222 lines
		
	
	
		
			8.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			222 lines
		
	
	
		
			8.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#ifndef	_weakpointer_h_
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#define	_weakpointer_h_
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/****************************************************************************
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WeakPointer and CleanUp
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    Copyright (c) 1991 by Xerox Corporation.  All rights reserved.
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    THIS MATERIAL IS PROVIDED AS IS, WITH ABSOLUTELY NO WARRANTY EXPRESSED
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    OR IMPLIED.  ANY USE IS AT YOUR OWN RISK.
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    Permission is hereby granted to copy this code for any purpose,
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    provided the above notices are retained on all copies.
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    Last modified on Mon Jul 17 18:16:01 PDT 1995 by ellis
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****************************************************************************/
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/****************************************************************************
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WeakPointer
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A weak pointer is a pointer to a heap-allocated object that doesn't
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prevent the object from being garbage collected. Weak pointers can be
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used to track which objects haven't yet been reclaimed by the
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collector. A weak pointer is deactivated when the collector discovers
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its referent object is unreachable by normal pointers (reachability
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and deactivation are defined more precisely below). A deactivated weak
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pointer remains deactivated forever.
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****************************************************************************/
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template< class T > class WeakPointer {
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public:
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WeakPointer( T* t = 0 )
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    /* Constructs a weak pointer for *t. t may be null. It is an error
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       if t is non-null and *t is not a collected object. */
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    {impl = _WeakPointer_New( t );}
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T* Pointer()
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    /* wp.Pointer() returns a pointer to the referent object of wp or
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       null if wp has been deactivated (because its referent object
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       has been discovered unreachable by the collector). */
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    {return (T*) _WeakPointer_Pointer( this->impl );}
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int operator==( WeakPointer< T > wp2 )
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    /* Given weak pointers wp1 and wp2, if wp1 == wp2, then wp1 and
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       wp2 refer to the same object. If wp1 != wp2, then either wp1
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       and wp2 don't refer to the same object, or if they do, one or
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       both of them has been deactivated. (Note: If objects t1 and t2
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       are never made reachable by their clean-up functions, then
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       WeakPointer<T>(t1) == WeakPointer<T>(t2) if and only t1 == t2.) */
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    {return _WeakPointer_Equal( this->impl, wp2.impl );}
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int Hash()
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    /* Returns a hash code suitable for use by multiplicative- and
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       division-based hash tables. If wp1 == wp2, then wp1.Hash() ==
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       wp2.Hash(). */
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    {return _WeakPointer_Hash( this->impl );}
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private:
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void* impl;
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};
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/*****************************************************************************
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CleanUp
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A garbage-collected object can have an associated clean-up function
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that will be invoked some time after the collector discovers the
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object is unreachable via normal pointers. Clean-up functions can be
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used to release resources such as open-file handles or window handles
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when their containing objects become unreachable.  If a C++ object has
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a non-empty explicit destructor (i.e. it contains programmer-written
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code), the destructor will be automatically registered as the object's
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initial clean-up function.
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There is no guarantee that the collector will detect every unreachable
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object (though it will find almost all of them). Clients should not
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rely on clean-up to cause some action to occur immediately -- clean-up
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is only a mechanism for improving resource usage.
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Every object with a clean-up function also has a clean-up queue. When
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the collector finds the object is unreachable, it enqueues it on its
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queue. The clean-up function is applied when the object is removed
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from the queue. By default, objects are enqueued on the garbage
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collector's queue, and the collector removes all objects from its
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queue after each collection. If a client supplies another queue for
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objects, it is his responsibility to remove objects (and cause their
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functions to be called) by polling it periodically.
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Clean-up queues allow clean-up functions accessing global data to
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synchronize with the main program. Garbage collection can occur at any
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time, and clean-ups invoked by the collector might access data in an
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inconsistent state. A client can control this by defining an explicit
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queue for objects and polling it at safe points.
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The following definitions are used by the specification below:
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Given a pointer t to a collected object, the base object BO(t) is the
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value returned by new when it created the object. (Because of multiple
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inheritance, t and BO(t) may not be the same address.)
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A weak pointer wp references an object *t if BO(wp.Pointer()) ==
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BO(t).
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***************************************************************************/
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template< class T, class Data > class CleanUp {
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public:
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static void Set( T* t, void c( Data* d, T* t ), Data* d = 0 )
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    /* Sets the clean-up function of object BO(t) to be <c, d>,
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       replacing any previously defined clean-up function for BO(t); c
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       and d can be null, but t cannot. Sets the clean-up queue for
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       BO(t) to be the collector's queue. When t is removed from its
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       clean-up queue, its clean-up will be applied by calling c(d,
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       t). It is an error if *t is not a collected object. */ 
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       {_CleanUp_Set( t, c, d );}
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static void Call( T* t )
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    /* Sets the new clean-up function for BO(t) to be null and, if the
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       old one is non-null, calls it immediately, even if BO(t) is
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       still reachable. Deactivates any weak pointers to BO(t). */
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       {_CleanUp_Call( t );}
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class Queue {public:
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    Queue()
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        /* Constructs a new queue. */
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            {this->head = _CleanUp_Queue_NewHead();}
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    void Set( T* t )
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        /* q.Set(t) sets the clean-up queue of BO(t) to be q. */
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            {_CleanUp_Queue_Set( this->head, t );}
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    int Call()
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        /* If q is non-empty, q.Call() removes the first object and
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           calls its clean-up function; does nothing if q is
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           empty. Returns true if there are more objects in the
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           queue. */
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           {return _CleanUp_Queue_Call( this->head );}
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    private:
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    void* head;
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    };
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};
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/**********************************************************************
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Reachability and Clean-up
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An object O is reachable if it can be reached via a non-empty path of
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normal pointers from the registers, stacks, global variables, or an
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object with a non-null clean-up function (including O itself),
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ignoring pointers from an object to itself.
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This definition of reachability ensures that if object B is accessible
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from object A (and not vice versa) and if both A and B have clean-up
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functions, then A will always be cleaned up before B. Note that as
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long as an object with a clean-up function is contained in a cycle of
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pointers, it will always be reachable and will never be cleaned up or
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collected.
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When the collector finds an unreachable object with a null clean-up
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function, it atomically deactivates all weak pointers referencing the
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object and recycles its storage. If object B is accessible from object
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A via a path of normal pointers, A will be discovered unreachable no
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later than B, and a weak pointer to A will be deactivated no later
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than a weak pointer to B.
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When the collector finds an unreachable object with a non-null
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clean-up function, the collector atomically deactivates all weak
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pointers referencing the object, redefines its clean-up function to be
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null, and enqueues it on its clean-up queue. The object then becomes
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reachable again and remains reachable at least until its clean-up
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function executes.
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The clean-up function is assured that its argument is the only
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accessible pointer to the object. Nothing prevents the function from
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redefining the object's clean-up function or making the object
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reachable again (for example, by storing the pointer in a global
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variable).
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If the clean-up function does not make its object reachable again and
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does not redefine its clean-up function, then the object will be
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collected by a subsequent collection (because the object remains
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unreachable and now has a null clean-up function). If the clean-up
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function does make its object reachable again and a clean-up function
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is subsequently redefined for the object, then the new clean-up
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function will be invoked the next time the collector finds the object
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unreachable.
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Note that a destructor for a collected object cannot safely redefine a
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clean-up function for its object, since after the destructor executes,
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the object has been destroyed into "raw memory". (In most
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implementations, destroying an object mutates its vtbl.)
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Finally, note that calling delete t on a collected object first
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deactivates any weak pointers to t and then invokes its clean-up
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function (destructor).
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**********************************************************************/
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extern "C" {
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    void* _WeakPointer_New( void* t );
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    void* _WeakPointer_Pointer( void* wp );
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    int _WeakPointer_Equal( void* wp1, void* wp2 );
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    int _WeakPointer_Hash( void* wp );
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    void _CleanUp_Set( void* t, void (*c)( void* d, void* t ), void* d );
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    void _CleanUp_Call( void* t );
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    void* _CleanUp_Queue_NewHead ();
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    void _CleanUp_Queue_Set( void* h, void* t );
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    int _CleanUp_Queue_Call( void* h );
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}
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#endif /* _weakpointer_h_ */
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