Pretend "caching" implementations?
I'm kind of used to writing backend code which process a lot of data, I'd then call the same functions to access that data repeatedly but without the overhead of actually rebuilding it. I'm sure it's a familiar pattern to a lot of programmers, e.g.;
/** * Do our heavyweight functionality. * * @param bool rebuild * Set to true to force the cache to be updated. */ function doAThing(rebuild = false) data = cacheGet("doAThing") // If there is no data in the cache then do our "heavy" thing. if !data or rebuild then // Do ittttt........ data =  for i = 0 to len(hugeThing) loop data[i] = crunch(...) repeat // "doAThing" is the label for retrieval so // several things can be set or retrieved. cacheSet("doAThing", data) endif return data
And when the data itself has something additionally added to it, then you'd force a rebuild. Obviously there are ways to do this already by making a globally accessible array but they're not especially "clean". Maybe this type of programming just suits me as I'm primarily a backend developer! ;)
Anyways ... my thoughts currently are, this would be good for;
- Parsing layout/ maze/ room data
- Parsing image (uploadImage) data, where it's created from a non-native means (in my case, from ZX Spectrum data)
- Okay basically anywhere when you need to parse large sets of data...
I guess even, for some things using the file save/load for the "cache" might be desirable? It depends really on how much processing happens.
Just wondering if anyone had any thoughts on implementation? I found myself doing something similar to create a room/ maze buffer for my games but it's rather specific to the task.