EventFramework library allows the creation of an event-driven infrastructure in which small "threads" can handle events in a multithreaded execution context. The EventFramework can be configured to act as a cooperative or a fully-preemptive kernel with fixed-priority scheduling. Furthermore, this kernel matches run-to-completion semantics, and hence a single-stack configuration is enough to keep running this multithreaded execution environment. As running threads shares global stack, a huge quantity of RAM is saved in contrast with traditional RTOSes.

Dependents:   sensors_KL46Z_xmn

Revision:
0:9d09acc8f9d9
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Node/Node.cpp	Mon Oct 01 10:38:45 2012 +0000
@@ -0,0 +1,68 @@
+/* mbed EventFramework Library 
+ * Copyright (c) 2012 raulMrello
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a copy
+ * of this software and associated documentation files (the "Software"), to deal
+ * in the Software without restriction, including without limitation the rights
+ * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+ * copies of the Software, and to permit persons to whom the Software is
+ * furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included in
+ * all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+ * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+ * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+ * THE SOFTWARE.
+ */
+
+#include "Node.h"
+
+Node::Node(){
+    prev = NULL;
+    next = NULL;
+    data = NULL;
+ }
+
+Node::Node(void* item){
+    prev = NULL;
+    next = NULL;
+    data = item;
+}
+
+Node::~Node(void){
+    prev = NULL;
+    next = NULL;
+    data = NULL;
+}
+
+void Node::SetNext(Node* node){
+    next = node;
+};
+
+void Node::SetPrev(Node* node){
+    prev = node;
+};
+
+Node* Node::GetNext(void){
+    return next;
+};
+
+Node* Node::GetPrev(void){
+    return prev;
+};
+
+void* Node::GetData(void){
+    return data;
+}
+
+void Node::SetData(void* item){
+    data = item;
+}
+   
+   
+    
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