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SystemObject.h
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SystemObject.h
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// SystemObject.h : interface of the CSystemObject class
//
// Pandora Bot v2.0
// By Darrin W. Cullop (dcullop@arizona.edu)
//
// Copyright (c) 1998-1999 by Darrin W. Cullop. All Rights Reserved.
//
// Permission to use, copy and distribute unedited copies of this whole
// document is hereby granted, provided that no fee is charged for the
// use or availability of this document (other than the normal connection
// costs for on-line services, if applicable). The above copyright notice
// and this permission notice must be left intact in all copies of this
// document. Short excerpts of this document may be quoted in discussion
// groups or mailing list articles, as long as a reference to the full
// document is given.
//
// Commercial distribution of this document, in whole or in part,
// requires prior agreement with the author. Commercial distribution
// includes any means by which the user has to pay either for the support
// (e.g. book, newsletter or CD-ROM) or for the document itself.
//
// Unauthorized commercial distribution is prohibited.
//
//////////////////////////////////////////////////////////////////////
#ifndef SYSTEM_OBJECT_H
#define SYSTEM_OBJECT_H
//////////////////////////////////////////////////////////////////////////////////
// CSystemObject Includes
#include <AfxMT.h>
#include "StdAfx.h"
//////////////////////////////////////////////////////////////////////////////////
// CSystemObject Class Definition
//class CSystemObject : public CObject, private CCriticalSection
class CSystemObject : public CCriticalSection
{
DECLARE_DYNCREATE(CSystemObject);
// Attributes
protected:
//CCriticalSection m_Lock;
BYTE m_nUsage;
// Constructor Functions
public:
CSystemObject() { Clear(); };
virtual ~CSystemObject() {};
// Operations
public:
BYTE CheckUsage() { return (++m_nUsage); };
const BYTE& PeekUsage() const { return m_nUsage; };
//void Lock() { m_Lock.Lock(); };
//void Unlock() { m_Lock.Unlock(); };
virtual void Clear();
virtual void Copy(const CSystemObject&);
// Overloaded Operators
public:
virtual CSystemObject& operator=(const CSystemObject&);
// Static Functions
public:
static void Post();
// Diagnostics
#ifdef _DEBUG
public:
virtual void AssertValid() const;
virtual void Dump(CDumpContext& dc) const;
#endif //_DEBUG
};
///////////////////////////////////////////////////////////////////////////////
// CSystemObject Inline Functions
///////////////////////////////////////////////////////////////////////////
// CSystemObject Operations
inline void CSystemObject::Clear()
{
m_nUsage = 0;
}
inline void CSystemObject::Copy(const CSystemObject& rCopyMe)
{
m_nUsage = rCopyMe.PeekUsage();
}
//////////////////////////////////////////////////////////////////////////////
// CSystemObject Overloaded Operators
inline CSystemObject& CSystemObject::operator=(const CSystemObject& rCopyMe)
{
Copy(rCopyMe);
return (*this);
}
//////////////////////////////////////////////////////////////////////////////////
#endif
//////////////////////////////////////////////////////////////////////////////////