Yeah I cought that. Thanks, though.
On Monday, 21 January 2013 15:35:24 UTC-5, Jim foo.bar wrote:
>
> also, i'm sure it's a typo, but the fn you originally posted is missing
> its argument vector...it won't even compile like that...
>
> Jim
>
>
> On 21/01/13 20:33, JvJ wrote:
>
> That's it! Thanks.
>
> On Monday, 21 January 2013 15:28:39 UTC-5, Jim foo.bar wrote:
>>
>> ...or you can go all the way, skipping reset! completely:
>>
>> (swap! game-objects (fn [objects] (reduce-kv #(assoc % %2 (update-object
>> %3)) {} objects) ))
>>
>> Jim
>>
>> ps: I've not tested this but i don't see why this approach wouldn't
>> work...
>>
>>
>> On 21/01/13 20:24, Jim - FooBar(); wrote:
>> > use reduce-kv on the original map to save some intermediate vector
>> > allocation...something similar has come up recently...
>> >
>> > (reduce-kv #(assoc % %2 (update-object %3)) {} @game-objects)
>> >
>> > Jim
>> >
>> > On 21/01/13 20:21, JvJ wrote:
>> >> I'm updating a set of objects stored in a map, and I feel like the
>> >> way I'm doing it right now is inefficient. Is there a better way?
>> >>
>> >> (defn update-all-objects
>> >> "Updates all game objects."
>> >> (reset! *game-objects*
>> >> (into {}
>> >> (for [[k v] @*game-objects*]
>> >> [k (update-object v)]))))
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