/*************************************************************************** copyright : (C) 2006 by David Nolden email : david.nolden.tdevelop@art-master.de ***************************************************************************/ /*************************************************************************** * * * This program is free software; you can redistribute it and/or modify * * it under the terms of the GNU General Public License as published by * * the Free Software Foundation; either version 2 of the License, or * * (at your option) any later version. * * * ***************************************************************************/ #ifndef CACHEMANAGER_H #define CACHEMANAGER_H #include #include #include class CacheManager; class CacheNode { typedef CacheManager Manager; public: CacheNode( Manager* manager ); virtual ~CacheNode(); void access() const; inline uint value() const { return m_value; } inline void setValue( const uint v ) const { m_value = v; } inline void addValue( const uint diff ) const { m_value += diff; } private: Manager* m_manager; mutable uint m_value; //This value stands for the priority of the node(higher is better) }; class CacheNodeCompare { public: bool operator() ( const CacheNode* lhs, const CacheNode* rhs ) const { if( lhs->value() != rhs->value() ) return lhs->value() < rhs->value(); else return lhs < rhs; //To be able to identify nodes precisely } }; class CacheManager { typedef std::set< const CacheNode*, CacheNodeCompare > SetType; public: CacheManager( int maxNodes = 1000 ) : m_currentFrame(1), m_maxNodes( maxNodes ), m_currentMax(1) { }; inline int currentFrame() const { return m_currentFrame; } void access( const CacheNode* node ); ///Can be used from outside to set the maximum count of nodes to keep. void setMaxNodes ( int maxNodes ); void increaseFrame(); ///Can be used on a regular basis(time-triggered) to save memory: Removes half of all triggered void removeLowerHalf(); virtual void saveMemory(); int currentMax() const { return m_currentMax; } ///This triggered function should erase the given node. virtual void erase( const CacheNode* node ) = 0; private: void restart( uint normalizeby ); friend class CacheNode; void remove( const CacheNode* node ); void add( const CacheNode* node ); int m_currentFrame; int m_maxNodes; int m_currentMax; SetType m_set; }; #endif