GZipCodec final#
The GZipCodec encodes raw bytes to GZip compressed bytes and decodes GZip compressed bytes to raw bytes.
Inheritance
Object → Codec<S, T> → GZipCodec
Constructors#
GZipCodec()#
Implementation
GZipCodec({
this.level = ZLibOption.defaultLevel,
this.windowBits = ZLibOption.defaultWindowBits,
this.memLevel = ZLibOption.defaultMemLevel,
this.strategy = ZLibOption.strategyDefault,
this.dictionary,
this.raw = false,
this.gzip = true,
}) {
_validateZLibeLevel(level);
_validateZLibMemLevel(memLevel);
_validateZLibStrategy(strategy);
_validateZLibWindowBits(windowBits);
}
Properties#
decoder no setter override#
Get a ZLibDecoder for decoding
GZip compressed data.
Implementation
ZLibDecoder get decoder => ZLibDecoder(
gzip: true,
windowBits: windowBits,
dictionary: dictionary,
raw: raw,
);
dictionary final#
Initial compression dictionary.
It should consist of strings (byte sequences) that are likely to be encountered later in the data to be compressed, with the most commonly used strings preferably put towards the end of the dictionary. Using a dictionary is most useful when the data to be compressed is short and can be predicted with good accuracy; the data can then be compressed better than with the default empty dictionary.
Implementation
final List<int>? dictionary;
encoder no setter override#
Get a ZLibEncoder for encoding to
GZip compressed data.
Implementation
ZLibEncoder get encoder => ZLibEncoder(
gzip: true,
level: level,
windowBits: windowBits,
memLevel: memLevel,
strategy: strategy,
dictionary: dictionary,
raw: raw,
);
gzip final#
When true, GZip frames will be added to the compressed data.
Implementation
final bool gzip;
hashCode no setter inherited#
The hash code for this object.
A hash code is a single integer which represents the state of the object that affects operator == comparisons.
All objects have hash codes. The default hash code implemented by Object represents only the identity of the object, the same way as the default operator == implementation only considers objects equal if they are identical (see identityHashCode).
If operator == is overridden to use the object state instead, the hash code must also be changed to represent that state, otherwise the object cannot be used in hash based data structures like the default Set and Map implementations.
Hash codes must be the same for objects that are equal to each other according to operator ==. The hash code of an object should only change if the object changes in a way that affects equality. There are no further requirements for the hash codes. They need not be consistent between executions of the same program and there are no distribution guarantees.
Objects that are not equal are allowed to have the same hash code. It is even technically allowed that all instances have the same hash code, but if clashes happen too often, it may reduce the efficiency of hash-based data structures like HashSet or HashMap.
If a subclass overrides hashCode, it should override the operator == operator as well to maintain consistency.
Inherited from Object.
Implementation
external int get hashCode;
inverted no setter inherited#
Inverts this.
The encoder and decoder of the resulting codec are swapped.
Inherited from Codec.
Implementation
Codec<T, S> get inverted => _InvertedCodec<T, S>(this);
level final#
The compression-level
can be set in the range of -1..9, with 6 being
the default compression level. Levels above 6 will have higher
compression rates at the cost of more CPU and memory usage. Levels below
6 will use less CPU and memory at the cost of lower compression rates.
Implementation
final int level;
memLevel final#
Specifies how much memory should be allocated for the internal compression
state. 1 uses minimum memory but is slow and reduces compression ratio;
9 uses maximum memory for optimal speed. The default value is 8.
The memory requirements for deflate are (in bytes):
(1 << (windowBits + 2)) + (1 << (memLevel + 9))
that is: 128K for windowBits = 15 + 128K for memLevel = 8 (default values)
Implementation
final int memLevel;
raw final#
When true, deflate generates raw data with no zlib header or trailer, and will not compute an adler32 check value
Implementation
final bool raw;
runtimeType no setter inherited#
A representation of the runtime type of the object.
Inherited from Object.
Implementation
external Type get runtimeType;
strategy final#
Tunes the compression algorithm. Use the value ZLibOption.strategyDefault for normal data, ZLibOption.strategyFiltered for data produced by a filter (or predictor), ZLibOption.strategyHuffmanOnly to force Huffman encoding only (no string match), or ZLibOption.strategyRle to limit match distances to one (run-length encoding).
Implementation
final int strategy;
windowBits final#
Base two logarithm of the window size (the size of the history buffer). It
should be in the range 8..15. Larger values result in better compression
at the expense of memory usage. The default value is 15
Implementation
final int windowBits;
Methods#
decode() inherited#
Decodes encoded data.
The input is decoded as if by decoder.convert.
Inherited from Codec.
Implementation
S decode(T encoded) => decoder.convert(encoded);
encode() inherited#
Encodes input.
The input is encoded as if by encoder.convert.
Inherited from Codec.
Implementation
T encode(S input) => encoder.convert(input);
fuse() inherited#
Fuses this with other.
When encoding, the resulting codec encodes with this before
encoding with other.
When decoding, the resulting codec decodes with other before decoding
with this.
In some cases one needs to use the inverted
codecs to be able to fuse
them correctly. That is, the output type of this (T) must match the
input type of the second codec other.
Examples:
final jsonToBytes = json.fuse(utf8);
List<int> bytes = jsonToBytes.encode(["json-object"]);
var decoded = jsonToBytes.decode(bytes);
assert(decoded is List && decoded[0] == "json-object");
var inverted = json.inverted;
var jsonIdentity = json.fuse(inverted);
var jsonObject = jsonIdentity.encode(["1", 2]);
assert(jsonObject is List && jsonObject[0] == "1" && jsonObject[1] == 2);
Inherited from Codec.
Implementation
// TODO(floitsch): use better example with line-splitter once that one is
// in this library.
Codec<S, R> fuse<R>(Codec<T, R> other) {
return _FusedCodec<S, T, R>(this, other);
}
noSuchMethod() inherited#
Invoked when a nonexistent method or property is accessed.
A dynamic member invocation can attempt to call a member which doesn't exist on the receiving object. Example:
dynamic object = 1;
object.add(42); // Statically allowed, run-time error
This invalid code will invoke the noSuchMethod method
of the integer 1 with an Invocation
representing the
.add(42) call and arguments (which then throws).
Classes can override noSuchMethod to provide custom behavior for such invalid dynamic invocations.
A class with a non-default noSuchMethod invocation can also omit implementations for members of its interface. Example:
class MockList<T> implements List<T> {
noSuchMethod(Invocation invocation) {
log(invocation);
super.noSuchMethod(invocation); // Will throw.
}
}
void main() {
MockList().add(42);
}
This code has no compile-time warnings or errors even though
the MockList class has no concrete implementation of
any of the List interface methods.
Calls to List methods are forwarded to noSuchMethod,
so this code will log an invocation similar to
Invocation.method(#add, [42])
and then throw.
If a value is returned from noSuchMethod,
it becomes the result of the original invocation.
If the value is not of a type that can be returned by the original
invocation, a type error occurs at the invocation.
The default behavior is to throw a NoSuchMethodError.
Inherited from Object.
Implementation
@pragma("vm:entry-point")
@pragma("wasm:entry-point")
external dynamic noSuchMethod(Invocation invocation);
toString() inherited#
A string representation of this object.
Some classes have a default textual representation,
often paired with a static parse function (like int.parse).
These classes will provide the textual representation as
their string representation.
Other classes have no meaningful textual representation
that a program will care about.
Such classes will typically override toString to provide
useful information when inspecting the object,
mainly for debugging or logging.
Inherited from Object.
Implementation
external String toString();
Operators#
operator ==() inherited#
The equality operator.
The default behavior for all Objects is to return true if and
only if this object and other are the same object.
Override this method to specify a different equality relation on a class. The overriding method must still be an equivalence relation. That is, it must be:
Total: It must return a boolean for all arguments. It should never throw.
Reflexive: For all objects
o,o == omust be true.-
Symmetric: For all objects
o1ando2,o1 == o2ando2 == o1must either both be true, or both be false. -
Transitive: For all objects
o1,o2, ando3, ifo1 == o2ando2 == o3are true, theno1 == o3must be true.
The method should also be consistent over time, so whether two objects are equal should only change if at least one of the objects was modified.
If a subclass overrides the equality operator, it should override the hashCode method as well to maintain consistency.
Inherited from Object.
Implementation
external bool operator ==(Object other);