[Doxygen] OS functions: filesystem, threading, wall clock.
/* -*- Mode:C++; c-file-style:"gnu"; indent-tabs-mode:nil; -*- */
/*
* Copyright (c) 2008 INRIA
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License version 2 as
* published by the Free Software Foundation;
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* Author: Mathieu Lacage <mathieu.lacage.inria.fr>
*/
#ifndef SYSTEM_THREAD_H
#define SYSTEM_THREAD_H
#include "ns3/core-config.h"
#include "callback.h"
#ifdef HAVE_PTHREAD_H
#include <pthread.h>
#endif /* HAVE_PTHREAD_H */
/**
* @file
* @ingroup thread
* System-independent thread class ns3::SystemThread declaration.
*/
namespace ns3 {
/**
* @ingroup thread
* @brief A class which provides a relatively platform-independent thread
* primitive.
*
* This class allows for creation of multiple threads of execution in a
* process. The exact implementation of the thread functionality is
* operating system dependent, but typically in ns-3 one is using an
* environment in which Posix Threads are supported (either navively or
* in the case of Windows via Cygwin's implementation of pthreads on the
* Win32 API. In either case we expect that these will be kernel-level
* threads and therefore a system with multiple CPUs will see truly concurrent
* execution.
*
* Synchronization between threads is provided via the SystemMutex class.
*
* See @ref main-test-sync.cc for example usage.
*/
class SystemThread : public SimpleRefCount<SystemThread>
{
public:
#ifdef HAVE_PTHREAD_H
/** Type alias for the system-dependent thread object. */
typedef pthread_t ThreadId;
#endif
/**
* @brief Create a SystemThread object.
*
* A system thread object is not created running. A thread of execution
* must be explicitly started by calling the Start method. When the
* Start method is called, it will spawn a thread of execution and cause
* that thread to call out into the callback function provided here as
* a parameter.
*
* Like all ns-3 callbacks, the provided callback may refer to a function
* or a method of an object depending on how the MakeCallback function is
* used.
*
* The most common use is expected to be creating a thread of execution in
* a method. In this case you would use code similar to,
* @code
* MyClass myObject;
* Ptr<SystemThread> st = Create<SystemThread> (
* MakeCallback (&MyClass::MyMethod, &myObject));
* st->Start ();
* @endcode
*
* The SystemThread is passed a callback that calls out to the function
* @c MyClass::MyMethod. When this function is called, it is called as an
* object method on the @c myObject object. Essentially what you are doing
* is asking the SystemThread to call @c object->MyMethod() in a new thread
* of execution.
*
* If starting a thread in your currently executing object, you can use the
* "this" pointer:
* @code
* Ptr<SystemThread> st = Create<SystemThread> (
* MakeCallback (&MyClass::MyMethod, this));
* st->Start ();
* @endcode
*
* Object lifetime is always an issue with threads, so it is common to use
* smart pointers. If you are spinning up a thread in an object that is
* managed by a smart pointer, you can use that pointer directly:
* @code
* Ptr<MyClass> myPtr = Create<MyClass> ();
* Ptr<SystemThread> st = Create<SystemThread> (
* MakeCallback (&MyClass::MyMethod, myPtr));
* st->Start ();
* @endcode
*
* Just like any thread, you can synchronize with its termination. The
* method provided to do this is Join(). If you call Join() you will block
* until the SystemThread run method returns.
*
* @param callback entry point of the thread
*
* @warning I've made the system thread class look like a normal ns3 object
* with smart pointers, and living in the heap. This makes it very easy to
* manage threads from a single master thread context. You should be very
* aware though that I have not made Ptr multithread safe! This means that
* if you pass Ptr<SystemThread> around in a multithreaded environment, it is
* possible that the reference count will get messed up since it is not an
* atomic operation. CREATE AND MANAGE YOUR THREADS IN ONE PLACE -- LEAVE
* THE PTR THERE.
*/
SystemThread(Callback<void> callback);
/**
* @brief Destroy a SystemThread object.
*
*/
~SystemThread();
/**
* @brief Start a thread of execution, running the provided callback.
*/
void Start (void);
/**
* @brief Suspend the caller until the thread of execution, running the
* provided callback, finishes.
*/
void Join (void);
/**
* @brief Returns the current thread Id.
*
* @returns current thread Id.
*/
static ThreadId Self(void);
/**
* @brief Compares an ThreadId with the current ThreadId .
*
* @param [in] id The ThreadId to compare to.
* @returns true if @c id matches the current ThreadId.
*/
static bool Equals(ThreadId id);
private:
#ifdef HAVE_PTHREAD_H
/**
* Invoke the callback in the new thread.
*
* @param [in] arg This SystemThread instance to communicate to the newly
* launched thread.
*/
static void *DoRun (void *arg);
Callback<void> m_callback; /**< The main function for this thread when launched. */
pthread_t m_thread; /**< The thread id of the child thread. */
#endif
};
} // namespace ns3
#endif /* SYSTEM_THREAD_H */