- the call graph is by name, and a local or a parameter named as a function (a float bd, part, bx) linked to that function: a name the function binds itself is never an edge now. - drain_actions, generated, calls every reducer; a reducer is reached from its action's dispatch, so the drain's calls are not edges. - a fresh value flowing into a local that also holds kept memory is still the frame's (storing it anywhere kept would have made it ESC): HEAP now keeps only a push's growth off the arena. - the arena starts at its first use rather than at the first frame mark, so boot's temporaries are scratch too - dead once the Start handlers return - and a scratch site is never a birth. Plus ludic.hints' rail and three of ludic.update's one-off lines declared. The arena goldens pass poisoned. Maroon Lake (d79d189f): 39/11/66 -> 30/9/0. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
8 lines
401 B
Text
8 lines
401 B
Text
# rail_into.ludic - the rail into a list the caller keeps: a HUD asks every frame, and a list made
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# each time is never given back
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export function hints_rail_into(hints_st: HintsState, out: []int) -> void {
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List.clear(out)
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if not HintsWorld.showing() { return }
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@alloc_ok("into the caller's kept list, at most the rail's hints")
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for k in 0 .. hints_st.hn_n { push(out, hints_st.hn_top[k]) }
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}
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