This question has been asked multiple times but mine is a slightly different case. Say I have a std::vector of observers which I notify when a certain event happens:
void SomeClass::doThing() {
// do things ...
// notify observers
for (auto* o : mObservers) {
o->thingHappened();
}
}
What if in the implementation of thingHappened the observer calls a method in SomeClass to remove itself from the observers? What are some of the best ways to handle this?
One possibility is to make a copy of mObservers before the for loop and use it instead, but the extra copy can be wasteful.
Another possibility is to delegate changes to the array to be run after the loop is finished, perhaps setting a lock (just a boolean) before the loop starts and while this lock is set, the methods that mutate the vector delegate themselves to be called after the loop is done when lock is set to false (could be done with a vector of lambdas... quite cumbersome).
If you have control over the signature of thingHappened(), you can change it to return a bool indicating whether it should be removed. Then, you can remove all the values which return true (or false; depends on the semantics you want).
Luckily for us, std::remove_if and std::partition are guaranteed to call the predicate exactly once per object in the range.
void SomeClass::doThing() {
// do things ...
// notify observers
auto newEnd = std::remove_if(mObservers.begin(), mObservers.end(), [](auto *o) {
return o->thingHappened();
});
// assuming mObservers is a vector
mObservers.erase(newEnd, mObservers.end());
}
One way to work around this is to change the data structure. With a std::list the removal of a element only invalidates iterators/references/pointers to that element. Since the rest of the list remains intact all we need to do is get an iterator to the next element before we process the current one. That would look like
for (auto it = the_list.begin(); it != the_list.end();)
{
auto next = std::next(it);
it->call_the_possibly_removing_function();
it = next;
}
What if in the implementation of thingHappened the observer calls a method in SomeClass to remove itself from the observers? What are some of the best ways to handle this?
The following method has worked for me in the past.
Note that your are going to iterate over the observers.
When a client requests to remove an observer to be removed, check whether you are in the middle of iterating over the observers. If you are, set it aside in another vector. If not, remove it from the observers.
After you are done iterating over the observers, remove all the observers that need to be removed.
Note that you are done iterating over the observers.
void SomeClass::removeObserver(Observer* o) {
if ( this->isIterating )
{
observersToRemove.push_back(o);
}
else
{
// Code for real removal of the observer
}
}
void SomeClass::doThing() {
this->isIterating = true;
for (auto* o : mObservers) {
o->thingHappened();
}
for ( auto* o : observersToRemove )
{
// Code for real removal of the observer
}
observersToRemove.clear();
this->isIterating = false;
}
R Sahu's answer provides a flexible technique for solving this problem. The one thing that concerns me about it is the introduction of several variables that you have to manage. However, it's totally possible to wrap the functionality in a utility class.
Here's a sketch of what you could do:
#include <functional>
#include <utility>
#include <vector>
// Note that this is not threadsafe
template <typename Type>
class MutableLock {
bool locked = false;
Type value;
// std::function gives us a more general action,
// but it does come at a cost; you might want to consider using
// other techniques.
std::vector<std::function<void(Type&)>> actions;
public:
class AutoLocker {
MutableLock& lock;
friend class MutableLock<Type>;
explicit AutoLocker(MutableLock& lock)
: lock{ lock }
{
}
public:
~AutoLocker()
{
lock.unlock();
}
};
MutableLock() = default;
// The [[nodiscard]] is a C++17 attribute that
// would help enforce using this function appropriately
[[nodiscard]] AutoLocker lock()
{
locked = true;
return AutoLocker{ *this };
}
void unlock()
{
for (auto const& action : actions) {
action(value);
}
actions.clear();
locked = false;
}
template <typename F>
void action(F&& f)
{
if (!locked) {
f(value);
} else {
actions.emplace_back(std::forward<F>(f));
}
}
// There needs to be some way to expose the value
// not under the lock (so that we can use it when
// we call `lock()`).
//
// Even if your `Type` is not a range, this would
// be fine, as member functions of a template class
// aren't instantiated unless you call them.
//
// However, you may want to expose other ways to
// access the value
auto begin() { return std::begin(value); }
auto end() { return std::end(value); }
auto begin() const { return std::begin(value); }
auto end() const { return std::end(value); }
};
Using it would look something like this:
#include <algorithm>
#include <iostream>
class Observer {
public:
virtual void thingHappened() = 0;
protected:
~Observer() = default;
};
class SomeClass {
MutableLock<std::vector<Observer*>> observers;
public:
void addObserver(Observer* observer)
{
observers.action([observer](auto& observers) {
observers.push_back(observer);
});
}
void remove(Observer const* observer)
{
observers.action([observer](auto& observers) {
observers.erase(std::remove(observers.begin(), observers.end(), observer), observers.end());
});
}
void doSomething()
{
auto lock = observers.lock();
for (auto* observer : observers) {
observer->thingHappened();
}
// when `lock` goes out of scope, we automatically unlock `observers` and
// apply any actions that were built up
}
};
class Observer1 : public Observer {
public:
SomeClass* thing;
void thingHappened() override
{
std::cout << "thing 1\n";
thing->remove(this);
}
};
int main()
{
SomeClass thing;
Observer1 obs;
obs.thing = &thing;
thing.addObserver(&obs);
thing.doSomething();
thing.doSomething();
}
On Coliru
Related
I have designed a simple callback-keyListener-"Interface" with the help of a pure virtual function. Also I used a shared_ptr, to express the ownership and to be sure, that the listener is always available in the handler. That works like a charme, but now I want to implement the same functionality with the help of std::function, because with std::function I am able to use lambdas/functors and I do not need to derive from some "interface"-classes.
I tried to implement the std::function-variant in the second example and it seems to work, but I have two questions related to example 2:
Why does this example still work, although the listener is out of scope? (It seems, that we are working with a copy of the listener instead of the origin listener?)
How can I modify the second example, to achieve the same functionality like in the first example (working on the origin listener)? (member-ptr to std::function seems not to work! How can we handle here the case, when the listener is going out of scope before the handler? )
Example 1: With a virtual function
#include <memory>
struct KeyListenerInterface
{
virtual ~KeyListenerInterface(){}
virtual void keyPressed(int k) = 0;
};
struct KeyListenerA : public KeyListenerInterface
{
void virtual keyPressed(int k) override {}
};
struct KeyHandler
{
std::shared_ptr<KeyListenerInterface> m_sptrkeyListener;
void registerKeyListener(std::shared_ptr<KeyListenerInterface> sptrkeyListener)
{
m_sptrkeyListener = sptrkeyListener;
}
void pressKey() { m_sptrkeyListener->keyPressed(42); }
};
int main()
{
KeyHandler oKeyHandler;
{
auto sptrKeyListener = std::make_shared<KeyListenerA>();
oKeyHandler.registerKeyListener(sptrKeyListener);
}
oKeyHandler.pressKey();
}
Example 2: With std::function
#include <functional>
#include <memory>
struct KeyListenerA
{
void operator()(int k) {}
};
struct KeyHandler
{
std::function<void(int)> m_funcKeyListener;
void registerKeyListener(const std::function<void(int)> &funcKeyListener)
{
m_funcKeyListener = funcKeyListener;
}
void pressKey() { m_funcKeyListener(42); }
};
int main()
{
KeyHandler oKeyHandler;
{
KeyListenerA keyListener;
oKeyHandler.registerKeyListener(keyListener);
}
oKeyHandler.pressKey();
}
std::function<Sig> implements value semantic callbacks.
This means it copies what you put into it.
In C++, things that can be copied or moved should, well, behave a lot like the original. The thing you are copying or moving can carry with it references or pointers to an extrenal resource, and everything should work fine.
How exactly to adapt to value semantics depends on what state you want in your KeyListener; in your case, there is no state, and copies of no state are all the same.
I'll assume we want to care about the state it stores:
struct KeyListenerA {
int* last_pressed = 0;
void operator()(int k) {if (last_pressed) *last_pressed = k;}
};
struct KeyHandler {
std::function<void(int)> m_funcKeyListener;
void registerKeyListener(std::function<void(int)> funcKeyListener) {
m_funcKeyListener = std::move(funcKeyListener);
}
void pressKey() { m_funcKeyListener(42); }
};
int main() {
KeyHandler oKeyHandler;
int last_pressed = -1;
{
KeyListenerA keyListener{&last_pressed};
oKeyHandler.registerKeyListener(keyListener);
}
oKeyHandler.pressKey();
std::cout << last_pressed << "\n"; // prints 42
}
or
{
oKeyHandler.registerKeyListener([&last_pressed](int k){last_pressed=k;});
}
here we store a reference or pointer to the state in the callable. This gets copied around, and when invoked the right action occurs.
The problem I have with listeners is the doulbe lifetime issue; a listener link is only valid as long as both the broadcaster and reciever exist.
To this end, I use something like this:
using token = std::shared_ptr<void>;
template<class...Message>
struct broadcaster {
using reciever = std::function< void(Message...) >;
token attach( reciever r ) {
return attach(std::make_shared<reciever>(std::move(r)));
}
token attach( std::shared_ptr<reciever> r ) {
auto l = lock();
targets.push_back(r);
return r;
}
void operator()( Message... msg ) {
decltype(targets) tmp;
{
// do a pass that filters out expired targets,
// so we don't leave zombie targets around forever.
auto l = lock();
targets.erase(
std::remove_if( begin(targets), end(targets),
[](auto&& ptr){ return ptr.expired(); }
),
end(targets)
);
tmp = targets; // copy the targets to a local array
}
for (auto&& wpf:tmp) {
auto spf = wpf.lock();
// If in another thread, someone makes the token invalid
// while it still exists, we can do an invalid call here:
if (spf) (*spf)(msg...);
// (There is no safe way around this issue; to fix it, you
// have to either restrict which threads invalidation occurs
// in, or use the shared_ptr `attach` and ensure that final
// destruction doesn't occur until shared ptr is actually
// destroyed. Aliasing constructor may help here.)
}
}
private:
std::mutex m;
auto lock() { return std::unique_lock<std::mutex>(m); }
std::vector< std::weak_ptr<reciever> > targets;
};
which converts your code to:
struct KeyHandler {
broadcaster<int> KeyPressed;
};
int main() {
KeyHandler oKeyHandler;
int last_pressed = -1;
token listen;
{
listen = oKeyHandler.KeyPressed.attach([&last_pressed](int k){last_pressed=k;});
}
oKeyHandler.KeyPressed(42);
std::cout << last_pressed << "\n"; // prints 42
listen = {}; // detach
oKeyHandler.KeyPressed(13);
std::cout << last_pressed << "\n"; // still prints 42
}
I have two functions foo and bar that should be mutually exclusive since they operate on the same data. However foo duplicates a lot of code from bar, so I would like to refactor foo to make a call to bar.
This is a problem because then I can't use a single mutex for both functions, because then foo would deadlock when it calls bar. So rather than "mutually exclusive" I only want "mutually exclusive from different threads".
Is there a pattern for implementing this? I'm using C++ and I'm okay with C++14/boost if I need something like shared_mutex.
Define a private "unlocked" function and use that from both foo and bar:
void bar_unlocked()
{
// assert that mx_ is locked
// real work
}
void bar()
{
std::lock_guard<std::mutex> lock(mx_);
bar_unlocked();
}
void foo()
{
std::lock_guard<std::mutex> lock(mx_);
// stuff
bar_unlocked();
// more stuff
}
another way - this has the advantage that you can prove that the lock has been taken:
void bar_impl(std::unique_lock<std::mutex> lock)
{
assert(lock.owns_lock());
// real work
}
void bar()
{
bar_impl(std::unique_lock<std::mutex>(mx_));
}
void foo()
{
// stuff
bar_impl(std::unique_lock<std::mutex>(mx_));
// more stuff
}
Rationale:
std::mutex is not (mandated by the standard to be) moveable, but a std::unique_lock<std::mutex> is. For this reason, we can move a lock into a callee and return it back to a caller (if necessary).
This allows us to prove ownership of the lock at every stage of a call chain.
In addition, once the optimiser gets involved, it's likely that all the lock-moving will be optimised away. This gives us the best of both worlds - provable ownership and maximal performance.
A more complete example:
#include <mutex>
#include <cassert>
#include <functional>
struct actor
{
//
// public interface
//
// perform a simple synchronous action
void simple_action()
{
impl_simple_action(take_lock());
}
/// perform an action either now or asynchronously in the future
/// hander() is called when the action is complete
/// handler is a latch - i.e. it will be called exactly once
/// #pre an existing handler must not be pending
void complex_action(std::function<void()> handler)
{
impl_complex_action(take_lock(), std::move(handler));
}
private:
//
// private external interface (for callbacks)
//
void my_callback()
{
auto lock = take_lock();
assert(!_condition_met);
_condition_met = true;
impl_condition_met(std::move(lock));
}
// private interface
using mutex_type = std::mutex;
using lock_type = std::unique_lock<mutex_type>;
void impl_simple_action(const lock_type& lock)
{
// assert preconditions
assert(lock.owns_lock());
// actions here
}
void impl_complex_action(lock_type my_lock, std::function<void()> handler)
{
_handler = std::move(handler);
if (_condition_met)
{
return impl_condition_met(std::move(my_lock));
}
else {
// initiate some action that will result in my_callback() being called
// some time later
}
}
void impl_condition_met(lock_type lock)
{
assert(lock.owns_lock());
assert(_condition_met);
if(_handler)
{
_condition_met = false;
auto copy = std::move(_handler);
// unlock here because the callback may call back into our public interface
lock.unlock();
copy();
}
}
auto take_lock() const -> lock_type
{
return lock_type(_mutex);
}
mutable mutex_type _mutex;
std::function<void()> _handler = {};
bool _condition_met = false;
};
void act(actor& a)
{
a.complex_action([&a]{
// other stuff...
// note: calling another public interface function of a
// during a handler initiated by a
// the unlock() in impl_condition_met() makes this safe.
a.simple_action();
});
}
I want a member std::future<void> to continuously call a function inside a loop until the parent object is destroyed.
My current solution involves wrapping the future in a class with a boolean flag and setting the flag to false on destruction.
class Wrapper
{
std::future<void> fut;
bool wrapperAlive{true};
public:
Wrapper() : fut{std::async(std::launch::async, [this]
{
while(wrapperAlive) doSomething();
})} { }
~Wrapper()
{
wrapperAlive = false;
}
};
Is there a more idiomatic way of doing this?
This is a data-race free version of your code:
class Wrapper {
std::atomic<bool> wrapperAlive{true}; // construct flag first!
std::future<void> fut;
public:
Wrapper() :
fut{std::async(std::launch::async, [this]
{
while(wrapperAlive)
doSomething();
}
)}
{}
~Wrapper() {
wrapperAlive = false;
fut.get(); // block, so it sees wrapperAlive before it is destroyed.
}
};
the next thing I'd do is write:
template<class F>
struct repeat_async_t {
F f;
// ...
};
using repeat_async = repeat_async_t<std::function<void()>>;
template<class F>
repeat_async_t<std::decay_t<F>> make_repeat_async(F&&f){
return {std::forward<F>(f)};
}
which takes a task to repeat forever, and bundle it up in there, rather than mixing the flow logic with what is executed logic.
At this point, we will probably want to add in an abort method.
Finally, it is very rarely a good idea to busy-loop a thread. So we'd add in some kind of wait-for-more-data-to-consume system.
And it ends up looking a lot different than your code.
I am trying to apply the Composite pattern, so I need to create a Leaf class and a Composite class, both inheriting from the same Component class. In order for any of my Components to perform their duty they need to ask help from a single Helper object. We have the following
struct Helper {
void provide_help();
};
struct Component {
Component(Helper* helper)
: m_helper(helper) {
}
virtual void operation() = 0;
// the call_for_help function will be used by subclasses of Component to implement Component::operation()
void call_for_help() {
m_helper->provide_help();
}
private:
Helper* m_helper;
};
And here are two different Leaf subclasses:
struct Leaf1
: Component {
Leaf1(Helper* helper)
: Component(helper) {
}
void operation() override {
call_for_help();
operation1();
}
void operation1();
};
struct Leaf2
: Component {
Leaf2(Helper* helper)
: Component(helper) {
}
void operation() override {
call_for_help();
operation2();
}
void operation2();
};
So far, so good. Now the Composite class is giving me grief. The typical implementation is as follows
struct Composite
: Component {
Composite(Helper* helper)
: Component(helper) {
}
void operation() override {
for (auto el : m_children) el->operation();
}
private:
std::vector<Component*> m_children;
};
which by going through the m_children one by one and calling operation on each essentially calls the helper function multiple times, even though one call is enough for all children. Ideally, if the m_children consisted, say, of a Leaf1 and a Leaf2, I would like somehow the Composite operation to call the helper function only once and then call in succession Leaf1::operation1() and then Leaf2::operation2(). Is there any way to achieve what I need? Alternative designs are welcome. I hope my question makes sense. Thanks in advance!
You want a polymorphic operation but you are adding more responability to the method (calling the helper). It's better to separate these two things.
struct Component {
void call_operation(){
call_for_help();
operation();
}
virtual void operation() = 0;
void call_for_help();
};
Remove the call_for_help() from leaf::operation() (making operation1, operation2 redundant, polymorphism) and the rest should work fine.
You can even hide operation() from your public interface, you'll need friendship with your Composite in that case.
As it could happen at any level, one approach could be to handle this at the level of the helper.
A sketch of the approach would be:
class Helper {
bool composite_help = false;
bool help_provided;
public:
void provide_help() {
if ((composite_help && !help_provided) || !composite_help) {
//TO DO: provide help
help_provided = true;
}
}
void start_composite_help() {
composite_help = true;
help_provided = false;
}
void end_composite_help() {
composite_help = false;
}
};
The principle is that the call for help performed by individual components works as before. But when the composite calls for help, you take preacutions to make sure that the call is performed only once:
void operation() override {
m_helper->start_composite_help();
for (auto el : m_children) el->operation();
m_helper->start_composite_help();
}
As said, this is only a sketch: the code provided as such will not work as soon as you have several levels of composites. So this needs to be improved:
instead of a bool composite_help you'd need a counter, which gets incremented when entering a composite operation and decremented when you exit it. In this case, the counter would go back to 0 (re-enabling help) only when the last level of composte has finished its job.
may be the helper performs different operations to provide help. So you could also imagine to have a "transaction id" that uniquely identifies a group of related operations, and you manage the counter not for the helper overall, in a map of active transactions.
finally, the start/end is not so nice. A RAII helper to the helper could make the whole setup more robust (for example when an exception breaks the normal execution flow.)
I think this problem would be better solved with a combination of Composite and Mediator.
Heads up! I'll show you a different version of the mediator pattern, which is not the same as the canonical version.
It's not of the business of your composite structure to know if a helper was called or not. You'd better do this using some kind of event handler.
Since you have only one helper, you could try like this:
class Helper {
public:
void callHelper() { std::cout << "Helper called" << std::endl; }
};
class Mediator {
private:
std::map<std::string, std::vector<Helper>> subscribers;
int updateLimit = -1;
int currentUpdateCount = 0;
void resetUpdateCount() {
currentUpdateCount = 0;
}
public:
Mediator(){}
void subscribe(std::string evt, Helper helper) {
subscribers[evt].push_back(helper);
}
void update(std::string evt) {
for (auto& h: subscribers[evt]) {
h.callHelper();
}
}
void setUpdateLimit(int i) {
updateLimit = i;
resetUpdateCount();
}
void removeUpdateLimit() {
updateLimit = -1;
resetUpdateCount();
}
int getUpdateLimit() {
return updateLimit;
}
void updateLimited(std::string evt) {
if (updateLimit < 0 || currentUpdateCount < updateLimit) {
update(evt);
currentUpdateCount++;
}
}
};
int main(int argc, const char *argv[])
{
Mediator m;
Helper h1, h2;
m.subscribe("bar", h1);
m.setUpdateLimit(1);
// Will be called only once
m.updateLimited("bar");
m.updateLimited("bar");
m.updateLimited("bar");
m.removeUpdateLimit();
return 0;
}
Using it:
Mediator m;
Helper h1, h2;
m.subscribe("bar", h1);
m.setUpdateLimit(1);
// Will be called only once
m.updateLimited("bar");
m.updateLimited("bar");
m.updateLimited("bar");
m.removeUpdateLimit();
So, here is what you do to integrate this to you composite structure. Remove the helper from you nodes, add the Mediator to the base class:
struct Component {
Component(Mediator& mediator)
: m_helper(mediator) {
}
virtual void operation() = 0;
// the call_for_help function will be used by subclasses of Component to implement Component::operation()
void notify() {
m_mediator->updateFiltered(Component::updateEventName);
}
static std::string updateEventName;
private:
Mediator& m_mediator;
};
std::string Component::updateEventName = "update.composite";
struct Leaf1
: Component {
Leaf1(Helper* helper)
: Component(helper) {
}
void operation() override {
notify();
operation1();
}
void operation1();
};
Using it:
Mediator m;
Helper h;
Composite c(m);
Leaf1 l1(m), l2(m);
c.add(l1);
c.add(l2);
m.subscribe(Component::updateEventName, h);
m.setUpdateLimit(1);
// Will be called only once, even if it has childrens
c.update();
m.removeUpdateLimit();
IMPORTANT: This solution is suboptimal, it has some issues, like you having to pass a mediator instance to every node constructor, but it's just a raw idea for you to work on.
Hope it helps!
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.