/**
 * The `Semaphore` module provides counting semaphores for limiting concurrent
 * access to shared resources. A semaphore owns a pool of permits; effects take
 * permits before running protected work and return them when the work exits.
 *
 * **Mental model**
 *
 * - The permit count is the maximum amount of guarded work that can run at once
 * - {@link withPermit} and {@link withPermits} acquire permits around one
 *   effect and release them on success, failure, or interruption
 * - {@link take} and {@link release} expose the lower-level protocol when
 *   acquisition and release cannot be scoped to one effect
 * - {@link resize} changes future availability while preserving permits that
 *   are already taken
 *
 * **Common tasks**
 *
 * - Create a semaphore: {@link make}, {@link makeUnsafe}
 * - Guard one effect: {@link withPermit}, {@link withPermits}
 * - Run only when permits are immediately available:
 *   {@link withPermitsIfAvailable}
 * - Manage permits manually: {@link take}, {@link release}, {@link releaseAll}
 * - Change capacity: {@link resize}
 *
 * **Gotchas**
 *
 * - Pending acquisitions wait until enough permits are available
 * - {@link withPermitsIfAvailable} never waits; it returns `Option.none` when
 *   the requested permits are not available immediately
 * - Manual {@link take} / {@link release} usage must keep permit counts
 *   balanced; prefer scoped helpers when possible
 *
 * @since 4.0.0
 */
import type * as Effect from "./Effect.ts";
import type * as Option from "./Option.ts";
/**
 * A counting semaphore that coordinates concurrent access with permits.
 *
 * **When to use**
 *
 * Use to coordinate concurrent effects that need bounded access to a shared
 * resource.
 *
 * **Details**
 *
 * Effects can acquire permits, wait until enough permits are available,
 * release permits, or run with permits that are automatically released when
 * the effect exits.
 *
 * **Example** (Controlling concurrent access)
 *
 * ```ts
 * import { Effect, Semaphore } from "effect"
 *
 * // Create and use a semaphore for controlling concurrent access
 * const program = Effect.gen(function*() {
 *   const semaphore = yield* Semaphore.make(2)
 *
 *   return yield* semaphore.withPermits(1)(
 *     Effect.succeed("Resource accessed")
 *   )
 * })
 * ```
 *
 * @see {@link make} for creating a semaphore inside Effect code
 * @see {@link makeUnsafe} for creating a semaphore synchronously
 *
 * @category models
 * @since 4.0.0
 */
export interface Semaphore {
    /**
     * Adjusts the number of permits available in the semaphore.
     *
     * **When to use**
     *
     * Use to change the total permit count of an existing semaphore.
     */
    resize(this: Semaphore, permits: number): Effect.Effect<void>;
    /**
     * Runs an effect with the given number of permits and releases the permits
     * when the effect completes.
     *
     * **When to use**
     *
     * Use to run an effect while holding a specified number of semaphore permits.
     *
     * **Details**
     *
     * This function acquires the specified number of permits before executing
     * the provided effect. Once the effect finishes, the permits are released.
     * If insufficient permits are available, the function will wait until they
     * are released by other tasks.
     */
    withPermits(this: Semaphore, permits: number): <A, E, R>(self: Effect.Effect<A, E, R>) => Effect.Effect<A, E, R>;
    /**
     * Runs an effect with the given number of permits and releases the permits
     * when the effect completes.
     *
     * **When to use**
     *
     * Use to run an effect while holding exactly one semaphore permit.
     *
     * **Details**
     *
     * This function acquires the specified number of permits before executing
     * the provided effect. Once the effect finishes, the permits are released.
     * If insufficient permits are available, the function will wait until they
     * are released by other tasks.
     */
    withPermit<A, E, R>(self: Effect.Effect<A, E, R>): Effect.Effect<A, E, R>;
    /**
     * Runs an effect only if the specified number of permits are immediately
     * available.
     *
     * **When to use**
     *
     * Use when guarded work should run only if the requested permits are
     * immediately available.
     *
     * **Details**
     *
     * This function attempts to acquire the specified number of permits. If they
     * are available, it runs the effect and releases the permits after the effect
     * completes. If permits are not available, the effect does not execute, and
     * the result is `Option.none`.
     */
    withPermitsIfAvailable(this: Semaphore, permits: number): <A, E, R>(self: Effect.Effect<A, E, R>) => Effect.Effect<Option.Option<A>, E, R>;
    /**
     * Acquires the specified number of permits and returns the resulting
     * available permits, suspending the task if they are not yet available.
     * Concurrent pending `take` calls are processed in a first-in, first-out manner.
     *
     * **When to use**
     *
     * Use to manually acquire permits for lower-level coordination protocols.
     */
    take(this: Semaphore, permits: number): Effect.Effect<number>;
    /**
     * Releases the specified number of permits and returns the resulting
     * available permits.
     *
     * **When to use**
     *
     * Use to manually return permits acquired by a lower-level coordination
     * protocol.
     */
    release(this: Semaphore, permits: number): Effect.Effect<number>;
    /**
     * Releases all permits held by this semaphore and returns the resulting available permits.
     *
     * **When to use**
     *
     * Use to return every currently taken permit to the semaphore at once.
     */
    readonly releaseAll: Effect.Effect<number>;
}
/**
 * Creates a `Semaphore` synchronously with the specified total
 * number of permits.
 *
 * **When to use**
 *
 * Use to construct a semaphore synchronously when an immediate value is
 * required outside an Effect workflow.
 *
 * **Example** (Creating an unsafe semaphore)
 *
 * ```ts
 * import { Effect, Semaphore } from "effect"
 *
 * const semaphore = Semaphore.makeUnsafe(3)
 *
 * const task = (id: number) =>
 *   semaphore.withPermits(1)(
 *     Effect.gen(function*() {
 *       yield* Effect.log(`Task ${id} started`)
 *       yield* Effect.sleep("1 second")
 *       yield* Effect.log(`Task ${id} completed`)
 *     })
 *   )
 *
 * // Only 3 tasks can run concurrently
 * const program = Effect.all([
 *   task(1),
 *   task(2),
 *   task(3),
 *   task(4),
 *   task(5)
 * ], { concurrency: "unbounded" })
 * ```
 *
 * @category constructors
 * @since 4.0.0
 */
export declare const makeUnsafe: (permits: number) => Semaphore;
/**
 * Creates a `Semaphore` initialized with the specified total number of permits.
 *
 * **When to use**
 *
 * Use to create a semaphore inside Effect code for bounding concurrency with
 * automatic or manual permit management.
 *
 * **Example** (Creating a semaphore)
 *
 * ```ts
 * import { Effect, Semaphore } from "effect"
 *
 * const program = Effect.gen(function*() {
 *   const semaphore = yield* Semaphore.make(2)
 *
 *   const task = (id: number) =>
 *     semaphore.withPermits(1)(
 *       Effect.gen(function*() {
 *         yield* Effect.log(`Task ${id} acquired permit`)
 *         yield* Effect.sleep("1 second")
 *         yield* Effect.log(`Task ${id} releasing permit`)
 *       })
 *     )
 *
 *   // Run 4 tasks, but only 2 can run concurrently
 *   yield* Effect.all([task(1), task(2), task(3), task(4)])
 * })
 * ```
 *
 * @category constructors
 * @since 4.0.0
 */
export declare const make: (permits: number) => Effect.Effect<Semaphore>;
/**
 * Sets the total number of permits managed by the semaphore.
 *
 * **When to use**
 *
 * Use to change the concurrency limit of an existing semaphore while keeping
 * current acquisitions in place.
 *
 * **Details**
 *
 * Existing acquisitions remain taken after resizing. If the new total is less
 * than the currently taken permit count, new acquisitions wait until enough
 * permits are released.
 *
 * @see {@link make} for creating a semaphore with an initial permit count
 * @see {@link release} for returning permits without changing semaphore capacity
 *
 * @category combinators
 * @since 4.0.0
 */
export declare const resize: {
    /**
     * Sets the total number of permits managed by the semaphore.
     *
     * **When to use**
     *
     * Use to change the concurrency limit of an existing semaphore while keeping
     * current acquisitions in place.
     *
     * **Details**
     *
     * Existing acquisitions remain taken after resizing. If the new total is less
     * than the currently taken permit count, new acquisitions wait until enough
     * permits are released.
     *
     * @see {@link make} for creating a semaphore with an initial permit count
     * @see {@link release} for returning permits without changing semaphore capacity
     *
     * @category combinators
     * @since 4.0.0
     */
    (permits: number): (self: Semaphore) => Effect.Effect<void>;
    /**
     * Sets the total number of permits managed by the semaphore.
     *
     * **When to use**
     *
     * Use to change the concurrency limit of an existing semaphore while keeping
     * current acquisitions in place.
     *
     * **Details**
     *
     * Existing acquisitions remain taken after resizing. If the new total is less
     * than the currently taken permit count, new acquisitions wait until enough
     * permits are released.
     *
     * @see {@link make} for creating a semaphore with an initial permit count
     * @see {@link release} for returning permits without changing semaphore capacity
     *
     * @category combinators
     * @since 4.0.0
     */
    (self: Semaphore, permits: number): Effect.Effect<void>;
};
/**
 * Runs an effect with the given number of permits and releases the permits when
 * the effect completes.
 *
 * **When to use**
 *
 * Use to run an effect while holding a specified number of semaphore permits
 * for the duration of that effect.
 *
 * **Details**
 *
 * The effect waits until enough permits are available. Acquired permits are
 * released when the wrapped effect exits.
 *
 * @see {@link withPermit} for acquiring exactly one permit
 * @see {@link withPermitsIfAvailable} for running only when permits are immediately available
 * @see {@link take} for manually acquiring permits
 * @see {@link release} for manually returning permits
 *
 * @category combinators
 * @since 4.0.0
 */
export declare const withPermits: {
    /**
     * Runs an effect with the given number of permits and releases the permits when
     * the effect completes.
     *
     * **When to use**
     *
     * Use to run an effect while holding a specified number of semaphore permits
     * for the duration of that effect.
     *
     * **Details**
     *
     * The effect waits until enough permits are available. Acquired permits are
     * released when the wrapped effect exits.
     *
     * @see {@link withPermit} for acquiring exactly one permit
     * @see {@link withPermitsIfAvailable} for running only when permits are immediately available
     * @see {@link take} for manually acquiring permits
     * @see {@link release} for manually returning permits
     *
     * @category combinators
     * @since 4.0.0
     */
    (self: Semaphore, permits: number): <A, E, R>(effect: Effect.Effect<A, E, R>) => Effect.Effect<A, E, R>;
    /**
     * Runs an effect with the given number of permits and releases the permits when
     * the effect completes.
     *
     * **When to use**
     *
     * Use to run an effect while holding a specified number of semaphore permits
     * for the duration of that effect.
     *
     * **Details**
     *
     * The effect waits until enough permits are available. Acquired permits are
     * released when the wrapped effect exits.
     *
     * @see {@link withPermit} for acquiring exactly one permit
     * @see {@link withPermitsIfAvailable} for running only when permits are immediately available
     * @see {@link take} for manually acquiring permits
     * @see {@link release} for manually returning permits
     *
     * @category combinators
     * @since 4.0.0
     */
    <A, E, R>(self: Semaphore, permits: number, effect: Effect.Effect<A, E, R>): Effect.Effect<A, E, R>;
};
/**
 * Runs an effect with a single permit and releases the permit when the effect
 * completes.
 *
 * **When to use**
 *
 * Use to guard an effect with exactly one semaphore permit while automatically
 * releasing that permit when the effect exits.
 *
 * @see {@link withPermits} for acquiring more than one permit
 * @see {@link withPermitsIfAvailable} for running only when permits are immediately available
 * @see {@link take} for manually acquiring permits
 * @see {@link release} for manually returning permits
 *
 * @category combinators
 * @since 4.0.0
 */
export declare const withPermit: {
    /**
     * Runs an effect with a single permit and releases the permit when the effect
     * completes.
     *
     * **When to use**
     *
     * Use to guard an effect with exactly one semaphore permit while automatically
     * releasing that permit when the effect exits.
     *
     * @see {@link withPermits} for acquiring more than one permit
     * @see {@link withPermitsIfAvailable} for running only when permits are immediately available
     * @see {@link take} for manually acquiring permits
     * @see {@link release} for manually returning permits
     *
     * @category combinators
     * @since 4.0.0
     */
    (self: Semaphore): <A, E, R>(effect: Effect.Effect<A, E, R>) => Effect.Effect<A, E, R>;
    /**
     * Runs an effect with a single permit and releases the permit when the effect
     * completes.
     *
     * **When to use**
     *
     * Use to guard an effect with exactly one semaphore permit while automatically
     * releasing that permit when the effect exits.
     *
     * @see {@link withPermits} for acquiring more than one permit
     * @see {@link withPermitsIfAvailable} for running only when permits are immediately available
     * @see {@link take} for manually acquiring permits
     * @see {@link release} for manually returning permits
     *
     * @category combinators
     * @since 4.0.0
     */
    <A, E, R>(self: Semaphore, effect: Effect.Effect<A, E, R>): Effect.Effect<A, E, R>;
};
/**
 * Runs an effect only if the specified number of permits are immediately
 * available.
 *
 * **When to use**
 *
 * Use when guarded work should run only if the requested permits are
 * immediately available.
 *
 * **Details**
 *
 * When the permits are unavailable, the effect is not run and the result is
 * `Option.none`. When permits are available, the effect is run, its result is
 * wrapped in `Option.some`, and the acquired permits are released when the
 * effect exits.
 *
 * @see {@link withPermits} for the variant that waits until permits are available
 *
 * @category combinators
 * @since 4.0.0
 */
export declare const withPermitsIfAvailable: {
    /**
     * Runs an effect only if the specified number of permits are immediately
     * available.
     *
     * **When to use**
     *
     * Use when guarded work should run only if the requested permits are
     * immediately available.
     *
     * **Details**
     *
     * When the permits are unavailable, the effect is not run and the result is
     * `Option.none`. When permits are available, the effect is run, its result is
     * wrapped in `Option.some`, and the acquired permits are released when the
     * effect exits.
     *
     * @see {@link withPermits} for the variant that waits until permits are available
     *
     * @category combinators
     * @since 4.0.0
     */
    (self: Semaphore, permits: number): <A, E, R>(effect: Effect.Effect<A, E, R>) => Effect.Effect<Option.Option<A>, E, R>;
    /**
     * Runs an effect only if the specified number of permits are immediately
     * available.
     *
     * **When to use**
     *
     * Use when guarded work should run only if the requested permits are
     * immediately available.
     *
     * **Details**
     *
     * When the permits are unavailable, the effect is not run and the result is
     * `Option.none`. When permits are available, the effect is run, its result is
     * wrapped in `Option.some`, and the acquired permits are released when the
     * effect exits.
     *
     * @see {@link withPermits} for the variant that waits until permits are available
     *
     * @category combinators
     * @since 4.0.0
     */
    <A, E, R>(self: Semaphore, permits: number, effect: Effect.Effect<A, E, R>): Effect.Effect<Option.Option<A>, E, R>;
};
/**
 * Acquires the specified number of permits and returns the acquired permit
 * count.
 *
 * **When to use**
 *
 * Use to manually acquire permits when a lower-level permit protocol needs
 * explicit acquisition and release control.
 *
 * **Details**
 *
 * The effect waits until enough permits are available.
 *
 * @see {@link withPermit} for automatically acquiring and releasing one permit around an effect
 * @see {@link withPermits} for automatically acquiring and releasing multiple permits around an effect
 * @see {@link release} for returning manually acquired permits
 *
 * @category combinators
 * @since 4.0.0
 */
export declare const take: {
    /**
     * Acquires the specified number of permits and returns the acquired permit
     * count.
     *
     * **When to use**
     *
     * Use to manually acquire permits when a lower-level permit protocol needs
     * explicit acquisition and release control.
     *
     * **Details**
     *
     * The effect waits until enough permits are available.
     *
     * @see {@link withPermit} for automatically acquiring and releasing one permit around an effect
     * @see {@link withPermits} for automatically acquiring and releasing multiple permits around an effect
     * @see {@link release} for returning manually acquired permits
     *
     * @category combinators
     * @since 4.0.0
     */
    (permits: number): (self: Semaphore) => Effect.Effect<number>;
    /**
     * Acquires the specified number of permits and returns the acquired permit
     * count.
     *
     * **When to use**
     *
     * Use to manually acquire permits when a lower-level permit protocol needs
     * explicit acquisition and release control.
     *
     * **Details**
     *
     * The effect waits until enough permits are available.
     *
     * @see {@link withPermit} for automatically acquiring and releasing one permit around an effect
     * @see {@link withPermits} for automatically acquiring and releasing multiple permits around an effect
     * @see {@link release} for returning manually acquired permits
     *
     * @category combinators
     * @since 4.0.0
     */
    (self: Semaphore, permits: number): Effect.Effect<number>;
};
/**
 * Releases the specified number of permits and returns the resulting available
 * permits.
 *
 * **When to use**
 *
 * Use to manually return permits acquired with `take` when a lower-level
 * permit protocol needs explicit release control.
 *
 * **Details**
 *
 * Running the effect releases the requested permits, wakes waiting acquirers
 * when permits become available, and returns the current available permit
 * count.
 *
 * **Gotchas**
 *
 * Manual `take` / `release` usage must keep permit counts balanced. Prefer
 * `withPermit` or `withPermits` when the acquisition can be scoped to one
 * effect.
 *
 * @see {@link take} for manually acquiring permits
 * @see {@link releaseAll} for returning every currently taken permit
 * @see {@link withPermits} for automatic acquire and release around an effect
 *
 * @category combinators
 * @since 4.0.0
 */
export declare const release: {
    /**
     * Releases the specified number of permits and returns the resulting available
     * permits.
     *
     * **When to use**
     *
     * Use to manually return permits acquired with `take` when a lower-level
     * permit protocol needs explicit release control.
     *
     * **Details**
     *
     * Running the effect releases the requested permits, wakes waiting acquirers
     * when permits become available, and returns the current available permit
     * count.
     *
     * **Gotchas**
     *
     * Manual `take` / `release` usage must keep permit counts balanced. Prefer
     * `withPermit` or `withPermits` when the acquisition can be scoped to one
     * effect.
     *
     * @see {@link take} for manually acquiring permits
     * @see {@link releaseAll} for returning every currently taken permit
     * @see {@link withPermits} for automatic acquire and release around an effect
     *
     * @category combinators
     * @since 4.0.0
     */
    (permits: number): (self: Semaphore) => Effect.Effect<number>;
    /**
     * Releases the specified number of permits and returns the resulting available
     * permits.
     *
     * **When to use**
     *
     * Use to manually return permits acquired with `take` when a lower-level
     * permit protocol needs explicit release control.
     *
     * **Details**
     *
     * Running the effect releases the requested permits, wakes waiting acquirers
     * when permits become available, and returns the current available permit
     * count.
     *
     * **Gotchas**
     *
     * Manual `take` / `release` usage must keep permit counts balanced. Prefer
     * `withPermit` or `withPermits` when the acquisition can be scoped to one
     * effect.
     *
     * @see {@link take} for manually acquiring permits
     * @see {@link releaseAll} for returning every currently taken permit
     * @see {@link withPermits} for automatic acquire and release around an effect
     *
     * @category combinators
     * @since 4.0.0
     */
    (self: Semaphore, permits: number): Effect.Effect<number>;
};
/**
 * Releases all permits held by this semaphore and returns the resulting
 * available permits.
 *
 * **When to use**
 *
 * Use to return every currently taken permit to a semaphore at once, typically
 * during cleanup of manual `take` / `release` protocols.
 *
 * @see {@link release} for releasing a known permit count
 * @see {@link withPermits} for automatic acquire and release around an effect
 *
 * @category combinators
 * @since 4.0.0
 */
export declare const releaseAll: (self: Semaphore) => Effect.Effect<number>;
//# sourceMappingURL=Semaphore.d.ts.map