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Simulation.cs
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Simulation.cs
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using System;
using System.Collections;
namespace MemoryPlayer
{
/// <summary>
/// Simulation. Main class used to track current state of memory.
/// </summary>
public class Simulation
{
public Simulation(MemoryLogItemCollection logItems)
{
mLogItemCollection = logItems;
mActiveAllocations = new ArrayList();
mCurrentAllocation = -1;
}
public void Advance()
{
// Check if there is room to advance
if (mCurrentAllocation >= mLogItemCollection.Count - 1)
{
mCurrentAllocation = mLogItemCollection.Count - 1;
return;
}
mCurrentAllocation++;
// Update Active state of items
MemoryLogItem curItem = mLogItemCollection.GetItem( mCurrentAllocation );
switch ( curItem.Type )
{
case MemoryLogItem.ItemType.Alloc:
mActiveAllocations.Add( curItem );
mLogItemCollection.Categories.AllocItem( curItem );
break;
case MemoryLogItem.ItemType.Free:
// Find the alloc are deactiveate it!
// Do a linear search backwards
if ( curItem.Pair != null )
{
mActiveAllocations.Remove( curItem.Pair );
mLogItemCollection.Categories.FreeItem( curItem.Pair );
}
else
{
// What is this freeing???
// WARNING!
}
break;
}
}
/// <summary>
/// Runs the simulation to the given count. Uses the advance and reverse
/// </summary>
/// <param name="allocationCount"></param>
public void MoveTo(int targetAllocation)
{
if (targetAllocation < 0 || targetAllocation >= mLogItemCollection.Count)
{
throw new ArgumentException("Simulation::moveTo: Invalid argument", "targetAllocation");
}
if (mCurrentAllocation > targetAllocation)
{
// Can't go backwards a step at a time. Reset to 0, and advance to this point.
Reset();
MoveTo( targetAllocation );
/*
while (mCurrentAllocation > targetAllocation)
{
Reverse();
}
*/
}
if (mCurrentAllocation < targetAllocation)
{
// go forward
while (mCurrentAllocation < targetAllocation)
{
Advance();
}
}
}
/// <summary>
/// Set the simulation to the beginning
/// </summary>
public void Reset()
{
mCurrentAllocation = -1;
mActiveAllocations.Clear();
mLogItemCollection.Categories.ResetSizes();
}
public void Reverse()
{
mCurrentAllocation--;
if ( mCurrentAllocation < 0 )
{
Reset();
mCurrentAllocation = -1;
return;
}
// Update Active state of items
MemoryLogItem curItem = mLogItemCollection.GetItem( mCurrentAllocation );
switch ( curItem.Type )
{
case MemoryLogItem.ItemType.Alloc:
mActiveAllocations.Remove( curItem );
mLogItemCollection.Categories.FreeItem( curItem );
break;
case MemoryLogItem.ItemType.Free:
// Find the alloc are deactiveate it!
// Do a linear search backwards
if ( curItem.Pair != null )
{
mActiveAllocations.Add( curItem.Pair );
mLogItemCollection.Categories.AllocItem( curItem.Pair );
}
else
{
// What is this freeing???
}
break;
}
}
/// <summary>
/// Value of -1 indicates an empty state.
/// </summary>
public int CurrentAllocation
{
get
{
return mCurrentAllocation;
}
}
public ArrayList Allocations
{
get
{
return mActiveAllocations;
}
}
public MemoryLogItemCollection MemoryLog
{
get
{
return mLogItemCollection;
}
}
/// <summary>
/// Returns true if the simulation has started and there is a valid current allocation.
/// </summary>
public bool Started
{
get
{
return mCurrentAllocation > -1;
}
}
public long MemoryStart
{
get
{
return mLogItemCollection.MemoryStart;
}
}
public long MemoryEnd
{
get
{
return mLogItemCollection.MemoryEnd;
}
}
public long MemorySize
{
get
{
return MemoryEnd - MemoryStart;
}
}
public long MemoryFree
{
get
{
long free = MemoryEnd - MemoryStart;
return free - MemoryAllocated;
}
}
public long MemoryAllocated
{
get
{
long alloc = 0;
foreach ( MemoryLogItem curItem in Allocations )
{
if ( curItem.Type == MemoryLogItem.ItemType.Alloc )
{
alloc += curItem.Size;
}
}
return alloc;
}
}
private MemoryLogItemCollection mLogItemCollection;
private int mCurrentAllocation;
private ArrayList mActiveAllocations;
}
}