Development mbed library for MAX32630FTHR
Dependents: blinky_max32630fthr
events/equeue/README.md
- Committer:
- switches
- Date:
- 2016-12-16
- Revision:
- 3:1198227e6421
- Parent:
- 0:5c4d7b2438d3
File content as of revision 3:1198227e6421:
## The equeue library ## The equeue library is designed as a simple but powerful library for scheduling events on composable queues. ``` c #include "equeue.h" #include <stdio.h> int main() { // creates a queue with space for 32 basic events equeue_t queue; equeue_create(&queue, 32*EQUEUE_EVENT_SIZE); // events can be simple callbacks equeue_call(&queue, print, "called immediately"); equeue_call_in(&queue, 2000, print, "called in 2 seconds"); equeue_call_every(&queue, 1000, print, "called every 1 seconds"); // events are executed in equeue_dispatch equeue_dispatch(&queue, 3000); print("called after 3 seconds"); equeue_destroy(&queue); } ``` The equeue library can be used as a normal event loop, or it can be backgrounded on a single hardware timer or even another event loop. It is both thread and irq safe, and provides functions for easily composing multiple queues. The equeue library can act as a drop-in scheduler, provide synchronization between multiple threads, or just act as a mechanism for moving events out of interrupt contexts. ## Documentation ## The in-depth documentation on specific functions can be found in [equeue.h](equeue.h). The core of the equeue library is the `equeue_t` type which represents a single event queue, and the `equeue_dispatch` function which runs the equeue, providing the context for executing events. On top of this, `equeue_call`, `equeue_call_in`, and `equeue_call_every` provide easy methods for posting events to execute in the context of the `equeue_dispatch` function. ``` c #include "equeue.h" #include "game.h" equeue_t queue; struct game game; // button_isr may be in interrupt context void button_isr(void) { equeue_call(&queue, game_button_update, &game); } // a simple user-interface framework int main() { equeue_create(&queue, 4096); game_create(&game); // call game_screen_udpate at 60 Hz equeue_call_every(&queue, 1000/60, game_screen_update, &game); // dispatch forever equeue_dispatch(&queue, -1); } ``` In addition to simple callbacks, an event can be manually allocated with `equeue_alloc` and posted with `equeue_post` to allow passing an arbitrary amount of context to the execution of the event. This memory is allocated out of the equeue's buffer, and dynamic memory can be completely avoided. The equeue allocator is designed to minimize jitter in interrupt contexts as well as avoid memory fragmentation on small devices. The allocator achieves both constant-runtime and zero-fragmentation for fixed-size events, however grows linearly as the quantity of differently-sized allocations increases. ``` c #include "equeue.h" equeue_t queue; // arbitrary data can be moved to a different context int enet_consume(void *buffer, int size) { if (size > 512) { size = 512; } void *data = equeue_alloc(&queue, 512); memcpy(data, buffer, size); equeue_post(&queue, handle_data_elsewhere, data); return size; } ``` Additionally, in-flight events can be cancelled with `equeue_cancel`. Events are given unique ids on post, allowing safe cancellation of expired events. ``` c #include "equeue.h" equeue_t queue; int sonar_value; int sonar_timeout_id; void sonar_isr(int value) { equeue_cancel(&queue, sonar_timeout_id); sonar_value = value; } void sonar_timeout(void *) { sonar_value = -1; } void sonar_read(void) { sonar_timeout_id = equeue_call_in(&queue, 300, sonar_timeout, 0); sonar_start(); } ``` From an architectural standpoint, event queues easily align with module boundaries, where internal state can be implicitly synchronized through event dispatch. On platforms where multiple threads are unavailable, multiple modules can use independent event queues and still be composed through the `equeue_chain` function. ``` c #include "equeue.h" // run a simultaneous localization and mapping loop in one queue struct slam { equeue_t queue; }; void slam_create(struct slam *s, equeue_t *target) { equeue_create(&s->queue, 4096); equeue_chain(&s->queue, target); equeue_call_every(&s->queue, 100, slam_filter); } // run a sonar with it's own queue struct sonar { equeue_t equeue; struct slam *slam; }; void sonar_create(struct sonar *s, equeue_t *target) { equeue_create(&s->queue, 64); equeue_chain(&s->queue, target); equeue_call_in(&s->queue, 5, sonar_update, s); } // all of the above queues can be combined into a single thread of execution int main() { equeue_t queue; equeue_create(&queue, 1024); struct sonar s1, s2, s3; sonar_create(&s1, &queue); sonar_create(&s2, &queue); sonar_create(&s3, &queue); struct slam slam; slam_create(&slam, &queue); // dispatches events from all of the modules equeue_dispatch(&queue, -1); } ``` ## Platform ## The equeue library has a minimal porting layer that is flexible depending on the requirements of the underlying platform. Platform specific declarations and more information can be found in [equeue_platform.h](equeue_platform.h). ## Tests ## The equeue library uses a set of local tests based on the posix implementation. Runtime tests are located in [tests.c](tests/tests.c): ``` bash make test ``` Profiling tests based on rdtsc are located in [prof.c](tests/prof.c): ``` bash make prof ``` To make profiling results more tangible, the profiler also supports percentage comparison with previous runs: ``` bash make prof | tee results.txt cat results.txt | make prof ```