int>::key to index slot_map<std::string> !
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```
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The keys can be converted to/from their numeric types if you do not need additional type checks.
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```cpp
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slot_map<int> numbers;
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slot_map<int>::key numKey = numbers.emplace(3);
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uint64_t rawKey = numKey; // convert to numeric type (like cast pointer to void*)
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...
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slot_map<int>::key numKey2{rawKey}; // create key from numeric type
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```
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When a slot is reused, its version is automatically incremented (to invalidate all existing keys that refers to the same slot).
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But since we only use 20-bits *(10-bits for 32 bit keys)* for version counter, there is a possibility that the version counter will wrap around,
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and a new item will get the same key as a removed item.
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To mitigate this potential issue, once the version counter overflows, we disable that slot so that no new keys are returned for this slot
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(this gives us a guarantee that there are no key collisions)
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To prevent version overflow from happening too often, we need to ensure that we don't reuse the same slot too often.
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So we do not reuse recently freed slot-indices as long as their number is below a certain threshold (`kMinFreeIndices = 64`).
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Keys also can carry a few extra bits of information provided by a user that we called `tag`.
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That might be handy to add application-specific data to keys.
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For example:
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```cpp
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slot_map<std::string> strings;
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auto red = strings.emplace("Red");
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red.set_tag(13);
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auto tag = red.get_tag();
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assert(tag == 13);
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```
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Here is how a key structure looks like internally
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64-bit key type
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| Component | Number of bits |
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| ---------------|------------------------|
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| tag | 12 |
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| version | 20 (0..1,048,575 |
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| index | 32 (0..4,294,967,295) |
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32-bit key type
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| Component | Number of bits |
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| ---------------|---------------------|
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| tag | 2 |
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| version | 10 (0..1023) |
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| index | 20 (0..1,048,575) |
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Note: To use your custom memory allocator define `SLOT_MAP_ALLOC`/`SLOT_MAP_FREE` before including `"slot_map.h"`
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```cpp
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#define SLOT_MAP_ALLOC(sizeInBytes, alignment) aligned_alloc(alignment, sizeInBytes)
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#define SLOT_MAP_FREE(ptr) free(ptr)
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#include "slot_map.h"
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```
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# API
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`bool has_key(key k) const noexcept`
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Returns true if the slot map contains a specific key
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`void reset()`
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Clears the slot map and releases any allocated memory.
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Note: By calling this function, you must guarantee that no handles are in use!
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Otherwise calling this function might be dangerous and lead to key "collisions".
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You might consider using "clear()" instead.
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`void clear()`
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Clears the slot map but keeps the allocated memory for reuse.
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Automatically increases version for all the removed elements (the same as calling "erase()" for all existing elements)
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`const T* get(key k) const noexcept`
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If key exists returns a const pointer to the value corresponding to the given key or returns null elsewere.
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`T* get(key k)`
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If key exists returns a pointer to the value corresponding to the given key or returns null elsewere.
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`key emplace(Args&&... args)`
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Constructs element in-place and returns a unique key that can be used to access this value.
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`void erase(key k)`
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Removes element (if such key exists) from the slot map.
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`std::optional<T> pop(key k)`
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Removes element (if such key exists) from the slot map, returning the value at the key if the key was not previously removed.
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`bool empty() const noexcept`
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Returns true if the slot map is empty.
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`size_type size() const noexcept`
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Returns the number of elements in the slot map.
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`void swap(slot_map& other) noexcept`
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Exchanges the content of the slot map by the content of another slot map object of the same type.
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`slot_map(const slot_map& other)`
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Copy constructor
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`slot_map& operator=(const slot_map& other)`
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Copy assignment
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`slot_map(slot_map&& other) noexcept`
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Move constructor
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`slot_map& operator=(slot_map&& other) noexcept`
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Move asignment
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`const_values_iterator begin() const noexcept`
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`const_values_iterator end() const noexcept`
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Const values iterator
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```cpp
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for (const auto& value : slotMap)
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{
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...
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}
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```
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`Items items() const noexcept`
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Const key/value iterator
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```cpp
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for (const auto& [key, value] : slotMap.items())
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{
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...
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}
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```
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# References
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Sean Middleditch
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Data Structures for Game Developers: The Slot Map, 2013
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https://web.archive.org/web/20180121142549/http://seanmiddleditch.com/data-structures-for-game-developers-the-slot-map/
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Niklas Gray
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Building a Data-Oriented Entity System (part 1), 2014
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http://bitsquid.blogspot.com/2014/08/building-data-oriented-entity-system.html
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Noel Llopis
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Managing Data Relationships, 2010
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https://gamesfromwithin.com/managing-data-relationships
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Stefan Reinalter
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Adventures in data-oriented design - Part 3c: External References, 2013
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https://blog.molecular-matters.com/2013/07/24/adventures-in-data-oriented-design-part-3c-external-references/
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Niklas Gray
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Managing Decoupling Part 4 - The ID Lookup Table, 2011
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https://bitsquid.blogspot.com/2011/09/managing-decoupling-part-4-id-lookup.html
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Sander Mertens
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Making the most of ECS identifiers, 2020
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https://ajmmertens.medium.com/doing-a-lot-with-a-little-ecs-identifiers-25a72bd2647
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Michele Caini
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ECS back and forth. Part 9 - Sparse sets and EnTT, 2020
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https://skypjack.github.io/2020-08-02-ecs-baf-part-9/
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Andre Weissflog
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Handles are the better pointers, 2018
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https://floooh.github.io/2018/06/17/handles-vs-pointers.html
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Allan Deutsch
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C++Now 2017: "The Slot Map Data Structure", 2017
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https://www.youtube.com/watch?v=SHaAR7XPtNU
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Jeff Gates
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Init, Update, Draw - Data Arrays, 2012
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https://greysphere.tumblr.com/post/31601463396/data-arrays
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Niklas Gray
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Data Structures Part 1: Bulk Data, 2019
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https://ourmachinery.com/post/data-structures-part-1-bulk-data/
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1366
lib/SlotMap/slot_map.h
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1366
lib/SlotMap/slot_map.h
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File diff suppressed because it is too large
Load Diff
Submodule lib/slot_map deleted from b8ac8ebd89
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