5fd4d7c849
[SVN r47466]
182 lines
5.6 KiB
C++
182 lines
5.6 KiB
C++
//////////////////////////////////////////////////////////////////////////////
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// Copyright 2002-2008 Andreas Huber Doenni
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// Distributed under the Boost Software License, Version 1.0. (See accompany-
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// ing file LICENSE_1_0.txt or copy at http://www.boost.org/LICENSE_1_0.txt)
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//////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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// #define USE_TWO_THREADS // ignored for single-threaded builds
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// #define CUSTOMIZE_MEMORY_MANAGEMENT
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//////////////////////////////////////////////////////////////////////////////
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// The following example program demonstrates the use of asynchronous state
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// machines. First, it creates two objects of the same simple state machine
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// mimicking a table tennis player. It then sends an event (the ball) to the
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// first state machine. Upon reception, the first machine sends a similar
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// event to the second state machine, which then sends the event back to the
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// first machine. The two machines continue to bounce the event back and forth
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// until one machine "has enough" and aborts the game. The two players don't
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// "know" each other, they can only pass the ball back and forth because the
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// event representing the ball also carries two boost::function objects.
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// Both reference the fifo_scheduler<>::queue_event() function, binding the
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// scheduler and the handle of the opponent. One can be used to return the
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// ball to the opponent and the other can be used to abort the game.
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// Depending on whether the program is compiled single-threaded or
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// multi-threaded and the USE_TWO_THREADS define above, the two
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// machines either run in the same thread without/with mutex locking or in two
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// different threads with mutex locking.
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//////////////////////////////////////////////////////////////////////////////
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#include "Player.hpp"
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#include <boost/statechart/asynchronous_state_machine.hpp>
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#include <boost/statechart/fifo_worker.hpp>
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#include <boost/mpl/list.hpp>
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#include <boost/config.hpp>
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#include <boost/intrusive_ptr.hpp>
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#include <boost/function.hpp>
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#include <boost/bind.hpp>
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#ifdef BOOST_HAS_THREADS
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# include <boost/thread/thread.hpp>
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#endif
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#include <iostream>
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#include <ctime>
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#ifdef BOOST_NO_STDC_NAMESPACE
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namespace std
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{
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using ::clock_t;
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using ::clock;
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}
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#endif
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#ifdef BOOST_INTEL
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# pragma warning( disable: 304 ) // access control not specified
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# pragma warning( disable: 383 ) // reference to temporary used
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# pragma warning( disable: 981 ) // operands are evaluated in unspecified order
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#endif
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namespace sc = boost::statechart;
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//////////////////////////////////////////////////////////////////////////////
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const unsigned int noOfEvents = 1000000;
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//////////////////////////////////////////////////////////////////////////////
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char GetKey()
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{
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char key;
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std::cin >> key;
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return key;
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}
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//////////////////////////////////////////////////////////////////////////////
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int main()
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{
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std::cout << "Boost.Statechart PingPong example\n\n";
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std::cout << "Threading configuration:\n";
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#ifdef BOOST_HAS_THREADS
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std::cout << "Multi-threaded build with ";
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#ifdef USE_TWO_THREADS
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std::cout << 2;
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#else
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std::cout << 1;
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#endif
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std::cout << " thread(s).\n";
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#else
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std::cout << "Single-threaded build\n";
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#endif
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std::cout << "\np<CR>: Performance test\n";
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std::cout << "e<CR>: Exits the program\n\n";
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char key = GetKey();
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while ( key != 'e' )
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{
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switch( key )
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{
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case 'p':
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{
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#ifdef BOOST_HAS_THREADS
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MyScheduler scheduler1( true );
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#else
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MyScheduler scheduler1;
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#endif
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#ifdef USE_TWO_THREADS
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#ifdef BOOST_HAS_THREADS
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MyScheduler scheduler2( true );
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#else
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MyScheduler & scheduler2 = scheduler1;
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#endif
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#else
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MyScheduler & scheduler2 = scheduler1;
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#endif
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MyScheduler::processor_handle player1 =
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scheduler1.create_processor< Player >( noOfEvents / 2 );
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scheduler1.initiate_processor( player1 );
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MyScheduler::processor_handle player2 =
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scheduler2.create_processor< Player >( noOfEvents / 2 );
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scheduler2.initiate_processor( player2 );
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boost::intrusive_ptr< BallReturned > pInitialBall = new BallReturned();
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pInitialBall->returnToOpponent = boost::bind(
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&MyScheduler::queue_event, &scheduler1, player1, _1 );
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pInitialBall->abortGame = boost::bind(
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&MyScheduler::queue_event,
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&scheduler1, player1, MakeIntrusive( new GameAborted() ) );
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scheduler2.queue_event( player2, pInitialBall );
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std::cout << "\nHaving players return the ball " <<
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noOfEvents << " times. Please wait...\n";
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const unsigned int prevCount = Player::TotalNoOfProcessedEvents();
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const std::clock_t startTime = std::clock();
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#ifdef USE_TWO_THREADS
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#ifdef BOOST_HAS_THREADS
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boost::thread otherThread(
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boost::bind( &MyScheduler::operator(), &scheduler2, 0 ) );
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scheduler1();
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otherThread.join();
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#else
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scheduler1();
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#endif
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#else
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scheduler1();
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#endif
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const std::clock_t elapsedTime = std::clock() - startTime;
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std::cout << "Time to send and dispatch one event and\n" <<
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"perform the resulting transition: ";
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std::cout << elapsedTime / static_cast< double >( CLOCKS_PER_SEC ) *
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1000000.0 / ( Player::TotalNoOfProcessedEvents() - prevCount )
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<< " microseconds\n\n";
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}
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break;
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default:
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{
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std::cout << "Invalid key!\n";
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}
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}
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key = GetKey();
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}
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return 0;
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}
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