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all teams in serveral server areas, and instead of having to eventually clone them all several times in BBitmap, we now have one or more areas per team, and BBitmap will only clone areas once if needed. As a side effect, this method should be magnitudes faster than the previous version. * This method is also much more secure: instead of putting the allocation maintenance structures into those everyone-read-write areas, they are now separated, so that faulty applications cannot crash the app_server this way anymore. This should fix bug #172. * Freeing memory is not yet implemented though! (although all memory will be freed upon app exit) * There are now 3 different bitmap allocation strategies: per ClientMemoryAllocator (ie. via ServerApp), per area (for overlays, not yet implemented), and using malloc()/free() for server-only bitmaps. * ServerBitmap now deletes its buffers itself. * Cleaned up BBitmap and BApplication a bit. * The test environment currently doesn't build anymore, will fix it next. git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@16826 a95241bf-73f2-0310-859d-f6bbb57e9c96
25 lines
508 B
C++
25 lines
508 B
C++
/*
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* Copyright 2001-2006, Haiku.
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* Distributed under the terms of the MIT License.
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*
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* Authors:
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* Ingo Weinhold <bonefish@cs.tu-berlin.de>
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*/
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#ifndef _APPLICATION_PRIVATE_H
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#define _APPLICATION_PRIVATE_H
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#include <Application.h>
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class BApplication::Private {
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public:
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static inline BPrivate::PortLink *ServerLink()
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{ return be_app->fServerLink; }
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static inline BPrivate::ServerMemoryAllocator* ServerAllocator()
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{ return be_app->fServerAllocator; }
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};
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#endif // _APPLICATION_PRIVATE_H
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