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Rational R1000/400 Tapes

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Index: ┃ B T

⟦7616cf46e⟧ TextFile

    Length: 1779 (0x6f3)
    Types: TextFile
    Names: »B«

Derivation

└─⟦a7d1ea751⟧ Bits:30000550 8mm tape, Rational 1000, !users!projects 94_04_11
    └─ ⟦129cab021⟧ »DATA« 
        └─⟦this⟧ 
└─⟦f64eaa120⟧ Bits:30000752 8mm tape, Rational 1000, !projects 93 02 16
    └─ ⟦6f12a12be⟧ »DATA« 
        └─⟦this⟧ 
└─⟦2f6cfab89⟧ Bits:30000547 8mm tape, Rational 1000, !projects 94-01-04
    └─ ⟦d65440be7⟧ »DATA« 
        └─⟦this⟧ 

TextFile

with Behavior_Defs;
with Behavior_Exception;
with Message_Transport;
package body Actor is

    This : Identifier.Object; -- set once the behavior has been identified

    Registered : Boolean := False;


    function Get_Identity return Identifier.Object is
    begin
        if not Registered then
            raise Behavior_Exception.Not_Yet_Registered_Error;
        end if;

        return This;
    end Get_Identity;

    procedure Process_Message (M : String) is
    begin
        Process_Message (Message.Value (M));
    end Process_Message;


    generic
        with procedure Identify (M : String;
                                 Behavior : out Identifier.Object;
                                 Registered : out Boolean);
    function Identified_Generic (M : String) return Boolean;


    function Identified_Generic (M : String) return Boolean is
    begin
        Identify (M => M, Behavior => This, Registered => Registered);
        return Registered;
    end Identified_Generic;


    function Identified is new Identified_Generic (Behavior_Defs.Identify);


    procedure Ready_To_Receive is
    begin
        null;
    end Ready_To_Receive;


    procedure Transport_Start is
       new Message_Transport.Start_Server
              (Register_Service => Behavior_Defs.Register_Service,
               Service_Identified => Identified,
               Ready_To_Receive => Ready_To_Receive,
               Receive_Callback => Process_Message);


    procedure Start is  
        M : Message.Object;
    begin
        loop  
            Generate_Message (Message => M);
            Behavior_Defs.Send_Message (Message => [OBJECT-expression],
                                        Status => [STATUS_CODE-expression]);
        end loop;
    end Start;

end Actor;