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