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[/] [or1k/] [trunk/] [rtems-20020807/] [cpukit/] [score/] [src/] [objectshrinkinformation.c] - Blame information for rev 1774

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1 1026 ivang
/*
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 *  Object Handler
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 *
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 *
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 *  COPYRIGHT (c) 1989-1999.
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 *  On-Line Applications Research Corporation (OAR).
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 *
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 *  The license and distribution terms for this file may be
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 *  found in the file LICENSE in this distribution or at
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 *  http://www.OARcorp.com/rtems/license.html.
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 *
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 *  objectshrinkinformation.c,v 1.2 1999/11/17 17:50:40 joel Exp
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 */
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#include <rtems/system.h>
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#include <rtems/score/address.h>
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#include <rtems/score/chain.h>
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#include <rtems/score/object.h>
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#if defined(RTEMS_MULTIPROCESSING)
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#include <rtems/score/objectmp.h>
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#endif
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#include <rtems/score/thread.h>
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#include <rtems/score/wkspace.h>
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#include <rtems/score/sysstate.h>
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#include <rtems/score/isr.h>
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/*PAGE
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 *
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 *  _Objects_Shrink_information
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 *
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 *  This routine shrinks object information related data structures.
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 *  The object's name and object space are released. The local_table
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 *  etc block does not shrink. The InActive list needs to be scanned
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 *  to find the objects are remove them.
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 *  Input parameters:
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 *    information     - object information table
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 *    the_block       - the block to remove
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 *
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 *  Output parameters:  NONE
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 */
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void _Objects_Shrink_information(
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  Objects_Information *information
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)
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{
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  Objects_Control  *the_object;
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  Objects_Control  *extract_me;
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  unsigned32        block_count;
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  unsigned32        block;
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  unsigned32        index_base;
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  unsigned32        index;
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  /*
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   * Search the list to find block or chunnk with all objects inactive.
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   */
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  index_base = _Objects_Get_index( information->minimum_id );
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  block_count = ( information->maximum - index_base ) / information->allocation_size;
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  for ( block = 0; block < block_count; block++ ) {
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    if ( information->inactive_per_block[ block ] == information->allocation_size ) {
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      /*
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       * XXX - Not to sure how to use a chain where you need to iterate and
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       *       and remove elements.
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       */
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      the_object = (Objects_Control *) information->Inactive.first;
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      /*
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       *  Assume the Inactive chain is never empty at this point
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       */
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      do {
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        index = _Objects_Get_index( the_object->id );
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        if ((index >= index_base) &&
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            (index < (index_base + information->allocation_size))) {
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          /*
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           *  Get the next node before the node is extracted
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           */
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          extract_me = the_object;
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          if ( !_Chain_Is_last( &the_object->Node ) )
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            the_object = (Objects_Control *) the_object->Node.next;
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          else
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            the_object = NULL;
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          _Chain_Extract( &extract_me->Node );
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        }
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        else {
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          the_object = (Objects_Control *) the_object->Node.next;
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        }
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      }
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      while ( the_object && !_Chain_Is_last( &the_object->Node ) );
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      /*
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       *  Free the memory and reset the structures in the object' information
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       */
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      _Workspace_Free( information->object_blocks[ block ] );
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      information->name_table[ block ] = NULL;
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      information->object_blocks[ block ] = NULL;
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      information->inactive_per_block[ block ] = 0;
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      information->inactive -= information->allocation_size;
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      return;
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    }
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    index_base += information->allocation_size;
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  }
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}

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