I am looking for some advice on a c++ design issue I am having. Some background on the issue...
I have Runnable class as shown bellow:
class Runnable
{
public:
Runnable();
virtual ~Runnable();
void Stop();
void Start();
Runnable(Runnable const&) = delete;
Runnable& operator =(Runnable const&) = delete;
protected:
virtual void Run() = 0;
// main thread function.
std::atomic<bool> mStop;
private:
static void StaticRun(void *);
std::thread mThread;
};
Then I have an ExpirationMap that inherits the Runnable class as shown below:
class ExpirationMap : Runnable
{
public:
explicit ExpirationMap();
virtual ~ExpirationMap();
void Init(uint8_t);
void Run() override;
virtual void DoExpire(uint8_t) = 0;
// Expiry function to be implemented by the derived classes.
private:
uint8_t mDelay;
};
I have a third class that inherits the ExpirationMap class. This class encapsulates std::unorderd_map.
template
class MyMap : public ExpirationMap
{
public:
void DoExpire(uint8_t) override;
void Init(uint8_t);
void Add(const KeyType, const ValueType&);
ValueType Get(const KeyType);
bool Exists(const KeyType);
ValueType Remove(const KeyType);
void Clear();
...
private:
std::unordered_map<KeyType, ValueType> mMap;
std::shared_ptr<boost::shared_mutex> mLock;
};
MyMap::Init kicks off ExpirationMap::Init which spawns off a thread with MyMap::DoExpire as the thread function. The MyMap::DoExpire is basically a never ending while loop. The basic job of the thread is to scans elements of MyMap and remove the expired entries. Each element (value) of the map has an expiration time which is used to check if an element is a candidate for expiry. All of this is implemented and is working well.
Sorry for the long intro but now on to the real problem.
Now, I have a situation where I have to port this code to an event-loop based platform. Since event-loop system supports timers with callbacks, I could pass in the DoExpire function as the callback to timer function. However, I am trying to see if there is a better way to refactor the code so that the code works on both the platforms i.e. thread based (what I have now) and event-loop based while minimizing the duplication. When creating MyMap, I want to be able to say: create a map that uses thread based expiry or timer+callback based expiry. Any suggestions or advice is greatly appreciated. Thanks.
I think you can do better than either approach -- you can make it so that you do not need to periodically do anything at all, and thus you won't need either event loops or an update-thread.
Since every entry in your map already has an expiration-time associated with it, all you need to do is build an API layer around the map object that pretends the expired object is no longer there, e.g. (pseudocode):
bool ExpirationMap :: Exists(const KeyType & key) const
{
if (mMap.has_key(key) == false) return false;
return (mMap[key].mExpirationTime < now); // expired entries don't count!
}
ValueType ExpirationMap :: Get(const KeyType & key) const
{
return Exists(key) ? mMap[key] : ValueType();
}
This is sufficient to get the behavior you want; the only remaining issue (which may or may not be an actual problem depending on your use case) is that the map might become large over time, full of useless old/expired entries. That can be handled various ways (including just ignoring the problem, if memory usage turns out not to be an issue, or removing an entry only when it is looked up and found to be expired), but one close-to-optimal way to handle it would be to keep a second internal data structure (e.g. a std::priority_queue that holds the entries sorted by expiration-time); then any time any method is called, you can do something like:
while(mEntriesByExpirationTime.size() > 0)
{
const ByTimeEntry & firstEntry = mEntriesByExpirationTime.begin();
if (firstEntry.mExpirationTime < now)
{
mMap.erase(firstEntry.mKey);
mEntriesByExpirationTime.pop();
}
else break;
}
... Since the entries in this priority_queue are held in expiration-time order, this call is as inexpensive as it can be since it will never iterate over more than just the expired entries that ought to be removed right now.
A design that doesn't require your program to wake up at regular intervals is generally preferable over one that does, particularly on power-constrained platforms like laptops and phones. The CPU can't sleep efficiently if your program keeps demanding to be woken up every so often :)
Related
I've decided to begin making a game engine lately. I know most people don't finish theirs, and if I'm being honest I may not either. I'm doing this because I'm sick of googling "Cool C++ projects" and doing the 3 answers every single user gives (that'd be an address book or something similar, tic tac toe, and a report card generator or something like that). I like programming, but unfortunately I have no real use for it. Everything I would use it for I can do faster and easier in another way, or a solution already exists. However, in an effort to learn more than the basic level of C++ and do something that would teach me something that's truly in depth, I've revoked this policy and decided to begin a game engine, as it's something I've always been interested in. I've decided to model it loosely after Amazon's Lumberyard engine, as it's almost entirely C++ and gives me a good basis to learn from, as I can always just go there and do something with it to see how it behaves.
Onto the actual problem now:
I've got a working Entity Component system (yay), that although is in its early stages and not super great functionality wise, I'm very proud of. Honestly I never thought I'd get this far. I'm currently working with the Event Bus system. Now, I really love LY's EBus system. It's extremely easy to use and very straight forward, but from a programming newbie-ish's eyes it's black magic and witchcraft. I have no clue how they did certain things, so hopefully you do!
Making an EBus goes something like this:
#include <EBusThingy.h>
class NewEbusDealio
: public EbusThingy
{
public:
//Normally there's some setup work involved here, but I'm excluding it as I don't really feel that it's necessary for now. I can always add it later (see the footnote for details on what these actually are).
//As if by magic, this is all it takes to do it (I'd like to clarify that I'm aware that this is a pure virtual function, I just don't get how they generate so much usage out of this one line):
virtual void OnStuffHappening(arguments can go here if you so choose) = 0;
};
And that's it...
As if by magic, when you go to use it, all you have to do is this:
#include "NewEbusDealio.h"
class ComponentThatUsesTheBus
: public NewEbusDealio::Handler
{
public:
void Activate() override
{
NewEbusDealio::Handler::BusConnect();
}
protected:
void OnStuffHappening(arguments so chosen)
{
//Do whatever you want to happen when the event fires
}
};
class ComponentThatSendsEvents
{
public:
void UpdateOrWhatever()
{
NewEbusDealio::Broadcast(NewEbusDealio::Events::OnStuffHappening, arguments go here)
}
};
I just don't get how you can do this much stuff just by adding a single virtual function to NewEbusDealio. Any help on this is much appreciated. Sorry for so many text walls but I'd really like to get something out of this, and I've hit a massive brick wall on this bit. This may be way overkill for what I'm making, and it also may wind up being so much work that it's just not within the realm of possibility for one person to make in a reasonable amount of time, but if a simple version of this is possible I'd like to give it a go.
I'm putting this down here so people know what the setup work is. All you do is define a static const EBusHandlerPolicy and EBusAddressPolicy, which defines how many handlers can connect to each address on the bus, and whether the bus works on a single address (no address needed in event call), or whether you can use addresses to send events to handlers listening on a certain address. For now, I'd like to have a simple bus where if you send an event, all handlers receive it.
Not familiar with EBus you given, but event buses should be similar: one side creates an event and puts it into a list, the other side picks up events one by one and reacts.
As modern C++ gives us closure feature, it ismuch easier to implement a event bus now.
Following, I'm going to give a simple example, where looper is a event bus.
Be aware mutexs and conditional variables are necessary for this looper in production.
#include <queue>
#include <list>
#include <thread>
#include <functional>
class ThreadWrapper {
public:
ThreadWrapper() = default;
~ThreadWrapper() { Detach(); }
inline void Attach(std::thread &&th) noexcept {
Detach();
routine = std::forward<std::thread &&>(th);
}
inline void Detach() noexcept {
if (routine.joinable()) {
routine.join();
}
}
private:
std::thread routine{};
};
class Looper {
public:
// return ture to quit the loop, false to continue
typedef std::function<void()> Task;
typedef std::list<Task> MsgQueue;
Looper() = default;
~Looper() {
Deactivate();
}
// Post a method
void Post(const Task &tsk) noexcept {
Post(tsk, false);
}
// Post a method
void Post(const Task &tsk, bool flush) noexcept {
if(!running) {
return;
}
if (flush) msg_queue.clear();
msg_queue.push_back(tsk);
}
// Start looping
void Activate() noexcept {
if (running) {
return;
}
msg_queue.clear();
looping = true;
worker.Attach(std::thread{&Looper::Entry, this});
running = true;
}
// stop looping
void Deactivate() noexcept {
{
if(!running) {
return;
}
looping = false;
Post([] { ; }, true);
worker.Detach();
running = false;
}
}
bool IsActive() const noexcept { return running; }
private:
void Entry() noexcept {
Task tsk;
while (looping) {
//if(msg_queue.empty()) continue;
tsk = msg_queue.front();
msg_queue.pop_front();
tsk();
}
}
MsgQueue msg_queue{};
ThreadWrapper worker{};
volatile bool running{false};
volatile bool looping{false};
};
An example to use this Looper:
class MySpeaker: public Looper{
public:
// Call SayHi without blocking current thread
void SayHiAsync(const std::string &msg){
Post([this, msg] {
SayHi(msg);
});
}
private:
// SayHi will be called in the working thread
void SayHi() {
std::cout << msg << std::endl;
}
};
I have a thread pool that I use to execute many tiny jobs (millions of jobs, dozens/hundreds of milliseconds each). The jobs are passed in the form of either:
std::bind(&fn, arg1, arg2, arg3...)
or
[&](){fn(arg1, arg2, arg3...);}
with the thread pool taking them like this:
std::queue<std::function<void(void)>> queue;
void addJob(std::function<void(void)> fn)
{
queue.emplace_back(std::move(fn));
}
Pretty standard stuff....except that I've noticed a bottleneck where if jobs execute in a fast enough time (less than a millisecond), the conversion from lambda/binder to std::function in the addJob function actually takes longer than execution of the jobs themselves. After doing some reading, std::function is notoriously slow and so my bottleneck isn't necessarily unexpected.
Is there a faster way of doing this type of thing? I've looked into drop-in std::function replacements but they either weren't compatible with my compiler or weren't faster. I've also looked into "fast delegates" by Don Clugston but they don't seem to allow the passing of arguments along with functions (maybe I don't understand them correctly?).
I'm compiling with VS2015u3, and the functions passed to the jobs are all static, with their arguments being either ints/floats or pointers to other objects.
Have a separate queue for each of the task types - you probably don't have tens of thousands of task types. Each of these can be e.g. a static member of your tasks. Then addJob() is actually the ctor of Task and it's perfectly type-safe.
Then define a compile-time list of your task types and visit it via template metaprogramming (for_each). It'll be way faster as you don't need any virtual call fnptr / std::function<> to achieve this.
This will only work if your tuple code sees all the Task classes (so you can't e.g. add a new descendant of Task to an already running executable by loading the image from disc - hope that's a non-issue).
template<typename D> // CRTP on D
class Task {
public:
// you might want to static_assert at some point that D is in TaskTypeList
Task() : it_(tasks_.end()) {} // call enqueue() in descendant
~Task() {
// add your favorite lock here
if (queued()) {
tasks_.erase(it_);
}
}
bool queued() const { return it_ != tasks_.end(); }
static size_t ExecNext() {
if (!tasks_.empty()) {
// add your favorite lock here
auto&& itTask = tasks_.begin();
tasks_.pop_front();
// release lock
(*itTask)();
itTask->it_ = tasks_.end();
}
return tasks_.size();
}
protected:
void enqueue() const
{
// add your favorite lock here
tasks_.push_back(static_cast<D*>(this));
it_ = tasks_.rbegin();
}
private:
std::list<D*>::iterator it_;
static std::list<D*> tasks_; // you can have one per thread, too - then you don't need locking, but tasks are assigned to threads statically
};
struct MyTask : Task<MyTask> {
MyTask() { enqueue(); } // call enqueue only when the class is ready
void operator()() { /* add task here */ }
// ...
};
struct MyTask2; // etc.
template<typename...>
struct list_ {};
using TaskTypeList = list_<MyTask, MyTask2>;
void thread_pocess(list_<>) {}
template<typename TaskType, typename... TaskTypes>
void thread_pocess(list_<TaskType, TaskTypes...>)
{
TaskType::ExecNext();
thread_process(list_<TaskTypes...>());
}
void thread_process(void*)
{
for (;;) {
thread_process(TaskTypeList());
}
}
There's a lot to tune on this code: different threads should start from different parts of the queue (or one would use a ring, or several queues and either static/dynamic assignment to threads), you'd send it to sleep when there are absolutely no tasks, one could have an enum for the tasks, etc.
Note that this can't be used with arbitrary lambdas: you need to list task types. You need to 'communicate' the lambda type out of the function where you declare it (e.g. by returning `std::make_pair(retval, list_) and sometimes it's not easy. However, you can always convert a lambda to a functor, which is straightforward - just ugly.
I need your help with wxWidgets. I have 2 threads (1 wxTimer and 1 wxThread), I need communicate between this 2 threads. I have a class that contains methods to read/write variable in this class. (Share Memory with this object)
My problem is: I instanciate with "new" this class in one thread but I don't know that necessary in second thread. Because if instanciate too, adress of variable are differents and I need communicate so I need even value in variable :/
I know about need wxSemaphore to prevent error when to access same time.
Thanks you for your help !
EDIT: My code
So, I need make a link with my code. Thanks you for all ;)
It's my declaration for my wxTimer in my class: EvtFramePrincipal (IHM)
In .h
EvtFramePrincipal( wxWindow* parent );
#include <wx/timer.h>
wxTimer m_timer;
in .cpp -Constructor EvtFramePrincipal
EvtFramePrincipal::EvtFramePrincipal( wxWindow* parent )
:
FramePrincipal( parent ),m_timer(this)
{
Connect(wxID_ANY,wxEVT_TIMER,wxTimerEventHandler(EvtFramePrincipal::OnTimer),NULL,this);
m_timer.Start(250);
}
So I call OnTimer method every 250ms with this line.
For my second thread start from EvtFramePrincipal (IHM):
in .h EvtFramePrincipal
#include "../Client.h"
Client *ClientIdle;
in .cpp EvtFramePrincipal
ClientIdle= new Client();
ClientIdle->Run();
In .h Client (Thread)
class Client: public wxThread
public:
Client();
virtual void *Entry();
virtual void OnExit();
In .cpp Client (Thread)
Client::Client() : wxThread()
{
}
So here, no probleme, thread are ok ?
Now I need that this class that use like a messenger between my 2 threads.
#ifndef PARTAGE_H
#define PARTAGE_H
#include "wx/string.h"
#include <iostream>
using std::cout;
using std::endl;
class Partage
{
public:
Partage();
virtual ~Partage();
bool Return_Capteur_Aval()
{ return Etat_Capteur_Aval; }
bool Return_Capteur_Amont()
{ return Etat_Capteur_Amont; }
bool Return_Etat_Barriere()
{ return Etat_Barriere; }
bool Return_Ouverture()
{ return Demande_Ouverture; }
bool Return_Fermeture()
{ return Demande_Fermeture; }
bool Return_Appel()
{ return Appel_Gardien; }
void Set_Ouverture(bool Etat)
{ Demande_Ouverture=Etat; }
void Set_Fermeture(bool Etat)
{ Demande_Fermeture=Etat; }
void Set_Capteur_Aval(bool Etat)
{ Etat_Capteur_Aval=Etat; }
void Set_Capteur_Amont(bool Etat)
{ Etat_Capteur_Amont=Etat; }
void Set_Barriere(bool Etat)
{ Etat_Barriere=Etat; }
void Set_Appel(bool Etat)
{ Appel_Gardien=Etat; }
void Set_Code(wxString valeur_code)
{ Code=valeur_code; }
void Set_Badge(wxString numero_badge)
{ Badge=numero_badge; }
void Set_Message(wxString message)
{
Message_Affiche=wxT("");
Message_Affiche=message;
}
wxString Get_Message()
{
return Message_Affiche;
}
wxString Get_Code()
{ return Code; }
wxString Get_Badge()
{ return Badge; }
protected:
private:
bool Etat_Capteur_Aval;
bool Etat_Capteur_Amont;
bool Etat_Barriere;
bool Demande_Ouverture;
bool Demande_Fermeture;
bool Appel_Gardien;
wxString Code;
wxString Badge;
wxString Message_Affiche;
};
#endif // PARTAGE_H
So in my EvtFramePrincipal(wxTimer), I make a new for this class. But in other thread (wxThread), what I need to do to communicate ?
If difficult to understand so sorry :/
Then main thread should create first the shared variable. After it, you can create both threads and pass them a pointer to the shared variable.
So, both of them, know how interact with the shared variable. You need to implement a mutex or wxSemaphore in the methods of the shared variable.
You can use a singleton to get access to a central object.
Alternatively, create the central object before creating the threads and pass the reference to the central object to threads.
Use a mutex in the central object to prevent simultaneous access.
Creating one central object on each thread is not an option.
EDIT 1: Adding more details and examples
Let's start with some assumptions. The OP indicated that
I have 2 threads (1 wxTimer and 1 wxThread)
To tell the truth, I know very little of the wxWidgets framework, but there's always the documentation. So I can see that:
wxTimer provides a Timer that will execute the wxTimer::Notify() method when the timer expires. The documentation doesn't say anything about thread-execution (although there's a note A timer can only be used from the main thread which I'm not sure how to understand). I can guess that we should expect the Notify method will be executed in some event-loop or timer-loop thread or threads.
wxThread provides a model for Thread execution, that runs the wxThread::Entry() method. Running a wxThread object will actually create a thread that runs the Entry method.
So your problem is that you need same object to be accessible in both wxTimer::Notify() and wxThread::Entry() methods.
This object:
It's not one variable but a lot of that store in one class
e.g.
struct SharedData {
// NOTE: This is very simplistic.
// since the information here will be modified/read by
// multiple threads, it should be protected by one or more
// mutexes
// so probably a class with getter/setters will be better suited
// so that access with mutexes can be enforced within the class.
SharedData():var2(0) { }
std::string var1;
int var2;
};
of which you have somewhere an instance of that:
std::shared_ptr<SharedData> myData=std::make_shared<SharedData>();
or perhaps in pointer form or perhaps as a local variable or object attribute
Option 1: a shared reference
You're not really using wxTimer or wxThread, but classes that inherit from them (at least the wxThread::Entry() is pure virtual. In the case of wxTimer you could change the owner to a different wxEvtHandler that will receive the event, but you still need to provide an implementation.
So you can have
class MyTimer: public wxTimer {
public:
void Notify() {
// Your code goes here
// but it can access data through the local reference
}
void setData(const std::shared_ptr<SharedData> &data) {
mLocalReference=data
}
private:
std::shared_ptr<SharedData> mLocalReferece
};
That will need to be set:
MyTimer timer;
timer.setData(myData);
timer.StartOnece(10000); // wake me up in 10 secs.
Similarly for the Thread
class MyThread: public wxThread {
public:
void Entry() {
// Your code goes here
// but it can access data through the local reference
}
void setData(const std::shared_ptr<SharedData> &data) {
mLocalReference=data
}
private:
std::shared_ptr<SharedData> mLocalReferece
};
That will need to be set:
MyThread *thread=new MyThread();
thread->setData(myData);
thread->Run(); // threads starts running.
Option2 Using a singleton.
Sometimes you cannot modify MyThread or MyTimer... or it is too difficult to route the reference to myData to the thread or timer instances... or you're just too lazy or too busy to bother (beware of your technical debt!!!)
We can tweak the SharedData into:
struct SharedData {
std::string var1;
int var2;
static SharedData *instance() {
// NOTE that some mutexes are needed here
// to prevent the case where first initialization
// is executed simultaneously from different threads
// allocating two objects, one of them leaked.
if(!sInstance) {
sInstance=new SharedData();
}
return sInstance
}
private:
SharedData():var2(0) { } // Note we've made the constructor private
static SharedData *sInstance=0;
};
This object (because it only allows the creation of a single object) can be accessed from
either MyTimer::Notify() or MyThread::Entry() with
SharedData::instance()->var1;
Interlude: why Singletons are evil
(or why the easy solution might bite you in the future).
What is so bad about singletons?
Why Singletons are Evil
Singletons Are Evil
My main reasons are:
There's one and only one instance... and you might think that you only need one now, but who knows what the future will hold, you've taken an easy solution for a coding problem that has far reaching consequences architecturally and that might be difficult to revert.
It will not allow doing dependency injection (because the actual class is used in the accessing the object).
Still, I don't think is something to completely avoid. It has its uses, it can solve your problem and it might save your day.
Option 3. Some middle ground.
You could still organize your data around a central repository with methods to access different instances (or different implementations) of the data.
This central repository can be a singleton (it is really is central, common and unique), but is not the shared data, but what is used to retrieve the shared data, e.g. identified by some ID (that might be easier to share between the threads using option 1)
Something like:
CentralRepository::instance()->getDataById(sharedId)->var1;
EDIT 2: Comments after OP posted (more) code ;)
It seems that your object EvtFramePrincipal will execute both the timer call back and it will contain the ClientIdle pointer to a Client object (the thread)... I'd do:
Make the Client class contain a Portage attribute (a pointer or a smart pointer).
Make the EvtFramePrincipal contain a Portage attribute (a pointer or smart pointer). I guess this will have the lifecycle of the whole application, so the Portage object can share that lifecycle too.
Add Mutexes locking to all methods setting and getting in the Portage attribute, since it can be accessed from multiple threads.
After the Client object is instantiated set the reference to the Portage object that the EvtFramePrincipal contains.
Client can access Portage because we've set its reference when it was created. When the Entry method is run in its thread it will be able to access it.
EvtFramePrincipal can access the Portage (because it is one of its attributes), so the event handler for the timer event will be able to access it.
i am implmenting an event-driven message processing logic for a speed-sensitive application. I have various business logics which wrapped into a lot of Reactor classes:
class TwitterSentimentReactor{
on_new_post(PostEvent&);
on_new_comment(CommentEvent&);
};
class FacebookSentimentReactor{
on_new_post(PostEvent&);
on_new_comment(CommentEvent&);
};
class YoutubeSentimentReactor{
on_new_post(PostEvent&);
on_new_comment(CommentEvent&);
on_new_plus_one(PlusOneEvent&);
};
let's say, there are 8 such event types, each Reactor respond to a subset of them.
the core program has 8 'entry point' for the message, which hooked up with some low-level socket processing library, for instance
on_new_post(PostEvent& pe){
youtube_sentiment_reactor_instance->on_new_post(pe);
twitter_sentiment_reactor_instance->on_new_post(pe);
youtube_sentiment_reactor_instance->on_new_post(pe);
}
I am thinking about using std::function and std::bind, to build a std::vector<std::function<>>, then I loop through the vector to call each call-back function.
However, when I tried it,std::function proved to not be fast enough. Is there a fast yet simple solution here? As i mentioned earlier, this is VERY speed sensitive, so i want to avoid using virtual function and inheritance, to cut the v-table look up
comments are welcomed. thanks
I think that in your case it is easier to do an interface, as you know are going to call simple member functions that match exactly the expected parameters:
struct IReactor {
virtual void on_new_post(PostEvent&) =0;
virtual void on_new_comment(CommentEvent&) =0;
virtual void on_new_plus_one(PlusOneEvent&) =0;
};
And then make each of your classes inherit and implement this interface.
You can have a simple std::vector<IReactor*> to manage the callbacks.
And remember that in C++, interfaces are just ordinary classes, so you can even write default implementations for some or all of the functions:
struct IReactor {
virtual void on_new_post(PostEvent&) {}
virtual void on_new_comment(CommentEvent&) {}
virtual void on_new_plus_one(PlusOneEvent&) {}
};
std::function main performance issue is that whenever you need to store some context (such as bound arguments, or the state of a lambda) then memory is required which often translates into a memory allocation. Also, the current library implementations that exist may not have been optimized to avoid this memory allocation.
That being said:
is it too slow ? you will have to measure it for yourself, in your context
are there alternatives ? yes, plenty!
As an example, what don't you use a base class Reactor which has all the required callbacks defined (doing nothing by default), and then derive from it to implement the required behavior ? You could then easily have a std::vector<std::unique_ptr<Reactor>> to iterate over!
Also, depending on whether the reactors need state (or not) you may gain a lot by avoiding allocating objects from then and use just functions instead.
It really, really, depends on the specific constraints of your projects.
If you need fast delegates and event system take a look to Offirmo:
It is as fast as the "Fastest possible delegates", but it has 2 major advantages:
1) it is ready and well tested library (don't need to write your own library from an article)
2) Does not relies on compiler hacks (fully compliant to C++ standard)
https://github.com/Offirmo/impossibly-fast-delegates
If you need a managed signal/slot system I have developed my own(c++11 only).
It is not fast as Offirmo, but is fast enough for any real scenario, most important is order of magnitude faster than Qt or Boost signals and is simple to use.
Signal is responsible for firing events.
Slots are responsible for holding callbacks.
Connect how many Slots as you wish to a Signal.
Don't warry about lifetime (everything autodisconnect)
Performance considerations:
The overhead for a std::function is quite low (and improving with every compiler release). Actually is just a bit slower than a regular function call. My own signal/slot library, is capable of 250 millions(I measured the pure overhead) callbacks/second on a 2Ghz processor and is using std::function.
Since your code has to do with network stuff you should mind that your main bottleneck will be the sockets.
The second bottleneck is latency of instruction cache. It does not matter if you use Offirmo (few assembly instructions), or std::function. Most of the time is spent by fetchin instructions from L1 cache. The best optimization is to keep all callbacks code compiled in the same translation unit (same .cpp file) and possibly in the same order in wich callbacks are called (or mostly the same order), after you do that you'll see only a very tiny improvement using Offirmo (seriously, you CAN'T BE faster than Offirmo) over std::function.
Keep in mind that any function doing something really usefull would be at least few dozens instructions (especially if dealing with sockets: you'll have to wait completion of system calls and processor context switch..) so the overhead of the callback system will be neglictible.
I can't comment on the actual speed of the method that you are using, other than to say:
Premature optimization does not usually give you what you expect.
You should measure the performance contribution before you start slicing and dicing. If you know it won't work before hand, then you can search now for something better or go "suboptimal" for now but encapsulate it so it can be replaced.
If you are looking for a general event system that does not use std::function (but does use virtual methods), you can try this one:
Notifier.h
/*
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 implement variants of the Notify function:
bool Notify(const NOTIFIED_EVENT_TYPE_T& event, variants ....)
There are many variants possible. Register for the message
and create the interface to receive the data you expect from
it (for type safety).
All the variants return true if they process the event, and false
if they do not. Returning false will be considered an exception/
assertion condition in debug builds.
Classes derived from Notified do not need to deregister (though it may
be a good idea to do so) as the base class destrctor 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(...).
*/
/* This is the base class for anything that can receive notifications.
*/
typedef enum
{
NE_MIN = 0,
NE_SETTINGS_CHANGED,
NE_UPDATE_COUNTDOWN,
NE_UDPATE_MESSAGE,
NE_RESTORE_FROM_BACKGROUND,
NE_MAX,
} NOTIFIED_EVENT_TYPE_T;
class Notified
{
public:
virtual bool Notify(NOTIFIED_EVENT_TYPE_T eventType, const uint32& value)
{ return false; };
virtual bool Notify(NOTIFIED_EVENT_TYPE_T eventType, const bool& value)
{ return false; };
virtual bool Notify(NOTIFIED_EVENT_TYPE_T eventType, const string& value)
{ return false; };
virtual bool Notify(NOTIFIED_EVENT_TYPE_T eventType, const double& value)
{ return false; };
virtual ~Notified();
};
class Notifier : public SingletonDynamic<Notifier>
{
public:
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);
// This template function (defined in the header file) allows you to
// add interfaces to Notified easily and call them as needed. Variants
// will be generated at compile time by this template.
template <typename T>
bool Notify(NOTIFIED_EVENT_TYPE_T eventType, const T& value)
{
if(eventType < NE_MIN || eventType >= NE_MAX)
{
throw std::out_of_range("eventType out of range");
}
// Keep a copy of the list. If it changes while iterating over it because of a
// deletion, we may miss an object to update. Instead, we keep track of Detach(...)
// calls during the Notify(...) cycle and ignore anything detached because it may
// have been deleted.
NOTIFIED_VECTOR_T notified = _notifiedVector[eventType];
// If a call to Notify leads to a call to Notify, we need to keep track of
// the depth so that we can clear the detached list when we get to the end
// of the chain of Notify calls.
_notifyDepth++;
// Loop over all the observers for this event.
// NOTE that the the size of the notified vector may change if
// a call to Notify(...) adds/removes observers. This should not be a
// problem because the list is a simple vector.
bool result = true;
for(int idx = 0; idx < notified.size(); idx++)
{
Notified* observer = notified[idx];
if(_detached.size() > 0)
{ // Instead of doing the search for all cases, let's try to speed it up a little
// by only doing the search if more than one observer dropped off during the call.
// This may be overkill or unnecessary optimization.
switch(_detached.size())
{
case 0:
break;
case 1:
if(_detached[0] == observer)
continue;
break;
default:
if(std::find(_detached.begin(), _detached.end(), observer) != _detached.end())
continue;
break;
}
}
result = result && observer->Notify(eventType,value);
assert(result == true);
}
// Decrement this each time we exit.
_notifyDepth--;
if(_notifyDepth == 0 && _detached.size() > 0)
{ // We reached the end of the Notify call chain. Remove the temporary list
// of anything that detached while we were Notifying.
_detached.clear();
}
assert(_notifyDepth >= 0);
return result;
}
/* 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);
};
Notifier.cpp
#include "Notifier.h"
void Notifier::Reset()
{
_notifiedMap.clear();
_notifiedVector.clear();
_notifiedVector.resize(NE_MAX);
_detached.clear();
_notifyDepth = 0;
}
void Notifier::Attach(Notified* observer, NOTIFIED_EVENT_TYPE_T eventType)
{
if(observer == NULL)
{
throw std::out_of_range("observer == NULL");
}
if(eventType < NE_MIN || eventType >= NE_MAX)
{
throw std::out_of_range("eventType out of range");
}
_mapIter = _notifiedMap.find(observer);
if(_mapIter == _notifiedMap.end())
{ // Registering for the first time.
NOTIFIED_EVENT_TYPE_VECTOR_T eventTypes;
eventTypes.push_back(eventType);
// Register it with this observer.
_notifiedMap[observer] = eventTypes;
// Register the observer for this type of event.
_notifiedVector[eventType].push_back(observer);
}
else
{
NOTIFIED_EVENT_TYPE_VECTOR_T& events = _mapIter->second;
bool found = false;
for(int idx = 0; idx < events.size() && !found; idx++)
{
if(events[idx] == eventType)
{
found = true;
break;
}
}
if(!found)
{
events.push_back(eventType);
_notifiedVector[eventType].push_back(observer);
}
}
}
void Notifier::RemoveEvent(NOTIFIED_EVENT_TYPE_VECTOR_T& eventTypes, NOTIFIED_EVENT_TYPE_T eventType)
{
int foundAt = -1;
for(int idx = 0; idx < eventTypes.size(); idx++)
{
if(eventTypes[idx] == eventType)
{
foundAt = idx;
break;
}
}
if(foundAt >= 0)
{
eventTypes.erase(eventTypes.begin()+foundAt);
}
}
void Notifier::RemoveNotified(NOTIFIED_VECTOR_T& notified, Notified* observer)
{
int foundAt = -1;
for(int idx = 0; idx < notified.size(); idx++)
{
if(notified[idx] == observer)
{
foundAt = idx;
break;
}
}
if(foundAt >= 0)
{
notified.erase(notified.begin()+foundAt);
}
}
void Notifier::Detach(Notified* observer, NOTIFIED_EVENT_TYPE_T eventType)
{
if(observer == NULL)
{
throw std::out_of_range("observer == NULL");
}
if(eventType < NE_MIN || eventType >= NE_MAX)
{
throw std::out_of_range("eventType out of range");
}
_mapIter = _notifiedMap.find(observer);
if(_mapIter != _notifiedMap.end())
{ // Was registered
// Remove it from the map.
RemoveEvent(_mapIter->second, eventType);
// Remove it from the vector
RemoveNotified(_notifiedVector[eventType], observer);
// If there are no events left, remove this observer completely.
if(_mapIter->second.size() == 0)
{
_notifiedMap.erase(_mapIter);
// If this observer was being removed during a chain of operations,
// cache them temporarily so we know the pointer is "dead".
_detached.push_back(observer);
}
}
}
void Notifier::Detach(Notified* observer)
{
if(observer == NULL)
{
throw std::out_of_range("observer == NULL");
}
_mapIter = _notifiedMap.find(observer);
if(_mapIter != _notifiedMap.end())
{
// These are all the event types this observer was registered for.
NOTIFIED_EVENT_TYPE_VECTOR_T& eventTypes = _mapIter->second;
for(int idx = 0; idx < eventTypes.size();idx++)
{
NOTIFIED_EVENT_TYPE_T eventType = eventTypes[idx];
// Remove this observer from the Notified list for this event type.
RemoveNotified(_notifiedVector[eventType], observer);
}
_notifiedMap.erase(_mapIter);
}
// If this observer was being removed during a chain of operations,
// cache them temporarily so we know the pointer is "dead".
_detached.push_back(observer);
}
Notified::~Notified()
{
Notifier::Instance().Detach(this);
}
// Return all events that this object is registered for.
vector<NOTIFIED_EVENT_TYPE_T> Notifier::GetEvents(Notified* observer)
{
vector<NOTIFIED_EVENT_TYPE_T> result;
_mapIter = _notifiedMap.find(observer);
if(_mapIter != _notifiedMap.end())
{
// These are all the event types this observer was registered for.
result = _mapIter->second;
}
return result;
}
// Return all objects registered for this event.
vector<Notified*> Notifier::GetNotified(NOTIFIED_EVENT_TYPE_T event)
{
return _notifiedVector[event];
}
NOTES:
You must call init() on the class before using it.
You don't have to use it as a singleton, or use the singleton template I used here. That is just to get a reference/init/shutdown mechanism in place.
This is from a larger code base. You can find some other examples on github here.
There was a topic on SO, where virtually all mechanisms available in C++ was enumerated, but can't find it.
It had a list something like this:
function pointers
functors: member function pointers wrapped along with this to object with overloaded operator()
Fast Delegates
Impossibly Fast Delegates
boost::signals
Qt signal-slots
Fast delegates and boost::function performance comparison article: link
Oh, by the way, premature optimization..., profile first then optimize, 80/20-rule, blah-blah, blah-blah, you know ;)
Happy coding!
Unless you can parameterize your handlers statically and get the inlined, std::function<...> is your best option. When type exact type needs to be erased or you need to call run-time specified function you'll have an indirection and, hence, an actual function call without the ability to get things inlined. std::function<...> does exactly this and you won't get better.
I need to implement (in C++) a thread safe container in such a way that only one thread is ever able to add or remove items from the container. I have done this kind of thing before by sharing a mutex between threads. This leads to a lot of mutex objects being littered throughout my code and makes things very messy and hard to maintain.
I was wondering if there is a neater and more object oriented way to do this. I thought of the following simple class wrapper around the container (semi-pseudo C++ code)
class LockedList {
private:
std::list<MyClass> m_List;
public:
MutexObject Mutex;
};
so that locking could be done in the following way
LockedList lockableList; //create instance
lockableList.Mutex.Lock(); // Lock object
... // search and add or remove items
lockableList.Mutex.Unlock(); // Unlock object
So my question really is to ask if this is a good approach from a design perspective? I know that allowing public access to members is frowned upon from a design perspective, does the above design have any serious flaws in it. If so is there a better way to implement thread safe container objects?
I have read a lot of books on design and C++ in general but there really does seem to be a shortage of literature regarding multithreaded programming and multithreaded software design.
If the above is a poor approach to solving the problem I have could anyone suggest a way to improve it, or point me towards some information that explains good ways to design classes to be thread safe??? Many thanks.
I would rather design a resourece owner that locks a mutex and returns an object that can be used by the thread. Once the thread has finished with it and stops using the object the resource is automatically returned to its owner and the lock released.
template<typename Resource>
class ResourceOwner
{
Lock lock;
Resource resource;
public:
ResourceHolder<Resource> getExclusiveAccess()
{
// Let the ResourceHolder lock and unlock the lock
// So while a thread holds a copy of this object only it
// can access the resource. Once the thread releases all
// copies then the lock is released allowing another
// thread to call getExclusiveAccess().
//
// Make it behave like a form of smart pointer
// 1) So you can pass it around.
// 2) So all properties of the resource are provided via ->
// 3) So the lock is automatically released when the thread
// releases the object.
return ResourceHolder<Resource>(lock, resource);
}
};
The resource holder (not thought hard so this can be improved)
template<typename Resource>
class ResourceHolder<
{
// Use a shared_ptr to hold the scopped lock
// When first created will lock the lock. When the shared_ptr
// destroyes the scopped lock (after all copies are gone)
// this will unlock the lock thus allowding other to use
// getExclusiveAccess() on the owner
std::shared_ptr<scopped_lock> locker;
Resource& resource; // local reference on the resource.
public:
ResourceHolder(Lock& lock, Resource& r)
: locker(new scopped_lock(lock))
, resource(r)
{}
// Access to the resource via the -> operator
// Thus allowing you to use all normal functionality of
// the resource.
Resource* operator->() {return &resource;}
};
Now a lockable list is:
ResourceOwner<list<int>> lockedList;
void threadedCode()
{
ResourceHolder<list<int>> list = lockedList.getExclusiveAccess();
list->push_back(1);
}
// When list goes out of scope here.
// It is destroyed and the the member locker will unlock `lock`
// in its destructor thus allowing the next thread to call getExclusiveAccess()
I would do something like this to make it more exception-safe by using RAII.
class LockedList {
private:
std::list<MyClass> m_List;
MutexObject Mutex;
friend class LockableListLock;
};
class LockableListLock {
private:
LockedList& list_;
public:
LockableListLock(LockedList& list) : list_(list) { list.Mutex.Lock(); }
~LockableListLock(){ list.Mutex.Unlock(); }
}
You would use it like this
LockableList list;
{
LockableListLock lock(list); // The list is now locked.
// do stuff to the list
} // The list is automatically unlocked when lock goes out of scope.
You could also make the class force you to lock it before doing anything with it by adding wrappers around the interface for std::list in LockableListLock so instead of accessing the list through the LockedList class, you would access the list through the LockableListLock class. For instance, you would make this wrapper around std::list::begin()
std::list::iterator LockableListLock::begin() {
return list_.m_List.begin();
}
and then use it like this
LockableList list;
LockableListLock lock(list);
// list.begin(); //This is a compiler error so you can't
//access the list without locking it
lock.begin(); // This gets you the beginning of the list
Okay, I'll state a little more directly what others have already implied: at least part, and quite possibly all, of this design is probably not what you want. At the very least, you want RAII-style locking.
I'd also make the locked (or whatever you prefer to call it) a template, so you can decouple the locking from the container itself.
// C++ like pesudo-code. Not intended to compile as-is.
struct mutex {
void lock() { /* ... */ }
void unlock() { /* ... */ }
};
struct lock {
lock(mutex &m) { m.lock(); }
~lock(mutex &m) { m.unlock(); }
};
template <class container>
class locked {
typedef container::value_type value_type;
typedef container::reference_type reference_type;
// ...
container c;
mutex m;
public:
void push_back(reference_type const t) {
lock l(m);
c.push_back(t);
}
void push_front(reference_type const t) {
lock l(m);
c.push_front(t);
}
// etc.
};
This makes the code fairly easy to write and (for at least some cases) still get correct behavior -- e.g., where your single-threaded code might look like:
std::vector<int> x;
x.push_back(y);
...your thread-safe code would look like:
locked<std::vector<int> > x;
x.push_back(y);
Assuming you provide the usual begin(), end(), push_front, push_back, etc., your locked<container> will still be usable like a normal container, so it works with standard algorithms, iterators, etc.
The problem with this approach is that it makes LockedList non-copyable. For details on this snag, please look at this question:
Designing a thread-safe copyable class
I have tried various things over the years, and a mutex declared beside the the container declaration always turns out to be the simplest way to go ( once all the bugs have been fixed after naively implementing other methods ).
You do not need to 'litter' your code with mutexes. You just need one mutex, declared beside the container it guards.
It's hard to say that the coarse grain locking is a bad design decision. We'd need to know about the system that the code lives in to talk about that. It is a good starting point if you don't know that it won't work however. Do the simplest thing that could possibly work first.
You could improve that code by making it less likely to fail if you scope without unlocking though.
struct ScopedLocker {
ScopedLocker(MutexObject &mo_) : mo(mo_) { mo.Lock(); }
~ScopedLocker() { mo.Unlock(); }
MutexObject &mo;
};
You could also hide the implementation from users.
class LockedList {
private:
std::list<MyClass> m_List;
MutexObject Mutex;
public:
struct ScopedLocker {
ScopedLocker(LockedList &ll);
~ScopedLocker();
};
};
Then you just pass the locked list to it without them having to worry about details of the MutexObject.
You can also have the list handle all the locking internally, which is alright in some cases. The design issue is iteration. If the list locks internally, then operations like this are much worse than letting the user of the list decide when to lock.
void foo(LockedList &list) {
for (size_t i = 0; i < 100000000; i++) {
list.push_back(i);
}
}
Generally speaking, it's a hard topic to give advice on because of problems like this. More often than not, it's more about how you use an object. There are a lot of leaky abstractions when you try and write code that solves multi-processor programming. That is why you see more toolkits that let people compose the solution that meets their needs.
There are books that discuss multi-processor programming, though they are few. With all the new C++11 features coming out, there should be more literature coming within the next few years.
I came up with this (which I'm sure can be improved to take more than two arguments):
template<class T1, class T2>
class combine : public T1, public T2
{
public:
/// We always need a virtual destructor.
virtual ~combine() { }
};
This allows you to do:
// Combine an std::mutex and std::map<std::string, std::string> into
// a single instance.
combine<std::mutex, std::map<std::string, std::string>> mapWithMutex;
// Lock the map within scope to modify the map in a thread-safe way.
{
// Lock the map.
std::lock_guard<std::mutex> locked(mapWithMutex);
// Modify the map.
mapWithMutex["Person 1"] = "Jack";
mapWithMutex["Person 2"] = "Jill";
}
If you wish to use an std::recursive_mutex and an std::set, that would also work.