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Issue 6079009: Move some misc thread-related stuff from base to base/thread and into the bas... (Closed) Base URL: svn://chrome-svn/chrome/trunk/src/
Patch Set: '' Created 9 years, 11 months ago
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1 // Copyright (c) 2006-2008 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4
5 // WARNING: You should probably be using Thread (thread.h) instead. Thread is
6 // Chrome's message-loop based Thread abstraction, and if you are a
7 // thread running in the browser, there will likely be assumptions
8 // that your thread will have an associated message loop.
9 //
10 // This is a simple thread interface that backs to a native operating system
11 // thread. You should use this only when you want a thread that does not have
12 // an associated MessageLoop. Unittesting is the best example of this.
13 //
14 // The simplest interface to use is DelegateSimpleThread, which will create
15 // a new thread, and execute the Delegate's virtual Run() in this new thread
16 // until it has completed, exiting the thread.
17 //
18 // NOTE: You *MUST* call Join on the thread to clean up the underlying thread
19 // resources. You are also responsible for destructing the SimpleThread object.
20 // It is invalid to destroy a SimpleThread while it is running, or without
21 // Start() having been called (and a thread never created). The Delegate
22 // object should live as long as a DelegateSimpleThread.
23 //
24 // Thread Safety: A SimpleThread is not completely thread safe. It is safe to
25 // access it from the creating thread or from the newly created thread. This
26 // implies that the creator thread should be the thread that calls Join.
27 //
28 // Example:
29 // class MyThreadRunner : public DelegateSimpleThread::Delegate { ... };
30 // MyThreadRunner runner;
31 // DelegateSimpleThread thread(&runner, "good_name_here");
32 // thread.Start();
33 // // Start will return after the Thread has been successfully started and
34 // // initialized. The newly created thread will invoke runner->Run(), and
35 // // run until it returns.
36 // thread.Join(); // Wait until the thread has exited. You *MUST* Join!
37 // // The SimpleThread object is still valid, however you may not call Join
38 // // or Start again.
39
40 #ifndef BASE_SIMPLE_THREAD_H_
41 #define BASE_SIMPLE_THREAD_H_
42 #pragma once
43
44 #include <string>
45 #include <queue>
46 #include <vector>
47
48 #include "base/basictypes.h"
49 #include "base/lock.h"
50 #include "base/waitable_event.h"
51 #include "base/platform_thread.h"
52
53 namespace base {
54
55 // This is the base SimpleThread. You can derive from it and implement the
56 // virtual Run method, or you can use the DelegateSimpleThread interface.
57 class SimpleThread : public PlatformThread::Delegate {
58 public:
59 class Options {
60 public:
61 Options() : stack_size_(0) { }
62 ~Options() { }
63
64 // We use the standard compiler-supplied copy constructor.
65
66 // A custom stack size, or 0 for the system default.
67 void set_stack_size(size_t size) { stack_size_ = size; }
68 size_t stack_size() const { return stack_size_; }
69 private:
70 size_t stack_size_;
71 };
72
73 // Create a SimpleThread. |options| should be used to manage any specific
74 // configuration involving the thread creation and management.
75 // Every thread has a name, in the form of |name_prefix|/TID, for example
76 // "my_thread/321". The thread will not be created until Start() is called.
77 explicit SimpleThread(const std::string& name_prefix);
78 SimpleThread(const std::string& name_prefix, const Options& options);
79
80 virtual ~SimpleThread();
81
82 virtual void Start();
83 virtual void Join();
84
85 // We follow the PlatformThread Delegate interface.
86 virtual void ThreadMain();
87
88 // Subclasses should override the Run method.
89 virtual void Run() = 0;
90
91 // Return the thread name prefix, or "unnamed" if none was supplied.
92 std::string name_prefix() { return name_prefix_; }
93
94 // Return the completed name including TID, only valid after Start().
95 std::string name() { return name_; }
96
97 // Return the thread id, only valid after Start().
98 PlatformThreadId tid() { return tid_; }
99
100 // Return True if Start() has ever been called.
101 bool HasBeenStarted() { return event_.IsSignaled(); }
102
103 // Return True if Join() has evern been called.
104 bool HasBeenJoined() { return joined_; }
105
106 private:
107 const std::string name_prefix_;
108 std::string name_;
109 const Options options_;
110 PlatformThreadHandle thread_; // PlatformThread handle, invalid after Join!
111 WaitableEvent event_; // Signaled if Start() was ever called.
112 PlatformThreadId tid_; // The backing thread's id.
113 bool joined_; // True if Join has been called.
114 };
115
116 class DelegateSimpleThread : public SimpleThread {
117 public:
118 class Delegate {
119 public:
120 Delegate() { }
121 virtual ~Delegate() { }
122 virtual void Run() = 0;
123 };
124
125 DelegateSimpleThread(Delegate* delegate,
126 const std::string& name_prefix);
127 DelegateSimpleThread(Delegate* delegate,
128 const std::string& name_prefix,
129 const Options& options);
130
131 virtual ~DelegateSimpleThread();
132 virtual void Run();
133 private:
134 Delegate* delegate_;
135 };
136
137 // DelegateSimpleThreadPool allows you to start up a fixed number of threads,
138 // and then add jobs which will be dispatched to the threads. This is
139 // convenient when you have a lot of small work that you want done
140 // multi-threaded, but don't want to spawn a thread for each small bit of work.
141 //
142 // You just call AddWork() to add a delegate to the list of work to be done.
143 // JoinAll() will make sure that all outstanding work is processed, and wait
144 // for everything to finish. You can reuse a pool, so you can call Start()
145 // again after you've called JoinAll().
146 class DelegateSimpleThreadPool : public DelegateSimpleThread::Delegate {
147 public:
148 typedef DelegateSimpleThread::Delegate Delegate;
149
150 DelegateSimpleThreadPool(const std::string& name_prefix, int num_threads);
151 virtual ~DelegateSimpleThreadPool();
152
153 // Start up all of the underlying threads, and start processing work if we
154 // have any.
155 void Start();
156
157 // Make sure all outstanding work is finished, and wait for and destroy all
158 // of the underlying threads in the pool.
159 void JoinAll();
160
161 // It is safe to AddWork() any time, before or after Start().
162 // Delegate* should always be a valid pointer, NULL is reserved internally.
163 void AddWork(Delegate* work, int repeat_count);
164 void AddWork(Delegate* work) {
165 AddWork(work, 1);
166 }
167
168 // We implement the Delegate interface, for running our internal threads.
169 virtual void Run();
170
171 private:
172 const std::string name_prefix_;
173 int num_threads_;
174 std::vector<DelegateSimpleThread*> threads_;
175 std::queue<Delegate*> delegates_;
176 Lock lock_; // Locks delegates_
177 WaitableEvent dry_; // Not signaled when there is no work to do.
178 };
179
180 } // namespace base
181
182 #endif // BASE_SIMPLE_THREAD_H_
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