added ace + vcproj for win
--HG-- branch : trunk
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Vendored
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// -*- C++ -*-
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//=============================================================================
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/**
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* @file Timer_Heap_T.h
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*
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* $Id: Timer_Heap_T.h 84619 2009-02-26 12:26:16Z johnnyw $
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*
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* @author Douglas C. Schmidt <[email protected]>
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*/
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//=============================================================================
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#ifndef ACE_TIMER_HEAP_T_H
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#define ACE_TIMER_HEAP_T_H
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#include /**/ "ace/pre.h"
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#include "ace/Timer_Queue_T.h"
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#if !defined (ACE_LACKS_PRAGMA_ONCE)
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# pragma once
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#endif /* ACE_LACKS_PRAGMA_ONCE */
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#include "ace/Free_List.h"
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#include "ace/Unbounded_Set.h"
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ACE_BEGIN_VERSIONED_NAMESPACE_DECL
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// Forward declaration
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template <class TYPE, class FUNCTOR, class ACE_LOCK>
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class ACE_Timer_Heap_T;
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/**
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* @class ACE_Timer_Heap_Iterator_T
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*
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* @brief Iterates over an ACE_Timer_Heap_T.
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*
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* This is a generic iterator that can be used to visit every
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* node of a timer queue. Be aware that it doesn't transverse
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* in the order of timeout values.
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*/
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template <class TYPE, class FUNCTOR, class ACE_LOCK>
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class ACE_Timer_Heap_Iterator_T : public ACE_Timer_Queue_Iterator_T<TYPE, FUNCTOR, ACE_LOCK>
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{
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public:
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/// Constructor.
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ACE_Timer_Heap_Iterator_T (ACE_Timer_Heap_T<TYPE, FUNCTOR, ACE_LOCK> &);
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/// Destructor.
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~ACE_Timer_Heap_Iterator_T (void);
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/// Positions the iterator at the earliest node in the Timer Queue
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virtual void first (void);
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/// Positions the iterator at the next node in the Timer Queue
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virtual void next (void);
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/// Returns true when there are no more nodes in the sequence
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virtual bool isdone (void) const;
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/// Returns the node at the current position in the sequence
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virtual ACE_Timer_Node_T<TYPE> *item (void);
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protected:
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/// Pointer to the ACE_Timer_Heap that we are iterating over.
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ACE_Timer_Heap_T<TYPE, FUNCTOR, ACE_LOCK> &timer_heap_;
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/// Position in the array where the iterator is at
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size_t position_;
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};
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/**
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* @class ACE_Timer_Heap_T
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*
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* @brief Provides a very fast and predictable timer implementation.
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*
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* This implementation uses a heap-based callout queue of
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* absolute times. Therefore, in the average and worst case,
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* scheduling, canceling, and expiring timers is O(log N) (where
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* N is the total number of timers). In addition, we can also
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* preallocate as many @c ACE_Timer_Node objects as there are slots
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* in the heap. This allows us to completely remove the need for
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* dynamic memory allocation, which is important for real-time
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* systems.
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*/
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template <class TYPE, class FUNCTOR, class ACE_LOCK>
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class ACE_Timer_Heap_T : public ACE_Timer_Queue_T<TYPE, FUNCTOR, ACE_LOCK>
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{
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public:
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typedef ACE_Timer_Heap_Iterator_T<TYPE, FUNCTOR, ACE_LOCK> HEAP_ITERATOR;
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friend class ACE_Timer_Heap_Iterator_T<TYPE, FUNCTOR, ACE_LOCK>;
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typedef ACE_Timer_Queue_T<TYPE, FUNCTOR, ACE_LOCK> INHERITED;
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// = Initialization and termination methods.
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/**
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* The Constructor creates a heap with specified number of elements.
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* This can also take in a upcall functor and freelist (if 0, then
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* defaults will be created).
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*
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* @param size The maximum number of timers that can be
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* inserted into the new object.
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* @param preallocated Default false, true then all the memory
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* for the @c ACE_Timer_Node objects will be pre-allocated. This saves
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* time and is more predictable (though it requires more space).
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* Otherwise, timer nodes are allocated as needed.
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* @param freelist is the freelist of timer nodes.
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* @param upcall_functor If 0 Timer Heap will create a default FUNCTOR.
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*/
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ACE_Timer_Heap_T (size_t size,
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bool preallocated = false,
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FUNCTOR *upcall_functor = 0,
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ACE_Free_List<ACE_Timer_Node_T <TYPE> > *freelist = 0);
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/**
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* Default constructor. @c upcall_functor is the instance of the
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* FUNCTOR to be used by the queue. If @c upcall_functor is 0, Timer
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* Heap will create a default FUNCTOR. @c freelist is the freelist of
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* timer nodes. If 0, then a default freelist will be created. The default
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* size will be ACE_DEFAULT_TIMERS and there will be no preallocation.
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*/
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ACE_Timer_Heap_T (FUNCTOR *upcall_functor = 0,
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ACE_Free_List<ACE_Timer_Node_T <TYPE> > *freelist = 0);
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/// Destructor.
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virtual ~ACE_Timer_Heap_T (void);
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/// True if heap is empty, else false.
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virtual bool is_empty (void) const;
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/// Returns the time of the earliest node in the Timer_Queue.
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/// Must be called on a non-empty queue.
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virtual const ACE_Time_Value &earliest_time (void) const;
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/**
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* Resets the interval of the timer represented by @a timer_id to
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* @a interval, which is specified in relative time to the current
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* <gettimeofday>. If @a interval is equal to
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* ACE_Time_Value::zero, the timer will become a non-rescheduling
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* timer. Returns 0 if successful, -1 if not.
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*/
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virtual int reset_interval (long timer_id,
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const ACE_Time_Value &interval);
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/**
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* Cancel all timers associated with @a type. If @a dont_call_handle_close
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* is 0 then the <functor> will be invoked. Returns number of timers
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* cancelled.
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*/
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virtual int cancel (const TYPE &type,
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int dont_call_handle_close = 1);
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/**
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* Cancel the single timer that matches the @a timer_id value (which
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* was returned from the <schedule> method). If act is non-NULL
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* then it will be set to point to the ``magic cookie'' argument
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* passed in when the timer was registered. This makes it possible
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* to free up the memory and avoid memory leaks. If @a dont_call_handle_close
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* is 0 then the <functor> will be invoked. Returns 1 if cancellation
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* succeeded and 0 if the @a timer_id wasn't found.
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*/
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virtual int cancel (long timer_id,
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const void **act = 0,
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int dont_call_handle_close = 1);
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/// Returns a pointer to this ACE_Timer_Queue's iterator.
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virtual ACE_Timer_Queue_Iterator_T<TYPE, FUNCTOR, ACE_LOCK> &iter (void);
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/**
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* Removes the earliest node from the queue and returns it. Note that
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* the timer is removed from the heap, but is not freed, and its ID
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* is not reclaimed. The caller is responsible for calling either
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* @c reschedule() or @c free_node() after this function returns. Thus,
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* this function is for support of @c ACE_Timer_Queue::expire and
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* should not be used unadvisedly in other conditions.
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*/
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ACE_Timer_Node_T <TYPE> *remove_first (void);
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/// Dump the state of an object.
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virtual void dump (void) const;
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/// Reads the earliest node from the queue and returns it.
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virtual ACE_Timer_Node_T<TYPE> *get_first (void);
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protected:
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/**
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* Schedule a timer that may optionally auto-reset.
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* Schedule @a type that will expire at @a future_time,
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* which is specified in absolute time. If it expires then @a act is
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* passed in as the value to the <functor>. If @a interval is != to
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* ACE_Time_Value::zero then it is used to reschedule the @a type
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* automatically, using relative time to the current <gettimeofday>.
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* This method returns a <timer_id> that uniquely identifies the the
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* @a type entry in an internal list. This <timer_id> can be used to
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* cancel the timer before it expires. The cancellation ensures
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* that <timer_ids> are unique up to values of greater than 2
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* billion timers. As long as timers don't stay around longer than
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* this there should be no problems with accidentally deleting the
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* wrong timer. Returns -1 on failure (which is guaranteed never to
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* be a valid <timer_id>).
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*/
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virtual long schedule_i (const TYPE &type,
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const void *act,
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const ACE_Time_Value &future_time,
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const ACE_Time_Value &interval);
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/// Reschedule an "interval" ACE_Timer_Node.
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virtual void reschedule (ACE_Timer_Node_T<TYPE> *);
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/// Factory method that allocates a new node (uses operator new if
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/// we're *not* preallocating, otherwise uses an internal freelist).
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virtual ACE_Timer_Node_T<TYPE> *alloc_node (void);
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/**
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* Factory method that frees a previously allocated node (uses
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* operator delete if we're *not* preallocating, otherwise uses an
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* internal freelist).
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*/
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virtual void free_node (ACE_Timer_Node_T<TYPE> *);
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private:
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/// Remove and return the @a sloth ACE_Timer_Node and restore the
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/// heap property.
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ACE_Timer_Node_T<TYPE> *remove (size_t slot);
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/// Insert @a new_node into the heap and restore the heap property.
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void insert (ACE_Timer_Node_T<TYPE> *new_node);
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/**
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* Doubles the size of the heap and the corresponding timer_ids array.
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* If preallocation is used, will also double the size of the
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* preallocated array of ACE_Timer_Nodes.
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*/
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void grow_heap (void);
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/// Restore the heap property, starting at @a slot.
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void reheap_up (ACE_Timer_Node_T<TYPE> *new_node,
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size_t slot,
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size_t parent);
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/// Restore the heap property, starting at @a slot.
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void reheap_down (ACE_Timer_Node_T<TYPE> *moved_node,
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size_t slot,
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size_t child);
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/// Copy @a moved_node into the @a slot slot of <heap_> and move
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/// @a slot into the corresponding slot in the <timer_id_> array.
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void copy (size_t slot, ACE_Timer_Node_T<TYPE> *moved_node);
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/**
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* Returns a timer id that uniquely identifies this timer. This id
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* can be used to cancel a timer via the <cancel (int)> method. The
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* timer id returned from this method will never == -1 to avoid
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* conflicts with other failure return values.
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*/
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long timer_id (void);
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/// Pops and returns a new timer id from the freelist.
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long pop_freelist (void);
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/// Pushes @a old_id onto the freelist.
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void push_freelist (long old_id);
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/// Maximum size of the heap.
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size_t max_size_;
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/// Current size of the heap.
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size_t cur_size_;
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/// Number of heap entries in transition (removed from the queue, but
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/// not freed) and may be rescheduled or freed.
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size_t cur_limbo_;
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/// Iterator used to expire timers.
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HEAP_ITERATOR *iterator_;
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/**
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* Current contents of the Heap, which is organized as a "heap" of
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* ACE_Timer_Node *'s. In this context, a heap is a "partially
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* ordered, almost complete" binary tree, which is stored in an
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* array.
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*/
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ACE_Timer_Node_T<TYPE> **heap_;
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/**
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* An array of "pointers" that allows each ACE_Timer_Node in the
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* <heap_> to be located in O(1) time. Basically, <timer_id_[i]>
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* contains the slot in the <heap_> array where an ACE_Timer_Node
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* * with timer id \<i\> resides. Thus, the timer id passed back from
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* <schedule> is really a slot into the <timer_ids> array. The
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* <timer_ids_> array serves two purposes: negative values are
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* indications of free timer IDs, whereas positive values are
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* "pointers" into the <heap_> array for assigned timer IDs.
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*/
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ssize_t *timer_ids_;
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/// "Pointer" to the element in the <timer_ids_> array that was
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/// last given out as a timer ID.
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size_t timer_ids_curr_;
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/// Index representing the lowest timer ID that has been freed. When
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/// the timer_ids_next_ value wraps around, it starts back at this
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/// point.
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size_t timer_ids_min_free_;
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/**
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* If this is non-0, then we preallocate <max_size_> number of
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* ACE_Timer_Node objects in order to reduce dynamic allocation
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* costs. In auto-growing implementation, this points to the
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* last array of nodes allocated.
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*/
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ACE_Timer_Node_T<TYPE> *preallocated_nodes_;
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/// This points to the head of the <preallocated_nodes_> freelist,
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/// which is organized as a stack.
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ACE_Timer_Node_T<TYPE> *preallocated_nodes_freelist_;
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/// Set of pointers to the arrays of preallocated timer nodes.
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/// Used to delete the allocated memory when required.
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ACE_Unbounded_Set<ACE_Timer_Node_T<TYPE> *> preallocated_node_set_;
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// = Don't allow these operations for now.
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ACE_UNIMPLEMENTED_FUNC (ACE_Timer_Heap_T (const ACE_Timer_Heap_T<TYPE, FUNCTOR, ACE_LOCK> &))
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ACE_UNIMPLEMENTED_FUNC (void operator= (const ACE_Timer_Heap_T<TYPE, FUNCTOR, ACE_LOCK> &))
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};
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ACE_END_VERSIONED_NAMESPACE_DECL
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#if defined (ACE_TEMPLATES_REQUIRE_SOURCE)
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#include "ace/Timer_Heap_T.cpp"
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#endif /* ACE_TEMPLATES_REQUIRE_SOURCE */
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#if defined (ACE_TEMPLATES_REQUIRE_PRAGMA)
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#pragma implementation ("Timer_Heap_T.cpp")
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#endif /* ACE_TEMPLATES_REQUIRE_PRAGMA */
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#include /**/ "ace/post.h"
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#endif /* ACE_TIMER_HEAP_T_H */
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