Development mbed library for MAX32630FTHR
Dependents: blinky_max32630fthr
Diff: events/equeue/README.md
- Revision:
- 0:5c4d7b2438d3
diff -r 000000000000 -r 5c4d7b2438d3 events/equeue/README.md --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/events/equeue/README.md Fri Nov 11 20:59:50 2016 +0000 @@ -0,0 +1,210 @@ +## 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 +``` +