How call o specific slot with signals.boostv2 - c++

I have worked on an application which is depend on publisher subscriber (using boost.signalsv2)
here is controller;
#include "view.hpp"
class Controller
{
boost::signals2::signal<void ()> sig;
public:
Controller() {
}
void subscribe(listener& listener) {
// Signal with no arguments and a void return value
sig.connect(boost::bind(&listener::OnUpdate, &listener));
}
void DoWork() const {
// Call all of the slots
sig();
}
void Update();
};
doWork function call all subscring slots.
int main() {
Controller c;
View l1, l2;
c.subscribe(l1);
std::cout << "One subscribed:\n";
c.DoWork();
c.subscribe(l2);
c.subscribe(l3);
std::cout << "\nBoth subscribed:\n";
c.DoWork();
}
There are more than one subscriber systems.(l1 ,l2 and l3)
I want to publish specific one (l2) How can i check and do this?

That's not how it's intended. If you want to distinguish, either have different signals OR pass a token to the handlers that makes it possible for them to know whether they're interested in that particular event.
If you want to have a specific /position/ in the list of connected handlers to take the event, then you may be able to use an alternative/custom combiners: https://www.boost.org/doc/libs/1_73_0/doc/html/signals2/thread-safety.html#id-1.3.36.7.3

Related

C++ List of member callback functions

I am going from C development to C++ on the STM32 platform and simply cant find a suitable solution for my problem.
Please have a look at the simplified example code attached to this post.
#include <iostream>
#include <functional>
#include <list>
using namespace std;
class Pipeline {
public:
std::list<std::function<void(Pipeline*)>> handlers;
//add handler to list --> works fine
void addHandler(std::function<void(Pipeline*)> handler) {
this->handlers.push_front(handler);
}
void ethernetCallback(void) {
//handle received data and notify all callback subscriptions --> still works fine
// this callback function is normally sitting in a child class of Pipeline
int len = handlers.size();
for (auto const &handler : this->handlers) {
handler(this);
}
}
void removeHandler(std::function<void(Pipeline*)> handler) {
// Here starts the problem. I can not use handlers.remove(handler) here to
// unregister the callback function. I understood why I can't do that,
// but I don't know another way of coding the given situation.
}
};
class Engine {
public:
void callback(Pipeline *p) {
// Gets called when new data arrives
cout<<"I've been called.";
}
void assignPipelineToEngine(Pipeline *p) {
p->addHandler(std::bind(&Engine::callback, this, std::placeholders::_1));
}
};
int main()
{
Engine *e = new Engine();
Pipeline *p = new Pipeline();
e->assignPipelineToEngine(p);
// the ethernet callback function would be called by LWIP if new udp data is available
// calling from here for demo purposes only
p->ethernetCallback();
return 0;
}
The idea is that when the class "Pipeline" receives new data over ethernet, it informs all registered callback functions by calling a method. The callback functions are stored in a std::list. Everything works fine till here, but the problem with this approach is that I can't remove the callback functions from the list, which is required for the project.
I know why I can't simply remove the callback function pointers from the list, but I don't know another approach at the moment.
Probably anybody could give me a hint where I could have a look for solving this problem. All resources I've researched don't really show my specific case.
Thank you all in advance for your support! :)
One option would be to have addHandler return some sort of identifier that can later be passed to removeHandler. For example:
class Pipeline {
public:
std::map<int, std::function<void(Pipeline*)>> handlers;
int nextId = 0;
//add handler to list --> works fine
void addHandler(std::function<void(Pipeline*)> handler) {
handlers[nextId++] = handler;
}
void ethernetCallback(void) {
for (auto const& entry : handlers) {
entry.second(this);
}
}
void removeHandler(int handlerToken) {
handlers.erase(handlerToken);
}
};
class Engine {
public:
void callback(Pipeline *p) {
// Gets called when new data arrives
cout<<"I've been called.";
}
void assignPipelineToEngine(Pipeline *p) {
handlerToken = p->addHandler(
std::bind(
&Engine::callback,
this,
std::placeholders::_1
)
);
}
void unregisterPipelineFromEngine(Pipeline *p) {
p->removeHandler(handlerToken);
}
private:
int handlerToken;
};
Perhaps you could attach an ID to each handler. Very crude variant would just use this address as an ID if you have at most one callback per instance.
#include <functional>
#include <iostream>
#include <list>
using namespace std;
class Pipeline {
public:
using ID_t = void *; // Or use integer-based one...
struct Handler {
std::function<void(Pipeline *)> callback;
ID_t id;
// Not necessary for emplace_front since C++20 due to agreggate ctor
// being considered.
Handler(std::function<void(Pipeline *)> callback, ID_t id)
: callback(std::move(callback)), id(id) {}
};
std::list<Handler> handlers;
// add handler to list --> works fine
void addHandler(std::function<void(Pipeline *)> handler, ID_t id) {
this->handlers.emplace_front(std::move(handler), id);
}
void ethernetCallback(void) {
// handle received data and notify all callback subscriptions --> still
// works fine
// this callback function is normally sitting in a child class of
// Pipeline
int len = handlers.size();
for (auto const &handler : this->handlers) {
handler.callback(this);
}
}
void removeHandler(ID_t id) {
handlers.remove_if([id = id](const Handler &h) { return h.id == id; });
}
};
class Engine {
public:
void callback(Pipeline *p) {
// Gets called when new data arrives
cout << "I've been called.";
}
void assignPipelineToEngine(Pipeline *p) {
//p->addHandler(std::bind(&Engine::callback, this, std::placeholders::_1), this);
//Or with a lambda
p->addHandler([this](Pipeline*p){this->callback(p);},this);
}
void removePipelineFromEngine(Pipeline *p) { p->removeHandler(this); }
};
int main() {
Engine *e = new Engine();
Pipeline *p = new Pipeline();
e->assignPipelineToEngine(p);
// the ethernet callback function would be called by LWIP if new udp data is
// available calling from here for demo purposes only
p->ethernetCallback();
return 0;
}
You might also consider std::map<ID_t,std::function<...>> instead of list, not sure how memory/performance constrained you are.
Obligatory: do not use new, use std::unique_ptr, or better use automatic storage whenever you can. Although in this case a pointer is appropriate for e as you need stable address due to this capture/bind/ID.
std::functions are not comparable as there isn't a good generic way how to define this comparison.

C++ Event system setup

I am curious as to how I can make the following code actually work. I currently have an event system in place but it is using the observer pattern. I want my window events to work as such :
window win("Engine");
win.on_event(KEY_PRESSED, []{
// key pressed
});
win.on_event(KEY_RELEASED, []{
// key released
});
win.on_event(MOUSE_CLICKED, []{
// mouse clicked
});
The problem is I don't know where to start. I also want to be able to get specific information on an event, for example the (x, y) coords of where the mouse was clicked in the window. Any input would be greatly appreciated, even if it's just a general idea of what I need to do. Thank you.
I think you are going along the right lines so far, but an event system is not a simple thing to build. There is a lot to think about in an events system. I Am assuming you are doing this as a learning exercise so lets not use any libraries. However I would reccommend looking at a few existing event systems to get some inspiration, you might find features you didn't even know you wanted until you see them. These are the steps / thought exercises i suggest for you to take.
Define your events:
It sounds like you have done this, but do consider if you want events to be unrelated types or part of an inheritance hierarchy, there are pros and cons to each approach.
Define your publishing mechanism:
You said you have observer pattern and thats a good first choice, but consider if it's everything you want. Maybe also consider these things; Should one object only deliver directly to it's indended destination or maybe there is some kind of indirection or delegation involved like a message bus or central event queue. Good news is that designing to an interface like observer pattern suggests makes this easy to change later.
Define your event model in time space:
do you need or want immediate, deferred or asynchronous processing of the events? do you need to store them? What about threadding? is this a single threaded system? If it is then thats an additional layer of complexity to consdier.
Define receipt of messages:
Kind of linked to 2, Consider object A wants to publish an event but how does it know whom to deliver it to, it might be looked up in some kind of registry it knows about, it might be the argument to a function call, it could be something else you can imagine. Traditionally i've seen this done in two ways one where you can register an event handler with some object who will receive the event then invoke your handler. This mechanism requires you to consider if handlers can be unregistered as well, and if so how. The other is the "function" argument, where a function might be a class member function, or a strategy object or similar.
I think at that stage you will have asked most of the hard questions
heres a quick example of a single threaded event system with events based in a hierarchy: (NOTE, this is NOT following best practices and its not production quality, its the absolute bare minimum to demonstrate the concept, [using c++17 standard for my convienance])
#include <iostream>
#include <functional>
#include <string>
#include <string_view>
#include <vector>
// Lets define a base event type
struct event_base {
explicit event_base(std::string const& event_type) : type{event_type} {}
std::string type;
};
// Now a more specific event type
struct name_changed : public event_base {
constexpr static auto event_type = "name_changed_event";
name_changed(std::string old_name, std::string new_name) :
event_base(event_type),
old_name{std::move(old_name)},
new_name{std::move(new_name)}
{}
std::string old_name;
std::string new_name;
};
// Next our observer interface
using event_handler = std::function<void(event_base const&)>;
/* could do these the traditional way with a class interface but i
* prefer a std::function when there only one method to implement
* and it means i dont have to bring out unique_ptrs or anything
* for this example
*/
// And a structure to associate an observer with an event type
struct registered_handler {
std::string event_type;
event_handler handler;
};
// A simple example observable person
class person_info {
public:
person_info(int age, std::string name) :
m_age{age},
m_name{std::move(name)}
{}
void add_handler(std::string const& event_type, event_handler const& handler) {
m_handlers.push_back({event_type, handler});
}
void set_name(std::string new_name) {
// check for change
if(new_name == m_name) {
return;
}
// build event
name_changed const event {m_name, new_name};
// make change
std::swap(m_name, new_name);
// publish events
if(auto *const handler = get_handler_for_event_type(event.type); handler != nullptr) {
handler->handler(event);
}
}
void set_age(int new_age) {
// same thing here but using age and age change event
}
private:
registered_handler* get_handler_for_event_type(std::string const& event_type) {
auto const& existing_handler = std::find_if(std::begin(m_handlers), std::end(m_handlers), [&](auto const& h){
return h.event_type == event_type;
});
if(existing_handler != std::end(m_handlers)) {
return &(*existing_handler);
} else {
return nullptr;
}
}
int m_age;
std::string m_name;
std::vector<registered_handler> m_handlers;
};
// And a main to exercise it
int main() {
person_info my_guy{25, "my guy"};
my_guy.add_handler(name_changed::event_type, [](event_base const& event) {
auto const& name_change_event = reinterpret_cast<name_changed const&>(event);
std::cout << "My guy changed his name from: " << name_change_event.old_name << " to: " << name_change_event.new_name << "\n";
});
my_guy.set_name("someone else");
}
Unfortunately thats a fair amount of boiler plate for a simple event system, but once you have it and have tweaked it to be what you want then you can just keep re-using it.
If you run this example output should be quite simply:
My guy changed his name from: my guy to: someone else
Some time ago I've had similar problem to yours.
For my window I decided to inherit from entt::emitter
class Win32Window : public entt::emitter<Win32Window>
then inside WndProc
LRESULT Win32Window::_wndProc(HWND, UINT, WPARAM wParam, LPARAM lParam) {
switch (uMsg) {
case WM_MOUSEMOVE:
if (!empty<MouseMoveEvent>()) {
publish<MouseMoveEvent>(GET_X_LPARAM(lParam), GET_Y_LPARAM(lParam));
return 0;
}
break;
// other messages ...
}
}
And the final result looks like this:
window.on<ResizeWindowEvent>([](const auto &evt, auto &) {
ImGui::GetIO().DisplaySize = glm::vec2{evt.width, evt.height};
});
window.on<MouseMoveEvent>([](const auto &evt, auto &) {
ImGui::GetIO().MousePos = glm::vec2{evt.x, evt.y};
});
Ofcourse you gonna need some event types:
struct MouseMoveEvent {
int32_t x, y;
};
struct CloseWindowEvent {};
// and so on ...
This is not a complete example, it is a simple snippet to give you a generic idea on what you're trying to do.
#include <iostream>
#include <functional>
#include <thread>
#include <Windows.h>
#include <map>
enum class MOUSE_EVENT_TYPE {
MOUSE_CLICKED,
MOUSE_MOVE
};
struct window
{
std::thread *th;
bool loop{ true };
std::map < MOUSE_EVENT_TYPE, std::function<void()>> func;
window()
{
th = new std::thread([this]() {
while (loop)
{
if (func[MOUSE_EVENT_TYPE::MOUSE_MOVE] && GetCursorPos())
{
func[MOUSE_EVENT_TYPE::MOUSE_MOVE](p);
}
if (func[MOUSE_EVENT_TYPE::MOUSE_CLICKED] && GetAsyncKeyState(VK_LBUTTON))
{
func[MOUSE_EVENT_TYPE::MOUSE_CLICKED]();
}
}
});
}
void on_event(MOUSE_EVENT_TYPE event, std::function<void(POINT)> fn)
{
if (!func[event])
{
func[event] = fn;
}
}
};
int main()
{
window win;
win.on_event(MOUSE_EVENT_TYPE::MOUSE_MOVE, []() {
std::cout << "mouse moved" << std::endl;
});
win.on_event(MOUSE_EVENT_TYPE::MOUSE_CLICKED, []() {
std::cout << "mouse clicked" << std::endl;
});
win.th->join();
}

How to handle thread-safe callback registration and execution in C++?

For example I've an EventGenerator class that call IEventHandler::onEvent for all registered event handlers:
class IEventHandler {
public: virtual void onEvent(...) = 0;
};
class EventGenerator {
private:
std::vector<IEventHandler*> _handlers;
std::mutex _mutex; // [1]
public:
void AddHandler(IEventHandler* handler) {
std::lock_guard<std::mutex> lck(_mutex); // [2]
_handlers.push_back(handler);
}
void RemoveHanler(IEventHandler* handler) {
std::lock_guard<std::mutex> lck(_mutex); // [3]
// remove from "_handlers"
}
private:
void threadMainTask() {
while(true) {
// Do some work ...
// Post event to all registered handlers
{
std::lock_guard<std::mutex> lck(_mutex); // [4]
for(auto& h : _handlers) { h->onEvent(...); )
}
// Do some work ...
}
}
The code should be thread safe in the following manner:
one thread is executing the EventGenerator::threadMainTask
many threads might access EventGenerator::AddHandler and EventGenerator::RemoveHandler APIs.
To support this, I have the following synchonization (see comment in the code):
[1] is the mutex that protects the vector _handlers from multiple thread access.
[2] and [3] are protect adding or removing handlers simultaneously.
[4] is preventing from changing the vector while the main thread is posting events.
This code works until... If for some reason, during the execution of IEventHandler::onEvent(...) the code is trying to call EventManager::RemoveHandler or EventManager::AddHandler. The result is runtime exception.
What is the best approach to handle registration of the event handlers and executing the event handler callback in the thread safe manner?
>> UPDATE <<
So based on the inputs, I've updated to the following design:
class IEventHandler {
public: virtual void onEvent(...) = 0;
};
class EventDelegate {
private:
IEventHandler* _handler;
std::atomic<bool> _cancelled;
public:
EventDelegate(IEventHandler* h) : _handler(h), _cancelled(false) {};
void Cancel() { _cancelled = true; }
void Invoke(...) { if (!_cancelled) _handler->onEvent(...); }
}
class EventGenerator {
private:
std::vector<std::shared_ptr<EventDelegate>> _handlers;
std::mutex _mutex;
public:
void AddHandler(std::shared_ptr<EventDelegate> handler) {
std::lock_guard<std::mutex> lck(_mutex);
_handlers.push_back(handler);
}
void RemoveHanler(std::shared_ptr<EventDelegate> handler) {
std::lock_guard<std::mutex> lck(_mutex);
// remove from "_handlers"
}
private:
void threadMainTask() {
while(true) {
// Do some work ...
std::vector<std::shared_ptr<EventDelegate>> handlers_copy;
{
std::lock_guard<std::mutex> lck(_mutex);
handlers_copy = _handlers;
}
for(auto& h : handlers_copy) { h->Invoke(...); )
// Do some work ...
}
}
As you can see, there is additional class EventDelegate that have two purposes:
hold the event callback
enable to cancel the callback
In the threadMainTask, I'm using a local copy of the std::vector<std::shared_ptr<EventDelegate>> and I'm releasing the lock before invoking the callbacks. This approach solves an issue when during the IEventHandler::onEvent(...) the EventGenerator::{AddHandler,RemoveHanler} is called.
Any thoughts about the new design?
Copy-on-Write vector implemented on atomic swap of shared_ptr's (in assumptions callback registration is occurring far less frequently than events the callbacks are notified about):
using callback_t = std::shared_ptr<std::function<void(event_t const&)> >;
using callbacks_t = std::shared_ptr<std::vector<callback_t> >;
callbacks_t callbacks_;
mutex_t mutex_; // a mutex of your choice
void register(callback_t cb)
{
// the mutex is to serialize concurrent callbacks registrations
// this is not always necessary, as depending on the application
// architecture, single writer may be enforced by design
scoped_lock lock(mutex_);
auto callbacks = atomic_load(&callbacks_);
auto new_callbacks = std::make_shared< std::vector<callback_t> >();
new_callbacks->reserve(callbacks->size() + 1);
*new_callbacks = callbacks;
new_callbacks->push_back(std::move(cb));
atomic_store(&callbacks_, new_callbacks);
}
void invoke(event_t const& evt)
{
auto callbacks = atomic_load(&callbacks_);
// many people wrap each callback invocation into a try-catch
// and de-register on exception
for(auto& cb: *callbacks) (*cb)(evt);
}
Specifically on the subject of asynchronous behavior when callback is executed while being de-registered, well here the best approach to take is remember of the Separation of Concerns principle.
The callback should not be able to die until it has been executed. This is achieved via another classic trick called "extra level of indirection". Namely, instead of registering user provided callback one would wrap it to something like the below and callback de-registration apart from updating the vector will call the below defined discharge() method on the callback wrapper and will even notify the caller of de-registration method of whether the callback execution finished successfully.
template <class CB> struct cb_wrapper
{
mutable std::atomic<bool> done_;
CB cb_;
cb_wrapper(CB&& cb): cb(std::move(cb_)) {}
bool discharge()
{
bool not_done = false;
return done_.compare_exchange_strong(not_done, true);
}
void operator()(event_t const&)
{
if (discharge())
{
cb();
}
}
};
I can't see a right thing here. From your update I can see a problem: you are not synchronizing the invoke method with callback removal. There's an atomic but it's not enough. Example: just after this line of code:
if (!_cancelled)
Another thread calls the remove method. What can happen is that the onEvent() is called anyway, even if the removed method has removed the callback from the list and returned the result, there's nothing to keep synchronized this execution flow. Same problem for the answer of #bobah.

Multithreaded event system

I am trying to design a multithreaded event system in C++. In it, the objects may be located in different threads and every object should be able to queue events for other threads. Each thread has its own event queue and event dispatcher, as well as an event loop. It should be possible to change the thread affinity of the objects.
Let's say we have two threads: A and B, and an object myobj, which belongs to B. Obviously, A needs a pointer to myobj in order to be able to send events to it. A doesn't have any pointer to B, but it needs some way to get a reference to it in order to be able to lock the event queue and add the event to it.
I could store a pointer to B in myobj, but then I obviously need to protect myobj. If I place a mutex in myobj, myobj could be destructed while the mutex is being locked, thus causing a segmentation fault.
I could also use a global table where I associate each object with its corresponding thread. However, this would consume a lot of memory and cause any thread that wants to send an event to block until A has finish
ed.
What is the most efficient safe strategy to implement this? Is there perhaps some kind of design pattern for this?
Thanks in advance.
I've implemented a thread wrapper base class ThreadEventComponent for sending and processing events between instances of itself. Each ThreadEventComponent has it's own event queue that is automatically locked internally whenever used. The events themselves are negotiated by a static map of type map<EventKey, vector<ThreadEventComponent*>> that is also automatically locked whenever used. As you can see, multiple ThreadEventComponent derived instances can subscribe to the same event. Each event sent with SendEvent(Event*) is copied per instance to insure that multiple threads aren't fighting over the same data held within the event.
Admittedly, this is not the most efficient strategy, opposed to sharing memory. There are optimizations to be made regarding the addEvent(Event&)method. With drawbacks aside, it does work well for configuring a thread to do some operation outside of the main thread.
Both MainLoop() and ProcessEvent(Event*) are virtual functions to be implemented by the derived class. ProcessEvent(Event*) is called whenever an event is available in the queue. After that, MainLoop() is called regardless of the event queue state. MainLoop() is where you should tell your thread to sleep and where any other operations such as file reading/writing or network reading/writing should go.
The following code is something I've been working on for my own person use to get my head wrapped around threading in C++. This code has never been reviewed, so I'd love to hear any suggestions you have. I am aware of two elements that are less than desirable in this code sample. 1) I'm using new at run-time, the drawback being that finding memory takes time, but this can be mitigated by creating a memory buffer to construct new events over in the ThreadEventComponent base class. 2)Event casting to TEvent<T> can cause run-time errors if not implemented correctly in ProcessEvent. I'm not sure what the best solution for this is.
Note: I have EventKey implemented as a string, but you can change it to whatever type you wish as long as it has a default value along with the equality and assignment operators available.
Event.h
#include <string>
using namespace std;
typedef string EventKey;
class Event
{
public:
Event()
: mKey()
{
}
Event(EventKey key)
: mKey(key)
{
}
Event(const Event& e)
: mKey(e.mKey)
{
}
virtual ~Event()
{
}
EventKey GetKey()
{
return mKey;
}
protected:
EventKey mKey;
};
template<class T>
class TEvent : public Event
{
public:
TEvent()
: Event()
{
}
TEvent(EventKey type, T& object)
: Event(type), mObject(object)
{
}
TEvent(const TEvent<T>& e)
: Event(e.mKey), mObject(e.mObject)
{
}
virtual ~TEvent()
{
}
T& GetObject()
{
return mObject;
}
private:
T mObject;
};
ThreadEventComponent.h
#include "Event.h"
#include <thread>
#include <atomic>
#include <algorithm>
#include <vector>
#include <queue>
#include <map>
#include <mutex>
#include <assert.h>
class ThreadEventComponent
{
public:
ThreadEventComponent();
~ThreadEventComponent();
void Start(bool detached = false);
void Stop();
void ForceStop();
void WaitToFinish();
virtual void Init() = 0;
virtual void MainLoop() = 0;
virtual void ProcessEvent(Event* incoming) = 0;
template<class T>
void SendEvent(TEvent<T>& e)
{
sEventListLocker.lock();
EventKey key = e.GetKey();
for (unsigned int i = 0; i < sEventList[key].size(); i++)
{
assert(sEventList[key][i] != nullptr);
sEventList[key][i]->addEvent<T>(e);
}
sEventListLocker.unlock();
}
void SendEvent(Event& e);
void Subscribe(EventKey key);
void Unsubscribe(EventKey key);
protected:
template<class T>
void addEvent(TEvent<T>& e)
{
mQueueLocker.lock();
// The event gets copied per thread
mEventQueue.push(new TEvent<T>(e));
mQueueLocker.unlock();
}
void addEvent(Event& e);
thread mThread;
atomic<bool> mShouldExit;
private:
void threadLoop();
queue<Event*> mEventQueue;
mutex mQueueLocker;
typedef map<EventKey, vector<ThreadEventComponent*>> EventMap;
static EventMap sEventList;
static mutex sEventListLocker;
};
ThreadEventComponent.cpp
#include "ThreadEventComponent.h"
ThreadEventComponent::EventMap ThreadEventComponent::sEventList = ThreadEventComponent::EventMap();
std::mutex ThreadEventComponent::sEventListLocker;
ThreadEventComponent::ThreadEventComponent()
{
mShouldExit = false;
}
ThreadEventComponent::~ThreadEventComponent()
{
}
void ThreadEventComponent::Start(bool detached)
{
mShouldExit = false;
mThread = thread(&ThreadEventComponent::threadLoop, this);
if (detached)
mThread.detach();
}
void ThreadEventComponent::Stop()
{
mShouldExit = true;
}
void ThreadEventComponent::ForceStop()
{
mQueueLocker.lock();
while (!mEventQueue.empty())
{
delete mEventQueue.front();
mEventQueue.pop();
}
mQueueLocker.unlock();
mShouldExit = true;
}
void ThreadEventComponent::WaitToFinish()
{
if(mThread.joinable())
mThread.join();
}
void ThreadEventComponent::SendEvent(Event& e)
{
sEventListLocker.lock();
EventKey key = e.GetKey();
for (unsigned int i = 0; i < sEventList[key].size(); i++)
{
assert(sEventList[key][i] != nullptr);
sEventList[key][i]->addEvent(e);
}
sEventListLocker.unlock();
}
void ThreadEventComponent::Subscribe(EventKey key)
{
sEventListLocker.lock();
if (find(sEventList[key].begin(), sEventList[key].end(), this) == sEventList[key].end())
{
sEventList[key].push_back(this);
}
sEventListLocker.unlock();
}
void ThreadEventComponent::Unsubscribe(EventKey key)
{
sEventListLocker.lock();
// Finds event listener of correct type
EventMap::iterator mapIt = sEventList.find(key);
assert(mapIt != sEventList.end());
// Finds the pointer to itself
std::vector<ThreadEventComponent*>::iterator elIt =
std::find(mapIt->second.begin(), mapIt->second.end(), this);
assert(elIt != mapIt->second.end());
// Removes it from the event list
mapIt->second.erase(elIt);
sEventListLocker.unlock();
}
void ThreadEventComponent::addEvent(Event& e)
{
mQueueLocker.lock();
// The event gets copied per thread
mEventQueue.push(new Event(e));
mQueueLocker.unlock();
}
void ThreadEventComponent::threadLoop()
{
Init();
bool shouldExit = false;
while (!shouldExit)
{
if (mQueueLocker.try_lock())
{
if (mEventQueue.empty())
{
mQueueLocker.unlock();
if(mShouldExit)
shouldExit = true;
}
else
{
Event* e = mEventQueue.front();
mEventQueue.pop();
mQueueLocker.unlock();
ProcessEvent(e);
delete e;
}
}
MainLoop();
}
}
Example Class - A.h
#include "ThreadEventComponent.h"
class A : public ThreadEventComponent
{
public:
A() : ThreadEventComponent()
{
}
void Init()
{
Subscribe("a stop");
Subscribe("a");
}
void MainLoop()
{
this_thread::sleep_for(50ms);
}
void ProcessEvent(Event* incoming)
{
if (incoming->GetKey() == "a")
{
auto e = static_cast<TEvent<vector<int>>*>(incoming);
mData = e->GetObject();
for (unsigned int i = 0; i < mData.size(); i++)
{
mData[i] = sqrt(mData[i]);
}
SendEvent(TEvent<vector<int>>("a done", mData));
}
else if(incoming->GetKey() == "a stop")
{
StopWhenDone();
}
}
private:
vector<int> mData;
};
Example Class - B.h
#include "ThreadEventComponent.h"
int compare(const void * a, const void * b)
{
return (*(int*)a - *(int*)b);
}
class B : public ThreadEventComponent
{
public:
B() : ThreadEventComponent()
{
}
void Init()
{
Subscribe("b stop");
Subscribe("b");
}
void MainLoop()
{
this_thread::sleep_for(50ms);
}
void ProcessEvent(Event* incoming)
{
if (incoming->GetKey() == "b")
{
auto e = static_cast<TEvent<vector<int>>*>(incoming);
mData = e->GetObject();
qsort(&mData[0], mData.size(), sizeof(int), compare);
SendEvent(TEvent<vector<int>>("b done", mData));
}
else if (incoming->GetKey() == "b stop")
{
StopWhenDone();
}
}
private:
vector<int> mData;
};
Test Example - main.cpp
#include <iostream>
#include <random>
#include "A.h"
#include "B.h"
class Master : public ThreadEventComponent
{
public:
Master() : ThreadEventComponent()
{
}
void Init()
{
Subscribe("a done");
Subscribe("b done");
}
void MainLoop()
{
this_thread::sleep_for(50ms);
}
void ProcessEvent(Event* incoming)
{
if (incoming->GetKey() == "a done")
{
TEvent<vector<int>>* e = static_cast<TEvent<vector<int>>*>(incoming);
cout << "A finished" << endl;
mDataSetA = e->GetObject();
for (unsigned int i = 0; i < mDataSetA.size(); i++)
{
cout << mDataSetA[i] << " ";
}
cout << endl << endl;
}
else if (incoming->GetKey() == "b done")
{
TEvent<vector<int>>* e = static_cast<TEvent<vector<int>>*>(incoming);
cout << "B finished" << endl;
mDataSetB = e->GetObject();
for (unsigned int i = 0; i < mDataSetB.size(); i++)
{
cout << mDataSetB[i] << " ";
}
cout << endl << endl;
}
}
private:
vector<int> mDataSetA;
vector<int> mDataSetB;
};
int main()
{
srand(time(0));
A a;
B b;
a.Start();
b.Start();
vector<int> data;
for (int i = 0; i < 100; i++)
{
data.push_back(rand() % 100);
}
Master master;
master.Start();
master.SendEvent(TEvent<vector<int>>("a", data));
master.SendEvent(TEvent<vector<int>>("b", data));
master.SendEvent(TEvent<vector<int>>("a", data));
master.SendEvent(TEvent<vector<int>>("b", data));
master.SendEvent(Event("a stop"));
master.SendEvent(Event("b stop"));
a.WaitToFinish();
b.WaitToFinish();
// cin.get();
master.StopWhenDone();
master.WaitToFinish();
return EXIT_SUCCESS;
}
I have not used it myself, but Boost.Signals2 claims to be thread-safe.
The primary motivation for Boost.Signals2 is to provide a version of the original Boost.Signals library which can be used safely in a multi-threaded environment.
Of course, using this would make your project depend on boost, which might not be in your interest.
[edit] It seems slots are executed in the emitting thread (no queue), so this might not be what you had in mind after all.
I'd consider making the thread part of classes to encapsulate them. That way you can easily design your interfaces around the thread loops (provided as member functions of these classes) and have defined entry points to send data to the thread loop (e.g. using a std::queue protected with a mutex).
I don't know if this is a designated, well known design pattern, but that's what I'm using for my all day productive code at work, and I (and my colleagues) feel and experience pretty good with it.
I'll try to give you a point:
class A {
public:
A() {}
bool start();
bool stop();
bool terminate() const;
void terminate(bool value);
int data() const;
void data(int value);
private:
std::thread thread_;
void threadLoop();
bool terminate_;
mutable std::mutex internalDataGuard_;
int data_;
};
bool A::start() {
thread_ = std::thread(std::bind(this,threadLoop));
return true;
}
bool A::stop() {
terminate(true);
thread_.join();
return true;
}
bool A::terminate() const {
std::lock_guard<std::mutex> lock(internalDataGuard_);
return terminate_;
}
void A::terminate(bool value) {
std::lock_guard<std::mutex> lock(internalDataGuard_);
terminate_ = value;
}
int A::data() const {
std::lock_guard<std::mutex> lock(internalDataGuard_);
return data_;
}
void A::data(int value) {
std::lock_guard<std::mutex> lock(internalDataGuard_);
data_ = value;
// Notify thread loop about data changes
}
void A::threadLoop() {
while(!terminate())
{
// Wait (blocking) for data changes
}
}
To setup signalling of data changes there are several choices and (OS) constraints:
The simplest thing you could use to wake up the thread loop to process changed/new data is a semaphore. In c++11 the nearest approx for a semaphore is a condition variable. Advanced versions of the pthreads API also provide condition variable support. Anyway since only one thread should be waiting there, and no kind of event broadcasing is necessary, it should be easy to implement with simple locking mechanisms.
If you have the choice to use an advanced OS, you might prefer implementing event signalling using s.th. like poll(), which provides lock-free implementation at the user space.
Some frameworks like boost, Qt, Platinum C++, and others also support event handling by signal/slot abstractions, you might have a look at their documentation and implementation to get a grip what's necessary/state of the art.
Obviously, A needs a pointer to myobj in order to be able to send
events to it.
I question the above assumption -- To me, allowing thread A to have a pointer to an object that is controlled/owned/accessed by thread B is kind of asking for trouble... in particular, some code running in thread A might be tempted later on to use that pointer to directly call methods on myobj, causing race conditions and discord; or B might delete myobj, at which point A is holding a dangling-pointer and is thereby in a precarious state.
If I was designing the system, I would try to do it in such a way that cross-thread messaging was done without requiring pointers-to-objects-in-other-threads, for the reasons you mention -- they are unsafe, in particular such a pointer might become a dangling-pointer at any time.
So then the question becomes, how do I send a message to an object in another thread, if I don't have a pointer to that object?
One way would be to give each object a unique ID by which it can be specified. This ID could be an integer (either hard-coded or dynamically assigned using an atomic counter or similar), or perhaps a short string if you wanted it to be more easily human-readable.
Then instead of the code in thread A sending the message directly to myobj, it would send a message to thread B, and the message would include a field indicating the ID of the object that is intended to receive the message.
When thread B's event loop receives the message, it would use the included ID value to look up the appropriate object (using an efficient key-value lookup mechanism such as std::unordered_map) and call the appropriate method on that object. If the object had already been destroyed, then the key-value lookup would fail (because you'd have a mechanism to make sure that the object removed itself from its thread's object-map as part of its destructor), and thus trying to send a message to a destroyed-object would fail cleanly (as opposed to invoking undefined behavior).
Note that this approach does mean that thread A's code has to know which thread myobj is owned by, in order to know which thread to send the message to. Typically thread A would need to know that anyway, but if you're going for a design that abstracts away even the knowledge about which thread a given object is running in, you could include an owner-thread-ID as part of the object-ID, so that your postMessage() method could examine the destination-object-ID to figure out which thread to send the message to.

How to change label text of a form, which is opened in different thread?

I've started a form in new thread, because of some GUI lagging (form become non responsive) problems. This thread starts when a function (some_function()) is called. Such as...
/*========some_function=========*/
void some_function()
{
System::Threading::Thread^ t1;
System::Threading::ThreadStart^ ts = gcnew System::Threading::ThreadStart(&ThreadProc);
t1 = gcnew System::Threading::Thread(ts);
t1->Start();
while(condition)
{
Form1^ f1=gcnew Form1();
//some coding
//to change the values of a different form (Form1)
}
}
/*======ThreadProc=========*/
void ThreadProc()
{
Form1^ f1=gcnew Form1();
f1->Show(); //OR Application::Run(Form1());
}
Now the problem is about changing values of the form (Form1), such as label text, progress bar etc., within the "while" loop. Is tehre any way to change values of form, which is open in different thread ?
Check the Control::Invoke to throw a method into a safe thread to change a control. To show the form of your example:
public delegate void SwapControlVisibleDelegate(Control^ target);
public ref class Form1 : public System::Windows::Forms::Form
{
/*Ctor and InitializeComponents for Form1*/
/*...*/
protected :
virtual void OnShown(EventArgs^ e) override
{
__super::OnShown(e);
some_function();
}
void some_function()
{
System::Threading::Thread^ t1;
System::Threading::ThreadStart^ ts = gcnew ystem::Threading::ThreadStart(this, &Form1::ThreadProc);
t1 = gcnew System::Threading::Thread(ts);
t1->Start();
}
void ThreadProc()
{
Threading::Thread::Sleep(2000);
for each(Control^ c in this->Controls)
{
SwapVisible(c);
}
}
void SwapVisible(Control^ c)
{
if(c->InvokeRequired) // If this is not a safe thread...
{
c->Invoke(gcnew SwapControlVisibleDelegate(this, &Form1::SwapVisible), (Object^)c);
}else{
c->Visible ^= true;
}
}
}
This is how to call a method control into the a safe thread for doing changes.
Right now I have read your comment for the question. Take a look on BackgroundWorker component, it is perfect to run asynchronous task with cancellation support and also it implements events to receive notifications about progress and end of the tasks.