* observer, max latency and avg loop time.
*/
explicit EventBase(event_base* evb, bool enableTimeMeasurement = true);
- ~EventBase();
+ ~EventBase() override;
/**
* Runs the event loop.
* first handler fired within that cycle.
*
*/
- void bumpHandlingTime() override final;
+ void bumpHandlingTime() final;
class SmoothLoopTime {
public:
// TimeoutManager
void attachTimeoutManager(
AsyncTimeout* obj,
- TimeoutManager::InternalEnum internal) override final;
+ TimeoutManager::InternalEnum internal) final;
- void detachTimeoutManager(AsyncTimeout* obj) override final;
+ void detachTimeoutManager(AsyncTimeout* obj) final;
bool scheduleTimeout(AsyncTimeout* obj, TimeoutManager::timeout_type timeout)
- override final;
+ final;
- void cancelTimeout(AsyncTimeout* obj) override final;
+ void cancelTimeout(AsyncTimeout* obj) final;
- bool isInTimeoutManagerThread() override final {
+ bool isInTimeoutManagerThread() final {
return isInEventBaseThread();
}