Walk the own-family fence through a repeat and a draw group, and record that tables with token cells stay small
This commit was merged in pull request #19.
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@@ -444,9 +444,10 @@ table another path in the group selects a row of, `{/city.name}` beside
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`{/country[SE].name}`, which the first token rendered would otherwise decide. `New`
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also refuses a link cell that is no key of the parent, a parent row no child links
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to, a chain of parents that closes, a table named like a column of any table above
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it, and a cell or format of a table that references a table of its own family, since
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a row rendered whole would draw the family apart from itself: read the family from a
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template beside it, or add the value as a column.
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it, and a cell or format of a table that references a table of its own family, through
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any template, a `repeat` or a `drawGroup` included, since a row rendered whole would
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draw the family apart from itself: read the family from a template beside it, or add
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the value as a column.
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### Options and fields
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@@ -969,6 +970,16 @@ renamed or retyped line is a major.
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they sit in two rows of one table, or in a row outside a selected ancestor's. A
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choice's items get no such treatment yet: two items selecting different rows
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are still refused.
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- **A table never reaches its own family, by any route.** A `repeat` iteration and a
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`drawGroup` each draw apart on purpose, but a row that lists three localities from
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other regions is the output the family exists to prevent, so the own-family fence
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walks through both rather than stopping where the draw fences do.
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- **Tables carrying token cells stay small.** The family fence compares the reads of
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every pair of rows that can render together, so a table whose every row's cell
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selects a row of another table loads in time quadratic in its rows: about a
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second at four thousand rows. No shipped table carries such cells, and a register
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is a column set rather than a set of references, so the fence is left as it is
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until a real data set needs the indexed form.
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- **A path is walked once without drawing before it is walked for real.** A path
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that fails below its first level then moves no seeded stream, at the cost of one
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draw-free walk per call, which allocates nothing.
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