/// allocating memory, and never deletes it until the entire block is dead. This
/// makes allocation speedy, but must only be used when the trade-off is ok.
class BumpPtrAllocator {
+ BumpPtrAllocator(const BumpPtrAllocator &); // do not implement
+ void operator=(const BumpPtrAllocator &); // do not implement
+
void *TheMemory;
public:
BumpPtrAllocator();
return static_cast<T*>(Allocate(sizeof(T),AlignOf<T>::Alignment));
}
- void Deallocate(void */*Ptr*/) {}
+ template <typename T>
+ T *Allocate(size_t Num) {
+ return static_cast<T*>(Allocate(Num * sizeof(T), AlignOf<T>::Alignment));
+ }
+
+ void Deallocate(void * /*Ptr*/) {}
void PrintStats() const;
};