Yeah I cought that.  Thanks, though.

On Monday, 21 January 2013 15:35:24 UTC-5, Jim foo.bar wrote:
>
>  also, i'm sure it's a typo, but the fn you originally posted is missing 
> its argument vector...it won't even compile like that...
>
> Jim
>
>
> On 21/01/13 20:33, JvJ wrote:
>  
> That's it!  Thanks.
>
> On Monday, 21 January 2013 15:28:39 UTC-5, Jim foo.bar wrote: 
>>
>> ...or you can go all the way, skipping reset! completely: 
>>
>> (swap! game-objects (fn [objects] (reduce-kv #(assoc % %2 (update-object 
>> %3)) {} objects) )) 
>>
>> Jim 
>>
>> ps: I've not tested this but i don't see why this approach wouldn't 
>> work... 
>>
>>
>> On 21/01/13 20:24, Jim - FooBar(); wrote: 
>> > use reduce-kv on the original map to save some intermediate vector 
>> > allocation...something similar has come up recently... 
>> > 
>> > (reduce-kv #(assoc % %2 (update-object %3)) {} @game-objects) 
>> > 
>> > Jim 
>> > 
>> > On 21/01/13 20:21, JvJ wrote: 
>> >> I'm updating a set of objects stored in a map, and I feel like the 
>> >> way I'm doing it right now is inefficient.  Is there a better way? 
>> >> 
>> >> (defn update-all-objects 
>> >>   "Updates all game objects." 
>> >>   (reset! *game-objects* 
>> >>           (into {} 
>> >>                 (for [[k v] @*game-objects*] 
>> >>                   [k (update-object v)])))) 
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