/* Copyright (C) 2009-2010 Electronic Arts, Inc. All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. 3. Neither the name of Electronic Arts, Inc. ("EA") nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY ELECTRONIC ARTS AND ITS CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL ELECTRONIC ARTS OR ITS CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ /////////////////////////////////////////////////////////////////////////////// // EASTL/string.cpp // // Copyright (c) 2005, Electronic Arts. All rights reserved. // Written and maintained by Paul Pedriana. /////////////////////////////////////////////////////////////////////////////// #include #include #include namespace eastl { /// gEmptyString /// /// gEmptyString is used for empty strings. This allows us to avoid allocating /// memory for empty strings without having to add null pointer checks. /// The downside of this technique is that all empty strings share this same /// value and if any code makes an error and writes to this value with non-zero, /// then all existing empty strings will be wrecked and not just the one that /// was incorrectly overwritten. EASTL_API EmptyString gEmptyString = { 0 }; } // namespace eastl