Castle Game Engine: CastleClassUtils: Class TBufferedReadStream

# Class TBufferedReadStream
Description | Hierarchy | Fields | Methods | Properties
## Unit CastleClassUtils ## Declaration `type TBufferedReadStream = class(TPeekCharStream)` ## Description Read another stream, sequentially, always being able to back one character, and buffering it. This implements abstract TPeekCharStream class, so this is a purely sequential read-only stream that reads from underlying SourceStream and you can use PeekChar and ReadChar and ReadUpto routines. This stream will buffer incoming data from SourceStream. This means that reading by a very small chunks (like e.g. byte-by-byte) does not hurt performance. ## Hierarchy TStream TPeekCharStream TBufferedReadStream ## Overview ### Methods
| `function GetPosition: Int64; override;`
| `function Read(var LocalBuffer; Count: Longint): Longint; override;`
| `function PeekChar: Integer; override;`
| `function ReadChar: Integer; override;`
| `function ReadUpto(const EndingChars: TSetOfChars): string; override;`
| `constructor Create(ASourceStream: TStream; AOwnsSourceStream: boolean; ABufferSize: LongWord = DefaultReadBufferSize);`
| `destructor Destroy; override;`
### Properties
| `property BufferSize: LongWord read FBufferSize;`
## Description ### Methods
| `function GetPosition: Int64; override;`
| `function Read(var LocalBuffer; Count: Longint): Longint; override;`
| `function PeekChar: Integer; override;`
| `function ReadChar: Integer; override;`
| `function ReadUpto(const EndingChars: TSetOfChars): string; override;`
| `constructor Create(ASourceStream: TStream; AOwnsSourceStream: boolean; ABufferSize: LongWord = DefaultReadBufferSize);`
| `destructor Destroy; override;`
### Properties
| `property BufferSize: LongWord read FBufferSize;`
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