I've written the most basic Event System I can think of. I come from a javascript background so I followed the On, Off, Emit syntax. The intention is to be able to create an EventSystem that can Emit any type of derived Event object and have the appropriate handlers called.
Please note, I am stuck in C++98 for reasons
So far my best idea is to have a simple Event object and a typedef for each Event type to handle it.
class Event {};
class AlarmEvent : Event {};
class ErrorEvent : Event {};
typedef void (*EventHandler)(Event event);
typedef void (*AlarmEventHandler)(AlarmEvent event);
typedef void (*ErrorEventHandler)(ErrorEvent event);
My issue is I want my modules to be able to attach as easy as possible.
int main()
{
Module module;
EventSystem es;
Event shutdown_event("shutdown");
AlarmEvent alarm_event("alarm", "Oh crap");
es.On("shutdown", module.OnEvent);
es.On("shutdown", module.OnEvent);
es.On("alarm", module.OnAlarmEvent);
es.Emit(shutdown_event);
es.Emit(alarm_event);
}
But looking at the EventSystem
class EventSystem {
public:
void On(std::string id, EventHandler handler);
void Emit(Event event);
void GetEventHandlers(std::string id, std::vector<EventHandler> *&handlers);
std::map<std::string, std::vector<EventHandler> > events;
};
I'd need an On, GetEventHandlers, and events property for every event type. This would quickly become terrible. Is there a better path where I can use a template to allow EventSystem to stay as simple as possible?
C++98 is old, older than variadic templates. The following emulates variadic templates with linked lists, which is very much suboptimal, but it should work.
// linked lists for "variadic" templates
struct Nil { };
template<typename X, typename XS>
struct Cons { };
// utility type
struct BlackHole {
template<typename T>
BlackHole(const T&) { }
};
// anything can be converted to a BlackHole implicitly, but it's a "worse"
// conversion than being converted to a base class
// I would template your event system over every event type
// this implementation only works properly if more derived events appear before their bases
template<typename Events> // e.g. Events = Cons<AlarmEvent, Cons<ErrorEvent, Cons<Event, Nil>>>
class EventSystem;
template<>
class EventSystem<Nil> {
protected:
// see below for Emit/EmitEmitted thing
// usage of BlackHole means that e.g. if calling with AlarmEvent
// and only overloads for Event and BlackHole are visible
// then the former will be chosen, since the latter conversion is worse
// can't just say template<typename T> EmitEmitted(T const&) { }
void EmitEmitted(BlackHole) { }
public:
// these overloads exist so the using declarations ahead don't fail
// for maximum type-safety, create a private type and
// make it an argument of each, so they can never be called
// using Emit/EmitEmitted creates type safety; again, see below
void Emit() { }
// On has easy type safety: you just can't call it for an unknown type
void On() { }
// GetEventHandlers doesn't really make sense anyway
// I don't think you need it, you can't have a vector of mixed handlers
// so why bother?
};
template<typename X, typename XS>
class EventSystem<Cons<X, XS> > : public EventSystem<XS> {
std::vector<void (*)(X)> handlers;
protected:
// "forward" all the EmitEmitted overloads made for XS
using EventSystem<XS>::EmitEmitted;
// overload for the specific case of an X
void EmitEmitted(X x) {
// fire all of the X-specific handlers
for(typename std::vector<void (*)(X)>::iterator i = handlers.begin(); i != handlers.end(); ++i) {
(*i)(x);
}
// call the rest of the handlers
EventSystem<XS>::EmitEmitted(x);
}
public:
// more "forwarding"
using EventSystem<XS>::Emit;
void Emit(X x) {
return EmitEmitted(x);
}
// suppose you have an EventSystem<Cons<std::string, Nil> >
// if you Emit an int, say, then you want this to fail
// thus the overload of Emit in EventSystem<Nil> should not be
// a catch-all or anything
// however, if you emit a std::string, then you need to recursively
// emit from EventSystem<Nil>, to handle any handlers for superclasses
// now you don't want it to explode
// solution? two functions
// Emit is the public entry point, and fails on unknown types
// EmitEmitted is named so because, once it's called, the type
// is known to be known, and will/has been emitted by at least one layer
// it no-ops once the base case is reached
// it is protected, and it is where the actual logic is
// easy now, right?
using EventSystem<XS>::On;
void On(void (*handler)(X)) {
handlers.push_back(handler);
}
};
Example usage:
struct Event {
std::string message;
Event(std::string message) : message(message) { }
};
void HandleEvent(Event e) {
std::cerr << e.message << "\n";
}
class AlarmEvent : public Event {
int hour;
int minute;
static std::string BuildMessage(int hour, int minute) {
std::stringstream builder;
builder << "Alarm: " << std::setfill('0');
builder << std::setw(2) << hour << ":";
builder << std::setw(2) << minute;
return builder.str();
}
friend void HandleAlarm(AlarmEvent);
public:
AlarmEvent(int hour, int minute) : Event(BuildMessage(hour, minute)), hour(hour), minute(minute) { }
};
void HandleAlarm(AlarmEvent a) {
// please ignore the fact that this is very stupid
if((a.hour + (a.minute / 60)) % 24 < 12) std::cerr << "AM Alarm\n";
else std::cerr << "PM Alarm\n";
}
struct ErrorEvent : Event {
ErrorEvent(std::string message) : Event(message) { }
};
void HandleError(ErrorEvent) {
static int count = 1;
std::cerr << "Error " << count++ << "\n";
}
int main() {
EventSystem<Cons<AlarmEvent, Cons<ErrorEvent, Cons<Event, Nil> > > > system;
// all handled by overload resolution
// no need to say what type you're dealing with
system.On(HandleEvent);
system.On(HandleAlarm);
system.On(HandleError);
// doesn't work
// system.On(std::exit)
system.Emit(ErrorEvent("Bad things"));
system.Emit(AlarmEvent(2, 30));
system.Emit(Event("Something happened"));
system.Emit(ErrorEvent("More bad things"));
system.Emit(AlarmEvent(11, 67));
// doesn't work
// system.Emit(5);
}
Not sure that all the example code is C++98, but that doesn't matter. It appears to work nicely. Also, there's a lot of copying going on here. It may be advisable to change handlers from void (*)(T) (which necessitates a copy) to void (*)(T&) or void (*)(T const&).
If your functions took references or pointers, then you would be able to pass polymorphic child types into them. So then you only need one type of function ptr.
typedef void (*EventHandler)(Event& event);
or
typedef void (*EventHandler)(Event* event);
Related
I want to do a member function that will call every X seconds. I did a little prototype that can handle non member function, but I don't know if I did it well, and I can't handle both member function and non member function.
I have an Event object, which handle the function and the delay, with a basic timer, to detect when we need to run the function:
typedef void (*ScheduleFunction)(float dt);
class Event
{
private:
ScheduleFunction m_Func;
double m_Timer;
double m_Delay;
public:
Event(ScheduleFunction function, double delay)
{
m_Func = function;
m_Delay = delay;
}
void Call(float dt)
{
m_Timer += dt;
if (m_Timer >= m_Delay)
{
m_Func(dt);
m_Timer = 0.0;
}
}
};
Then, I have another object that call every frames each function into a vector<Event>:
class Handler
{
private:
void m_MemberFunction(float dt)
{
std::cout << "A member function." << std::endl;
}
std::vector<Event> m_ScheduleItems;
public:
Handler()
{
// This will not compile, because the function expect a non member function
Schedule(&Handler::m_MemberFunction, 1.0);
}
void CallScheduledFunctions(float dt)
{
for (std::vector<Event>::iterator it = m_ScheduleItems.begin(); it != m_ScheduleItems.end(); ++it)
{
it->Call(dt);
}
}
void Schedule(ScheduleFunction func, double delay)
{
Event event(func, delay);
m_ScheduleItems.push_back(event);
}
void Unschedule()
{
// TODO
}
};
As you can see, I have a function Schedule that register new Event. But right now, it only handle non member function. Is there a way that I can handle non member function and member function, not only from the Handler but also on all others objects?
If there is no way, how can I achieve this?
Using std::function is the way to go. Anything that can be called can be transformed/wrapped into an std::function.
In your case, you could write your Event constructor like this:
Event(std::function<void(float)>, double delay);
And you can call this with a standalone function, a functor or a lambda.
Some examples:
// declaration
auto myDummyFunction (float) -> void;
// Calling the constructor
auto event = Event(myDummyFunction,1.0);
If we want to pass a member function, just use a lambda:
// declaration of the class with the member function
class SomeOtherClass
{
public:
auto someMethod(float) -> void;
};
// Calling the constructor
auto someOtherClass = SomeOtherClass{};
auto event = Event([&someOtherClass](float f){someOtherClass.someMethod(v)},1.0);
In general I find lambda's more readable and flexible than the std::bind approach. As far as I can remember, it's advised (was it Herb or Scott?) not to use std::bind anymore, but to use lambda's instead.
UPDATE 1
Added "call any object's members" below.
BRIEF
I recommend using std::function and std::bind. But remind that std::function has some overhead due to the internal mechanisms!
std::function is very powerful as there are many things you can store in it.
Important:
Using a function-pointer only approach is possible, but would cause some code and complexity if you must retain the simple unified interface.
EXAMPLE
#include <functional>
using ScheduleFunction_t = std::function<void(float)>;
class Event {
private:
ScheduleFunction_t
m_Func;
double
m_Timer,
m_Delay;
public:
Event(
ScheduleFunction_t const&function,
double delay)
: m_Func(function)
, m_Delay(delay)
{ }
void Call(float dt) {
m_Timer += dt;
if (m_Timer >= m_Delay)
{
// Important, if you do not assert in the constructor, check if the fn is valid...
// The ctr shouldn't throw on runtime assert fail... memory leak and incpomplete construction...
if(m_Func)
m_Func(dt);
m_Timer = 0.0;
}
}
};
As you can see, including the <functional> header will give you the template std::function<R(Args...)>, where R is the return type and Args... a comma separated list of fully qualified argument types.
void g_freeFunction(float f) {
std::cout << "Globally floating for " << f << "ms" << std::endl;
}
class Handler {
private:
void m_MemberFunction(float dt) {
std::cout << "Floating around with " << dt << " m/s" << std::endl;
}
std::vector<Event> m_ScheduleItems;
public:
Handler() {
// Bind member function
Schedule<Handler, &Handler::m_MemberFunction>(this);
// Or free
Schedule(&g_freeFunction);
// Or lambda
Schedule([](float f) -> void { std::cout << "Weeeeeeeh...." << std::endl; });
}
void CallScheduledFunctions(float dt)
{
for(Event& e : m_ScheduleItems)
e.Call(dt);
}
template <typename TClass, void(TClass::*TFunc)(float)>
void Schedule(
TClass *const pInstance,
double delay = 0.0)
{
m_ScheduleItems.emplace_back(std::bind(TFunc, pInstance, std::placeholders::_1), delay); // Create in place at the end of vector.
}
void Schedule(
ScheduleFunction_t fn,
double delay = 0.0)
{
m_ScheduleItems.emplace_back(fn, delay); // Create in place at the end of vector.
}
void Unschedule() { /* TODO */ }
};
This way you can now bind almost whatever you want. :D
Update:
The Schedule-function can not be called for any other type that has a matching public method, e.g.:
struct Test {
void foo(float f) {
std::cout << "TEST ME!" << std::endl;
}
};
int main()
{
Test t={};
Handler h = Handler();
h.Schedule<Test, &Test::foo>(&t);
for(uint32_t k=0; k < 32; ++k)
h.CallScheduledFunctions(k);
}
RESOURCES
http://en.cppreference.com/w/cpp/utility/functional
http://en.cppreference.com/w/cpp/utility/functional/function
http://en.cppreference.com/w/cpp/utility/functional/bind
WORKING EXAMPLE
http://cpp.sh/7uluut
I have a Message structure that I am using with a message bus, and I'd like to send data with messages. The problem is that the data will vary in type; maybe for one message I'll just want to send one int, but for another I'll want to send several ints, a string, maybe even a pointer to an object for example. I could do something like this:
struct Message {
std::map<int, int> intPayload;
std::map<int, std::string> strPayload;
short id;
};
But not only is this ugly and unclean, and probably wastes space, but that doesn't account for if I want to pass a relatively exotic data type like a pointer to an instance of a class for example. What should I be using for this?
A simple example using inheritance and polymorphism:
struct MessageBase
{
// The function to send *this* message to the receiver
virtual void send(ReceiverClass*) = 0;
};
struct MessageInt : MessageBase
{
int payload;
void send(ReceiverClass* receiver)
{
// Code to send this message type to the receiver...
}
};
struct MessageString : MessageBase
{
std::string payload;
void send(ReceiverClass* receiver)
{
// Code to send this message type to the receiver...
}
};
// ...
// Vector to store the messages
std::vector<MessageBase*> messages;
// Add a couple of messages
messages.push_back(new MessageInt{123});
messages.push_back(new MessageString{"Foobar"});
// Send the message to some receiver
for (auto const* message : messages)
message->send(some_reciver_object);
Any good book should be able to give you more information.
You can base your solution on the visitor pattern.
As a minimal, working example:
struct Listener;
struct Message {
virtual void accept(Listener &) = 0;
};
struct SimpleMessage: Message {
void accept(Listener &) override;
int i;
};
struct ComplexMessage: Message {
void accept(Listener &) override;
int i;
char c;
double d;
};
struct Listener {
void visit(SimpleMessage &) {}
void visit(ComplexMessage &) {}
void listen(Message &m) { m.accept(*this); }
};
void SimpleMessage::accept(Listener &l) { l.visit(*this); }
void ComplexMessage::accept(Listener &l) { l.visit(*this); }
struct Bus {
Bus(Listener *l): l{l} {}
void publish(Message &m) { l->listen(m); }
private:
Listener *l;
};
int main() {
Listener l;
Bus b{&l};
SimpleMessage sm;
ComplexMessage cm;
b.publish(sm);
b.publish(cm);
}
Set aside the fact that the implementation for the Bus is trivial, note that visit member functions in Listener can be virtual.
This way, all your listener can be derived from that class and override the desired methods.
The Bus will accept a set of Listeners, no matter what's the actual derived type, and a generic Message. On the other side, message will promote itself to the right derived type and pass a reference to the given listener.
The technique behind the visitor pattern is also known as double dispatching, if you want to explore it further.
There are many ways to do this. Here's an example with C++17's std::variant:
std::vector<std::variant<int, std::string>> vec1;
vec1.emplace_back(1);
vec1.emplace_back("hello"s);
doSomethingWithInt( std::get<int>(vec1[0]) );
doSomethingWithString( std::get<std::string>(vec1[1]) );
vec1 is a list of element that are either int or std::string.
You can also use a static visitor:
std::vector<std::variant<int, std::string>> vec2;
// ...
for(auto&& variant : vec1) {
variant.visit([](auto value){
using t = decltype(value);
if constexpr (std::is_same_v<t, int>) {
std::cout << "value is a int!" << std::endl;
} else if constexpr (std::is_same_v<t, std::string>) {
std::cout << "value is a string!" << std::endl;
}
});
}
C++ has limited ability to use pointer-to-member functions. I need something that will allow me to dynamically choose a callback member function, in order to use the Visitor pattern of the XMLNode::Accept(XMLVisitor *visitor) method from the TinyXML2 library.
To use XMLNode::Accept(), I must call it with a class which implements the XMLVisitor interface. Hence:
typedef bool (*Callback)(string, string);
class MyVisitor : public tinyxml2::XMLVisitor {
public:
bool VisitExit(const tinyxml2::XMLElement &e) {
callback(e.Name(), e.GetText());
}
Callback callback;
}
This works fine if my caller is NOT an object which wants to use one of its own methods as a callback function (so that it can access class variables). For example, this works:
bool myCallBackFunc(string e, string v) {
cout << "Element " << e << " has value " << v << endl;
return true;
}
int main(...) {
tinyxml2::XMLDocument doc;
doc.LoadFile("somefile.xml");
MyVisitor visit;
visit.callback = myCallBackFunc;
doc.Accept(&visit);
}
However, in my use case, the parsing is done inside a method in a class. I have multiple applications which have similar but unique such classes. I'd like to use only one generic MyVisitor class, rather than have the visitor class have unique knowledge of the internals of each class which will call it.
Thus, it would be convenient if the callback function were a method in each calling class so that I can affect the internal state of the object instantiated from that calling class.
Top level: I have 5 server applications which talk to 5 different trading partners, who all send XML responses, but each is enough different that each server app has a class which is unique to that trading partner. I'm trying to follow good OO and DRY design, and avoid extra classes having unique knowledge while still doing basically the same work.
Here's the class method I want Accept() to call back.
ServiceClass::changeState(string elem, string value) {
// Logic which sets member vars based on element found and its value.
}
Here's the class method which will call Accept() to walk the XML:
ServiceClass::processResponse(string xml) {
// Parse XML and do something only if certain elements present.
tinyxml2::XMLDocument doc;
doc.Parse(xml.c_str(), xml.length());
MyVisitor visit;
visit.callback = &changeState; // ERROR. Does not work.
visit.callback = &ServiceClass::changeState; // ERROR. Does not work.
doc.Accept(&visit);
}
What's a simple way to get what I want? I can imagine more classes with derived classes unique to each situation, but that seems extremely verbose and clumsy.
Note: In the interest of brevity, my sample code above has no error checking, no null checking and may even have minor errors (e.g. treating const char * as a string ;-).
Below is the std::bind(..) example for what you're trying to do in C++11. For earlier C++ versions you could use the boost::bind utilities.
Fix your MyVisitor::VisitExit(...) method to return a boolean, by the way.
The code is converting const char * to std::string. tinyxml2 does not guarantee that the char * arguments from Name() or GetText() are not null. In fact in my experience they will be null at some point. You should guard against this. For the sake of not modifying your example too much I've not protected against this possibility everywhere in the example.
typedef bool(*Callback)(string, string);
using namespace std;
class MyVisitor : public tinyxml2::XMLVisitor {
public:
bool VisitExit(const tinyxml2::XMLElement &e) {
// return callback(e.Name(), e.GetText());
return true;
}
Callback callback;
};
/** Typedef to hopefully save on confusing syntax later */
typedef std::function< bool(const char * element_name, const char * element_text) > visitor_fn;
class MyBoundVisitor : public tinyxml2::XMLVisitor {
public:
MyBoundVisitor(visitor_fn fn) : callback(fn) {}
bool VisitExit(const tinyxml2::XMLElement &e) {
return callback(e.Name() == nullptr ? "\0" : e.Name(), e.GetText() == nullptr ? "\0": e.GetText());
}
visitor_fn callback;
};
bool
myCallBackFunc(string e, string v) {
cout << "Element " << e << " has value " << v << endl;
return true;
}
int
main()
{
tinyxml2::XMLDocument doc;
doc.LoadFile("somefile.xml");
MyVisitor visit;
visit.callback = myCallBackFunc;
doc.Accept(&visit);
visitor_fn fn = myCallBackFunc; // copy your function pointer into the std::function<> type
MyBoundVisitor visit2(fn); // note: declare this outside the Accept(..) , do not use a temporary
doc.Accept(&visit2);
}
So from within the ServiceClass method you'd do:
ServiceClass::processResponse(string xml) {
// Parse XML and do something only if certain elements present.
tinyxml2::XMLDocument doc;
doc.Parse(xml.c_str(), xml.length());
// presuming changeState(const char *, const char *) here
visitor_fn fn = std::bind(&ServiceClass::changeState,this,std::placeholders::_1,std::placeholders::_2);
MyBoundVisitor visit2(fn); // the method pointer is in the fn argument, together with the instance (*this) it is a method for.
doc.Accept(&visit);
}
You can use generics in order to support whichever callback you'd like.
I've tried to mock the classes of the library in order to give you a fully runnable example:
#include <string>
#include <iostream>
#include <functional>
class XmlNode {
public:
XmlNode(const std::string& n, const std::string t) : name(n), txt(t) {}
const std::string& Name() const { return name; }
const std::string& GetText() const { return txt; }
private:
std::string name;
std::string txt;
};
class XMLVisitor {
public:
virtual void VisitExit(const XmlNode& node) = 0;
virtual ~XMLVisitor() {}
};
template<typename T>
class MyVisitor : XMLVisitor {
public:
MyVisitor() {}
void myInnerPrint(const XmlNode& node) {
std::cout << "MyVisitor::myInnerPrint" << std::endl;
std::cout << "node.Name(): " << node.Name() << std::endl;
std::cout << "node.GetText(): " << node.GetText() << std::endl;
}
void SetCallback(T newCallback) {
callback = newCallback;
}
virtual void VisitExit(const XmlNode& node) {
callback(node);
}
T callback;
};
int main() {
XmlNode node("In", "Member");
MyVisitor<std::function<void(const XmlNode&)>> myVisitor;
auto boundCall =
[&myVisitor](const XmlNode& node) -> void {
myVisitor.myInnerPrint(node);
};
myVisitor.SetCallback(boundCall);
myVisitor.VisitExit(node);
return 0;
}
First define a template and a helper function:
namespace detail {
template<typename F>
struct xml_visitor : tinyxml2::XMLVisitor {
xml_visitor(F&& f) : f_(std::move(f)) {}
virtual void VisitExit(const tinyxml2::XMLElement &e) {
f_(e);
}
private:
F f_;
};
}
template<class F>
auto make_xml_visitor(F&& f)
{
return detail::xml_visitor<std::decay_t<F>>(std::forward<F>(f));
}
Then use the helper function to construct a custom visitor from a lambda which captures this:
void ServiceClass::processResponse(std::string xml) {
// Parse XML and do something only if certain elements present.
tinyxml2::XMLDocument doc;
doc.Parse(xml.c_str(), xml.length());
auto visit = make_xml_visitor([this](const auto& elem)
{
this->changeState(elem.Name(), elem.GetText);
});
doc.Accept(std::addressof(visit));
}
The rule is that a function pointer must always accept a void * which is passed in to the module which calls it, and passed back. Or use a lambda which is the same thing with some of the machinery automated for you. (The void * is the "closure").
So
typedef bool (*Callback)(string, string, void *context);
class MyVisitor : public tinyxml2::XMLVisitor {
public:
bool VisitExit(const tinyxml2::XMLElement &e) {
callback(e.Name(), e.GetText(), contextptr);
}
Callback callback;
void *contextptr;
}
bool myCallBackFunc(string e, string v, void *context) {
ServiceClass *service = (ServiceClass *) context;
cout << "Element " << e << " has value " << v << endl;
service->ChangeState(e, v);
return true;
}
Below I have attempted to write a sudo code for the Observer pattern when observers wish to observe different items.
Ignore the syntax errors. I wish to know if this is the correct way to implement this. If not, please suggest better ways.
// Used by the subject for keeping a track of what items the observer wants to observe
typedef struct observerListStruct
{
bool getTemperatureUpdate;
bool getHumidityUpdate;
bool getPressureUpdate;
observer's-function pointer's address;
};
// Subject's class
class weatherData
{
public:
// Observers will call this function to register themselves. The function pointer will point to the function which will get called when updates are available.
void registerObservers (observer obj, observer's-FunctionPointer)
{
// This observer's function returns which items to observe.
char* f = obj.returnItemsToObserve ();
if f[0] = `1`
observerListStruct.getTemperatureUpdate = true;
}
void unregisterObservers (observer obj) {}
private:
vector <observerListStruct> observerList;
float temperature;
float humidity;
float pressure;
void notifyObservers () {}
float getTemperature () {}
float getHumidity () {}
float getPressure () {}
} weatherDataObject;
// Base class for observers containing common functions
class observers
{
char ItemsToObserve [3] = {1, 2, 3};
// This observer's function returns which items to observe. Default - return all items
virtual char* returnItemsToObserve ()
{
return ItemsToObserve;
}
};
class observerDisplayElementCurrentConditions : public observers
{
char ItemsToObserve [3] = {1, 2};
char* returnItemsToObserve ()
{
return ItemsToObserve;
}
// this function will be used as a function pointer for getting updates
void getUpdatesAndDisplayWeatherData (float, float) {}
};
A more pattern oriented solution (but without function pointers) could be the following. You could parametrize the WeatherObserver-Class to get only the values, you want.
#include <list>
#include <iostream>
class Observable; //forward declaration
//Base class for all observers
class Observer {
friend class Observable; //allow access to observedSubject
protected:
Observable *observedSubject;
public:
virtual void update(){};
};
//Base class for all observables
class Observable {
private:
std::list<Observer * const> m_registeredObservers;
public:
~Observable()
{
//delete the observers
std::list<Observer * const>::iterator it = m_registeredObservers.begin();
while (it != m_registeredObservers.end())
{
delete *it;
it = m_registeredObservers.erase(it);
}
}
void addObserver(Observer * const _pObserver)
{
_pObserver->observedSubject = this;
m_registeredObservers.push_back(_pObserver);
}
void removeObserver(Observer * const _pObserver)
{
m_registeredObservers.remove(_pObserver);
delete _pObserver;
}
void notifyObservers()
{
std::list<Observer * const>::iterator it = m_registeredObservers.begin();
while (it != m_registeredObservers.end())
{
(*it)->update();
it++;
}
}
};
//Concrete Observable
class WeatherData : public Observable {
private:
float temperature;
float humidity;
float pressure;
public:
WeatherData(): temperature(0), humidity(0), pressure(0)
{};
float getTemperature () const
{
return temperature;
}
float getHumidity () const
{
return humidity;
}
float getPressure () const
{
return pressure;
}
void setTemperature(float _temperature)
{
if (temperature != _temperature)
{
temperature = _temperature;
notifyObservers();
}
}
void setHumidity(float _humidity)
{
if (humidity != _humidity)
{
humidity = _humidity;
notifyObservers();
}
}
void setPressure(float _pressure)
{
if (pressure != _pressure)
{
pressure = _pressure;
notifyObservers();
}
}
};
//Concrete implementation of an weather observer
class WeatherObserver : public Observer
{
public:
WeatherObserver():Observer(){};
void update()
{
WeatherData* pWeatherPtr = static_cast<WeatherData*>(observedSubject);
if (pWeatherPtr != 0)
{
float actHumidity = pWeatherPtr->getHumidity();
float actPressure = pWeatherPtr->getPressure();
float actTemperature = pWeatherPtr->getTemperature();
//do something with the data
std::cout << "WeatherObserver update" << std::endl;
std::cout << "Temperature : " << actTemperature << std::endl;
std::cout << "Humidity : " << actHumidity << std::endl;
std::cout << "Pressure : " << actPressure << std::endl;
}
}
};
int main()
{
WeatherData weatherData;
Observer * pObserver = new WeatherObserver();
weatherData.addObserver(pObserver);
weatherData.setHumidity(100);
weatherData.setTemperature(100);
}
#include <algorithm>
#include <vector>
class WeatherFlags
{
public:
WeatherFlags()
: mask_(0)
{}
union {
struct {
unsigned int temperature_ : 1;
unsigned int humidity_ : 1;
unsigned int pressure_ : 1;
};
unsigned int mask_;
};
};
class WeatherData;
class WeatherEvent
{
public:
WeatherEvent(WeatherData* data, WeatherFlags const& flags)
: data_(data)
, flags_(flags)
{}
double getTemperature() const;
WeatherData* data_;
WeatherFlags flags_;
};
class WeatherListener
{
public:
virtual ~WeatherListener() = 0;
virtual void onWeatherUpdate(WeatherEvent& e) = 0;
};
inline WeatherListener::~WeatherListener() {}
class WeatherListenerEntry
{
public:
WeatherListenerEntry()
: listener_(0)
{}
WeatherListenerEntry(WeatherListener* listener, WeatherFlags const& flags)
: listener_(listener)
, flags_(flags)
{}
WeatherListener* listener_;
WeatherFlags flags_;
};
class WeatherData
{
public:
WeatherData();
void addListener(WeatherListener* listener, WeatherFlags const& flags);
void removeListener(WeatherListener* listener);
void notify(WeatherFlags const& flags);
double getTemperature() const { return temperature_; }
private:
typedef std::vector<WeatherListenerEntry> Listeners;
Listeners listeners_;
double temperature_;
};
WeatherData::WeatherData()
: temperature_(0)
{}
void WeatherData::addListener(WeatherListener* listener, WeatherFlags const& flags)
{
// TODO Could maybe check for the addition of duplicates here...
listeners_.push_back(WeatherListenerEntry(listener, flags));
}
void WeatherData::removeListener(WeatherListener* listener)
{
struct ListenerEquals {
WeatherListener* listener_;
ListenerEquals(WeatherListener* listener)
: listener_(listener)
{}
bool operator()(WeatherListenerEntry const& e) const {
return (e.listener_ == listener_);
}
};
listeners_.erase(
std::remove_if(listeners_.begin(), listeners_.end(), ListenerEquals(listener)),
listeners_.end());
}
void WeatherData::notify(WeatherFlags const& flags)
{
WeatherEvent evt(this, flags);
for (Listeners::iterator i = listeners_.begin(); i != listeners_.end(); ++i)
{
if (0 != (i->flags_.mask_ & flags.mask_)) {
i->listener_->onWeatherUpdate(evt);
}
}
}
double
WeatherEvent::getTemperature() const
{
return data_->getTemperature();
}
#include <iostream>
class WeatherObserverStdout : public WeatherListener
{
public:
void observe(WeatherData& data) {
WeatherFlags flags;
flags.temperature_ = true; // interested in temperature only.
data.addListener(this, flags);
}
virtual void onWeatherUpdate(WeatherEvent& e);
};
void
WeatherObserverStdout::onWeatherUpdate(WeatherEvent& e)
{
double temp = e.getTemperature();
std::cout << "Temperatrure: " << temp << std::endl;
}
int _tmain(int argc, _TCHAR* argv[])
{
WeatherData wdata;
WeatherObserverStdout obs;
obs.observe(wdata);
WeatherFlags flags;
wdata.notify(flags);
flags.temperature_ = true;
wdata.notify(flags);
return 0;
}
I think it is easier, and more scalable, to define a set of event types that each observer can listen to. Then you register the observer to listen to that particular event type. The observed then keeps a list of observers registered for each event, and notifies them if and when the event occurs. Using a combination of std::function, std::bind (or boost equivalents), it is easy to register callbacks for a given event type. You could put the callbacks in a map of event type to callback.
For example, something along these lines (almost pseudo-code, has not been tested)
class Publisher {
public :
void subscribe(const std::string& event,
std::function<void(double)> callback) {
m_subscribers[s].push_back(callback);
}
void publish(const std::string& event) const {
for (auto& f : m_subscribers[event]) f( some double );}
void event(const std::string& event) const { publish(event);}
private:
// map of event types (here simply strings) to list of callbacks
std::map<std::string&,
std::list<std::function<void(const std::string&)>>> m_subscribers;
};
struct Foo {
void foo(double x) {
std::cout << "Foo received message: " << x << "\n";
}
};
struct Bar {
void bar(double x) {
std::cout << "Bar received message: " << x << "\n";
}
};
int main() {
Publisher pub;
Foo f0;
Foo f1;
Bar bar0;
pub.subscribe("RED", std::bind(&Foo::foo, &foo0, _1));
pub.subscribe("GREEN", std::bind(&Foo::foo, &foo1, _1));
pub.subscribe("WHITE", std::bind(&Foo::foo, &foo1, _1));
pub.subscribe("RED", std::bind(&Bar::bar, &bar0, _1));
pub.subscribe("BLUE", std::bind(&Bar::bar, &bar0, _1));
pub.subscribe("MAGENTA", std::bind(&Bar::bar, &bar0, _1));
// trigger a "GREEN" event
pub.event("GREEN");
}
Here, the observers (or subscribers) register to some events, represented by strings here, and their registered callbacks get called when this event happens. In the example above I manually trigger an event to illustrate the mechanism.
This event-callback mechanism allows to decouple the actual items from the callback action. The Observed (or publisher) knows what parameter to pass the callback for a given event, and which callbacks to call, so the observers are not dependent on the internal data of the observed object.
I write a lot of C++ code and needed to create an Observer for some game components I was working on. I needed something to distribute "start of frame", "user input", etc., as events in the game to interested parties.
I also wanted more granularity in the events that could be handled. I have a lot of little things that go off...I don't need to have the parts that are interested in resetting for the next frame worried about a change in the user input.
I also wanted it to be straight C++, not dependent on the platform or a specific technology (such as boost, Qt, etc.) because I often build and re-use components (and the ideas behind them) across different projects.
Here is the rough sketch of what I came up with as a solution:
The Observer is a singleton with keys (enumerated values, not strings; this is a speed tradeoff since the keys are not searched hashed, but it means no easy "string" names and you have to define them ahead of time) for Subjects to register interest in. Because it is a singleton, it always exists.
Each subject is derived from a common base class. The base class has an abstract virtual function Notify(...) which must be implemented in derived classes, and a destructor that removes it from the Observer (which it can always reach) when it is deleted.
Inside the Observer itself, if Detach(...) is called while a Notify(...) is in progress, any detached Subjects end up on a list.
When Notify(...) is called on the Observer, it creates a temporary copy of the Subject list. As it iterates over it, it compare it to the recently detached. If the target is not on it, Notify(...) is called on the target. Otherwise, it is skipped.
Notify(...) in the Observer also keeps track of the depth to handle cascading calls (A notifies B, C, D, and the D.Notify(...) triggers a Notify(...) call to E, etc.)
This is what the interface ended up looking like:
/*
The Notifier is a singleton implementation of the Subject/Observer design
pattern. Any class/instance which wishes to participate as an observer
of an event can derive from the Notified base class and register itself
with the Notiifer for enumerated events.
Notifier derived classes MUST implement the notify function, which has
a prototype of:
void Notify(const NOTIFIED_EVENT_TYPE_T& event)
This is a data object passed from the Notifier class. The structure
passed has a void* in it. There is no illusion of type safety here
and it is the responsibility of the user to ensure it is cast properly.
In most cases, it will be "NULL".
Classes derived from Notified do not need to deregister (though it may
be a good idea to do so) as the base class destructor will attempt to
remove itself from the Notifier system automatically.
The event type is an enumeration and not a string as it is in many
"generic" notification systems. In practical use, this is for a closed
application where the messages will be known at compile time. This allows
us to increase the speed of the delivery by NOT having a
dictionary keyed lookup mechanism. Some loss of generality is implied
by this.
This class/system is NOT thread safe, but could be made so with some
mutex wrappers. It is safe to call Attach/Detach as a consequence
of calling Notify(...).
*/
class Notified;
class Notifier : public SingletonDynamic<Notifier>
{
public:
typedef enum
{
NE_MIN = 0,
NE_DEBUG_BUTTON_PRESSED = NE_MIN,
NE_DEBUG_LINE_DRAW_ADD_LINE_PIXELS,
NE_DEBUG_TOGGLE_VISIBILITY,
NE_DEBUG_MESSAGE,
NE_RESET_DRAW_CYCLE,
NE_VIEWPORT_CHANGED,
NE_MAX,
} NOTIFIED_EVENT_TYPE_T;
private:
typedef vector<NOTIFIED_EVENT_TYPE_T> NOTIFIED_EVENT_TYPE_VECTOR_T;
typedef map<Notified*,NOTIFIED_EVENT_TYPE_VECTOR_T> NOTIFIED_MAP_T;
typedef map<Notified*,NOTIFIED_EVENT_TYPE_VECTOR_T>::iterator NOTIFIED_MAP_ITER_T;
typedef vector<Notified*> NOTIFIED_VECTOR_T;
typedef vector<NOTIFIED_VECTOR_T> NOTIFIED_VECTOR_VECTOR_T;
NOTIFIED_MAP_T _notifiedMap;
NOTIFIED_VECTOR_VECTOR_T _notifiedVector;
NOTIFIED_MAP_ITER_T _mapIter;
// This vector keeps a temporary list of observers that have completely
// detached since the current "Notify(...)" operation began. This is
// to handle the problem where a Notified instance has called Detach(...)
// because of a Notify(...) call. The removed instance could be a dead
// pointer, so don't try to talk to it.
vector<Notified*> _detached;
int32 _notifyDepth;
void RemoveEvent(NOTIFIED_EVENT_TYPE_VECTOR_T& orgEventTypes, NOTIFIED_EVENT_TYPE_T eventType);
void RemoveNotified(NOTIFIED_VECTOR_T& orgNotified, Notified* observer);
public:
virtual void Reset();
virtual bool Init() { Reset(); return true; }
virtual void Shutdown() { Reset(); }
void Attach(Notified* observer, NOTIFIED_EVENT_TYPE_T eventType);
// Detach for a specific event
void Detach(Notified* observer, NOTIFIED_EVENT_TYPE_T eventType);
// Detach for ALL events
void Detach(Notified* observer);
/* The design of this interface is very specific. I could
* create a class to hold all the event data and then the
* method would just have take that object. But then I would
* have to search for every place in the code that created an
* object to be used and make sure it updated the passed in
* object when a member is added to it. This way, a break
* occurs at compile time that must be addressed.
*/
void Notify(NOTIFIED_EVENT_TYPE_T, const void* eventData = NULL);
/* Used for CPPUnit. Could create a Mock...maybe...but this seems
* like it will get the job done with minimal fuss. For now.
*/
// Return all events that this object is registered for.
vector<NOTIFIED_EVENT_TYPE_T> GetEvents(Notified* observer);
// Return all objects registered for this event.
vector<Notified*> GetNotified(NOTIFIED_EVENT_TYPE_T event);
};
/* This is the base class for anything that can receive notifications.
*/
class Notified
{
public:
virtual void Notify(Notifier::NOTIFIED_EVENT_TYPE_T eventType, const void* eventData) = 0;
virtual ~Notified();
};
typedef Notifier::NOTIFIED_EVENT_TYPE_T NOTIFIED_EVENT_TYPE_T;
NOTE: The Notified class has a single function, Notify(...) here. Because the void* is not type safe, I created other versions where notify looks like:
virtual void Notify(Notifier::NOTIFIED_EVENT_TYPE_T eventType, int value);
virtual void Notify(Notifier::NOTIFIED_EVENT_TYPE_T eventType, const string& str);
Corresponding Notify(...) methods were added to the Notifier itself. All these used a single function to get the "target list" then called the appropriate function on the targets. This works well and keeps the receiver from having to do ugly casts.
This seems to work well. The solution is posted on the web here along with the source code. This is a relatively new design, so any feedback is greatly appreciated.
My two cents...
Classic (Gang of Four) implementation of Observer pattern notifies observer on changes in any property of the subject. In your question you want to register observer to particular properties, not to a subject as a whole. You can move Observer pattern one level down and take properties as concrete subjects and define their observers (per property) but there is one nicer way to solve this problem.
In C# Observer pattern is implemented through events and delegates. Delegates represent event handlers - functions that should be executed when an event is fired. Delegates can be added (registered) or removed(unregistered) from events.
In C++, functors act as delegates - they can store all necessary information to call some global function or class method in a different context. Events are collections of (registered) functors and when event is raised (called) it basically goes through that list and calls all functors (see Publisher::publish method in juanchopanza's solution).
I tried to implement C++ version of events and delegates and use them in modified Observer pattern which could be applied in your case. This is what I came up with:
#include <list>
#include <iostream>
#include <algorithm>
// use base class to resolve the problem of how to put into collection objects of different types
template <typename TPropertyType>
struct PropertyChangedDelegateBase
{
virtual ~PropertyChangedDelegateBase(){};
virtual void operator()(const TPropertyType& t) = 0;
};
template <typename THandlerOwner, typename TPropertyType>
struct PropertyChangedDelegate : public PropertyChangedDelegateBase<TPropertyType>
{
THandlerOwner* pHandlerOwner_;
typedef void (THandlerOwner::*TPropertyChangeHandler)(const TPropertyType&);
TPropertyChangeHandler handler_;
public:
PropertyChangedDelegate(THandlerOwner* pHandlerOwner, TPropertyChangeHandler handler) :
pHandlerOwner_(pHandlerOwner), handler_(handler){}
void operator()(const TPropertyType& t)
{
(pHandlerOwner_->*handler_)(t);
}
};
template<typename TPropertyType>
class PropertyChangedEvent
{
public:
virtual ~PropertyChangedEvent(){};
void add(PropertyChangedDelegateBase<TPropertyType>* const d)
{
std::list<PropertyChangedDelegateBase<TPropertyType>* const>::const_iterator it = std::find(observers_.begin(), observers_.end(), d);
if(it != observers_.end())
throw std::runtime_error("Observer already registered");
observers_.push_back(d);
}
void remove(PropertyChangedDelegateBase<TPropertyType>* const d)
{
std::list<PropertyChangedDelegateBase<TPropertyType>* const>::const_iterator it = std::find(observers_.begin(), observers_.end(), d);
if(it != observers_.end())
observers_.remove(d);
}
// notify
void operator()(const TPropertyType& newValue)
{
std::list<PropertyChangedDelegateBase<TPropertyType>* const>::const_iterator it = observers_.begin();
for(; it != observers_.end(); ++it)
{
(*it)->operator()(newValue);
}
}
protected:
std::list<PropertyChangedDelegateBase<TPropertyType>* const> observers_;
};
// class that owns concrete subjects
class PropertyOwner1
{
int property1_;
float property2_;
public:
PropertyChangedEvent<int> property1ChangedEvent;
PropertyChangedEvent<float> property2ChangedEvent;
PropertyOwner1() :
property1_(0),
property2_(0.0f)
{}
int property1() const {return property1_;}
void property1(int n)
{
if(property1_ != n)
{
property1_ = n;
std::cout << "PropertyOwner1::property1(): property1_ set to " << property1_ << std::endl;
property1ChangedEvent(property1_);
}
}
float property2() const {return property2_;}
void property2(float n)
{
if(property2_ != n)
{
property2_ = n;
std::cout << "PropertyOwner1::property2(): property2_ set to " << property2_ << std::endl;
property2ChangedEvent(property2_);
}
}
};
// class that owns concrete subjects
class PropertyOwner2
{
bool property1_;
double property2_;
public:
PropertyChangedEvent<bool> property1ChangedEvent;
PropertyChangedEvent<double> property2ChangedEvent;
PropertyOwner2() :
property1_(false),
property2_(0.0)
{}
bool property1() const {return property1_;}
void property1(bool n)
{
if(property1_ != n)
{
property1_ = n;
std::cout << "PropertyOwner2::property1(): property1_ set to " << property1_ << std::endl;
property1ChangedEvent(property1_);
}
}
double property2() const {return property2_;}
void property2(double n)
{
if(property2_ != n)
{
property2_ = n;
std::cout << "PropertyOwner2::property2(): property2_ set to " << property2_ << std::endl;
property2ChangedEvent(property2_);
}
}
};
// class that observes changes in property1 of PropertyOwner1 and property1 of PropertyOwner2
struct PropertyObserver1
{
void OnPropertyOwner1Property1Changed(const int& newValue)
{
std::cout << "\tPropertyObserver1::OnPropertyOwner1Property1Changed(): \n\tnew value is: " << newValue << std::endl;
}
void OnPropertyOwner2Property1Changed(const bool& newValue)
{
std::cout << "\tPropertyObserver1::OnPropertyOwner2Property1Changed(): \n\tnew value is: " << newValue << std::endl;
}
};
// class that observes changes in property2 of PropertyOwner1 and property2 of PropertyOwner2
struct PropertyObserver2
{
void OnPropertyOwner1Property2Changed(const float& newValue)
{
std::cout << "\tPropertyObserver2::OnPropertyOwner1Property2Changed(): \n\tnew value is: " << newValue << std::endl;
}
void OnPropertyOwner2Property2Changed(const double& newValue)
{
std::cout << "\tPropertyObserver2::OnPropertyOwner2Property2Changed(): \n\tnew value is: " << newValue << std::endl;
}
};
int main(int argc, char** argv)
{
PropertyOwner1 propertyOwner1;
PropertyOwner2 propertyOwner2;
PropertyObserver1 propertyObserver1;
PropertyObserver2 propertyObserver2;
// register observers
PropertyChangedDelegate<PropertyObserver1, int> delegate1(&propertyObserver1, &PropertyObserver1::OnPropertyOwner1Property1Changed);
propertyOwner1.property1ChangedEvent.add(&delegate1);
PropertyChangedDelegate<PropertyObserver2, float> delegate2(&propertyObserver2, &PropertyObserver2::OnPropertyOwner1Property2Changed);
propertyOwner1.property2ChangedEvent.add(&delegate2);
PropertyChangedDelegate<PropertyObserver1, bool> delegate3(&propertyObserver1, &PropertyObserver1::OnPropertyOwner2Property1Changed);
propertyOwner2.property1ChangedEvent.add(&delegate3);
PropertyChangedDelegate<PropertyObserver2, double> delegate4(&propertyObserver2, &PropertyObserver2::OnPropertyOwner2Property2Changed);
propertyOwner2.property2ChangedEvent.add(&delegate4);
propertyOwner1.property1(1);
propertyOwner1.property2(1.2f);
propertyOwner2.property1(true);
propertyOwner2.property2(3.4);
// unregister PropertyObserver1
propertyOwner1.property1ChangedEvent.remove(&delegate1);
propertyOwner2.property1ChangedEvent.remove(&delegate3);
propertyOwner1.property1(2);
propertyOwner1.property2(4.5f);
}
Output:
PropertyOwner1::property1(): property1_ set to 1
PropertyObserver1::OnPropertyOwner1Property1Changed():
new value is: 1
PropertyOwner1::property2(): property2_ set to 1.2
PropertyObserver2::OnPropertyOwner1Property2Changed():
new value is: 1.2
PropertyOwner2::property1(): property1_ set to 1
PropertyObserver1::OnPropertyOwner2Property1Changed():
new value is: 1
PropertyOwner2::property2(): property2_ set to 3.4
PropertyObserver2::OnPropertyOwner2Property2Changed():
new value is: 3.4
PropertyOwner1::property1(): property1_ set to 2
PropertyOwner1::property2(): property2_ set to 4.5
PropertyObserver2::OnPropertyOwner1Property2Changed():
new value is: 4.5
Each observer is registered with a particular property and when notified, each observer knows exactly who is the owner of the property and what's property's new value.
I've been trying to implement a C#-like event system in C++ with the tr1 function templates used to store a function that handles the event.
I created a vector so that multiple listeners can be attached to this event, i.e.:
vector< function<void (int)> > listenerList;
I'd like to be able to remove a handler from the list to stop a listener receiving events.
So, how can I find the entry in this list that corresponds to a given listener? Can I test if a 'function' object in the list refers to a particular function?
Thanks!
EDIT: Having looked into the boost::signal approach, it seems it's probably implemented using a token system as some of you have suggested. Here's some info on this. An observer retains a "Connection" object when they attach to an event, and this connection object is used to disconnect if needed. So it looks like whether you use Boost or roll your own with tr1, the basic principle's the same. i.e. it will be a bit clumsy :)
I don't know if you're locked into std C++ and tr1, but if you aren't, it seems like your problem could be completely avoided if you just used something like boost::signal and boost::bind to solve your original problem - creating an event system - instead of trying to roll your own.
Okay, you got me working. The hard part is trying to match the exact usage pattern of C# events. If you skip that, there are MUCH easier ways to do what you're asking. (My co-worker Jason uses a Notifier object all over the place.) Anyway, here's the incredibly boring code which does what you want. Unfortunately, it doesn't allow you to pass parameters from the Subject to the Observer. To do that, you'd need to add even more smarts.
#include "stdafx.h"
#include <iostream>
#include <string>
#include <list>
#include <algorithm>
#include <boost/tr1/functional.hpp>
#include <boost/tr1/memory.hpp>
using namespace std;
using namespace std::tr1;
template <typename T>
class ObserverHandle
{
public:
typedef boost::function<void (T*)> const UnderlyingFunction;
ObserverHandle(UnderlyingFunction underlying)
: _underlying(new UnderlyingFunction(underlying))
{
}
void operator()(T* data) const
{
(*_underlying)(data);
}
bool operator==(ObserverHandle<T> const& other) const
{
return (other._underlying == _underlying);
}
private:
shared_ptr<UnderlyingFunction> const _underlying;
};
class BaseDelegate
{
public:
virtual bool operator==(BaseDelegate const& other)
{
return false;
}
virtual void operator() () const = 0;
};
template <typename T>
class Delegate : public BaseDelegate
{
public:
Delegate(T* observer, ObserverHandle<T> handle)
: _observer(observer),
_handle(handle)
{
}
virtual bool operator==(BaseDelegate const& other)
{
BaseDelegate const * otherPtr = &other;
Delegate<T> const * otherDT = dynamic_cast<Delegate<T> const *>(otherPtr);
return ((otherDT) &&
(otherDT->_observer == _observer) &&
(otherDT->_handle == _handle));
}
virtual void operator() () const
{
_handle(_observer);
}
private:
T* _observer;
ObserverHandle<T> _handle;
};
class Event
{
public:
template <typename T>
void add(T* observer, ObserverHandle<T> handle)
{
_observers.push_back(shared_ptr<BaseDelegate>(new Delegate<T>(observer, handle)));
}
template <typename T>
void remove(T* observer, ObserverHandle<T> handle)
{
// I should be able to come up with a bind2nd(equals(dereference(_1))) kind of thing, but I can't figure it out now
Observers::iterator it = find_if(_observers.begin(), _observers.end(), Compare(Delegate<T>(observer, handle)));
if (it != _observers.end())
{
_observers.erase(it);
}
}
void operator()() const
{
for (Observers::const_iterator it = _observers.begin();
it != _observers.end();
++it)
{
(*(*it))();
}
}
private:
typedef list<shared_ptr<BaseDelegate>> Observers;
Observers _observers;
class Compare
{
public:
Compare(BaseDelegate const& other)
: _other(other)
{
}
bool operator() (shared_ptr<BaseDelegate> const& other) const
{
return (*other) == _other;
}
private:
BaseDelegate const& _other;
};
};
// Example usage:
class SubjectA
{
public:
Event event;
void do_event()
{
cout << "doing event" << endl;
event();
cout << "done" << endl;
}
};
class ObserverA
{
public:
void test(SubjectA& subject)
{
subject.do_event();
cout << endl;
subject.event.add(this, _observe);
subject.do_event();
subject.event.remove(this, _observe);
cout << endl;
subject.do_event();
cout << endl;
subject.event.add(this, _observe);
subject.event.add(this, _observe);
subject.do_event();
subject.event.remove(this, _observe);
subject.do_event();
subject.event.remove(this, _observe);
cout << endl;
}
void observe()
{
cout << "..observed!" << endl;
}
private:
static ObserverHandle<ObserverA> _observe;
};
// Here's the trick: make a static object for each method you might want to turn into a Delegate
ObserverHandle<ObserverA> ObserverA::_observe(boost::bind(&ObserverA::observe, _1));
int _tmain(int argc, _TCHAR* argv[])
{
SubjectA sa;
ObserverA oa;
oa.test(sa);
return 0;
}
And here's the output:
doing event
done
doing event
..observed!
done
doing event
done
doing event
..observed!
..observed!
done
doing event
..observed!
done
FAQ #1 in the boost function documentation seems to address your question - and the easy answer is "no".
The proposal (section IIIb.) states they will not be comparable in any way. If you attach some extra information to them, you can easily identify each callback. For instance, if you simply define a struct wrapping the function pointer, you can remove them (assuming you have the same struct you inserted). You can also add some fields to the struct (like an automatically generated guid the client can hold on to) and compare against that.
If you are storing function pointers only (and not other functors that match the signature required), this is easy (see code below). But in general, the answer, like other posters have said, is no. In that case, you probably want to store your functors in a hash, as values, with keys being something the user supplies on adding and removing.
The code below demonstrates how to get the functor/pointer object that is to be called. To use it, you must know the exact type of the object to extract (i.e., the typeid of the type you specify must match the typeid of the contained functor/pointer).
#include <cstdio>
#include <functional>
using std::printf;
using std::tr1::function;
int main(int, char**);
static function<int (int, char**)> main_func(&main);
int
main(int argc, char** argv)
{
printf("%p == %p\n", *main_func.target<int (*)(int, char**)>(), &main);
return 0;
}
What about
map<key-type, function<void (int)> > listeners;
I had a similar problem and found a solution to it. I used some C++0x features, but only for convenience, they are not an essential part. Take a look here:
> Messaging system: Callbacks can be anything