Optimizing C++ Code for PGN Generation
There are a few improvements that can be made to the given C++ code:
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Remove unnecessary macros: The macro 'GAME_LOADED' is not defined in the given code snippet. If it is not required, it should be removed.
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Use 'std::string' instead of 'TextBuffer': Instead of using a custom 'TextBuffer' class, it would be simpler and more efficient to use the standard C++ 'std::string' class.
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Use 'std::vector' instead of 'jbyteArray': Instead of manually creating a 'jbyteArray' and setting its region, it would be better to use a 'std::vector' to store the byte array.
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Avoid unnecessary 'strlen': Instead of calling 'strlen' on the buffer to determine the length, 'std::string' provides a 'size()' function that can be used directly.
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Avoid unnecessary buffer copies: Instead of copying the buffer from 'tbuf' to the 'jbyteArray' using 'SetByteArrayRegion', we can directly pass the buffer's address to 'NewByteArray' without any additional copies.
Here's an improved version of the code:
jbyteArray JCM(jbyteArray, getPGN) {
std::string pgn = game.WriteToPGN();
jsize length = pgn.size();
jbyteArray result = env->NewByteArray(length);
env->SetByteArrayRegion(result, 0, length, reinterpret_cast<const jbyte*>(pgn.data()));
return result;
}
Note: The improvements made in the code assume that the missing parts, such as the 'GAME_LOADED' macro and declaration/initialization of the 'game' object, are handled correctly elsewhere.
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