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/* -*- 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)
{
if (this->recycle_state_ == ACE_RECYCLABLE_CLOSED)
return;
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_;
}
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