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fdr: use braced init syntax for pairs
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@ -315,12 +315,12 @@ void FDRCompiler::assignStringsToBuckets() {
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for (u32 k = j; k < nChunks; ++k) {
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cnt += count[k];
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}
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t[j][0] = make_pair(getScoreUtil(length[j], cnt), 0);
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t[j][0] = {getScoreUtil(length[j], cnt), 0};
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}
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for (u32 i = 1; i < nb; i++) {
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for (u32 j = 0; j < nChunks - 1; j++) { // don't process last, empty row
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SCORE_INDEX_PAIR best = make_pair(MAX_SCORE, 0);
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SCORE_INDEX_PAIR best = {MAX_SCORE, 0};
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u32 cnt = count[j];
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for (u32 k = j + 1; k < nChunks - 1; k++, cnt += count[k]) {
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SCORE score = getScoreUtil(length[j], cnt);
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@ -329,12 +329,12 @@ void FDRCompiler::assignStringsToBuckets() {
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}
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score += t[k][i-1].first;
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if (score < best.first) {
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best = make_pair(score, k);
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best = {score, k};
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}
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}
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t[j][i] = best;
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}
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t[nChunks - 1][i] = make_pair(0,0); // fill in empty final row for next iteration
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t[nChunks - 1][i] = {0,0}; // fill in empty final row for next iteration
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}
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#ifdef DEBUG_ASSIGNMENT
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@ -472,7 +472,7 @@ setupFullMultiConfs(const vector<hwlmLiteral> &lits,
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u32 idx = c * nBuckets + b;
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confBase[idx] = confirm_offset;
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}
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return make_pair(move(buf), totalSize);
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return {move(buf), totalSize};
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}
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} // namespace ue2
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@ -320,7 +320,7 @@ fdrBuildTableStreaming(const vector<hwlmLiteral> &lits,
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stream_control.literal_history_required =
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max(maxLen(lits), max_mask_len) - 1;
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stream_control.literal_stream_state_required = 0;
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return make_pair(nullptr, size_t{0});
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return {nullptr, size_t{0}};
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}
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// Ensure that we have enough room for the longest mask.
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@ -419,7 +419,7 @@ fdrBuildTableStreaming(const vector<hwlmLiteral> &lits,
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// tell the world what we did
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stream_control.literal_history_required = max_len;
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stream_control.literal_stream_state_required = tot_state_bytes;
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return make_pair(move(secondaryTable), tabSize);
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return {move(secondaryTable), tabSize};
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}
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} // namespace ue2
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@ -217,7 +217,7 @@ setupFDRFloodControl(const vector<hwlmLiteral> &lits,
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DEBUG_PRINTF("made a flood structure with %zu + %zu = %zu\n",
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floodHeaderSize, floodStructSize, totalSize);
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return make_pair(move(buf), totalSize);
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return {move(buf), totalSize};
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}
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} // namespace ue2
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