mac: Let IPhotoDataProvider::GetAlbumNames() return albums in a deterministic order.
[chromium-blink-merge.git] / base / threading / simple_thread.h
blob2f0eb4d778faaa825727bdecdd49ce21be6f99ce
1 // Copyright (c) 2011 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
5 // WARNING: You should probably be using Thread (thread.h) instead. Thread is
6 // Chrome's message-loop based Thread abstraction, and if you are a
7 // thread running in the browser, there will likely be assumptions
8 // that your thread will have an associated message loop.
9 //
10 // This is a simple thread interface that backs to a native operating system
11 // thread. You should use this only when you want a thread that does not have
12 // an associated MessageLoop. Unittesting is the best example of this.
14 // The simplest interface to use is DelegateSimpleThread, which will create
15 // a new thread, and execute the Delegate's virtual Run() in this new thread
16 // until it has completed, exiting the thread.
18 // NOTE: You *MUST* call Join on the thread to clean up the underlying thread
19 // resources. You are also responsible for destructing the SimpleThread object.
20 // It is invalid to destroy a SimpleThread while it is running, or without
21 // Start() having been called (and a thread never created). The Delegate
22 // object should live as long as a DelegateSimpleThread.
24 // Thread Safety: A SimpleThread is not completely thread safe. It is safe to
25 // access it from the creating thread or from the newly created thread. This
26 // implies that the creator thread should be the thread that calls Join.
28 // Example:
29 // class MyThreadRunner : public DelegateSimpleThread::Delegate { ... };
30 // MyThreadRunner runner;
31 // DelegateSimpleThread thread(&runner, "good_name_here");
32 // thread.Start();
33 // // Start will return after the Thread has been successfully started and
34 // // initialized. The newly created thread will invoke runner->Run(), and
35 // // run until it returns.
36 // thread.Join(); // Wait until the thread has exited. You *MUST* Join!
37 // // The SimpleThread object is still valid, however you may not call Join
38 // // or Start again.
40 #ifndef BASE_THREADING_SIMPLE_THREAD_H_
41 #define BASE_THREADING_SIMPLE_THREAD_H_
43 #include <string>
44 #include <queue>
45 #include <vector>
47 #include "base/base_export.h"
48 #include "base/basictypes.h"
49 #include "base/compiler_specific.h"
50 #include "base/threading/platform_thread.h"
51 #include "base/synchronization/lock.h"
52 #include "base/synchronization/waitable_event.h"
54 namespace base {
56 // This is the base SimpleThread. You can derive from it and implement the
57 // virtual Run method, or you can use the DelegateSimpleThread interface.
58 class BASE_EXPORT SimpleThread : public PlatformThread::Delegate {
59 public:
60 class BASE_EXPORT Options {
61 public:
62 Options() : stack_size_(0), priority_(ThreadPriority::NORMAL) {}
63 explicit Options(ThreadPriority priority)
64 : stack_size_(0), priority_(priority) {}
65 ~Options() {}
67 // We use the standard compiler-supplied copy constructor.
69 // A custom stack size, or 0 for the system default.
70 void set_stack_size(size_t size) { stack_size_ = size; }
71 size_t stack_size() const { return stack_size_; }
73 // A custom thread priority.
74 void set_priority(ThreadPriority priority) { priority_ = priority; }
75 ThreadPriority priority() const { return priority_; }
76 private:
77 size_t stack_size_;
78 ThreadPriority priority_;
81 // Create a SimpleThread. |options| should be used to manage any specific
82 // configuration involving the thread creation and management.
83 // Every thread has a name, in the form of |name_prefix|/TID, for example
84 // "my_thread/321". The thread will not be created until Start() is called.
85 explicit SimpleThread(const std::string& name_prefix);
86 SimpleThread(const std::string& name_prefix, const Options& options);
88 ~SimpleThread() override;
90 virtual void Start();
91 virtual void Join();
93 // Subclasses should override the Run method.
94 virtual void Run() = 0;
96 // Return the thread name prefix, or "unnamed" if none was supplied.
97 std::string name_prefix() { return name_prefix_; }
99 // Return the completed name including TID, only valid after Start().
100 std::string name() { return name_; }
102 // Return the thread id, only valid after Start().
103 PlatformThreadId tid() { return tid_; }
105 // Return True if Start() has ever been called.
106 bool HasBeenStarted();
108 // Return True if Join() has evern been called.
109 bool HasBeenJoined() { return joined_; }
111 // Overridden from PlatformThread::Delegate:
112 void ThreadMain() override;
114 private:
115 const std::string name_prefix_;
116 std::string name_;
117 const Options options_;
118 PlatformThreadHandle thread_; // PlatformThread handle, invalid after Join!
119 WaitableEvent event_; // Signaled if Start() was ever called.
120 PlatformThreadId tid_; // The backing thread's id.
121 bool joined_; // True if Join has been called.
124 class BASE_EXPORT DelegateSimpleThread : public SimpleThread {
125 public:
126 class BASE_EXPORT Delegate {
127 public:
128 Delegate() { }
129 virtual ~Delegate() { }
130 virtual void Run() = 0;
133 DelegateSimpleThread(Delegate* delegate,
134 const std::string& name_prefix);
135 DelegateSimpleThread(Delegate* delegate,
136 const std::string& name_prefix,
137 const Options& options);
139 ~DelegateSimpleThread() override;
140 void Run() override;
142 private:
143 Delegate* delegate_;
146 // DelegateSimpleThreadPool allows you to start up a fixed number of threads,
147 // and then add jobs which will be dispatched to the threads. This is
148 // convenient when you have a lot of small work that you want done
149 // multi-threaded, but don't want to spawn a thread for each small bit of work.
151 // You just call AddWork() to add a delegate to the list of work to be done.
152 // JoinAll() will make sure that all outstanding work is processed, and wait
153 // for everything to finish. You can reuse a pool, so you can call Start()
154 // again after you've called JoinAll().
155 class BASE_EXPORT DelegateSimpleThreadPool
156 : public DelegateSimpleThread::Delegate {
157 public:
158 typedef DelegateSimpleThread::Delegate Delegate;
160 DelegateSimpleThreadPool(const std::string& name_prefix, int num_threads);
161 ~DelegateSimpleThreadPool() override;
163 // Start up all of the underlying threads, and start processing work if we
164 // have any.
165 void Start();
167 // Make sure all outstanding work is finished, and wait for and destroy all
168 // of the underlying threads in the pool.
169 void JoinAll();
171 // It is safe to AddWork() any time, before or after Start().
172 // Delegate* should always be a valid pointer, NULL is reserved internally.
173 void AddWork(Delegate* work, int repeat_count);
174 void AddWork(Delegate* work) {
175 AddWork(work, 1);
178 // We implement the Delegate interface, for running our internal threads.
179 void Run() override;
181 private:
182 const std::string name_prefix_;
183 int num_threads_;
184 std::vector<DelegateSimpleThread*> threads_;
185 std::queue<Delegate*> delegates_;
186 base::Lock lock_; // Locks delegates_
187 WaitableEvent dry_; // Not signaled when there is no work to do.
190 } // namespace base
192 #endif // BASE_THREADING_SIMPLE_THREAD_H_