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/*
* This source file is part of libRocket, the HTML/CSS Interface Middleware
*
* For the latest information, see http://www.librocket.com
*
* Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* 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 AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
template < typename PoolType >
Pool< PoolType >::Pool(int _chunk_size, bool _grow)
{
chunk_size = 0;
grow = _grow;
num_allocated_objects = 0;
pool = NULL;
first_allocated_node = NULL;
first_free_node = NULL;
if (_chunk_size > 0)
Initialise(_chunk_size, _grow);
}
template < typename PoolType >
Pool< PoolType >::~Pool()
{
PoolChunk* chunk = pool;
while (chunk)
{
PoolChunk* next_chunk = chunk->next;
delete[] chunk->chunk;
delete chunk;
chunk = next_chunk;
}
}
// Initialises the pool to a given size.
template < typename PoolType >
void Pool< PoolType >::Initialise(int _chunk_size, bool _grow)
{
// Should resize the pool here ... ?
if (chunk_size > 0)
return;
if (_chunk_size <= 0)
return;
grow = _grow;
chunk_size = _chunk_size;
pool = NULL;
// Create the initial chunk.
CreateChunk();
}
// Returns the head of the linked list of allocated objects.
template < typename PoolType >
typename Pool< PoolType >::Iterator Pool< PoolType >::Begin()
{
return typename Pool< PoolType >::Iterator(first_allocated_node);
}
// Attempts to allocate a deallocated object in the memory pool.
template < typename PoolType >
PoolType* Pool< PoolType >::AllocateObject()
{
// We can't allocate a new object if the deallocated list is empty.
if (first_free_node == NULL)
{
// Attempt to grow the pool first.
if (grow)
{
CreateChunk();
if (first_free_node == NULL)
return NULL;
}
else
return NULL;
}
// We're about to allocate an object.
++num_allocated_objects;
// This one!
PoolNode* allocated_object = first_free_node;
// Remove the newly allocated object from the list of deallocated objects.
first_free_node = first_free_node->next;
if (first_free_node != NULL)
first_free_node->previous = NULL;
// Add the newly allocated object to the head of the list of allocated objects.
if (first_allocated_node != NULL)
{
allocated_object->previous = NULL;
allocated_object->next = first_allocated_node;
first_allocated_node->previous = allocated_object;
}
else
{
// This object is the only allocated object.
allocated_object->previous = NULL;
allocated_object->next = NULL;
}
first_allocated_node = allocated_object;
return new (&allocated_object->object) PoolType();
}
// Deallocates the object pointed to by the given iterator.
template < typename PoolType >
void Pool< PoolType >::DeallocateObject(Iterator& iterator)
{
// We're about to deallocate an object.
--num_allocated_objects;
PoolNode* object = iterator.node;
object->object.~PoolType();
// Get the previous and next pointers now, because they will be overwritten
// before we're finished.
PoolNode* previous_object = object->previous;
PoolNode* next_object = object->next;
if (previous_object != NULL)
previous_object->next = next_object;
else
{
ROCKET_ASSERT(first_allocated_node == object);
first_allocated_node = next_object;
}
if (next_object != NULL)
next_object->previous = previous_object;
// Insert the freed node at the beginning of the free object list.
if (first_free_node == NULL)
{
object->previous = NULL;
object->next = NULL;
}
else
{
object->previous = NULL;
object->next = first_free_node;
}
first_free_node = object;
// Increment the iterator, so it points to the next active object.
iterator.node = next_object;
}
// Deallocates the given object.
template < typename PoolType >
void Pool< PoolType >::DeallocateObject(PoolType* object)
{
// This assumes the object has the same address as the node, which will be
// true as long as the struct definition does not change.
Iterator iterator((PoolNode*) object);
DeallocateObject(iterator);
}
// Returns the number of objects in the pool.
template < typename PoolType >
int Pool< PoolType >::GetSize() const
{
return chunk_size * GetNumChunks();
}
/// Returns the number of object chunks in the pool.
template < typename PoolType >
int Pool< PoolType >::GetNumChunks() const
{
int num_chunks = 0;
PoolChunk* chunk = pool;
while (chunk != NULL)
{
++num_chunks;
chunk = chunk->next;
}
return num_chunks;
}
// Returns the number of allocated objects in the pool.
template < typename PoolType >
int Pool< PoolType >::GetNumAllocatedObjects() const
{
return num_allocated_objects;
}
// Creates a new pool chunk and appends its nodes to the beginning of the free list.
template < typename PoolType >
void Pool< PoolType >::CreateChunk()
{
if (chunk_size <= 0)
return;
// Create the new chunk and mark it as the first chunk.
PoolChunk* new_chunk = new PoolChunk();
new_chunk->next = pool;
pool = new_chunk;
// Create chunk's pool nodes.
new_chunk->chunk = new PoolNode[chunk_size];
// Initialise the linked list.
for (int i = 0; i < chunk_size; i++)
{
if (i == 0)
new_chunk->chunk[i].previous = NULL ;
else
new_chunk->chunk[i].previous = &new_chunk->chunk[i - 1];
if (i == chunk_size - 1)
new_chunk->chunk[i].next = first_free_node;
else
new_chunk->chunk[i].next = &new_chunk->chunk[i + 1];
}
first_free_node = new_chunk->chunk;
}
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