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cached value
cached_value #
A simple way to cache values that result from rather expensive operations.
It is useful to cache values that:
Are computed from other values in a consistent way;
Can be changed given known and unknown conditions;
Should not be computed on every access (like a getter);
A cached_value is better used over imperative APIs, such as Flutter's render objects. See Motivation for more.
Installation #
Add to pubspec.yaml:
dart pub add cached_value
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Usage #
A cache can start as a simple manually controlled cache and then be enhanced with automatic functionalities such as dependencies and time-to-live (TTL).
1.Creating a simple cached that is invaldiated manually #
int factorial(int n) {
if (n < 0) throw ('Negative numbers are not allowed.');
return n <= 1 ? 1 : n * factorial(n - 1);
}
int originalValue = 1;
final factorialCache = CachedValue(() => factorial(originalValue));
print(factorialCache.value); // 1
originalValue = 6;
print(factorialCache.value); // 1
print(factorialCache.isValid) // true, invalid only when invalidate is called
// mark as invalid
factorialCache.invalidate();
print(factorialCache.isValid); // false
print(factorialCache.value); // 720
print(factorialCache.isValid); // true
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Accessing value when the cache is invalid refreshes the cache. It can be refreshed manually via
the refresh method:
// ...
originalValue = 12;
factorialCache.refresh();
print(factorialCache.value); // 12
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2. Adding dependencies #
A dependent cache is marked as invalid if its dependency value has changed.
int factorial(int n) {
if (n < 0) throw ('Negative numbers are not allowed.');
return n <= 1 ? 1 : n * factorial(n - 1);
}
int originalValue = 1;
final factorialCache = CachedValue(
() => factorial(originalValue),
).withDependency(() => originalValue);
print(factorialCache.value); // 1
print(factorialCache.isValid); // true
// update value
originalValue = 6;
print(factorialCache.isValid); // false
print(factorialCache.value); // 720
print(factorialCache.isValid); // true
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⚠️Important:
The dependency callback is called on every value access. So it is recommended to keep it as declarative as possible.
final someCache = CachedValue(
// ...
).withDependency(
() => someExpensiveOperation(originalValue), // ❌ Avoid this:
);
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3. Adding time to live (TTL) #
A cache can be automatically marked as invalid some time after a refresh.
int factorial(int n) {
if (n < 0) throw ('Negative numbers are not allowed.');
return n <= 1 ? 1 : n * factorial(n - 1);
}
int originalValue = 1;
final factorialCache = CachedValue(
() => factorial(originalValue),
).withTimeToLive(
lifetime: Duration(seconds: 3),
);
originalValue = 6;
print(factorialCache.value); // 1
await Future.delayed(Duration(seconds: 3));
print(factorialCache.value); // 720
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More docs #
There is more detailed docs on the API documentation.
Motivation #
Some imperative APIs such as the canvas paint on Flutter render objects of Flame's components may
benefit from values that can be stored and reused between more than a single frame (or paint).
In some very specific cases, I found very convenient to store some objects across frames, like
Paint and TextPainter instances.
Example on a render object:
class BlurredRenderObject extends RenderObject {
// ...
double _blurSigma = 0.0;
double get blurSigma => _blurSigma;
set blurSigma(double value) {
_blurSigma = blurSigma;
markNeedsPaint();
}
// ...
@override
void paint(PaintingContext context, Offset offset) {
final canvas = context.canvas;
final paint = Paint()..maskFilter = MaskFilter.blur(
BlurStyle.normal, blurSigma
);
canvas.drawRect(Rect.fromLTWH(0, 0, 100, 100), paint);
}
}
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Can be changed to:
class BlurredRenderObject extends RenderObject {
// ...
double _blurSigma = 0.0;
double get blurSigma => _blurSigma;
set blurSigma(double value) {
_blurSigma = blurSigma;
markNeedsPaint();
}
// Add cache:
late final paintCache = CachedValue(
() => Paint()..maskFilter = MaskFilter.blur(BlurStyle.normal, blurSigma),
).withDependency(() => blurSigma);
// ...
@override
void paint(PaintingContext context, Offset offset) {
final canvas = context.canvas;
// use cache:
final paint = paintCache.value;
canvas.drawRect(Rect.fromLTWH(0, 0, 100, 100), paint);
}
}
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