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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;
}