What would be the best way to implement callback in C++ - c++

I am interested in learning how others design their software. I have used different solutions on different projects, but I have felt that I could have done it better. My implementations involved use of delegates and observers, but today I couldn't resist asking you how you would write it.
Let's assume that we have the following :
class Sensor
{
...
public:
void sensorTriggered();
};
Class Device
{
...
public:
void notifyChangesFromHardware(unsigned int inNotificationInfo);
protected:
Sensor *fireAlarm_;
};
int main()
{
Device someDevice;
return 0;
}
How would you design it if you wanted to call "Device::notifyChangesFromHardware"
from the Sensor object (fireAlarm_)?
Thank you

I would use function pointers or function object:
struct Notifier_Base
{
virtual void notify(void) = 0;
};
class Sensor
{
std::vector<Notifier_Base *> notifiers;
void publish(void)
{
std::vector<Notifier_Base *>::iterator iter;
for (iter = notifiers.begin();
iter != notifiers.end();
++iter)
{
(*iter)->notify();
}
};
See design patterns: Publisher / Consumer, Publisher / subscriber.

I would take a look at Boost Signals also like Piotr S. suggests. Also, a simple pattern I've used would look like this in your case:
template<class NotifyDelegate>
class Sensor
{
...
public:
// assumes you only have one notify delegate
Sensor( NotifyDelegate &nd ) : nd_(nd)
{
}
void sensorTriggered()
{
unsigned int notifyInfo = 99;
nd_.notifyChangesFromHardware( notifyInfo );
}
private:
NotifyDelegate &nd_;
};
Class Device
{
...
public:
void notifyChangesFromHardware(unsigned int inNotificationInfo);
};
int main()
{
Device someDevice;
Sensor<Device> someSensor(someDevice);
someSensor.sensorTriggered();
return 0;
}
Take a look at Observer Pattern as well.

Related

C++ List of member callback functions

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

c++ completely generic event dispatcher

I try again to explain better again what I would achieve.
I would like make a thing like this (inspired to Unity's UnityEvent):
Public "variables" declared in some classes:
GameEvent<> OnEnemySpawn = GameEvent<>();
GameEvent<string> OnPlayerSpawn = GameEvent<string>();
GameEvent<string, float> OnEnemyDie = GameEvent<string, float>();
Referral where some other classes subscribe their methods:
...
enemySpawner.OnEnemySpawn.Subscribe(IncreaseEnemyAliveCountByOne);
...
playerSpawner.OnPlayerSpawn.Subscribe(NewPlayerSpawned);
...
enemy.OnEnemyDie.Subscribe(IncreasePlayerScore);
...
// Subscribed methods declaration
void IncreaseEnemyAliceCountByOne() { ... }
void NewPlayerSpawned(string playerName) { ... }
void IncreasePlayerScore(string playerName, float scoreToAdd) { ... }
And then GameEvent class would be able to notify the event happens:
...
OnEnemySpawn.Notify();
...
OnPlayerSpawn.Notify(newPlayer.PlayerName);
...
OnEnemyDie.Notify(playerKiller.PlayerName, scoreOnKill);
...
Actually, I achieved the declaration and subscription part creating this class:
templace<class ... T>
class GameEvent
{
private:
std::vector<std::function<void(T...)>> _subscribers;
public:
void Subscribe(std::function<void(T...)> newSubscriber)
{
_subscribers.push_back(newSubscriber);
}
}
The thing that makes me crazy is how implement the Notify method. How should I know how many parameters I received and which types they have
void Notify(T...)
{
for (std::function<void(T...)> subscriber : _subscribers)
{
}
}
I hope now this is a valid question cause I'm losing my mind behind this
What is wrong with the obvious way?
void Notify(T... args)
{
// note: no need to write the type if it's quite long
// note: & means the std::function isn't copied
for (auto const& subscriber : _subscribers)
{
subscriber(args...);
}
}

c++ iterating over member functions

I have a bit of a design problem:
I have a class describing a Robot; It can move to different directions, move a camera to different views etc. It looks something like this:
class Robot {
private:
...
public:
void move_right();
void move_left();
void switch_camera()
void raise_camera()
}
I want to add another method which performs a series of events. Thing is, I need able to abort the events midway.
I do want to clarify that the robot is running on a micro controller and not on a standard OS - so I can't really send a signal to the process or anything.
My first idea was to store the event functions in an array and iterate over it:
#typedef void(robo_event *)(void)
robo_event next_event;
robo_event *event_sequence;
Robot() {
this->next_event = nullptr;
}
void perform_event_series() {
for(this->next_event = *event_sequence; this->next_event != nullptr; this->next_event+=sizeof(robo_event)) {
this->next_event();
}
}
void abort_event_series() {
this->next_event = nullptr;
}
Thing is, the c++ standard forbids storing addresses of member functions, so this is starting to get awkward. I can make the functions static, but I do need to use them quite frequently and that would still be awkward. I want to be able to change to event sequence without too much work if changes are yet to come, so I thought that saving those on some sort of array / vector would be the best.
Any help with c++ member function syntax / better ideas on how to approach this problem would be much appreciated.
Thing is, the c++ standard forbids storing addresses of member functions
C++ most certainly allows you to store pointers to member functions (and variables), but the syntax is a bit different to accommodate the this pointer type, virtual functions, inheritance, etc.
class Example
{
public:
double foo(int x) { return x * 1.5; }
};
int main() {
double (Example::* member_function_ptr)(int);
member_function_ptr = &Example::foo;
Example example;
std::cout << (example.*member_function_ptr)(2) << std::endl;
}
If all your functions are for the same class, same return type, same arguments, etc. then you can make a table of them easy enough.
Storing pointers to member functions is perfectly allowable in c++:
#include <vector>
class Robot {
private:
public:
void move_right();
void move_left();
void switch_camera();
void raise_camera();
};
struct Action
{
Action(void (Robot::*what)(void))
: what(what)
{}
void perform(Robot& who) const
{
(who.*what)();
}
void (Robot::*what)(void);
};
bool should_abort();
void perform_actions(Robot& who, std::vector<Action> const& actions)
{
for (auto&& action : actions)
{
if (should_abort()) break;
action.perform(who);
}
}
int main()
{
std::vector<Action> actions {
&Robot::move_right,
&Robot::raise_camera,
&Robot::switch_camera,
&Robot::move_left
};
Robot r;
perform_actions(r, actions);
}
Pointers to functions are of different types to pointers to members.
You need void(Robot::*)(void) not void(*)(void).
class Robot {
private:
typedef void(Robot::*robot_event)(void)
robo_event next_event;
robo_event *event_sequence;
Robot() {
next_event = nullptr;
}
void perform_event_series() {
for(next_event = *event_sequence; next_event != nullptr; ++next_event) {
(this->*next_event)();
}
}
void abort_event_series() {
next_event = nullptr;
}
public:
void move_right();
void move_left();
void switch_camera()
void raise_camera()
}

C++: Applying the Composite pattern

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!

What is the right way to switch on the actual type of an object?

I'm writing an xml parser and I need to add objects to a class generically, switching on the actual type of the object. Problem is, I'd like to keep to an interface which is simply addElement(BaseClass*) then place the object correctly.
void E_TableType::addElement(Element *e)
{
QString label = e->getName();
if (label == "state") {
state = qobject_cast<E_TableEvent*>(e);
}
else if (label == "showPaytable") {
showPaytable = qobject_cast<E_VisibleType*>(e);
}
else if (label == "sessionTip") {
sessionTip = qobject_cast<E_SessionTip*>(e);
}
else if (label == "logoffmedia") {
logoffMedia = qobject_cast<E_UrlType*>(e);
}
else {
this->errorMessage(e);
}
}
This is the calling class, an object factory. myElement is an instance of E_TableType.
F_TableTypeFactory::F_TableTypeFactory()
{
this->myElement = myTable = 0;
}
void F_TableTypeFactory::start(QString qname)
{
this->myElement = myTable = new E_TableType(qname);
}
void F_TableTypeFactory::fill(const QString& string)
{
// don't fill complex types.
}
void F_TableTypeFactory::addChild(Element* child)
{
myTable->addElement(child);
}
Element* F_TableTypeFactory::finish()
{
return myElement;
}
void F_TableTypeFactory::addAttributes(const QXmlAttributes &attribs) {
QString tName = attribs.value(QString("id"));
myTable->setTableName(tName);
}
Have you considered using polymorphism here? If a common interface can be implemented by each of your concrete classes then all of this code goes away and things become simple and easy to change in the future. For example:
class Camera {
public:
virtual void Init() = 0;
virtual void TakeSnapshot() = 0;
}
class KodakCamera : Camera {
public:
void Init() { /* initialize a Kodak camera */ };
void TakeSnapshot() { std::cout << "Kodak snapshot"; }
}
class SonyCamera : Camera {
public:
void Init() { /* initialize a Sony camera */ };
void TakeSnapshot() { std::cout << "Sony snapshot"; }
}
So, let's assume we have a system which contains a hardware device, in this case, a camera. Each device requires different logic to take a picture, but the code has to support a system with any supported camera, so we don't want switch statements littered throughout our code. So, we have created an abstract class Camera.
Each concrete class (i.e., SonyCamera, KodakCamera) implementation will incluse different headers, link to different libraries, etc., but they all share a common interface; we just have to decide which one to create up front. So...
std::unique_ptr<Camera> InitCamera(CameraType type) {
std::unique_ptr<Camera> ret;
Camera *cam;
switch(type) {
case Kodak:
cam = new KodakCamera();
break;
case Sony:
cam = new SonyCamera();
break;
default:
// throw an error, whatever
return;
}
ret.reset(cam);
ret->Init();
return ret;
}
int main(...) {
// get system camera type
std::unique_ptr<Camera> cam = InitCamera(cameraType);
// now we can call cam->TakeSnapshot
// and know that the correct version will be called.
}
So now we have a concrete instance that implements Camera. We can call TakeSnapshot without checking for the correct type anywhere in code because it doesn't matter; we know the correct version for the correct hardware will be called. Hope this helped.
Per your comment below:
I've been trying to use polymorphism, but I think the elements differ too much. For example, E_SessionTip has an amount and status element where E_Url just has a url. I could unify this under a property system but then I lose all the nice typing entirely. If you know of a way this can work though, I'm open to suggestions.
I would propose passing the responsibility for writing the XML data to your types which share a common interface. For example, instead of something like this:
void WriteXml(Entity *entity) {
switch(/* type of entity */) {
// get data from entity depending
// on its type and format
}
// write data to XML
}
Do something like this:
class SomeEntity : EntityBase {
public:
void WriteToXml(XmlStream &stream) {
// write xml to the data stream.
// the entity knows how to do this,
// you don't have to worry about what data
// there is to be written from the outside
}
private:
// your internal data
}
void WriteXml(Entity *entity) {
XmlStream str = GetStream();
entity->WriteToXml(stream);
}
Does that work for you? I've done exactly this before and it worked for me. Let me know.
Double-dispatch may be of interest. The table (in your case) would call a virtual method of the base element, which in turns calls back into the table. This second call is made with the dynamic type of the object, so the appropriate overloaded method is found in the Table class.
#include <iostream>
class Table; //forward declare
class BaseElement
{
public:
virtual void addTo(Table* t);
};
class DerivedElement1 : public BaseElement
{
virtual void addTo(Table* t);
};
class DerivedElement2 : public BaseElement
{
virtual void addTo(Table* t);
};
class Table
{
public:
void addElement(BaseElement* e){ e->addTo(this); }
void addSpecific(DerivedElement1* e){ std::cout<<"D1"; }
void addSpecific(DerivedElement2* e){ std::cout<<"D2"; }
void addSpecific(BaseElement* e){ std::cout<<"B"; }
};
void BaseElement::addTo(Table* t){ t->addSpecific(this); }
void DerivedElement1::addTo(Table* t){ t->addSpecific(this); }
void DerivedElement2::addTo(Table* t){ t->addSpecific(this); }
int main()
{
Table t;
DerivedElement1 d1;
DerivedElement2 d2;
BaseElement b;
t.addElement(&d1);
t.addElement(&d2);
t.addElement(&b);
}
output: D1D2B
Have a Look at the Visitor Pattern, it might help you