EventFramework library allows the creation of an event-driven infrastructure in which small "threads" can handle events in a multithreaded execution context. The EventFramework can be configured to act as a cooperative or a fully-preemptive kernel with fixed-priority scheduling. Furthermore, this kernel matches run-to-completion semantics, and hence a single-stack configuration is enough to keep running this multithreaded execution environment. As running threads shares global stack, a huge quantity of RAM is saved in contrast with traditional RTOSes.

Dependents:   sensors_KL46Z_xmn

Node/Node.cpp

Committer:
raulMrello
Date:
2012-10-03
Revision:
1:ec12f2e32faf
Parent:
0:9d09acc8f9d9

File content as of revision 1:ec12f2e32faf:

/* mbed EventFramework Library 
 * Copyright (c) 2012 raulMrello
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 */

#include "Node.h"

Node::Node(){
    prev = NULL;
    next = NULL;
    data = NULL;
 }

Node::Node(void* item){
    prev = NULL;
    next = NULL;
    data = item;
}

Node::~Node(void){
    prev = NULL;
    next = NULL;
    data = NULL;
}

void Node::SetNext(Node* node){
    next = node;
};

void Node::SetPrev(Node* node){
    prev = node;
};

Node* Node::GetNext(void){
    return next;
};

Node* Node::GetPrev(void){
    return prev;
};

void* Node::GetData(void){
    return data;
}

void Node::SetData(void* item){
    data = item;
}