/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* vim: set ts=8 sts=2 et sw=2 tw=80: */ // Copyright (c) 2006-2008 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file.
#ifdefined(XP_UNIX) # include <list> # include <utility> # include "base/condition_variable.h" # include "base/lock.h" # include "nsISupportsImpl.h" #endif
#include"base/message_loop.h"
namespace base {
// This replaces INFINITE from Win32 staticconstint kNoTimeout = -1;
class TimeDelta;
// A WaitableEvent can be a useful thread synchronization tool when you want to // allow one thread to wait for another thread to finish some work. For // non-Windows systems, this can only be used from within a single address // space. // // Use a WaitableEvent when you would otherwise use a Lock+ConditionVariable to // protect a simple boolean value. However, if you find yourself using a // WaitableEvent in conjunction with a Lock to wait for a more complex state // change (e.g., for an item to be added to a queue), then you should probably // be using a ConditionVariable instead of a WaitableEvent. // // NOTE: On Windows, this class provides a subset of the functionality afforded // by a Windows event object. This is intentional. If you are writing Windows // specific code and you need other features of a Windows event, then you might // be better off just using an Windows event directly. class WaitableEvent { public: // If manual_reset is true, then to set the event state to non-signaled, a // consumer must call the Reset method. If this parameter is false, then the // system automatically resets the event state to non-signaled after a single // waiting thread has been released.
WaitableEvent(bool manual_reset, bool initially_signaled);
~WaitableEvent();
// Put the event in the un-signaled state. void Reset();
// Put the event in the signaled state. Causing any thread blocked on Wait // to be woken up. void Signal();
// Returns true if the event is in the signaled state, else false. If this // is not a manual reset event, then this test will cause a reset. bool IsSignaled();
// Wait indefinitely for the event to be signaled. Returns true if the event // was signaled, else false is returned to indicate that waiting failed. bool Wait();
// Wait up until max_time has passed for the event to be signaled. Returns // true if the event was signaled. If this method returns false, then it // does not necessarily mean that max_time was exceeded. bool TimedWait(const TimeDelta& max_time);
// Wait, synchronously, on multiple events. // waitables: an array of WaitableEvent pointers // count: the number of elements in @waitables // // returns: the index of a WaitableEvent which has been signaled. // // You MUST NOT delete any of the WaitableEvent objects while this wait is // happening. static size_t WaitMany(WaitableEvent** waitables, size_t count);
// For asynchronous waiting, see WaitableEventWatcher
// This is a private helper class. It's here because it's used by friends of // this class (such as WaitableEventWatcher) to be able to enqueue elements // of the wait-list class Waiter { public: // Signal the waiter to wake up. // // Consider the case of a Waiter which is in multiple WaitableEvent's // wait-lists. Each WaitableEvent is automatic-reset and two of them are // signaled at the same time. Now, each will wake only the first waiter in // the wake-list before resetting. However, if those two waiters happen to // be the same object (as can happen if another thread didn't have a chance // to dequeue the waiter from the other wait-list in time), two auto-resets // will have happened, but only one waiter has been signaled! // // Because of this, a Waiter may "reject" a wake by returning false. In // this case, the auto-reset WaitableEvent shouldn't act as if anything has // been notified. virtualbool Fire(WaitableEvent* signaling_event) = 0;
// Waiters may implement this in order to provide an extra condition for // two Waiters to be considered equal. In WaitableEvent::Dequeue, if the // pointers match then this function is called as a final check. See the // comments in ~Handle for why. virtualbool Compare(void* tag) = 0;
};
private: friendclass WaitableEventWatcher;
#ifdefined(XP_WIN)
HANDLE handle_; #else // On Windows, one can close a HANDLE which is currently being waited on. The // MSDN documentation says that the resulting behaviour is 'undefined', but // it doesn't crash. However, if we were to include the following members // directly then, on POSIX, one couldn't use WaitableEventWatcher to watch an // event which gets deleted. This mismatch has bitten us several times now, // so we have a kernel of the WaitableEvent, which is reference counted. // WaitableEventWatchers may then take a reference and thus match the Windows // behaviour. struct WaitableEventKernel final { public:
NS_INLINE_DECL_THREADSAFE_REFCOUNTING(WaitableEventKernel)
WaitableEventKernel(bool manual_reset, bool initially_signaled)
: manual_reset_(manual_reset), signaled_(initially_signaled) {}
// When dealing with arrays of WaitableEvent*, we want to sort by the address // of the WaitableEvent in order to have a globally consistent locking order. // In that case we keep them, in sorted order, in an array of pairs where the // second element is the index of the WaitableEvent in the original, // unsorted, array. typedef std::pair<WaitableEvent*, size_t> WaiterAndIndex; static size_t EnqueueMany(WaiterAndIndex* waitables, size_t count,
Waiter* waiter); #endif
DISALLOW_COPY_AND_ASSIGN(WaitableEvent);
};
} // namespace base
#endif// BASE_WAITABLE_EVENT_H_
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