topical media & game development
lib-of-vs-libs-Poco-include-Poco-Event.h / h
//
// Event.h
//
//
//
// Library: Foundation
// Package: Threading
// Module: Event
//
// Definition of the Event class.
//
// Copyright (c) 2004-2006, Applied Informatics Software Engineering GmbH.
// and Contributors.
//
// Permission is hereby granted, free of charge, to any person or organization
// obtaining a copy of the software and accompanying documentation covered by
// this license (the "Software") to use, reproduce, display, distribute,
// execute, and transmit the Software, and to prepare derivative works of the
// Software, and to permit third-parties to whom the Software is furnished to
// do so, all subject to the following:
//
// The copyright notices in the Software and this entire statement, including
// the above license grant, this restriction and the following disclaimer,
// must be included in all copies of the Software, in whole or in part, and
// all derivative works of the Software, unless such copies or derivative
// works are solely in the form of machine-executable object code generated by
// a source language processor.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT
// SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE
// FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
// DEALINGS IN THE SOFTWARE.
//
ifndef Foundation_Event_INCLUDED
define Foundation_Event_INCLUDED
include "Poco/Foundation.h"
include "Poco/Exception.h"
if defined(POCO_OS_FAMILY_WINDOWS)
include "Poco/Event_WIN32.h"
else
include "Poco/Event_POSIX.h"
endif
namespace Poco {
class Foundation_API Event: private EventImpl
An
Event is a synchronization object that
allows one thread to signal one or more
other threads that a certain event
has happened.
Usually, one thread signals an event,
while one or more other threads wait
for an event to become signalled.
{
public:
Event(bool autoReset = true);
Creates the event. If autoReset is true,
the event is automatically reset after
a wait() successfully returns.
~
Event();
Destroys the event.
void set();
Signals the event. If autoReset is true,
only one thread waiting for the event
can resume execution.
If autoReset is false, all waiting threads
can resume execution.
void wait();
Waits for the event to become signalled.
void wait(long milliseconds);
Waits for the event to become signalled.
Throws a TimeoutException if the event
does not become signalled within the specified
time interval.
bool tryWait(long milliseconds);
Waits for the event to become signalled.
Returns true if the event
became signalled within the specified
time interval, false otherwise.
void reset();
Resets the event to unsignalled state.
private:
Event(const
Event&);
Event& operator = (const
Event&);
};
//
// inlines
//
inline void Event::set()
{
setImpl();
}
inline void Event::wait()
{
waitImpl();
}
inline void Event::wait(long milliseconds)
{
if (!waitImpl(milliseconds))
throw TimeoutException();
}
inline bool Event::tryWait(long milliseconds)
{
return waitImpl(milliseconds);
}
inline void Event::reset()
{
resetImpl();
}
} // namespace Poco
endif // Foundation_Event_INCLUDED
(C) Æliens
04/09/2009
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