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215 lines
8.5 KiB
C
215 lines
8.5 KiB
C
/*
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** Example: memory management
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**
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** This example shows how to use Metadesk in a program where memory management
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** is important. For example if Metadesk is used as the basis for a config file
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** system in an application, you may need to do things like reloading a config,
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** or managing multiple configs with different arbitrary lifetimes.
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**
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** In the case of the simple metaprogram we manage memory by just having one
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** global arena, and we never free anything. In this case we'll start using
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** multiple arenas to create distinct lifetime "buckets" or "groups".
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**
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** Comments in this example explains a little about how Metadesk arenas work,
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** and tips for using them effectively.
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**
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*/
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//~ includes and globals //////////////////////////////////////////////////////
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// @notes In this example we're just using the default implementations of
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// the low level memory allocators. There's nothing wrong with doing it this
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// way but in a codebase where something like a config file matters there
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// may very well already be some custom allocators. Check out the overrides
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// example for details on how to plug in custom allocators.
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//
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// Everything shown here about the Metadesk arena remains true either way,
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// because arenas are implemented on top of the low level memory allocator.
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// Basically you can think of the arena as performing allocation batching with
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// whatever low level memory allocator is available.
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#include "md.h"
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#include "md.c"
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//~ pretend config file ///////////////////////////////////////////////////////
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// @notes In this example we'll pretend we have a config file system, but we
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// only show the part up to finishing the Metadesk parse. Each ConfigFile will
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// carry a Metadesk arena, which handles the memory, and every version of the
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// file data at each stage of processing.
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//
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// In a real system there would likely be at least one more stage of
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// processing where a more processed version of the config that is made from
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// analyzing the Metadesk tree.
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//
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// Here we can release a ConfigFile by simply releasing the arena because we
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// have followed the simple rule that everything in the ConfigFile is
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// *allocated on the arena*. If we were doing the analysis phase, we could
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// keep this working by just writing the analyzer to allocate on the arena
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// too.
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//
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// An alternative approach here that could save memory is to use the arena
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// as an allocator for temporary intermediates. In this approach during the
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// analysis stage the final data structure would be allocated outside the
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// arena used for parsing, and everything that the final structure needs would
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// be copied out. Then the parse could be thrown away. This approach saves
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// memory at the cost of making problems harder to trouble shoot, and
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// sometimes more time in analysis to copy things out of the temporary arena.
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typedef struct ConfigFile{
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MD_Arena *arena;
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MD_String8 file_name;
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MD_String8 contents;
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Node *root;
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MD_MessageList errors;
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} ConfigFile;
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ConfigFile*
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new_config_file_from_file_name(char *file_name_cstr)
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{
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MD_Arena *arena = MD_ArenaAlloc();
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// @notes MD_PushArray and MD_PushArrayZero are the fundamental allocation
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// operations to do with a Metadesk arena. Metadesk APIs that take an
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// MD_Arena* parameter are APIs that need to do allocation. When we pass
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// an arena in one of these APIs the returned data is allocated using that
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// arena and we say that the data is "allocated on the arena".
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ConfigFile *result = MD_PushArrayZero(arena, ConfigFile, 1);
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// @notes We explicitly copy the file name onto the arena so that we can
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// be totally sure that it has the same lifetime as everything else in
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// the ConfigFile.
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MD_String8 file_name = MD_S8Copy(arena, MD_S8CString(file_name_cstr));
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// @notes Here we break down MD_ParseWholeFile into it's two stages
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// explicitly so that we can save the contents and the parse in the
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// ConfigFile.
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MD_String8 contents = MD_LoadEntireFile(arena, file_name);
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ParseResult parse = MD_ParseWholeString(arena, file_name, contents);
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// @notes This part can be a little bit subtle. First we allocated the
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// arena with MD_ArenaAlloc. Then we used the arena to allocate a
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// ConfigFile. Now we are storing a pointer to the arena in the config.
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// The subtle part is that if you're used to thinking in terms of
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// 'ownership' it seems like the config owns the arena, but if we release
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// the arena, we also release the config.
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//
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// A different way to think about it is that the arena is a handle that
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// manages allocation lifetimes. The ConfigFile and all of the data it
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// holds share the same lifetime, so they are all allocated on the same
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// "lifetime handle" (i.e. the same arena). The ConfigFile is the root of
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// all that data so it also holds the handle for releasing later.
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result->arena = arena;
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result->file_name = file_name;
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result->contents = contents;
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result->root = parse.node;
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result->errors = parse.errors;
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return(result);
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}
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void
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release_config_file(ConfigFile *file)
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{
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MD_ArenaRelease(file->arena);
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}
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//~ just to simulate new config files coming from somewhere ///////////////////
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int in_files_count = 0;
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char** in_file_names = 0;
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int in_file_iter = 0;
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ConfigFile*
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new_config_file(void)
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{
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ConfigFile *result = new_config_file_from_file_name(in_file_names[in_file_iter]);
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in_file_iter = (in_file_iter + 1)%in_files_count;
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return(result);
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}
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//~ main //////////////////////////////////////////////////////////////////////
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int
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main(int argc, char **argv)
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{
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// make sure we have something to parse
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if (argc <= 1)
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{
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fprintf(stderr, "pass at least one input file");
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exit(1);
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}
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// setup the the source of files
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in_files_count = argc - 1;
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in_file_names = argv + 1;
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// @notes The idea here is to simulate a situation where an allocate and
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// never free strategy would lead to growing memory usage over time
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// (i.e. a memory leak).
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// pretend there are unpredictable lifetimes tied to real-time events
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{
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// first we get three config files
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ConfigFile *files[3];
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files[0] = new_config_file();
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files[1] = new_config_file();
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files[2] = new_config_file();
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// then we chaotically replace the slots for a while
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for (MD_u32 i = 10000; i < 20000; i += 1)
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{
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MD_u32 x = (i >> (i&3)) ^ (i << (16 + (i&3)));
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MD_u32 slot_index = x%3;
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release_config_file(files[slot_index]);
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files[slot_index] = new_config_file();
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}
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// then we're done with all the config files
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release_config_file(files[0]);
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release_config_file(files[1]);
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release_config_file(files[2]);
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}
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}
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// @notes A final note on "scratch arenas".
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//
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// Often it is useful to use an arena for a temporary allocation that will be
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// thrown away by the end of the current scope. One could create a new arena
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// with MD_ArenaAlloc and later release it with MD_ArenaRelease, but this
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// sort of case is perfect for using the thread-local scratch pool.
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//
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// To get an arena for scratch work from the pool one uses:
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// MD_ArenaTemp scratch = MD_GetScratch(0, 0);
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// To allocate with it:
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// MD_WhateverArenaApi(scratch.arena, ...);
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// And to release it:
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// MD_ReleaseScratch(scratch);
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//
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// If an arena is being used for allocating something to return to the caller
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// it is important that it not also be the scratch, or else when the scratch
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// release happens, all of the memory that was supposed to stay allocated
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// for the caller to see will also be released (or worse, marked as released
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// but still valid looking for some time).
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//
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// To avoid this when getting a scratch arena the API MD_GetScratch allows you
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// to specify arenas you are already using, to force it to pick one you are
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// not using. In 99.99% of cases a call to this API either looks like:
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// MD_GetScratch(0, 0);
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// Or
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// MD_GetScratch(&arena, 1);
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//
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// If there are more than one arena already in use when a new scratch is
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// needed they can all be specified by packing them into an array:
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// MD_Arena *arena_conflicts[2] = {arena1, arena2};
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// MD_GetScratch(arena_conflicts, 2);
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//
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// Watch out! If the scratch pool doesn't have a non-conflicting arena then
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// it will return a null handle, likely leading to a crash. This can be
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// avoided by defining a higher value for #define MD_IMPL_ScratchCount.
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// But it's generally possible and a lot better to avoid this path.
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