mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-18 11:50:57 +00:00
Issue found with PVS-Studio:
Many places utilize post-incrementation with iterators, but it's better performance to use pre-incrementation. Resolved by changing the iter++ instances to ++iter;
This commit is contained in:
parent
ec63398042
commit
5c688260d5
8 changed files with 22 additions and 22 deletions
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@ -706,7 +706,7 @@ static bool dumpEngineDocs( const char *outputFile )
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// Dump pre-declarations for any groups we encountered
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// so that we don't have to explicitly define them.
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HashTable<String,U32>::Iterator iter = smDocGroups.begin();
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for ( ; iter != smDocGroups.end(); iter++ )
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for (; iter != smDocGroups.end(); ++iter)
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stream.writeText( String::ToString( "/*! @addtogroup %s */\r\n\r\n", iter->key.c_str() ) );
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return true;
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@ -56,7 +56,7 @@ Point3F Selection<ForestItem>::getOrigin()
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Selection<ForestItem>::iterator itr = begin();
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for ( ; itr != end(); itr++ )
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for (; itr != end(); ++itr)
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{
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const MatrixF &mat = itr->getTransform();
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Point3F wPos;
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@ -355,7 +355,7 @@ bool ForestData::castRay( const Point3F &start, const Point3F &end, RayInfo *out
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shortest.t = F32_MAX;
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BucketTable::ConstIterator iter = mBuckets.begin();
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for ( ; iter != mBuckets.end(); iter++ )
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for (; iter != mBuckets.end(); ++iter)
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{
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if ( iter->value->castRay( start, end, outInfo, rendered ) )
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{
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@ -77,7 +77,7 @@ void ForestData::clear()
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// clean up its sub-cells in its destructor.
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BucketTable::Iterator iter = mBuckets.begin();
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for ( ; iter != mBuckets.end(); iter++ ) delete iter->value;
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for (; iter != mBuckets.end(); ++iter) delete iter->value;
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mBuckets.clear();
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mIsDirty = true;
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@ -408,7 +408,7 @@ const ForestItem& ForestData::findItem( ForestItemKey key ) const
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Vector<const ForestCell*> stack;
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BucketTable::ConstIterator iter = mBuckets.begin();
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for ( ; iter != mBuckets.end(); iter++ )
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for (; iter != mBuckets.end(); ++iter)
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stack.push_back( iter->value );
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// Now loop till we run out of cells.
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@ -444,7 +444,7 @@ U32 ForestData::getItems( Vector<ForestItem> *outItems ) const
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U32 count = 0;
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BucketTable::ConstIterator iter = mBuckets.begin();
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for ( ; iter != mBuckets.end(); iter++ )
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for (; iter != mBuckets.end(); ++iter)
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stack.push_back( iter->value );
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// Now loop till we run out of cells.
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@ -520,7 +520,7 @@ U32 ForestData::getItems( const Box3F &box, Vector<ForestItem> *outItems ) const
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U32 count = 0;
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BucketTable::ConstIterator iter = mBuckets.begin();
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for ( ; iter != mBuckets.end(); iter++ )
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for (; iter != mBuckets.end(); ++iter)
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stack.push_back( iter->value );
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// Now loop till we run out of cells.
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@ -571,7 +571,7 @@ U32 ForestData::getItems( const Point3F &point, F32 radius, Vector<ForestItem> *
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U32 count = 0;
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BucketTable::ConstIterator iter = mBuckets.begin();
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for ( ; iter != mBuckets.end(); iter++ )
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for (; iter != mBuckets.end(); ++iter)
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stack.push_back( iter->value );
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const F32 radiusSq = radius * radius;
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@ -629,7 +629,7 @@ U32 ForestData::getItems( const Point2F &point, F32 radius, Vector<ForestItem> *
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U32 count = 0;
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BucketTable::ConstIterator iter = mBuckets.begin();
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for ( ; iter != mBuckets.end(); iter++ )
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for (; iter != mBuckets.end(); ++iter)
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stack.push_back( iter->value );
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const F32 radiusSq = radius * radius;
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@ -686,7 +686,7 @@ U32 ForestData::getItems( const ForestItemData *data, Vector<ForestItem> *outIte
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U32 count = 0;
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BucketTable::ConstIterator iter = mBuckets.begin();
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for ( ; iter != mBuckets.end(); iter++ )
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for (; iter != mBuckets.end(); ++iter)
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stack.push_back( iter->value );
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// Now loop till we run out of cells.
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@ -724,7 +724,7 @@ void ForestData::getCells( const Frustum &frustum, Vector<ForestCell*> *outCells
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PROFILE_SCOPE( ForestData_getCells_frustum );
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BucketTable::ConstIterator iter = mBuckets.begin();
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for ( ; iter != mBuckets.end(); iter++ )
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for (; iter != mBuckets.end(); ++iter)
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{
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if ( !frustum.isCulled( iter->value->getBounds() ) )
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outCells->push_back( iter->value );
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@ -736,7 +736,7 @@ void ForestData::getCells( Vector<ForestCell*> *outCells ) const
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PROFILE_SCOPE( ForestData_getCells_nofrustum );
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BucketTable::ConstIterator iter = mBuckets.begin();
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for ( ; iter != mBuckets.end(); iter++ )
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for (; iter != mBuckets.end(); ++iter)
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outCells->push_back( iter->value );
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}
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@ -746,7 +746,7 @@ U32 ForestData::getDatablocks( Vector<ForestItemData*> *outVector ) const
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U32 count = 0;
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BucketTable::ConstIterator iter = mBuckets.begin();
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for ( ; iter != mBuckets.end(); iter++ )
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for (; iter != mBuckets.end(); ++iter)
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stack.push_back( iter->value );
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// Now loop till we run out of cells.
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@ -786,7 +786,7 @@ void ForestData::clearPhysicsRep( Forest *forest )
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Vector<ForestCell*> stack;
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BucketTable::Iterator iter = mBuckets.begin();
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for ( ; iter != mBuckets.end(); iter++ )
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for (; iter != mBuckets.end(); ++iter)
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stack.push_back( iter->value );
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// Now loop till we run out of cells.
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@ -812,7 +812,7 @@ void ForestData::buildPhysicsRep( Forest *forest )
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Vector<ForestCell*> stack;
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BucketTable::Iterator iter = mBuckets.begin();
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for ( ; iter != mBuckets.end(); iter++ )
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for (; iter != mBuckets.end(); ++iter)
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stack.push_back( iter->value );
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// Now loop till we run out of cells.
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@ -65,7 +65,7 @@ ForestWindMgr::ForestWindMgr()
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ForestWindMgr::~ForestWindMgr()
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{
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IdToWindMap::Iterator sourceIter = mSources->begin();
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for( ; sourceIter != mSources->end(); sourceIter++ )
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for (; sourceIter != mSources->end(); ++sourceIter)
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delete (*sourceIter).value;
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delete mSources;
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@ -185,7 +185,7 @@ void ForestWindMgr::processTick()
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PROFILE_SCOPE( ForestWindMgr_AdvanceTime_Cleanup );
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IdToWindMap::Iterator sourceIter = mPrevSources->begin();
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for( ; sourceIter != mPrevSources->end(); sourceIter++ )
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for (; sourceIter != mPrevSources->end(); ++sourceIter)
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{
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ForestWindAccumulator *accum = (*sourceIter).value;
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@ -192,13 +192,13 @@ void GFXTextureManager::cleanupPool()
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// This texture is unreferenced, so take the time
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// now to completely remove it from the pool.
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TexturePoolMap::Iterator unref = iter;
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iter++;
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++iter;
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unref->value = NULL;
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mTexturePool.erase( unref );
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continue;
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}
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iter++;
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++iter;
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}
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}
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@ -66,7 +66,7 @@ template<class T> inline void Selection<T>::offset( const Point3F &delta )
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{
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typename Selection<T>::iterator itr = this->begin();
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for ( ; itr != this->end(); itr++ )
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for (; itr != this->end(); ++itr)
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offsetObject( *itr, delta );
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}
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@ -75,7 +75,7 @@ template<class T> inline void Selection<T>::rotate( const EulerF &delta )
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typename Selection<T>::iterator itr = this->begin();
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Point3F origin = getOrigin();
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for ( ; itr != this->end(); itr++ )
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for (; itr != this->end(); ++itr)
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rotateObject( *itr, delta, origin );
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}
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@ -173,7 +173,7 @@ public:
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inline bool hasValidTex() const
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{
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TextureTable::ConstIterator iter = mTextures.begin();
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for ( ; iter != mTextures.end(); iter++ )
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for (; iter != mTextures.end(); ++iter)
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{
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if ( iter->value.isValid() )
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return true;
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