Dynamically Growing Arenas
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0:15Recap and set the stage for the day
0:15Recap and set the stage for the day
0:15Recap and set the stage for the day
1:12Blackboard: Expanding Arenas
1:12Blackboard: Expanding Arenas
1:12Blackboard: Expanding Arenas
7:09Blackboard: How our arenas currently work
7:09Blackboard: How our arenas currently work
7:09Blackboard: How our arenas currently work
9:32Blackboard: Dynamic Array
9:32Blackboard: Dynamic Array
9:32Blackboard: Dynamic Array
13:53handmade_memory.h: Enable PushSize_() to expand the memory arena by at least the MinimumBlockSize
13:53handmade_memory.h: Enable PushSize_() to expand the memory arena by at least the MinimumBlockSize
13:53handmade_memory.h: Enable PushSize_() to expand the memory arena by at least the MinimumBlockSize
25:50handmade_memory.h: Introduce a version of InitializeArena() that takes the MinimumBlockSize
25:50handmade_memory.h: Introduce a version of InitializeArena() that takes the MinimumBlockSize
25:50handmade_memory.h: Introduce a version of InitializeArena() that takes the MinimumBlockSize
28:04handmade_memory.h: NOTE(casey): PROGRAMMING! RAII = bad :( ZII = good :)α
28:04handmade_memory.h: NOTE(casey): PROGRAMMING! RAII = bad :( ZII = good :)α
28:04handmade_memory.h: NOTE(casey): PROGRAMMING! RAII = bad :( ZII = good :)α
30:19handmade_memory.h: Add MinimumBlockSize to the memory_arena struct and clean up compile errors
30:19handmade_memory.h: Add MinimumBlockSize to the memory_arena struct and clean up compile errors
30:19handmade_memory.h: Add MinimumBlockSize to the memory_arena struct and clean up compile errors
35:09Run the game and see nothing different happen
35:09Run the game and see nothing different happen
35:09Run the game and see nothing different happen
36:06win32_handmade.cpp: Remove the DebugStorageSize
36:06win32_handmade.cpp: Remove the DebugStorageSize
36:06win32_handmade.cpp: Remove the DebugStorageSize
39:34handmade_debug.cpp: Enable the debug system to use a dynamically growing arena
39:34handmade_debug.cpp: Enable the debug system to use a dynamically growing arena
39:34handmade_debug.cpp: Enable the debug system to use a dynamically growing arena
45:51handmade_debug.cpp: Introduce DEBUGInit()
45:51handmade_debug.cpp: Introduce DEBUGInit()
45:51handmade_debug.cpp: Introduce DEBUGInit()
50:03Run the game and step through DEBUGInit() to see what happens
50:03Run the game and step through DEBUGInit() to see what happens
50:03Run the game and step through DEBUGInit() to see what happens
51:54handmade_debug.cpp: Stop DEBUGInit() from initialising unnecessary data
51:54handmade_debug.cpp: Stop DEBUGInit() from initialising unnecessary data
51:54handmade_debug.cpp: Stop DEBUGInit() from initialising unnecessary data
52:35Continue stepping through DEBUGInit()
52:35Continue stepping through DEBUGInit()
52:35Continue stepping through DEBUGInit()
55:29handmade_debug.cpp: Make StoreEvent() assume that it never frees
55:29handmade_debug.cpp: Make StoreEvent() assume that it never frees
55:29handmade_debug.cpp: Make StoreEvent() assume that it never frees
56:08Run the game with our new dynamically growing arena in action
56:08Run the game with our new dynamically growing arena in action
56:08Run the game with our new dynamically growing arena in action
57:33Q&A
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57:33Q&A
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57:33Q&A
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58:28insobot Chink. Kappa?
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58:28insobot Chink. Kappa?
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58:28insobot Chink. Kappa?
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58:48dr_s80 If you allocate a new block after calling BeginTemporaryMemory, EndTemporaryMemory is going to restore incorrect values, isn't it?
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58:48dr_s80 If you allocate a new block after calling BeginTemporaryMemory, EndTemporaryMemory is going to restore incorrect values, isn't it?
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58:48dr_s80 If you allocate a new block after calling BeginTemporaryMemory, EndTemporaryMemory is going to restore incorrect values, isn't it?
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59:50luam_the_elf How easy or possible is it to transfer code from Java to an engine that does graphics well and, if it is possible or easy to transfer, which one would you recommend?
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59:50luam_the_elf How easy or possible is it to transfer code from Java to an engine that does graphics well and, if it is possible or easy to transfer, which one would you recommend?
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59:50luam_the_elf How easy or possible is it to transfer code from Java to an engine that does graphics well and, if it is possible or easy to transfer, which one would you recommend?
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1:03:12cyberpunkhobo Would it be a good idea to store a pointer to the allocator function inside the arena struct instead of using a global?
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1:03:12cyberpunkhobo Would it be a good idea to store a pointer to the allocator function inside the arena struct instead of using a global?
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1:03:12cyberpunkhobo Would it be a good idea to store a pointer to the allocator function inside the arena struct instead of using a global?
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1:04:36flederfalter How do we free old memory blocks if the base pointer always points to the newest allocated block?
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1:04:36flederfalter How do we free old memory blocks if the base pointer always points to the newest allocated block?
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1:04:36flederfalter How do we free old memory blocks if the base pointer always points to the newest allocated block?
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1:05:01longboolean Perhaps I am missing something, but how do you go back to previously allocated memory blocks? Like for freeing memory and saving it out and reloading it
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1:05:01longboolean Perhaps I am missing something, but how do you go back to previously allocated memory blocks? Like for freeing memory and saving it out and reloading it
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1:05:01longboolean Perhaps I am missing something, but how do you go back to previously allocated memory blocks? Like for freeing memory and saving it out and reloading it
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1:05:49luam_the_elf So are you a cat in your off time?
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1:05:49luam_the_elf So are you a cat in your off time?
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1:05:49luam_the_elf So are you a cat in your off time?
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1:06:06Wind it down
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1:06:06Wind it down
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1:06:06Wind it down
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