#include <ace/Timer_Heap_T.h>
template<class TYPE, class FUNCTOR, class ACE_LOCK> class ACE_Timer_Heap_T : public ACE_Timer_Queue_T<TYPE, FUNCTOR, ACE_LOCK> {
public:typedef ACE_Timer_Heap_Iterator_T<TYPE, FUNCTOR, ACE_LOCK> HEAP_ITERATOR;friend class ACE_Timer_Heap_Iterator_T<TYPE, FUNCTOR, ACE_LOCK>;typedef ACE_Timer_Queue_T<TYPE, FUNCTOR, ACE_LOCK> INHERITED;ACE_Timer_Heap_T ( size_t size, int preallocated = 0, FUNCTOR *upcall_functor = 0, ACE_Free_List<ACE_Timer_Node_T <TYPE> > *freelist = 0 );ACE_Timer_Heap_T ( FUNCTOR *upcall_functor = 0, ACE_Free_List<ACE_Timer_Node_T <TYPE> > *freelist = 0 );virtual ~ACE_Timer_Heap_T (void);virtual int is_empty (void) const;virtual const ACE_Time_Value &earliest_time (void) const;virtual long schedule ( const TYPE &type, const void *act, const ACE_Time_Value &delay, const ACE_Time_Value &interval = ACE_Time_Value::zero );virtual int reset_interval ( long timer_id, const ACE_Time_Value &interval );virtual int cancel ( const TYPE &type, int dont_call_handle_close = 1 );virtual int cancel ( long timer_id, const void **act = 0, int dont_call_handle_close = 1 );virtual ACE_Timer_Queue_Iterator_T<TYPE, FUNCTOR, ACE_LOCK> &iter ( void );ACE_Timer_Node_T <TYPE> *remove_first (void);virtual void dump (void) const;virtual ACE_Timer_Node_T<TYPE> *get_first (void);protected:virtual void reschedule (ACE_Timer_Node_T<TYPE> *);virtual ACE_Timer_Node_T<TYPE> *alloc_node (void);virtual void free_node (ACE_Timer_Node_T<TYPE> *);private:ACE_Timer_Node_T<TYPE> *remove (size_t slot);void insert (ACE_Timer_Node_T<TYPE> *new_node);void grow_heap (void);void reheap_up ( ACE_Timer_Node_T<TYPE> *new_node, size_t slot, size_t parent );void reheap_down ( ACE_Timer_Node_T<TYPE> *moved_node, size_t slot, size_t child );void copy (int slot, ACE_Timer_Node_T<TYPE> *moved_node);int timer_id (void);int pop_freelist (void);void push_freelist (int old_id);size_t max_size_;size_t cur_size_;HEAP_ITERATOR *iterator_;ACE_Timer_Node_T<TYPE> **heap_;long *timer_ids_;long timer_ids_freelist_;ACE_Timer_Node_T<TYPE> *preallocated_nodes_;ACE_Timer_Node_T<TYPE> *preallocated_nodes_freelist_;ACE_Unbounded_Set<ACE_Timer_Node_T<TYPE> *> preallocated_node_set_;inline ACE_UNIMPLEMENTED_FUNC ( ACE_Timer_Heap_T (const ACE_Timer_Heap_T<TYPE, FUNCTOR, ACE_LOCK> &) );};
ACE_Timer_Nodes as there are slots in
the heap. This allows us to completely remove the need for
dynamic memory allocation, which is important for real-time
systems.
ACE_Timer_Heap_T (
size_t size,
int preallocated = 0,
FUNCTOR *upcall_functor = 0,
ACE_Free_List<ACE_Timer_Node_T <TYPE> > *freelist = 0
);
size elements. If
preallocated is non-0 then we'll pre-allocate all the memory
for the ACE_Timer_Nodes. This saves time and is more
predictable (though it requires more space). Otherwise, we'll
just allocate the nodes as we need them. This can also take in a
upcall functor and freelist (if 0, then defaults will be created)
ACE_Timer_Heap_T (
FUNCTOR *upcall_functor = 0,
ACE_Free_List<ACE_Timer_Node_T <TYPE> > *freelist = 0
);
upcall_functor is the instance of the
FUNCTOR to be used by the queue. If upcall_functor is 0, Timer
Heap will create a default FUNCTOR. freelist the freelist of
timer nodes. If 0, then a default freelist will be created. The default
size will be ACE_DEFAULT_TIMERS and there will be no preallocation.
virtual ~ACE_Timer_Heap_T (void);
virtual int is_empty (void) const;
virtual const ACE_Time_Value &earliest_time (void) const;
virtual long schedule (
const TYPE &type,
const void *act,
const ACE_Time_Value &delay,
const ACE_Time_Value &interval = ACE_Time_Value::zero
);
type that will expire after delay amount of time,
which is specified in absolute time. If it expires then act is
passed in as the value to the functor. If interval is != to
ACE_Time_Value::zero then it is used to reschedule the type
automatically, using relative time to the current gettimeofday.
This method returns a timer_id that uniquely identifies the the
type entry in an internal list. This timer_id can be used to
cancel the timer before it expires. The cancellation ensures
that timer_ids are unique up to values of greater than 2
billion timers. As long as timers don't stay around longer than
this there should be no problems with accidentally deleting the
wrong timer. Returns -1 on failure (which is guaranteed never to
be a valid timer_id).
virtual int reset_interval (
long timer_id,
const ACE_Time_Value &interval
);
timer_id to
interval, which is specified in relative time to the current
gettimeofday. If interval is equal to
ACE_Time_Value::zero, the timer will become a non-rescheduling
timer. Returns 0 if successful, -1 if not.
virtual int cancel (const TYPE &type, int dont_call_handle_close = 1);
type. If dont_call is 0
then the functor will be invoked. Returns number of timers
cancelled.
virtual int cancel (
long timer_id,
const void **act = 0,
int dont_call_handle_close = 1
);
timer_id value (which
was returned from the schedule method). If act is non-NULL
then it will be set to point to the ``magic cookie'' argument
passed in when the timer was registered. This makes it possible
to free up the memory and avoid memory leaks. If dont_call is
0 then the functor will be invoked. Returns 1 if cancellation
succeeded and 0 if the timer_id wasn't found.
virtual ACE_Timer_Queue_Iterator_T<TYPE, FUNCTOR, ACE_LOCK> &iter (
void
);
ACE_Timer_Queue's iterator.
ACE_Timer_Node_T <TYPE> *remove_first (void);
virtual void dump (void) const;
virtual ACE_Timer_Node_T<TYPE> *get_first (void);
inline ACE_UNIMPLEMENTED_FUNC (
ACE_Timer_Heap_T (const ACE_Timer_Heap_T<TYPE, FUNCTOR, ACE_LOCK> &)
);