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JUnit Toolkit enhances JUnit with performance testing, asymptotic behaviour analysis, and concurrency testing.
/*
* Copyright The Sett Ltd, 2005 to 2014.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.thesett.common.throttle;
/**
* TokenBucketThrottle is a Throttle implementation that uses a token bucket to limit the throttle rate. There is a
* bucket of tokens (a count), which can be filled to a maximum level. Tokens are inserted into the bucket at a constant
* rate. Every time a throttle request is made, a token is removed from the bucket. So long as there is a token
* available to remove, the throttle request will pass.
*
* The advantage of a token bucket based throttle, is that it can allow the throttle rate to over-run its defined
* limit for a short period, until the token bucket is exhausted. In the longer term it enforces an average rate.
*
* If the token bucket is empty, then the {@link Throttle#throttle()} method will block until there are some tokens
* available. It will attempt to wait for one tokens length of time before waking up the blocked thread and adding a new
* token. The accuracy of that wait will be constrained by the minimum wait time that the JVM can generate, which is
* often around a few milliseconds.
*
*
CRC Card
* Responsibilities Collaborations
* Accept throttling rate in operations per second.
* Inject short pauses to fill out processing cycles to a specified rate.
* Check against a throttle speed without waiting.
*
*
* @author Rupert Smith
*/
public class TokenBucketThrottle extends BaseThrottle
{
/** Holds the target rate for this throttle in hertz. */
private float targetRate;
/** Holds the maximum number of tokens in the bucket. */
private int depth;
/** Holds a count of the number of tokens that have been consumed. */
private float tokenCount;
/** Holds the time of the last throttle query. */
private long lastTimeNanos = System.nanoTime();
/**
* Specifies the throttling rate in operations per second. This must be called with with a value, the inverse of
* which is a measurement in nano seconds, such that the number of nano seconds do not overflow a long integer. The
* value must also be larger than zero.
*
* @param hertz The throttling rate in cycles per second.
*/
public void setRate(float hertz)
{
targetRate = hertz;
}
/**
* Sets up the maximum size of the token bucket.
*
* @param depth The maximum size of the token bucket.
*/
public void setDepth(int depth)
{
this.depth = depth;
}
/**
* Checks but does not enforce the throttle rate. When this method is called, it checks if a length of time greater
* than that equal to the inverse of the throttling rate has passed since it was last called and returned
* true. If the length of time still to elapse to the next throttle allow point is zero or less, this method
* will return a negative value, if there is still time to pass until the throttle allow point, this method will
* return a positive value indicating the amount of time still to pass. A thread can wait for that period of time
* before rechecking the throttle condition.
*
* @return The length of time since or still to elaps to the next throttle allow point. A negative value indicates
* that the throttle time has passed and a positive time indicates that there is still time to pass before
* it is reached. The units are in nanoseconds.
*/
public long timeToThrottleNanos()
{
// Work out how long ago the last throttle query was.
long currentTimeNanos = System.nanoTime();
long delay = currentTimeNanos - lastTimeNanos;
// Regenerate the tokens allowed since the last query.
float numTokens = (delay * 1.0e9f) * targetRate;
tokenCount -= numTokens;
if (tokenCount < 0f)
{
tokenCount = 0f;
}
// Update the last time stamp for next time around.
lastTimeNanos = currentTimeNanos;
// Check if there are tokens available to consume, and consume one if so.
if (tokenCount <= (depth - 1.0))
{
tokenCount += 1.0;
return 0;
}
else
{
// There are no tokens to consume, so return an estimate of how long it will take to generate one token.
return (long) (1.0e9 / targetRate);
}
}
}
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