Reading a file in chunks instead of all at once offers several advantages, especially in game development scenarios:
Here's an example demonstrating chunk-based reading:
#include <SDL.h>
#include <iostream>
#include <vector>
void ReadFileInChunks(const char* filename,
size_t chunkSize) {
SDL_RWops* file = SDL_RWFromFile(
filename, "rb");
if (!file) {
std::cerr << "Error opening file: " <<
SDL_GetError() << '\n';
return;
}
Sint64 fileSize = SDL_RWsize(file);
Sint64 bytesRead = 0;
std::vector<char> buffer(chunkSize);
while (bytesRead < fileSize) {
size_t bytesToRead =
std::min(
static_cast<size_t>(fileSize -
bytesRead), chunkSize);
size_t result = SDL_RWread(
file, buffer.data(), 1, bytesToRead);
if (result != bytesToRead) {
std::cerr << "Error reading file: " <<
SDL_GetError() << '\n';
SDL_RWclose(file);
return;
}
bytesRead += result;
// Process the chunk here
std::cout << "Read " << result <<
" bytes. Total: " << bytesRead << "/"
<< fileSize << '\n';
// Simulate some processing time
SDL_Delay(100);
}
SDL_RWclose(file);
}
int main() {
// Read in 1KB chunks
ReadFileInChunks("large_file.dat", 1024);
return 0;
}
In this example:
SDL_RWFromFile()
.SDL_RWsize()
.SDL_Delay()
to simulate processing time, demonstrating how the program remains responsive.This approach allows you to handle files of any size without consuming excessive memory. It's particularly useful for scenarios like:
Remember to adjust the chunk size based on your specific needs. Smaller chunks mean more frequent updates but higher overhead, while larger chunks are more efficient but may cause longer pauses between updates.
Answers to questions are automatically generated and may not have been reviewed.
Learn how to read and parse game data stored in external files using SDL_RWops