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/* -*- C++ -*- */
//=============================================================================
/**
* @file Gadget_Part_Impl.cpp
*
* $Id$
*
* @author Christopher Kohlhoff <chris@kohlhoff.com>
*/
//=============================================================================
#include "Gadget_Part_Impl.h"
#include "ace/ACE.h"
#include "ace/Log_Msg.h"
#include "ace/Unbounded_Queue.h"
Gadget_Part_Impl::Gadget_Part_Impl (Gadget_ptr owner,
const char* name,
int size)
: owner_ (owner),
name_ (ACE::strnew (name)),
size_ (size)
{
ACE_DEBUG ((LM_DEBUG, "Gadget_Part_Impl constructor\n"));
}
Gadget_Part_Impl::~Gadget_Part_Impl (void)
{
ACE_DEBUG ((LM_DEBUG, "Gadget_Part_Impl destructor\n"));
delete [] name_;
}
void Gadget_Part_Impl::print_info (void)
{
ACE_DEBUG ((LM_INFO, "Gadget part: name=%s size=%d\n", name_, size_));
}
void Gadget_Part_Impl::remove_from_owner (void)
{
// Need to guarantee the existence of the owner for the duration of this call.
Gadget_var owner = owner_;
// Weak pointers are automatically set to NULL if the object they refer to
// is deleted. We can use this fact to check that our owner still exists.
if (owner == 0)
return;
// Take all existing parts from the owner and build up a temporary list. If
// we find ourselves then we won't add ourselves to the list.
ACE_Unbounded_Queue<Gadget_Part_var> parts;
for (;;)
{
Gadget_Part_var part = owner->remove_part ();
if (part == 0)
break;
if (part != this)
parts.enqueue_tail (part);
}
// Add the remaining parts back to the gadget.
while (!parts.is_empty ())
{
Gadget_Part_var part;
parts.dequeue_head (part);
owner->add_part (part);
}
}
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