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分类: C/C++

2006-06-23 13:39:39

Callbacks in C++: The OO Way


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by Jürgen Hermann
last updated 2000/02/16 (version 1.1)
also available as

 

Many operating systems and other subsystems (like GUI libraries) feature a special type of hook into those systems, named callbacks or callback functions. Upon initialization or by calling an API function you pass pointers to the callback into the subsystem, for later use. The problem with those functions is, since these subsystems are nowadays not yet OO, that they have no notion of what an object is. So if you want to have a callback object  instead of a mere function, some OO magic is called for.

As an example, consider the BeginThread API that many OSes have in a quite similar form; we assume that it takes a pointer to the function that provides the actual code for the newly created thread plus a data pointer  that is passed to that function as a startup parameter. Thus, we end up with BeginThread (void (*thread_func) (void*), void* startup_data). Now let's make a Thread class of that.


 

What we want to have is an ABC (abstract base class) that you can inherit from, creating specialized thread classes and in turn thread objects (i.e. actual threads). The code of the thread is located in a pure virtual  function code that is provided by the inherited class. code is then similar to the thread_func parameter of the BeginThread call, but is a full-blown member function, not just a C function. So, we get this interface for the Thread class:


class Thread {
public:
virtual ~Thread();
void run();

protected:
Thread();
virtual void code() = 0;

private:
int running;

static void dispatch(void* thread_obj);
};

This might seem quite unusual to you (like having a protected constructor), but things will be explained in due course.


 

When we put the thread concept into a class, we have to consider lifetime. A thread exists as long as the thread function does not return, thus the object has to have the same lifetime. Because of this, an auto thread object does not make much sense; we insure that every thread object exists on the heap by making the ctor protected and providing a static factory method create for thread objects in each derived class:


Thread::Thread()
: running(0)
{
}

DerivedThread& DerivedThread::create()
{
return *new DerivedThread;
}

create has to be added to every inherited class, returning an object of that class.

Next, we need a run method that actually starts the thread. This can't be done in the ctor: when code would be registered as a thread of execution in the base class  ctor, the superclass would not yet be fully created and calling code would be quite invalid and dangerous. run does its job by registering the dispatch function as a thread, giving that thread the object pointer as a startup parameter; since dispatch is static, it has a prototype that matches the void(*)(void*) parameter of BeginThread.


void Thread::run()
{
// Don't start two threads on the same object
if (running) return;

// Create an OS thread, using the static callback
BeginThread(Thread::dispatch, this);
running = 1;
}

So finally, dispatch is called and performs the step from a procedural callback to the callback object:


void Thread::dispatch(void* thread_obj)
{
// Call the actual OO thread code
((Thread*)thread_obj)->code();

// After code() returns, kill the thread object
delete (Thread*)thread_obj;
}

 

A real-world thread class has to consider a few things we have ignored here. These things include:

  1. more access to the thread data, like a method giving the thread ID.
  2. a method for killing the thread, including the deletion of the thread object.

Developed and tested on Windows NT, this is the for a little example program that implements the above in the real world. If you run it, you get something similar to the following output:


[\cscene\callback]callback
Started thread #80 for dice1
Started thread #84 for dice2
dice1 rolled 1
dice2 rolled 1
dice2 rolled 3
dice1 rolled 1
dice2 rolled 4
dice1 rolled 6
dice1 rolled 3
dice2 rolled 3
dice1 rolled 1
dice1 rolled 4
dice2 rolled 4
dice2 rolled 3
dice1 rolled 1
dice2 rolled 6
dice1 rolled 2
dice2 rolled 2
dice1 rolled 1
dice2 rolled 4
dice2 rolled 1
dice1 rolled 4
dice1 rolled 5
dice2 rolled 1
dice1 rolled 3
dice2 rolled 3
dice1 rolled 2
dice1 rolled 6
dice2 rolled 2
dice1 rolled 1
dice2 rolled 3
dice1 rolled 4
dice1 rolled 5
dice2 rolled 3
dice2 rolled 6
dice1 rolled 4

Have fun!


This article is Copyright © 1997-98 by Jürgen Hermann
and Copyright © 1999 by C-Scene. All Rights Reserved.


[] Copyright © 1997-2000 by C-Scene. All Rights Reserved.

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