the whole game
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/// \file DS_HuffmanEncodingTreeFactory.h
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/// \internal
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/// \brief Creates instances of the class HuffmanEncodingTree
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///
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/// This file is part of RakNet Copyright 2003 Jenkins Software LLC
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///
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/// Usage of RakNet is subject to the appropriate license agreement.
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#ifndef __HUFFMAN_ENCODING_TREE_FACTORY
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#define __HUFFMAN_ENCODING_TREE_FACTORY
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#include "RakMemoryOverride.h"
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namespace RakNet {
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/// Forward declarations
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class HuffmanEncodingTree;
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/// \brief Creates instances of the class HuffmanEncodingTree
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/// \details This class takes a frequency table and given that frequence table, will generate an instance of HuffmanEncodingTree
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class HuffmanEncodingTreeFactory
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{
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public:
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/// Default constructor
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HuffmanEncodingTreeFactory();
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/// \brief Reset the frequency table.
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/// \details You don't need to call this unless you want to reuse the class for a new tree
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void Reset( void );
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/// \brief Pass an array of bytes to this to add those elements to the frequency table.
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/// \param[in] array the data to insert into the frequency table
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/// \param[in] size the size of the data to insert
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void AddToFrequencyTable( unsigned char *array, int size );
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/// \brief Copies the frequency table to the array passed. Retrieve the frequency table.
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/// \param[in] _frequency The frequency table used currently
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void GetFrequencyTable( unsigned int _frequency[ 256 ] );
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/// \brief Returns the frequency table as a pointer.
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/// \return the address of the frenquency table
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unsigned int * GetFrequencyTable( void );
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/// \brief Generate a HuffmanEncodingTree.
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/// \details You can also use GetFrequencyTable and GenerateFromFrequencyTable in the tree itself
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/// \return The generated instance of HuffmanEncodingTree
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HuffmanEncodingTree * GenerateTree( void );
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private:
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/// Frequency table
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unsigned int frequency[ 256 ];
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};
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} // namespace RakNet
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#endif
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