final class · System.Reactive
Source
public final class Source
What effects depend on: tracked when read inside one, notifying its observers when written.
- Tipo
- final class
- Espacio de nombres
- System.Reactive
- Ensamblado
- System.Core
- Acceso
- public, final
- Archivo fuente
Reactive.ant
Herencia
- Clases base
-
AnySource
Propiedades
Métodos
Track()
#
Makes the running effect (if any) an observer.
Notify()
#
Runs every observer again (once each, at the end of a batch).
Miembros privados e internos (9)
Its observers in the order they began to observe; an effect that stops leaves a null slot (taken out together by Compact once they are half of them), so adding or removing one is a step, not a search.
For each slot, where this source is in its effect's list of sources.
The effect, and which of its runs, that tracked it last: reading it again in that run is found at once.
Its number (Effect keeps the numbers of its sources in a set once it has many).
Compact()
#
Takes out the null slots, keeping the order, and tells each effect that moves its new slot.
The effect in slot no longer observes it.
Miembros heredados (5)
GetTypemétodo de AnyUndescribedmétodo de AnyToStringmétodo de AnyHashmétodo de Anydestroymétodo de Any
Código fuente
Source en Antril, descompilado a partir de su Larva HIR.
// System.Reactive.Source — System.Core (decompiled from Larva HIR)
import System;
into namespace System.Reactive
{
/// What effects depend on: tracked when read inside one, notifying its observers when written.
public final class Source
{
static i64 made;
/// Its observers in the order they began to observe; an effect that stops leaves a null slot (taken out together
/// by Compact once they are half of them), so adding or removing one is a step, not a search.
List<Effect?> observers;
/// For each slot, where this source is in its effect's list of sources.
List<i32> backs;
i32 live;
/// The effect, and which of its runs, that tracked it last: reading it again in that run is found at once.
Effect? markEffect;
i64 markRun;
/// Takes out the null slots, keeping the order, and tells each effect that moves its new slot.
Compact()
{
i32 kept = 0;
loop (i32 i = 0..observers.Count)
{
if (observers[i] is Effect effect)
{
i32 back = backs[i];
observers[kept] = effect;
backs[kept] = back;
effect.Moved(back, kept);
kept++;
}
}
loop (observers.Count > kept)
{
observers.Pop();
backs.Pop();
}
}
internal:
/// Its number (Effect keeps the numbers of its sources in a set once it has many).
i64 Id;
/// The effect in `slot` no longer observes it.
Unlink(i32 slot)
{
observers[slot] = null;
live--;
if (observers.Count >= 32 && live * 2 < observers.Count)
Compact();
}
public:
/// Makes the running effect (if any) an observer.
Track()
{
if (Reactive.Current is Effect current)
{
if (markEffect == current && markRun == current.Runs)
return;
markEffect = current;
markRun = current.Runs;
if (current.Reads(this))
return;
backs.Add(current.Watching(this, observers.Count));
observers.Add(current);
live++;
}
}
static NextId() : i64
{
made++;
return made;
}
/// Runs every observer again (once each, at the end of a batch).
Notify()
{
Effect?[] running = new Effect?[live];
i32 count = 0;
loop (i32 i = 0..observers.Count)
{
if (observers[i] is Effect effect)
{
running[count] = effect;
count++;
}
}
loop (i32 i = 0..count)
{
if (running[i] is Effect effect)
Reactive.Schedule(effect);
}
}
/// The number of effects it runs.
i32 Observers
{
get => live;
}
}
}