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- //////////////////////////////////////////////////////////////////////////////
- // 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 <boost/statechart/asynchronous_state_machine.hpp>
- #include <boost/statechart/fifo_worker.hpp>
- #include <boost/mpl/list.hpp>
- #include <boost/config.hpp>
- #include <boost/intrusive_ptr.hpp>
- #include <boost/function.hpp>
- #include <boost/bind.hpp>
- #ifdef BOOST_HAS_THREADS
- # include <boost/thread/thread.hpp>
- #endif
- #include <iostream>
- #include <ctime>
- #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<CR>: Performance test\n";
- std::cout << "e<CR>: 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;
- }
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