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diff --git a/util/pointer.h b/util/pointer.h
index 4484cb1e..72cb9479 100644
--- a/util/pointer.h
+++ b/util/pointer.h
@@ -1,190 +1,188 @@
#ifndef _paintown_util_pointer_h
#define _paintown_util_pointer_h
#include <stdlib.h>
namespace Util{
/* Some helpful pointer classes, probably equivalent to stuff in boost
*/
template <class Data>
class ReferenceCount{
public:
explicit ReferenceCount(Data * what = NULL):
count(NULL),
data(what){
count = new int;
*count = 1;
}
ReferenceCount(const ReferenceCount<Data> & him){
data = him.data;
count = him.count;
*count += 1;
}
ReferenceCount & operator=(const ReferenceCount<Data> & him){
/* this object might have a link to `him' so if we release first
* then `him' will get deleted before we can capture his data.
* we need to increase his count first and then release our data
* to insure that `him' will still be alive.
*/
int * temp_count = him.count;
*temp_count += 1;
Data * temp_data = him.data;
release();
data = temp_data;
count = temp_count;
return *this;
}
ReferenceCount & operator=(Data * what){
release();
count = new int;
*count = 1;
data = what;
return *this;
}
/* use this if you need to convert between classes in a heirarchy.
* Base
* Child: public Base
* ReferenceCount<Base> base;
* ReferenceCount<Child> child;
* base = child; is illegal but
* base = child.convert<Base>(); is ok
*/
template <class Convert>
ReferenceCount<Convert> convert() const {
ReferenceCount<Convert> what;
+ what.release();
what.count = count;
*what.count += 1;
what.data = (Convert*) data;
return what;
}
bool operator!() const {
return !this->data;
}
Data * operator->() const {
return data;
}
Data & operator*() const {
return *data;
}
/* get the raw pointer -- be ultra careful! */
Data * raw() const {
return data;
}
bool operator<(const ReferenceCount<Data> & him) const {
return data < him.data;
}
bool operator==(const ReferenceCount<Data> & him) const {
return data == him.data;
}
bool operator!=(const ReferenceCount<Data> & him) const {
return !(*this == him);
}
bool operator==(const void * what) const {
return data == what;
}
bool operator!=(const void * what) const {
return !(*this == what);
}
virtual ~ReferenceCount(){
release();
}
-protected:
-
+ /* this has to be public to make the convert() function work but pretend
+ * its private!
+ */
+public:
void release(){
*count -= 1;
if (*count == 0){
delete data;
delete count;
data = NULL;
count = NULL;
}
}
-
- /* this has to be public to make the convert() function work but pretend
- * its private!
- */
-public:
int * count;
Data * data;
};
/* Same as ReferenceCount but by default passes a new instance of Data to the constructor
* of ReferenceCount
*/
template <class Data>
class NewReferenceCount: public ReferenceCount<Data> {
public:
NewReferenceCount():
ReferenceCount<Data>(new Data()){
}
};
/* Initializes its pointer to NULL and deletes the data in the destructor.
* how is this different from the ReferenceCount class above? its basically
* the same thing but only allows one owner at a time.
*/
template <class Data>
class ClassPointer{
public:
ClassPointer():
data(NULL){
}
ClassPointer(Data * him):
data(him){
}
ClassPointer & operator=(Data * him){
if (data != NULL){
delete data;
}
data = him;
return *this;
}
Data & operator*() const {
return *data;
}
bool operator==(const void * what) const {
return data == what;
}
bool operator!=(const void * what) const {
return !(*this == what);
}
Data* operator->() const {
return data;
}
virtual ~ClassPointer(){
delete data;
}
private:
Data* data;
};
}
#endif
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