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.
Node/Node.cpp
- Committer:
- raulMrello
- Date:
- 2012-10-03
- Revision:
- 1:ec12f2e32faf
- Parent:
- 0:9d09acc8f9d9
File content as of revision 1:ec12f2e32faf:
/* 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; }