Here are some improvements to the given C++ code:

  1. Remove the use of macros: Instead of using macros, it's better to use constants or variables. In this case, replace the macro TBUF_SIZE with a constant const int TBUF_SIZE = 1280000;.

  2. Use explicit type conversions: Instead of using implicit type conversions, it's better to use explicit type conversions. Replace (const jbyte*) tbuf.GetBuffer() with reinterpret_cast<const jbyte*>(tbuf.GetBuffer()).

  3. Avoid unnecessary function calls: Instead of calling strlen(tbuf.GetBuffer()) to get the length of the buffer, you can directly use the tbuf.GetLength() function, assuming it exists. If tbuf.GetLength() is not available, consider adding it to the TextBuffer class.

  4. Check for JNI exceptions: Before returning the result, it is a good practice to check if any JNI exceptions occurred. If an exception occurred, it's better to handle it or report it appropriately.

Here is the improved code:

const int TBUF_SIZE = 1280000;

JCM(jbyteArray, getPGN) {
    GAME_LOADED;
    TextBuffer tbuf;
    tbuf.SetBufferSize(TBUF_SIZE);
    tbuf.Empty();
    tbuf.SetWrapColumn(99999);
    game.WriteToPGN(&tbuf);
    
    int length = tbuf.GetLength();
    jbyteArray result = env->NewByteArray(length);
    env->SetByteArrayRegion(result, 0, length, reinterpret_cast<const jbyte*>(tbuf.GetBuffer()));
    
    if (env->ExceptionCheck()) {
        // Handle or report JNI exception
    }
    
    return result;
}
Optimizing C++ Code for PGN Generation

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