/* -*- C++ -*- */ // $Id$ // Strategies.i ACE_INLINE ACE_Reactor_Notification_Strategy::~ACE_Reactor_Notification_Strategy (void) { } ACE_INLINE ACE_Connection_Recycling_Strategy::ACE_Connection_Recycling_Strategy (void) { } ACE_INLINE ACE_Recyclable::ACE_Recyclable (ACE_Recyclable_State initial_state) : recycle_state_ (initial_state) { } ACE_INLINE ACE_Recyclable::~ACE_Recyclable (void) { } ACE_INLINE ACE_Recyclable_State ACE_Recyclable::recycle_state (void) const { return this->recycle_state_; } ACE_INLINE void ACE_Recyclable::recycle_state (ACE_Recyclable_State new_state) { this->recycle_state_ = new_state; } ACE_INLINE ACE_Hashable::ACE_Hashable (void) : hash_value_ (0) { } ACE_INLINE ACE_Hashable::~ACE_Hashable (void) { } ACE_INLINE u_long ACE_Hashable::hash (void) const { // In doing the check below, we take chance of paying a performance // price when the hash value is zero. But, that will (hopefully) // happen far less often than a non-zero value, so this caching // strategy should pay off, esp. if hash computation is expensive // relative to the simple comparison. if (this->hash_value_ == 0) ((ACE_Hashable *) this)->hash_value_ = this->hash_i (); return this->hash_value_; } ACE_INLINE ACE_Refcountable::ACE_Refcountable (int refcount) : refcount_ (refcount) { } ACE_INLINE ACE_Refcountable::~ACE_Refcountable (void) { } ACE_INLINE int ACE_Refcountable::increment (void) { return ++this->refcount_; } ACE_INLINE int ACE_Refcountable::decrement (void) { return --this->refcount_; } ACE_INLINE int ACE_Refcountable::refcount (void) const { return this->refcount_; }