#include #include #include #include typedef struct uint8_t *buffer; size_t buffer_len; size_t offset; Arena; // Initialize the arena with a fixed capacity Arena arena_init(size_t capacity) Arena a = 0; a.buffer = (uint8_t *)malloc(capacity); if (a.buffer) a.buffer_len = capacity; a.offset = 0; return a; // Allocate aligned memory from the arena void *arena_alloc(Arena *a, size_t size, size_t alignment) // Calculate alignment padding uintptr_t curr_ptr = (uintptr_t)a->buffer + a->offset; uintptr_t offset = (curr_ptr + (alignment - 1)) & ~(alignment - 1); size_t new_offset = offset - (uintptr_t)a->buffer; // Check for out-of-memory errors if (new_offset + size > a->buffer_len) return NULL; void *ptr = &a->buffer[new_offset]; a->offset = new_offset + size; return ptr; // Reset the arena without deallocating backing memory void arena_reset(Arena *a) a->offset = 0; // Free the entire backing memory block void arena_free(Arena *a) free(a->buffer); a->buffer = NULL; a->buffer_len = 0; a->offset = 0; int main(void) // Allocate a 1KB arena Arena runtime_arena = arena_init(1024); if (!runtime_arena.buffer) return 1; // Allocate an integer array int *numbers = (int *)arena_alloc(&runtime_arena, 5 * sizeof(int), _Alignof(int)); if (numbers) for (int i = 0; i < 5; i++) numbers[i] = i * 10; printf("%d ", numbers[i]); printf("\n"); // Free everything instantly arena_free(&runtime_arena); return 0; Use code with caution. Why a High-Quality Digital Edition Matters
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