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Avoid primitive boxing for 'boxed == primitive' if possible
This makes sense for non-floating-point primitive type (boolean, char, byte, short, int, long): floating-point types use specialized versions of 'areEqual'.
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26
compiler/testData/codegen/bytecodeText/noBoxingForBoxedEqPrimitive.kt
vendored
Normal file
26
compiler/testData/codegen/bytecodeText/noBoxingForBoxedEqPrimitive.kt
vendored
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@@ -0,0 +1,26 @@
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fun testBoolean1(a: Boolean?, b: Boolean) = a == b
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fun testBoolean2(a: Boolean?, b: Boolean) = a != b
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fun testChar1(a: Char?, b: Char) = a == b
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fun testChar2(a: Char?, b: Char) = a != b
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fun testByte1(a: Byte?, b: Byte) = a == b
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fun testByte2(a: Byte?, b: Byte) = a != b
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fun testShort1(a: Short?, b: Short) = a == b
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fun testShort2(a: Short?, b: Short) = a != b
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fun testInt1(a: Int?, b: Int) = a == b
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fun testInt2(a: Int?, b: Int) = a != b
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fun testLong1(a: Long?, b: Long) = a == b
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fun testLong2(a: Long?, b: Long) = a != b
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// 2 booleanValue
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// 2 charValue
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// 2 byteValue
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// 2 shortValue
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// 2 intValue
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// 2 longValue
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// 0 valueOf
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// 0 areEqual
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