Async Member Function Pointers

How can we use member function pointers with asynchronous operations like std::async or thread pools?

Member function pointers can be used with asynchronous operations, but require careful handling of object lifetime and thread safety.

Basic Async Usage

Here's a basic example using std::async:

#include <future>
#include <iostream>
#include <thread>

class Character {
public:
  int CalculateDamage(int BaseAmount) {
    // Simulate complex calculation
    std::this_thread::sleep_for(
      std::chrono::seconds(1));
    return BaseAmount * 2;
  }
};

int main() {
  Character player;

  // Launch async calculation
  auto future =
    std::async(std::launch::async,
               &Character::CalculateDamage,
               &player, 100);

  std::cout << "Calculating...\n";
  int result = future.get();
  std::cout << "Damage: " << result << '\n';
}
Calculating...
Damage: 200

Thread Pool Implementation

Here's a more complex example using a thread pool:

#include <condition_variable>
#include <functional>
#include <future>
#include <iostream>
#include <mutex>
#include <queue>
#include <thread>
#include <vector>

class ThreadPool {
public:
  ThreadPool(size_t NumThreads) {
    for (size_t i = 0; i < NumThreads; ++i) {
      workers.emplace_back([this]{
        while (true) {
          std::function<void()> task;
          {
            std::unique_lock<std::mutex> lock(
              queue_mutex);
            condition.wait(lock, [this]{
              return stop || !tasks.empty();
            });
            if (stop && tasks.empty()) return;
            task = std::move(tasks.front());
            tasks.pop();
          }
          task();
        }
      });
    }
  }

  // New generic version that works with any callable
  template <typename F, typename... Args>
  auto EnqueueTask(F&& f, Args&&... args)
    -> std::future<typename std::invoke_result<
      F, Args...>::type> {
    using return_type = typename
      std::invoke_result<F, Args...>::type;

    auto task = std::make_shared<
      std::packaged_task<return_type()>>(
      std::bind(std::forward<F>(f),
                std::forward<Args>(args)...));

    std::future<return_type> future = task->
      get_future();
    {
      std::unique_lock<std::mutex> lock(
        queue_mutex);
      tasks.emplace([task](){ (*task)(); });
    }
    condition.notify_one();
    return future;
  }

  ~ThreadPool() {
    {
      std::unique_lock<std::mutex> lock(
        queue_mutex);
      stop = true;
    }
    condition.notify_all();
    for (auto& worker : workers) {
      worker.join();
    }
  }

private:
  std::vector<std::thread> workers;
  std::queue<std::function<void()>> tasks;
  std::mutex queue_mutex;
  std::condition_variable condition;
  bool stop{false};
};

class Character {
public:
  void ProcessAction(
    const std::string& Action) {
    std::cout << "Processing " << Action <<
      " on thread "
      << std::this_thread::get_id() << '\n';
    std::this_thread::sleep_for(
      std::chrono::milliseconds(500));
  }
};

int main() {
  ThreadPool pool(2);
  Character player;

  // Using member function
  auto f1 = pool.EnqueueTask(
    &Character::ProcessAction, &player,
    "Attack");
  auto f2 = pool.EnqueueTask(
    &Character::ProcessAction, &player,
    "Defend");

  f1.wait();
  f2.wait();

  return 0;
}
Processing Attack on thread 32816
Processing Defend on thread 30300

Key considerations when using member function pointers asynchronously:

  • Ensure object lifetime extends beyond async operation
  • Handle thread safety for member data access
  • Consider using shared_ptr for automatic lifetime management
  • Be careful with member function pointers to temporary objects
  • Use std::bind or lambdas for more complex binding scenarios

The thread pool approach is particularly useful for game engines where you want to process multiple character actions concurrently while managing thread resources efficiently.

Pointers to Members

Learn how to create pointers to class functions and data members, and how to use them

Questions & Answers

Answers are generated by AI models and may not have been reviewed. Be mindful when running any code on your device.

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Why would we use member function pointers instead of virtual functions when we want to change behavior at runtime?
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Can we use member function pointers with templates to create generic callbacks that work with any class that has a specific method signature?
Member Function Pointer Performance
How do member function pointers impact performance compared to virtual functions or std::function? Are there memory overhead considerations?
Serializing Member Function Pointers
What's the best way to serialize/deserialize member function pointers for saving game state or network communication?
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Is it possible to create a member function pointer to a lambda that's stored as a class member?
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How can we use member function pointers with smart pointers (shared_ptr, unique_ptr) effectively?
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