Optimizing C++ Code for PGN Generation
Here are some improvements to the given C++ code:
-
Remove the use of macros: Instead of using macros, it's better to use constants or variables. In this case, replace the macro
TBUF_SIZEwith a constantconst int TBUF_SIZE = 1280000;. -
Use explicit type conversions: Instead of using implicit type conversions, it's better to use explicit type conversions. Replace
(const jbyte*) tbuf.GetBuffer()withreinterpret_cast<const jbyte*>(tbuf.GetBuffer()). -
Avoid unnecessary function calls: Instead of calling
strlen(tbuf.GetBuffer())to get the length of the buffer, you can directly use thetbuf.GetLength()function, assuming it exists. Iftbuf.GetLength()is not available, consider adding it to theTextBufferclass. -
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;
}
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