hotspot/src/share/vm/utilities/workgroup.hpp
author xdono
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6814575: Update copyright year Summary: Update copyright for files that have been modified in 2009, up to 03/09 Reviewed-by: katleman, tbell, ohair
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/*
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 * Copyright 2002-2009 Sun Microsystems, Inc.  All Rights Reserved.
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 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
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 *
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 * This code is free software; you can redistribute it and/or modify it
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 * under the terms of the GNU General Public License version 2 only, as
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 * published by the Free Software Foundation.
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 *
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 * This code is distributed in the hope that it will be useful, but WITHOUT
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 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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 * FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License
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 * version 2 for more details (a copy is included in the LICENSE file that
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 * accompanied this code).
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 *
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 * You should have received a copy of the GNU General Public License version
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 * 2 along with this work; if not, write to the Free Software Foundation,
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 * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
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 *
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 * Please contact Sun Microsystems, Inc., 4150 Network Circle, Santa Clara,
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 * CA 95054 USA or visit www.sun.com if you need additional information or
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 * have any questions.
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 *
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 */
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// Forward declarations of classes defined here
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class WorkGang;
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class GangWorker;
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class YieldingFlexibleGangWorker;
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class YieldingFlexibleGangTask;
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class WorkData;
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// An abstract task to be worked on by a gang.
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// You subclass this to supply your own work() method
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class AbstractGangTask VALUE_OBJ_CLASS_SPEC {
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  // The abstract work method.
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  // The argument tells you which member of the gang you are.
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  virtual void work(int i) = 0;
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  // Debugging accessor for the name.
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  const char* name() const PRODUCT_RETURN_(return NULL;);
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  int counter() { return _counter; }
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  void set_counter(int value) { _counter = value; }
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  int *address_of_counter() { return &_counter; }
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  // RTTI
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  NOT_PRODUCT(virtual bool is_YieldingFlexibleGang_task() const {
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    return false;
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  })
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  NOT_PRODUCT(const char* _name;)
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  // ??? Should a task have a priority associated with it?
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  // ??? Or can the run method adjust priority as needed?
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  int _counter;
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  // Constructor and desctructor: only construct subclasses.
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  AbstractGangTask(const char* name) {
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    NOT_PRODUCT(_name = name);
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    _counter = 0;
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  }
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  virtual ~AbstractGangTask() { }
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};
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// Class AbstractWorkGang:
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// An abstract class representing a gang of workers.
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// You subclass this to supply an implementation of run_task().
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class AbstractWorkGang: public CHeapObj {
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  // Here's the public interface to this class.
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  // Constructor and destructor.
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  AbstractWorkGang(const char* name, bool are_GC_task_threads,
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                   bool are_ConcurrentGC_threads);
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  ~AbstractWorkGang();
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  // Run a task, returns when the task is done (or terminated).
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  virtual void run_task(AbstractGangTask* task) = 0;
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  // Stop and terminate all workers.
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  virtual void stop();
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  // Debugging.
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  const char* name() const;
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  // Initialize only instance data.
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  const bool _are_GC_task_threads;
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  const bool _are_ConcurrentGC_threads;
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  // Printing support.
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  const char* _name;
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  // The monitor which protects these data,
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  // and notifies of changes in it.
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  Monitor*  _monitor;
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  // The count of the number of workers in the gang.
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  int _total_workers;
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  // Whether the workers should terminate.
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  bool _terminate;
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  // The array of worker threads for this gang.
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  // This is only needed for cleaning up.
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  GangWorker** _gang_workers;
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  // The task for this gang.
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  AbstractGangTask* _task;
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  // A sequence number for the current task.
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  int _sequence_number;
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  // The number of started workers.
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  int _started_workers;
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  // The number of finished workers.
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  int _finished_workers;
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  // Accessors for fields
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  Monitor* monitor() const {
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    return _monitor;
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  }
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  int total_workers() const {
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    return _total_workers;
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  }
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  bool terminate() const {
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    return _terminate;
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  }
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  GangWorker** gang_workers() const {
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    return _gang_workers;
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  }
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  AbstractGangTask* task() const {
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    return _task;
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  }
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  int sequence_number() const {
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    return _sequence_number;
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  }
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  int started_workers() const {
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    return _started_workers;
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  }
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  int finished_workers() const {
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    return _finished_workers;
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  }
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  bool are_GC_task_threads() const {
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    return _are_GC_task_threads;
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  }
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  bool are_ConcurrentGC_threads() const {
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    return _are_ConcurrentGC_threads;
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  }
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  // Predicates.
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  bool is_idle() const {
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    return (task() == NULL);
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  }
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  // Return the Ith gang worker.
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  GangWorker* gang_worker(int i) const;
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  void threads_do(ThreadClosure* tc) const;
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  // Printing
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  void print_worker_threads_on(outputStream *st) const;
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  void print_worker_threads() const {
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    print_worker_threads_on(tty);
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  }
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  friend class GangWorker;
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  friend class YieldingFlexibleGangWorker;
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  // Note activation and deactivation of workers.
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  // These methods should only be called with the mutex held.
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  void internal_worker_poll(WorkData* data) const;
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  void internal_note_start();
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  void internal_note_finish();
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};
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class WorkData: public StackObj {
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  // This would be a struct, but I want accessor methods.
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  bool              _terminate;
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  AbstractGangTask* _task;
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  int               _sequence_number;
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  // Constructor and destructor
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  WorkData() {
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    _terminate       = false;
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    _task            = NULL;
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    _sequence_number = 0;
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  }
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  ~WorkData() {
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  }
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  // Accessors and modifiers
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  bool terminate()                       const { return _terminate;  }
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  void set_terminate(bool value)               { _terminate = value; }
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  AbstractGangTask* task()               const { return _task; }
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  void set_task(AbstractGangTask* value)       { _task = value; }
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  int sequence_number()                  const { return _sequence_number; }
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  void set_sequence_number(int value)          { _sequence_number = value; }
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  YieldingFlexibleGangTask* yf_task()    const {
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    return (YieldingFlexibleGangTask*)_task;
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  }
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};
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// Class WorkGang:
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class WorkGang: public AbstractWorkGang {
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  // Constructor
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  WorkGang(const char* name, int workers,
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           bool are_GC_task_threads, bool are_ConcurrentGC_threads);
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  // Run a task, returns when the task is done (or terminated).
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  virtual void run_task(AbstractGangTask* task);
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};
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// Class GangWorker:
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//   Several instances of this class run in parallel as workers for a gang.
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class GangWorker: public WorkerThread {
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public:
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  // Constructors and destructor.
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  GangWorker(AbstractWorkGang* gang, uint id);
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  // The only real method: run a task for the gang.
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  virtual void run();
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  // Predicate for Thread
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  virtual bool is_GC_task_thread() const;
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  virtual bool is_ConcurrentGC_thread() const;
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  // Printing
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  void print_on(outputStream* st) const;
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  virtual void print() const { print_on(tty); }
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  AbstractWorkGang* _gang;
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  virtual void initialize();
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  virtual void loop();
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  AbstractWorkGang* gang() const { return _gang; }
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};
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// A class that acts as a synchronisation barrier. Workers enter
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// the barrier and must wait until all other workers have entered
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// before any of them may leave.
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class WorkGangBarrierSync : public StackObj {
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protected:
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  Monitor _monitor;
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  int     _n_workers;
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  int     _n_completed;
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  bool    _should_reset;
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  Monitor* monitor()        { return &_monitor; }
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  int      n_workers()      { return _n_workers; }
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  int      n_completed()    { return _n_completed; }
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  bool     should_reset()   { return _should_reset; }
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  void     zero_completed() { _n_completed = 0; }
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  void     inc_completed()  { _n_completed++; }
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  void     set_should_reset(bool v) { _should_reset = v; }
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public:
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  WorkGangBarrierSync();
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  WorkGangBarrierSync(int n_workers, const char* name);
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  // Set the number of workers that will use the barrier.
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  // Must be called before any of the workers start running.
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  void set_n_workers(int n_workers);
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  // Enter the barrier. A worker that enters the barrier will
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  // not be allowed to leave until all other threads have
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  // also entered the barrier.
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  void enter();
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};
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// A class to manage claiming of subtasks within a group of tasks.  The
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// subtasks will be identified by integer indices, usually elements of an
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// enumeration type.
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class SubTasksDone: public CHeapObj {
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  jint* _tasks;
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  int _n_tasks;
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  int _n_threads;
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  jint _threads_completed;
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#ifdef ASSERT
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  jint _claimed;
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#endif
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  // Set all tasks to unclaimed.
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  void clear();
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public:
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  // Initializes "this" to a state in which there are "n" tasks to be
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  // processed, none of the which are originally claimed.  The number of
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  // threads doing the tasks is initialized 1.
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  SubTasksDone(int n);
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  // True iff the object is in a valid state.
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  bool valid();
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  // Set the number of parallel threads doing the tasks to "t".  Can only
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  // be called before tasks start or after they are complete.
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  void set_par_threads(int t);
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  // Returns "false" if the task "t" is unclaimed, and ensures that task is
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  // claimed.  The task "t" is required to be within the range of "this".
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  bool is_task_claimed(int t);
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  // The calling thread asserts that it has attempted to claim all the
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  // tasks that it will try to claim.  Every thread in the parallel task
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  // must execute this.  (When the last thread does so, the task array is
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  // cleared.)
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  void all_tasks_completed();
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  // Destructor.
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  ~SubTasksDone();
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};
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// As above, but for sequential tasks, i.e. instead of claiming
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// sub-tasks from a set (possibly an enumeration), claim sub-tasks
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// in sequential order. This is ideal for claiming dynamically
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// partitioned tasks (like striding in the parallel remembered
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// set scanning). Note that unlike the above class this is
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// a stack object - is there any reason for it not to be?
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class SequentialSubTasksDone : public StackObj {
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protected:
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  jint _n_tasks;     // Total number of tasks available.
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  jint _n_claimed;   // Number of tasks claimed.
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  jint _n_threads;   // Total number of parallel threads.
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  jint _n_completed; // Number of completed threads.
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  void clear();
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public:
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  SequentialSubTasksDone() { clear(); }
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  ~SequentialSubTasksDone() {}
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  // True iff the object is in a valid state.
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  bool valid();
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  // number of tasks
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  jint n_tasks() const { return _n_tasks; }
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  // Set the number of parallel threads doing the tasks to t.
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  // Should be called before the task starts but it is safe
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  // to call this once a task is running provided that all
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  // threads agree on the number of threads.
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  void set_par_threads(int t) { _n_threads = t; }
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  // Set the number of tasks to be claimed to t. As above,
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  // should be called before the tasks start but it is safe
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  // to call this once a task is running provided all threads
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  // agree on the number of tasks.
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  void set_n_tasks(int t) { _n_tasks = t; }
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  // Returns false if the next task in the sequence is unclaimed,
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  // and ensures that it is claimed. Will set t to be the index
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  // of the claimed task in the sequence. Will return true if
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  // the task cannot be claimed and there are none left to claim.
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  bool is_task_claimed(int& t);
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  // The calling thread asserts that it has attempted to claim
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  // all the tasks it possibly can in the sequence. Every thread
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  // claiming tasks must promise call this. Returns true if this
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  // is the last thread to complete so that the thread can perform
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  // cleanup if necessary.
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  bool all_tasks_completed();
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};
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// Represents a set of free small integer ids.
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class FreeIdSet {
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  enum {
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    end_of_list = -1,
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    claimed = -2
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  };
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  int _sz;
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  Monitor* _mon;
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  int* _ids;
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  int _hd;
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  int _waiters;
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  int _claimed;
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  static bool _safepoint;
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  typedef FreeIdSet* FreeIdSetPtr;
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  static const int NSets = 10;
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  static FreeIdSetPtr _sets[NSets];
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  static bool _stat_init;
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  int _index;
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public:
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  FreeIdSet(int sz, Monitor* mon);
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  ~FreeIdSet();
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  static void set_safepoint(bool b);
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  // Attempt to claim the given id permanently.  Returns "true" iff
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  // successful.
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  bool claim_perm_id(int i);
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  // Returns an unclaimed parallel id (waiting for one to be released if
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  // necessary).  Returns "-1" if a GC wakes up a wait for an id.
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  int claim_par_id();
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  void release_par_id(int id);
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};