Order spilled pins by path, and correct todo.md's inline array name
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@@ -68,7 +68,7 @@ func (p *pinSet) pin(t *table, r int) {
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}
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}
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// each calls fn for every pinned row, in pin order, the spilled ones by table name.
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// each calls fn for every pinned row, in pin order, the spilled ones by path.
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func (p *pinSet) each(fn func(t *table, r int)) {
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for _, q := range p.inline[:p.n] {
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fn(q.t, q.row)
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@@ -77,7 +77,7 @@ func (p *pinSet) each(fn func(t *table, r int)) {
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for t := range p.spill {
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spilled = append(spilled, t)
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}
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sort.Slice(spilled, func(i, j int) bool { return spilled[i].category < spilled[j].category })
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sort.Slice(spilled, func(i, j int) bool { return spilled[i].path < spilled[j].path })
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for _, t := range spilled {
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fn(t, p.spill[t])
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}
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@@ -49,8 +49,9 @@ This round, in order:
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`entered`'s `pinsAncestors` flag stop restating `walkTable`'s draw condition and
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`rowOf`'s ancestor rule: a change to how a render draws rows still leaves the fence
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proving the old rule. Hold a row rendered whole in `drawAt` beside `drawn`, so
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`pinSet` holds only what `pin` pins and `alternatives` needs no exception. Needs the
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item above.
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`pinSet` holds only what `pin` pins and `alternatives` needs no exception. Settle a
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cell of a municipality drawn whole beside a path pinning a region it is not in. Needs
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the item above.
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- Register a transform once: `transforms` restates the `lowercase`, `uppercase` and
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`ascii` entries in `builtins`, and `valueProof.template` classifies by the first while
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render calls the second. Derive the numeric builtins `valueProof.template` lists in
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@@ -290,7 +291,7 @@ because pairing a street with its exact postnummer rewrites shipped rows.
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- Hold every change the charter says owes a `CHANGELOG.md` entry to one in CI: the
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check covers `data` and `testdata/shipped_shape.txt` alone, where `AGENTS.md` adds a
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flag, an exit code, an exported name, a fence, a builtin and the lowest Go.
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- Measure the allocation gate over the shipped `geo` trees too: `pinSet.pins [8]` is sized
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- Measure the allocation gate over the shipped `geo` trees too: `pinSet.inline [8]` is sized
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for them, and `perf_test.go` checks a synthetic five-deep tree only.
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- Make a named draw group's hold lazy, `&hold{}` in `renderScope.hold`: it escapes
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to the heap anyway, so its two eager maps buy no stack and cost two allocations per
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