The EvLoop class EvLoop
&reftitle.intro; Represents an event loop that is always distinct from the default loop . Unlike the default loop , it cannot handle EvChild watchers. Having threads we have to create a loop per thread, and use the default loop in the parent thread. The default event loop is initialized automatically by Ev . It is accessible via methods of the Ev class, or via EvLoop::defaultLoop method.
&reftitle.classsynopsis; EvLoop final EvLoop &Properties; public data public backend public is_default_loop public iteration public pending public io_interval public timeout_interval public depth &Methods;
&reftitle.properties; data Custom data attached to loop backend Readonly . The backend flags indicating the event backend in use. is_default_loop Readonly . &true; if it is the default event loop. iteration The current iteration count of the loop. See Ev::iteration pending The number of pending watchers. 0 indicates that there are no watchers pending. io_interval Higher io_interval allows libev to spend more time collecting EvIo events, so more events can be handled per iteration, at the cost of increasing latency. Timeouts (both EvPeriodic and EvTimer ) will not be affected. Setting this to a non-zero value will introduce an additional sleep() call into most loop iterations. The sleep time ensures that libev will not poll for EvIo events more often than once per this interval, on average. Many programs can usually benefit by setting the io_interval to a value near 0.1 , which is often enough for interactive servers(not for games). It usually doesn't make much sense to set it to a lower value than 0.01 , as this approaches the timing granularity of most systems. See also FUNCTIONS CONTROLLING EVENT LOOPS . timeout_interval Higher timeout_interval allows libev to spend more time collecting timeouts, at the expense of increased latency/jitter/inexactness(the watcher callback will be called later). EvIo watchers will not be affected. Setting this to a non-null value will not introduce any overhead in libev . See also FUNCTIONS CONTROLLING EVENT LOOPS . depth The recursion depth. See Ev::depth .
&reference.ev.entities.evloop;