Continuing with our online game example, suppose we have a huge class for handling rendering textures:
class texture { public: texture(const std::string& filename){/* loads texture file */} const std::string& get_filename()const; // rest of the interface };
and we decide to use flyweight<texture>
to ease the
manipulation of these objects. Now consider this seemingly innocent
expression:
flyweight<texture> fw("grass.texture");
Note that in order to construct fw
we are implicitly
constructing a full grass texture object. The expression is mostly
equivalent to
flyweight<texture> fw(texture("grass.texture"));
This is unnaceptably costly: we are constructing a massive temporary
object just to throw it away in most cases, since Boost.Flyweight most
likely already has an internal equivalent object to which fw
will be bound --value sharing is the key feature behind the flyweight
pattern after all. In this particular example, texture filenames act
as a key to the actual texture objects: two texture objects
constructed from the same filename are equivalent. So, we would like
for filenames to be used for texture lookup and somehow be sure that
the costly texture construction is only performed when no equivalent
value has been found.
flyweight<T>
makes this distinction between key and value
blurry because it uses T
both as the key type and
its associated value type. When this is inefficient, as in our texture
example, we can explicity specify both types using the
key_value
construct:
#include <boost/flyweight.hpp> #include <boost/flyweight/key_value.hpp> ... flyweight<key_value<std::string,texture> > fw("grass.texture");
So called key-value flyweights have then the form
flyweight<key_value<K,T> >
: the key type K
is
used to do the internal lookup for the associated values of type T
. Key-value
flyweights guarantee that T
values are not constructed except when
no other equivalent value exists; such construction is done from the associated
K
value.
Besides the key-based semantics on construction time, key-value flyweights behave much the same as regular flyweights, although some differences persist. Consider the following code, which poses no problems with regular flyweights:
const texture& get_texture(const object&); ... flyweight<key_value<std::string,texture> > fw; ... fw=get_texture(obj);
The assignment cannot possibly work, because a key of type std::string
is needed to do the internal lookup whereas we are passing a full texture object.
Indeed, the code produces a compilation error similar to this:
error: 'boost::mpl::assertion_failed' : cannot convert parameter 1 from 'boost::mpl::failed ************(__thiscall boost::flyweights::detail:: regular_key_value<Key,Value>::rep_type::no_key_from_value_failure:: NO_KEY_FROM_VALUE_CONVERSION_PROVIDED::* ***********)(std::string,texture)' to 'boost::mpl::assert<false>::type'...
It turns out that we can make the assignment work if only we provide a means
to retrieve the key from the value. This is not always possible, but in
our particular example the texture class does store the filename used for
construction, as indicated by the texture::get_filename
member function. We take advantage of this by specifying a
suitable key
extractor as part of the flyweight type definition:
struct texture_filename_extractor { const std::string& operator()(const texture& x)const { return x.get_filename(); } }; flyweight<key_value<std::string,texture,texture_filename_extractor> > fw; ... fw=get_texture(obj); // OK now
The specification of a key extractor in the definition of a key-value flyweight results in internal space optimizations, as the keys need not be stored along the values but are retrieved from them instead. So, it is always a good idea to provide a key extractor when possible even if your program does not contain assignment statements like the one above.
Examples 2 and 5 of the examples section make use of key-value flyweights.
Many of the requirements imposed on T
for
regular flyweights move to the key
type in the case of a key-value flyweight<key_value<K,T> >
.
Now it is K
that must be
Assignable
,
Equality
Comparable
and interoperate with
Boost.Hash, where equality and
hash compatibility are requirements imposed by the default internal factory of
Boost.Flyweight and can change if this factory is further configured or replaced
by the user. The only requisite retained on T
is that it must be
constructible from K
; only in the case that a flyweight is directly
assigned a T
object is also T
required to be
Assignable
.
Revised February 21st 2009
© Copyright 2006-2009 Joaquín M López Muñoz. Distributed under the Boost Software License, Version 1.0. (See accompanying file LICENSE_1_0.txt or copy at http://www.boost.org/LICENSE_1_0.txt)