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| author | bors <bors@rust-lang.org> | 2015-08-11 03:47:16 +0000 |
|---|---|---|
| committer | bors <bors@rust-lang.org> | 2015-08-11 03:47:16 +0000 |
| commit | 50141d7e1e5b1b539d45240dff709fa68e7472c2 (patch) | |
| tree | afd3b867660ee71b379e1d6dbcc5d8bab2170397 /src/libstd/sys/windows | |
| parent | 8b3705528ab6a7511928d46c654cc0040272f48d (diff) | |
| parent | b51e0090696c82c6156bbfcd0e67ac68df67379b (diff) | |
| download | rust-50141d7e1e5b1b539d45240dff709fa68e7472c2.tar.gz rust-50141d7e1e5b1b539d45240dff709fa68e7472c2.zip | |
Auto merge of #26818 - sfackler:duration-stabilization, r=aturon
This commit stabilizes the `std::time` module and the `Duration` type. `Duration::span` remains unstable, and the `Display` implementation for `Duration` has been removed as it is still being reworked and all trait implementations for stable types are de facto stable. This is a [breaking-change] to those using `Duration`'s `Display` implementation. I'm opening this PR as a platform for discussion - there may be some method renaming to do as part of the stabilization process.
Diffstat (limited to 'src/libstd/sys/windows')
| -rw-r--r-- | src/libstd/sys/windows/mod.rs | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/src/libstd/sys/windows/mod.rs b/src/libstd/sys/windows/mod.rs index b6d080109df..b38945d8916 100644 --- a/src/libstd/sys/windows/mod.rs +++ b/src/libstd/sys/windows/mod.rs @@ -162,10 +162,10 @@ fn dur2timeout(dur: Duration) -> libc::DWORD { // * Nanosecond precision is rounded up // * Greater than u32::MAX milliseconds (50 days) is rounded up to INFINITE // (never time out). - dur.secs().checked_mul(1000).and_then(|ms| { - ms.checked_add((dur.extra_nanos() as u64) / 1_000_000) + dur.as_secs().checked_mul(1000).and_then(|ms| { + ms.checked_add((dur.subsec_nanos() as u64) / 1_000_000) }).and_then(|ms| { - ms.checked_add(if dur.extra_nanos() % 1_000_000 > 0 {1} else {0}) + ms.checked_add(if dur.subsec_nanos() % 1_000_000 > 0 {1} else {0}) }).map(|ms| { if ms > <libc::DWORD>::max_value() as u64 { libc::INFINITE |
