/****************************************************************************** * Spine Runtimes License Agreement * Last updated July 28, 2023. Replaces all prior versions. * * Copyright (c) 2013-2026, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software or * otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ using System; using System.Threading; /// /// An array with wrap-around access for LockFreeWorkStealingDeque based on the paper /// "Dynamic Circular Work-Stealing Deque", authors David Chase and Yossi Lev. /// https://www.dre.vanderbilt.edu/~schmidt/PDF/work-stealing-dequeue.pdf /// Modified to support negative indices. /// public class CircularArray { private int size; private T[] segment; private uint mask; public int Size { get { return size; } } public CircularArray (int sizePoT) { this.size = sizePoT; segment = new T[sizePoT]; mask = (uint)(sizePoT - 1); } public T Get (int i) { return this.segment[((uint)i) & mask]; } public void Put (int i, T item) { this.segment[((uint)i) & mask] = item; } public CircularArray Grow (int b, int t, int newSizePoT) { CircularArray a = new CircularArray(newSizePoT); for (int i = t; i < b; i++) { a.Put(i, this.Get(i)); } return a; } }