Reduce Beast public interface and eliminate unused code:

Beast includes a lot of code for encapsulating cross-platform differences
which are not used or needed by rippled. Additionally, a lot of that code
implements functionality that is available from the standard library.

This moves away from custom implementations of features that the standard
library provides and reduces the number of platform-specific interfaces
andfeatures that Beast makes available.

Highlights include:
* Use std:: instead of beast implementations when possible
* Reduce the use of beast::String in public interfaces
* Remove Windows-specific COM and Registry code
* Reduce the public interface of beast::File
* Reduce the public interface of beast::SystemStats
* Remove unused sysctl/getsysinfo functions
* Remove beast::Logger
This commit is contained in:
Nik Bougalis
2014-10-13 14:20:54 -07:00
committed by Vinnie Falco
parent fefdb32d08
commit 186ca9c235
82 changed files with 361 additions and 7762 deletions

View File

@@ -1050,8 +1050,8 @@ private:
void minimiseStorageAfterRemoval()
{
if (data.numAllocated > bmax (minimumAllocatedSize, numUsed * 2))
data.shrinkToNoMoreThan (bmax (numUsed, bmax (minimumAllocatedSize, 64 / (int) sizeof (ElementType))));
if (data.numAllocated > std::max (minimumAllocatedSize, numUsed * 2))
data.shrinkToNoMoreThan (std::max (numUsed, std::max (minimumAllocatedSize, 64 / (int) sizeof (ElementType))));
}
};

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@@ -1,371 +0,0 @@
//------------------------------------------------------------------------------
/*
This file is part of Beast: https://github.com/vinniefalco/Beast
Copyright 2013, Vinnie Falco <vinnie.falco@gmail.com>
Portions of this file are from JUCE.
Copyright (c) 2013 - Raw Material Software Ltd.
Please visit http://www.juce.com
Permission to use, copy, modify, and/or distribute this software for any
purpose with or without fee is hereby granted, provided that the above
copyright notice and this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
ANY SPECIAL , DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
//==============================================================================
#ifndef BEAST_LINKEDLISTPOINTER_H_INCLUDED
#define BEAST_LINKEDLISTPOINTER_H_INCLUDED
namespace beast
{
//==============================================================================
/**
Helps to manipulate singly-linked lists of objects.
For objects that are designed to contain a pointer to the subsequent item in the
list, this class contains methods to deal with the list. To use it, the ObjectType
class that it points to must contain a LinkedListPointer called nextListItem, e.g.
@code
struct MyObject
{
int x, y, z;
// A linkable object must contain a member with this name and type, which must be
// accessible by the LinkedListPointer class. (This doesn't mean it has to be public -
// you could make your class a friend of a LinkedListPointer<MyObject> instead).
LinkedListPointer<MyObject> nextListItem;
};
LinkedListPointer<MyObject> myList;
myList.append (new MyObject());
myList.append (new MyObject());
int numItems = myList.size(); // returns 2
MyObject* lastInList = myList.getLast();
@endcode
*/
template <class ObjectType>
class LinkedListPointer
{
public:
//==============================================================================
/** Creates a null pointer to an empty list. */
LinkedListPointer() noexcept
: item (nullptr)
{
}
LinkedListPointer(LinkedListPointer const&) = delete;
LinkedListPointer& operator= (LinkedListPointer const&) = delete;
/** Creates a pointer to a list whose head is the item provided. */
explicit LinkedListPointer (ObjectType* const headItem) noexcept
: item (headItem)
{
}
/** Sets this pointer to point to a new list. */
LinkedListPointer& operator= (ObjectType* const newItem) noexcept
{
item = newItem;
return *this;
}
#if BEAST_COMPILER_SUPPORTS_MOVE_SEMANTICS
LinkedListPointer (LinkedListPointer&& other) noexcept
: item (other.item)
{
other.item = nullptr;
}
LinkedListPointer& operator= (LinkedListPointer&& other) noexcept
{
bassert (this != &other); // hopefully the compiler should make this situation impossible!
item = other.item;
other.item = nullptr;
return *this;
}
#endif
//==============================================================================
/** Returns the item which this pointer points to. */
inline operator ObjectType*() const noexcept
{
return item;
}
/** Returns the item which this pointer points to. */
inline ObjectType* get() const noexcept
{
return item;
}
/** Returns the last item in the list which this pointer points to.
This will iterate the list and return the last item found. Obviously the speed
of this operation will be proportional to the size of the list. If the list is
empty the return value will be this object.
If you're planning on appending a number of items to your list, it's much more
efficient to use the Appender class than to repeatedly call getLast() to find the end.
*/
LinkedListPointer& getLast() noexcept
{
LinkedListPointer* l = this;
while (l->item != nullptr)
l = &(l->item->nextListItem);
return *l;
}
/** Returns the number of items in the list.
Obviously with a simple linked list, getting the size involves iterating the list, so
this can be a lengthy operation - be careful when using this method in your code.
*/
int size() const noexcept
{
int total = 0;
for (ObjectType* i = item; i != nullptr; i = i->nextListItem)
++total;
return total;
}
/** Returns the item at a given index in the list.
Since the only way to find an item is to iterate the list, this operation can obviously
be slow, depending on its size, so you should be careful when using this in algorithms.
*/
LinkedListPointer& operator[] (int index) noexcept
{
LinkedListPointer* l = this;
while (--index >= 0 && l->item != nullptr)
l = &(l->item->nextListItem);
return *l;
}
/** Returns the item at a given index in the list.
Since the only way to find an item is to iterate the list, this operation can obviously
be slow, depending on its size, so you should be careful when using this in algorithms.
*/
const LinkedListPointer& operator[] (int index) const noexcept
{
const LinkedListPointer* l = this;
while (--index >= 0 && l->item != nullptr)
l = &(l->item->nextListItem);
return *l;
}
/** Returns true if the list contains the given item. */
bool contains (const ObjectType* const itemToLookFor) const noexcept
{
for (ObjectType* i = item; i != nullptr; i = i->nextListItem)
if (itemToLookFor == i)
return true;
return false;
}
//==============================================================================
/** Inserts an item into the list, placing it before the item that this pointer
currently points to.
*/
void insertNext (ObjectType* const newItem)
{
bassert (newItem != nullptr);
bassert (newItem->nextListItem == nullptr);
newItem->nextListItem = item;
item = newItem;
}
/** Inserts an item at a numeric index in the list.
Obviously this will involve iterating the list to find the item at the given index,
so be careful about the impact this may have on execution time.
*/
void insertAtIndex (int index, ObjectType* newItem)
{
bassert (newItem != nullptr);
LinkedListPointer* l = this;
while (index != 0 && l->item != nullptr)
{
l = &(l->item->nextListItem);
--index;
}
l->insertNext (newItem);
}
/** Replaces the object that this pointer points to, appending the rest of the list to
the new object, and returning the old one.
*/
ObjectType* replaceNext (ObjectType* const newItem) noexcept
{
bassert (newItem != nullptr);
bassert (newItem->nextListItem == nullptr);
ObjectType* const oldItem = item;
item = newItem;
item->nextListItem = oldItem->nextListItem.item;
oldItem->nextListItem.item = nullptr;
return oldItem;
}
/** Adds an item to the end of the list.
This operation involves iterating the whole list, so can be slow - if you need to
append a number of items to your list, it's much more efficient to use the Appender
class than to repeatedly call append().
*/
void append (ObjectType* const newItem)
{
getLast().item = newItem;
}
/** Creates copies of all the items in another list and adds them to this one.
This will use the ObjectType's copy constructor to try to create copies of each
item in the other list, and appends them to this list.
*/
void addCopyOfList (const LinkedListPointer& other)
{
LinkedListPointer* insertPoint = this;
for (ObjectType* i = other.item; i != nullptr; i = i->nextListItem)
{
insertPoint->insertNext (new ObjectType (*i));
insertPoint = &(insertPoint->item->nextListItem);
}
}
/** Removes the head item from the list.
This won't delete the object that is removed, but returns it, so the caller can
delete it if necessary.
*/
ObjectType* removeNext() noexcept
{
ObjectType* const oldItem = item;
if (oldItem != nullptr)
{
item = oldItem->nextListItem;
oldItem->nextListItem.item = nullptr;
}
return oldItem;
}
/** Removes a specific item from the list.
Note that this will not delete the item, it simply unlinks it from the list.
*/
void remove (ObjectType* const itemToRemove)
{
if (LinkedListPointer* const l = findPointerTo (itemToRemove))
l->removeNext();
}
/** Iterates the list, calling the delete operator on all of its elements and
leaving this pointer empty.
*/
void deleteAll()
{
while (item != nullptr)
{
ObjectType* const oldItem = item;
item = oldItem->nextListItem;
delete oldItem;
}
}
/** Finds a pointer to a given item.
If the item is found in the list, this returns the pointer that points to it. If
the item isn't found, this returns null.
*/
LinkedListPointer* findPointerTo (ObjectType* const itemToLookFor) noexcept
{
LinkedListPointer* l = this;
while (l->item != nullptr)
{
if (l->item == itemToLookFor)
return l;
l = &(l->item->nextListItem);
}
return nullptr;
}
/** Copies the items in the list to an array.
The destArray must contain enough elements to hold the entire list - no checks are
made for this!
*/
void copyToArray (ObjectType** destArray) const noexcept
{
bassert (destArray != nullptr);
for (ObjectType* i = item; i != nullptr; i = i->nextListItem)
*destArray++ = i;
}
/** Swaps this pointer with another one */
void swapWith (LinkedListPointer& other) noexcept
{
std::swap (item, other.item);
}
//==============================================================================
/**
Allows efficient repeated insertions into a list.
You can create an Appender object which points to the last element in your
list, and then repeatedly call Appender::append() to add items to the end
of the list in O(1) time.
*/
class Appender
{
public:
/** Creates an appender which will add items to the given list.
*/
Appender (LinkedListPointer& endOfListPointer) noexcept
: endOfList (&endOfListPointer)
{
// This can only be used to add to the end of a list.
bassert (endOfListPointer.item == nullptr);
}
Appender(LinkedListPointer const&) = delete;
Appender& operator= (Appender const&) = delete;
/** Appends an item to the list. */
void append (ObjectType* const newItem) noexcept
{
*endOfList = newItem;
endOfList = &(newItem->nextListItem);
}
private:
LinkedListPointer* endOfList;
};
private:
//==============================================================================
ObjectType* item;
};
} // beast
#endif // BEAST_LINKEDLISTPOINTER_H_INCLUDED

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@@ -1,99 +0,0 @@
//------------------------------------------------------------------------------
/*
This file is part of Beast: https://github.com/vinniefalco/Beast
Copyright 2013, Vinnie Falco <vinnie.falco@gmail.com>
Portions of this file are from JUCE.
Copyright (c) 2013 - Raw Material Software Ltd.
Please visit http://www.juce.com
Permission to use, copy, modify, and/or distribute this software for any
purpose with or without fee is hereby granted, provided that the above
copyright notice and this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
ANY SPECIAL , DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
//==============================================================================
#ifndef BEAST_SCOPEDVALUESETTER_H_INCLUDED
#define BEAST_SCOPEDVALUESETTER_H_INCLUDED
namespace beast
{
//==============================================================================
/**
Helper class providing an RAII-based mechanism for temporarily setting and
then re-setting a value.
E.g. @code
int x = 1;
{
ScopedValueSetter setter (x, 2);
// x is now 2
}
// x is now 1 again
{
ScopedValueSetter setter (x, 3, 4);
// x is now 3
}
// x is now 4
@endcode
*/
template <typename ValueType>
class ScopedValueSetter
{
public:
/** Creates a ScopedValueSetter that will immediately change the specified value to the
given new value, and will then reset it to its original value when this object is deleted.
*/
ScopedValueSetter (ValueType& valueToSet,
ValueType newValue)
: value (valueToSet),
originalValue (valueToSet)
{
valueToSet = newValue;
}
/** Creates a ScopedValueSetter that will immediately change the specified value to the
given new value, and will then reset it to be valueWhenDeleted when this object is deleted.
*/
ScopedValueSetter (ValueType& valueToSet,
ValueType newValue,
ValueType valueWhenDeleted)
: value (valueToSet),
originalValue (valueWhenDeleted)
{
valueToSet = newValue;
}
ScopedValueSetter(ScopedValueSetter const&) = delete;
ScopedValueSetter& operator= (ScopedValueSetter const&) = delete;
~ScopedValueSetter()
{
value = originalValue;
}
private:
//==============================================================================
ValueType& value;
const ValueType originalValue;
};
} // beast
#endif // BEAST_SCOPEDVALUESETTER_H_INCLUDED