mxwcore-legion/dep/g3dlite/include/G3D/WeakCache.h

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/**
\file G3D/WeakCache.h
\maintainer Morgan McGuire, graphics3d.com
\created 2007-05-16
\edited 2012-01-02
Copyright 2000-2012, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_WeakCache_h
#define G3D_WeakCache_h
#include "G3D/ReferenceCount.h"
#include "G3D/Table.h"
namespace G3D {
/**
A cache that does not prevent its members from being garbage collected.
Useful to avoid loading or computing an expression twice. Useful
for memoization and dynamic programming.
Maintains a table of weak pointers. Weak pointers do not prevent
an object from being garbage collected. If the object is garbage
collected, the cache removes its reference.
There are no "contains" or "iterate" methods because elements can be
flushed from the cache at any time if they are garbage collected.
Example:
<pre>
WeakCache<std::string, shared_ptr<Texture>> textureCache;
shared_ptr<Texture> loadTexture(std::string s) {
shared_ptr<Texture> t = textureCache[s];
if (t.isNull()) {
t = Texture::fromFile(s);
textureCache.set(s, t);
}
return t;
}
</pre>
*/
template<class Key, class ValueRef>
class WeakCache {
typedef weak_ptr<typename ValueRef::element_type> ValueWeakRef;
private:
Table<Key, ValueWeakRef> table;
public:
/**
Returns NULL if the object is not in the cache
*/
ValueRef operator[](const Key& k) {
if (table.containsKey(k)) {
ValueWeakRef w = table[k];
ValueRef s = w.lock();
if (! s) {
// This object has been collected; clean out its key
table.remove(k);
}
return s;
} else {
return ValueRef();
}
}
void getValues(Array<ValueRef>& values) {
Array<Key> keys;
table.getKeys(keys);
for (int i = 0; i < keys.size(); ++i) {
ValueRef value = (*this)[keys[i]];
if(notNull(value)) {
values.append(value);
}
}
}
void clear() {
table.clear();
}
void set(const Key& k, ValueRef v) {
table.set(k, v);
}
/** Removes k from the cache or does nothing if it is not currently in the cache.*/
void remove(const Key& k) {
if (table.containsKey(k)) {
table.remove(k);
}
}
};
}
#endif