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JVM AOT compiler currently generating JavaScript, C++, Haxe, with initial focus on Kotlin and games.

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import haxe.io.*;
import haxe.ds.Vector;

#if (sys || flash)
typedef __JA_F_Item = Vector;
#else
typedef __JA_F_Item = Float32Array;
#end

{{ HAXE_CLASS_ANNOTATIONS }}
class JA_F extends JA_0 {
	{{ HAXE_FIELD_ANNOTATIONS }}
	public var data:__JA_F_Item = null;

	#if cpp
	{{ HAXE_FIELD_ANNOTATIONS }} public var ptr:cpp.Pointer = null;
	#end

	{{ HAXE_CONSTRUCTOR_ANNOTATIONS }}
    public function new(length:Int, data:__JA_F_Item = null) {
        super();
        if (data == null) {
        	data = new __JA_F_Item(length);
		} else {
			length = data.length;
		}
		this.data = data;
        this.length = length;
        this.elementShift = 2;
        this.desc = "[F";
		#if cpp
			this.ptr = cpp.NativeArray.address(data.toData(), 0);
	       	rawPtr = ptr.rawCast();
		#end
    }

	override public function getElementBytesSize():Int return 4;

	{{ HAXE_METHOD_ANNOTATIONS }}
    static public function fromArray(items:Array) {
        if (items == null) return null;
        var out = new JA_F(items.length);
        for (n in 0 ... items.length) out.set(n, items[n]);
        return out;
    }

	#if cpp
	{{ HAXE_METHOD_ANNOTATIONS }} inline public function get(index:Int):Float32 return ptr[checkBounds(index)];
	{{ HAXE_METHOD_ANNOTATIONS }} inline public function set(index:Int, value:Float32):Void ptr[checkBounds(index)] = value;
	#else
	{{ HAXE_METHOD_ANNOTATIONS }} inline public function get(index:Int):Float32 return this.data[checkBounds(index)];
	{{ HAXE_METHOD_ANNOTATIONS }} inline public function set(index:Int, value:Float32):Void this.data[checkBounds(index)] = value;
	#end
	{{ HAXE_METHOD_ANNOTATIONS }} override public function getDynamic(index:Int):Dynamic return get(index);
	{{ HAXE_METHOD_ANNOTATIONS }} override public function setDynamic(index:Int, value:Dynamic) set(index, value);

	{{ HAXE_METHOD_ANNOTATIONS }}
    public function join(separator:String) {
        var out = '';
        for (n in 0 ... length) {
            if (n != 0) out += separator;
            out += get(n);
        }
        return out;
    }

	{{ HAXE_METHOD_ANNOTATIONS }}
    public override function clone() {
        var out = new JA_F(length);
        copy(this, out, 0, 0, length);
        return out;
    }

	{{ HAXE_METHOD_ANNOTATIONS }}
	public function fill(from: Int, to: Int, value: Float32) {
		#if cpp
			N.memsetN4f(this.rawPtr, from, to - from, value);
		#else
			for (n in from ... to) set(n, value);
		#end
	}

	{{ HAXE_METHOD_ANNOTATIONS }}
    static public function copy(from:JA_F, to:JA_F, fromPos:Int, toPos:Int, length:Int) {
 		#if (cpp || flash)
 		Vector.blit(from.data, fromPos, to.data, toPos, length); // does this support overlapping?
 		#else
	   	if (from == to && toPos > fromPos) {
			var n = length;
			while (--n >= 0) to.set(toPos + n, from.get(fromPos + n));
    	} else {
	        for (n in 0 ... length) to.set(toPos + n, from.get(fromPos + n));
	    }
	    #end
    }

	{{ HAXE_METHOD_ANNOTATIONS }}
	public function setArraySlice(startIndex: Int, array: Array) {
		for (n in 0...array.length) this.set(startIndex + n, array[n]);
	}

    {{ HAXE_METHOD_ANNOTATIONS }} override public function copyTo(srcPos: Int, dst: JA_0, dstPos: Int, length: Int) { copy(this, cast(dst, JA_F), srcPos, dstPos, length); }
}




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