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📄 objectshrinkinformation.c

📁 RTEMS (Real-Time Executive for Multiprocessor Systems) is a free open source real-time operating sys
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/* *  Object Handler * * *  COPYRIGHT (c) 1989-1999. *  On-Line Applications Research Corporation (OAR). * *  The license and distribution terms for this file may be *  found in the file LICENSE in this distribution or at *  http://www.rtems.com/license/LICENSE. * *  $Id: objectshrinkinformation.c,v 1.2.6.1 2003/09/04 18:52:48 joel Exp $ */#include <rtems/system.h>#include <rtems/score/address.h>#include <rtems/score/chain.h>#include <rtems/score/object.h>#if defined(RTEMS_MULTIPROCESSING)#include <rtems/score/objectmp.h>#endif#include <rtems/score/thread.h>#include <rtems/score/wkspace.h>#include <rtems/score/sysstate.h>#include <rtems/score/isr.h>/*PAGE * *  _Objects_Shrink_information * *  This routine shrinks object information related data structures. *  The object's name and object space are released. The local_table *  etc block does not shrink. The InActive list needs to be scanned *  to find the objects are remove them. *  Input parameters: *    information     - object information table *    the_block       - the block to remove * *  Output parameters:  NONE */void _Objects_Shrink_information(  Objects_Information *information){  Objects_Control  *the_object;  Objects_Control  *extract_me;  unsigned32        block_count;  unsigned32        block;  unsigned32        index_base;  unsigned32        index;  /*   * Search the list to find block or chunnk with all objects inactive.   */  index_base = _Objects_Get_index( information->minimum_id );  block_count = ( information->maximum - index_base ) / information->allocation_size;    for ( block = 0; block < block_count; block++ ) {    if ( information->inactive_per_block[ block ] == information->allocation_size ) {      /*       * XXX - Not to sure how to use a chain where you need to iterate and       *       and remove elements.       */            the_object = (Objects_Control *) information->Inactive.first;      /*       *  Assume the Inactive chain is never empty at this point       */      do {        index = _Objects_Get_index( the_object->id );        if ((index >= index_base) &&            (index < (index_base + information->allocation_size))) {                    /*           *  Get the next node before the node is extracted           */                    extract_me = the_object;          if ( !_Chain_Is_last( &the_object->Node ) )            the_object = (Objects_Control *) the_object->Node.next;          else            the_object = NULL;                    _Chain_Extract( &extract_me->Node );        }        else {          the_object = (Objects_Control *) the_object->Node.next;        }      }      while ( the_object && !_Chain_Is_last( &the_object->Node ) );      /*       *  Free the memory and reset the structures in the object' information       */      _Workspace_Free( information->object_blocks[ block ] );      information->name_table[ block ] = NULL;      information->object_blocks[ block ] = NULL;      information->inactive_per_block[ block ] = 0;      information->inactive -= information->allocation_size;            return;    }        index_base += information->allocation_size;  }}

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