在C++11中实现监听者模式

参考文章:https://coderwall.com/p/u4w9ra/implementing-signals-in-c-11

最近在完成C++大作业时,碰到了监听者模式的需求。

尽管C++下也可以通过声明IObserver这样的接口,做继承,然后实现类似Java中的监听者模式。

但是这种方法并不是最适合C++的。通过利用C++11中的函数对象和RAII,我们可以实现一个更符合C++国情的监听者模式。

代码如下:


    /* Signal class for implementing event. */
    template <typename... TFuncArgs>
    class Signal {
    public:
        using Callback = std::function<void(TFuncArgs...)>;

        /* Connection class.
        Disconnect() will be called automatically once it's out of scope.
        */
        class SignalConnection {
        private:
            friend class Signal;
            /* We only allow class Signal to create a connection. */
            SignalConnection(Signal& signal, int id) noexcept:id(id), signal(signal) {}
        public:
            /* A copy constructor of "connection" is really confusing. just delete it. */
            SignalConnection(const SignalConnection& copy) = delete;
            /* without a copy constructor, we can't return SignalConnection, unless we provide a move constructor. */
            SignalConnection(SignalConnection&& toMove) noexcept : id(toMove.id), signal(toMove.signal),disconnected(toMove.disconnected) {}
            ~SignalConnection() {
                Disconnect();
            }
            int id;
            Signal& signal;
            bool disconnected = false;
            void Disconnect() {
                if (disconnected)
                    return;
                disconnected = true;
                signal.Disconnect(*this);
            }
        };

        /* <b>Register to the Signal.</b>
        Returns a connection object.
        the connection object will automatically disconnect once it's out of scope.*/
        SignalConnection Connect(Callback callback) {
            callbacks.push_back(std::pair<int, Callback>(idRoller++, callback));
            return SignalConnection(*this, idRoller - 1);
        }

        void Invoke(TFuncArgs... args) {
            for (auto& con : callbacks) {
                (con.second)(args...);
            }
        }

        void operator()(TFuncArgs... args) {
            Invoke(args...);
        }

    private:
        /* ID Counter.
        We look for the connection's corresponding callback using id, since the operator== of std::function doesn't work as imagine.
        */
        int idRoller = 0;
        std::list<std::pair<int, Callback>> callbacks;

        void Disconnect(SignalConnection& t) {
            callbacks.erase(std::remove_if(callbacks.begin(), callbacks.end(), [&](auto& pCallback) {
                return pCallback.first == t.id;
            }), callbacks.end());
        }
    };

一共两个类,Signal类表示事件,SignalConnection是由Signal返回给监听者的一个句柄,用于取消监听。

SignalConnection在析构函数中会自动调用进行取消监听,这样监听者不用担心内存泄露的问题。

Signal中保存的回调是pair<int,Callback>的结构。因为std::function对象不能用==直接进行比较,因此我们需要对每个监听者分配一个独一无二的id,在取消监听时,通过比较这个id,来确定删除哪个监听者。

为了避免歧义,我们将SignalConnection类的复制构造函数设置为delete,但是允许move构造,不然Signal也无法在函数里返回一个SignalConnection了。

使用方法:

void TestFunc1(int t) {
    cout << "Func1" << endl;
}
void TestFunc2(int t,string someArg) {
    cout << "Func2" << endl;
}

int main(){
    using TestDelegate = Signal<int>;   
    TestDelegate testEvent;
    TestDelegate::SignalConnection testCon1 = testEvent.Connect(&TestFunc1);    
    TestDelegate::SignalConnection testCon2 = testEvent.Connect(std::bind(TestFunc2 ,std::placeholders::_1, "arg"));  //用bind去绑定参数
    auto testCon3 = testEvent.Connect(&TestFunc1);        //用auto简化声明
    testEvent(1);
...

可以看到使用起来非常简洁自然。

上面这个实现有一定的缺陷,就是当Signal被析构后,没办法通知SignalConnection去Disconnect。在这之后此时SignalConnection被析构的话,调用signal.Disconnect()会导致引用错误。

最先想到的改进方法是让SignalConnection在Disconnect之前检查Signal还在不在。

但是既然都已经析构了,我们是没有办法去检查的。除非我们让Signal在最开始构造的时候,必须在堆上构造,然后用shared_ptr保存。让SignalConnection保存一个weak_ptr去检查Signal是否被析构。实际情况下这种实现多少有点不美观。

第二种方法,就是尝试在Signal析构时,将连接到它的SignalConnection全部Disconnect。

这种方法,我们需要在Signal中保存SignalConnection的指针。在Connect时,我们不再返回SignalConnection的对象,而是SignalConnection的shared_ptr,同时保存一个对应的weak_ptr。这种方法相对来说要简洁一点,只是将Connect的返回类型改为了shared_ptr,其他特性都得到了保留。

    /* Signal class for implementing event. */
    template <typename... TFuncArgs>
    class Signal {
    public:
        using Callback = std::function<void(TFuncArgs...)>;

        /* Connection class.
        Disconnect() will be called automatically once it's out of scope.
        */
        class SignalConnection {
        private:
            friend class Signal;
            /* We only allow class Signal to create a connection. */
            SignalConnection(Signal& signal) noexcept: signal(signal) {}
        public:
            /* A copy constructor of "connection" is really confusing. just delete it. */
            SignalConnection(const SignalConnection& copy) = delete;
            /* without a copy constructor, we can't return SignalConnection, unless we provide a move constructor. */
            SignalConnection(SignalConnection&& toMove) noexcept : id(toMove.id), signal(toMove.signal),disconnected(toMove.disconnected) {}
            ~SignalConnection() {
                Disconnect();
            }
            Signal& signal;
            bool disconnected = false;
            void Disconnect() {
                if (disconnected)
                    return;
                disconnected = true;
                signal.Disconnect(this);
            }
        };
        using SPConnection = std::shared_ptr<SignalConnection>;

        /* Register to the Signal.
        Returns a connection object.
        the connection object will automatically disconnect once it's out of scope.*/
        SPConnection Connect(Callback callback) {
            auto t = std::shared_ptr<SignalConnection>(new SignalConnection(*this));
            callbacks.push_back(std::pair<std::weak_ptr<SignalConnection>, Callback>(t, callback));
            return t;
        }

        void Invoke(TFuncArgs... args) {
            for (auto& con : callbacks) {
                (con.second)(args...);
            }
        }

        void operator()(TFuncArgs... args) {
            Invoke(args...);
        }

        ~Signal() {
            for (auto& t : callbacks) {
                if (auto sp = t.first.lock()) { //translate to shared_ptr
                    sp->disconnected = true;
                }
            }
        }

    private:
        std::list<std::pair<std::weak_ptr<SignalConnection>, Callback>> callbacks;

        void Disconnect(SignalConnection* t) {
            callbacks.erase(std::remove_if(callbacks.begin(), callbacks.end(), [&](auto& pCallback) {
                auto ptr = pCallback.first.lock();
                return !ptr || ptr.get() == t;
            }), callbacks.end());
        }
    };

最后一个办法,我们不用修改任何函数签名就可以解决这个问题。

解决这个问题的关键是让SignalConnection得知Signal是否被析构。所以我们要在不受析构影响的堆内存中找一个地方存放这个信息,让Signal被析构的时候在这个地方表示自己已经被析构。然后在构造SignalConnection时,将这个内存地址一同传入SignalConnection。SignalConnection去检查这个内存就能知道Signal是否被析构了。为了防止内存泄露,最后一个检查的SignalConnection还需要把这块内存回收。

这其实就类似于引用计数了,而我们可以用智能指针去模拟这些行为,而不用自己真的去管理内存。代码如下。

    /* Signal class for implementing event. */
    template <typename... TFuncArgs>
    class Signal {
    public:
        using Callback = std::function<void(TFuncArgs...)>;
        std::shared_ptr<int> survivePtr;
        Signal() : survivePtr(make_shared<int>(0)) {
        }
        /* Connection class.
        Disconnect() will be called automatically once it's out of scope.
        */
        class SignalConnection {
        private:
            friend class Signal;
            /* We only allow class Signal to create a connection. */
            SignalConnection(Signal& signal, int id, std::shared_ptr<int> survivePtr) noexcept:id(id), signal(signal), signalSurvivePtr(survivePtr){}
        public:
            /* A copy constructor of "connection" is really confusing. just delete it. */
            SignalConnection(const SignalConnection& copy) = delete;
            /* without a copy constructor, we can't return SignalConnection, unless we provide a move constructor. */
            SignalConnection(SignalConnection&& toMove) noexcept : id(toMove.id), signal(toMove.signal), disconnected(toMove.disconnected), signalSurvivePtr(toMove.signalSurvivePtr) {}
            ~SignalConnection() {
                Disconnect();
            }
            int id;
            Signal& signal;
            bool disconnected = false;
            std::weak_ptr<int> signalSurvivePtr;
            void Disconnect() {
                if (disconnected || signalSurvivePtr.expired())
                    return;
                disconnected = true;
                signal.Disconnect(*this);
            }
        };    

        /* <b>Register to the Signal.</b>
        Returns a connection object.
        the connection object will automatically disconnect once it's out of scope.*/
        SignalConnection Connect(Callback callback) {
            callbacks.push_back(std::pair<int, Callback>(idRoller++, callback));
            return SignalConnection(*this, idRoller - 1, survivePtr);
        }

        void Invoke(TFuncArgs... args) {
            for (auto& con : callbacks) {
                (con.second)(args...);
            }
        }

        void operator()(TFuncArgs... args) {
            Invoke(args...);
        }

    private:
        /* ID Counter.
        We look for the connection's corresponding callback using id, since the operator== of std::function doesn't work as imagine.
        */
        int idRoller = 0;
        std::list<std::pair<int, Callback>> callbacks;

        void Disconnect(SignalConnection& t) {
            callbacks.erase(std::remove_if(callbacks.begin(), callbacks.end(), [&](auto& pCallback) {
                return pCallback.first == t.id;
            }), callbacks.end());
        }
    };

Signal中我们保存一个shared_ptr,在SignalConnection中保存的是weak_ptr。这样当Signal被析构时,该内存空间的引用计数归零,此时SignalConnection可以通过自己的weak_ptr得知Signal是否被析构。

转载于:https://www.cnblogs.com/yangrouchuan/p/7817773.html

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值