Callback functions in c++
In c++, when and how do you use a callback function?
EDIT:
I would like to see a simple example to write a callback function.
Note: Most of the answers cover function pointers which is one possibility to achieve "callback" logic in C++, but as of today not the most favourable one I think.
What are callbacks(?) and why to use them(!)
A callback is a callable (see further down) accepted by a class or function, used to customize the current logic depending on that callback.
One reason to use callbacks is to write generic code which is independant from the logic in the called function and can be reused with different callbacks.
Many functions of the standard algorithms library <algorithm>
use callbacks. For example the for_each
algorithm applies an unary callback to every item in a range of iterators:
template<class InputIt, class UnaryFunction>
UnaryFunction for_each(InputIt first, InputIt last, UnaryFunction f)
{
for (; first != last; ++first) {
f(*first);
}
return f;
}
which can be used to first increment and then print a vector by passing appropriate callables for example:
std::vector<double> v{ 1.0, 2.2, 4.0, 5.5, 7.2 };
double r = 4.0;
std::for_each(v.begin(), v.end(), [&](double & v) { v += r; });
std::for_each(v.begin(), v.end(), [](double v) { std::cout << v << " "; });
which prints
5 6.2 8 9.5 11.2
Another application of callbacks is the notification of callers of certain events which enables a certain amount of static / compile time flexibility.
Personally, I use a local optimization library that uses two different callbacks:
Thus, the library designer is not in charge of deciding what happens with the information that is given to the programmer via the notification callback and he needn't worry about how to acutally determine function values becasue they're provided by the logic callback. Getting those things right is a task due to the library user and keeps the library slim and more generic.
Furthermore, callbacks can enable dynamic runtime behaviour.
Imagine some kind of game engine class which has a function that is fired, each time the users presses a button on his keyboard and a set of functions that control your game behaviour. With callbacks you can (re)decide at runtime which action will be taken.
void player_jump();
void player_crouch();
class game_core
{
std::array<void(*)(), total_num_keys> actions;
//
void key_pressed(unsigned key_id)
{
if(actions[key_id]) actions[key_id]();
}
// update keybind from menu
void update_keybind(unsigned key_id, void(*new_action)())
{
actions[key_id] = new_action;
}
};
Here the function key_pressed
uses the callbacks stored in actions
to obtain the desired behaviour when a certain key is pressed. If the player chooses to change the button for jumping, the engine can call
game_core_instance.update_keybind(newly_selected_key, &player_jump);
and thus change the behaviour of a call to key_pressed
(which the calls player_jump
) once this button is pressed the next time ingame.
What are callables in C++(11)?
See C++ concepts: Callable on cppreference for a more formal description.
Callback functionality can be realized in several ways in C++(11) since several different things turn out to be callable* :
std::function
objects operator()
) * Note: Pointer to data members are callable as well but no function is called at all.
Several important ways to write callbacks in detail
Note: As of C++17, a call like f(...)
can be written as std::invoke(f, ...)
which also handles the pointer to member case.
1. Function pointers
A function pointer is the 'simplest' (in terms of generality; in terms of readability arguably the worst) type a callback can have.
Let's have a simple function foo
:
int foo (int x) { return 2+x; }
1.1 Writing a function pointer / type notation
A function pointer type has the notation
return_type (*)(paramter_type_1, paramter_type_2, paramter_type_3)
// i.e. a pointer to foo has the type:
int (*)(int)
where a named function pointer type will look like
return_type (* name) (paramter_type_1, paramter_type_2, paramter_type_3)
// i.e. f_int_t is a type: function pointer taking one int argument, returning int
typedef int (*f_int_t) (int);
// foo_p is a pointer to function taking int returning int
// initialized by pointer to function foo taking int returning int
int (* foo_p)(int) = &foo;
// can alternatively be written as
f_int_t foo_p = &foo;
The using
declaration gives us the option to make things a little bit more readable, since the typedef
for f_int_t
can also be written as:
using f_int_t = int(*)(int);
Where (at least for me) it is clearer that f_int_t
is the new type alias and recognition of the function pointer type is also easier
And a declaration of a function using a callback of function pointer type will be:
// foobar having a callback argument named moo of type
// pointer to function returning int taking int as its argument
int foobar (int x, int (*moo)(int));
// if f_int is the function pointer typedef from above we can also write foobar as:
int foobar (int x, f_int_t moo);
1.2 Callback call notation
The call notation follows the simple function call syntax:
int foobar (int x, int (*moo)(int))
{
return x + moo(x); // function pointer moo called using argument x
}
// analog
int foobar (int x, f_int_t moo)
{
return x + moo(x); // function pointer moo called using argument x
}
1.3 Callback use notation and compatible types
A callback function taking a function pointer can be called using function pointers.
Using a function that takes a function pointer callback is rather simple:
int a = 5;
int b = foobar(a, foo); // call foobar with pointer to foo as callback
// can also be
int b = foobar(a, &foo); // call foobar with pointer to foo as callback
1.4 Example
A function ca be written that doesn't rely on how the callback works:
void tranform_every_int(int * v, unsigned n, int (*fp)(int))
{
for (unsigned i = 0; i < n; ++i)
{
v[i] = fp(v[i]);
}
}
where possible callbacks could be
int double_int(int x) { return 2*x; }
int square_int(int x) { return x*x; }
used like
int a[5] = {1, 2, 3, 4, 5};
tranform_every_int(&a[0], 5, double_int);
// now a == {2, 4, 6, 8, 10};
tranform_every_int(&a[0], 5, square_int);
// now a == {4, 16, 36, 64, 100};
2. Pointer to member function
A pointer to member function (of some class C
) is a special type of (and even more complex) function pointer which requires an object of type C
to operate on.
struct C
{
int y;
int foo(int x) const { return x+y; }
};
2.1 Writing pointer to member function / type notation
A pointer to member function type for some class T
has the notation
// can have more or less parameters
return_type (T::*)(paramter_type_1, paramter_type_2, paramter_type_3)
// i.e. a pointer to C::foo has the type
int (C::*) (int)
where a named pointer to member function will -in analogy to the function pointer- look like this:
return_type (T::* name) (paramter_type_1, paramter_type_2, paramter_type_3)
// i.e. a type `f_C_int` representing a pointer to member function of `C`
// taking int returning int is:
typedef int (C::* f_C_int_t) (int x);
// The type of C_foo_p is a pointer to member function of C taking int returning int
// Its value is initialized by a pointer to foo of C
int (C::* C_foo_p)(int) = &C::foo;
// which can also be written using the typedef:
f_C_int_t C_foo_p = &C::foo;
Example: Declaring a function taking a pointer to member function callback as one of its arguments:
// C_foobar having an argument named moo of type pointer to member function of C
// where the callback returns int taking int as its argument
// also needs an object of type c
int C_foobar (int x, C const &c, int (C::*moo)(int));
// can equivalently declared using the typedef above:
int C_foobar (int x, C const &c, f_C_int_t moo);
2.2 Callback call notation
The pointer to member function of C
can be invoked, with respect to an object of type C
by using member access operations on the dereferenced pointer. Note: Parenthesis required!
int C_foobar (int x, C const &c, int (C::*moo)(int))
{
return x + (c.*moo)(x); // function pointer moo called for object c using argument x
}
// analog
int C_foobar (int x, C const &c, f_C_int_t moo)
{
return x + (c.*moo)(x); // function pointer moo called for object c using argument x
}
Note: If a pointer to C
is available the syntax is equivalent (where the pointer to C
must be dereferenced as well):
int C_foobar_2 (int x, C const * c, int (C::*meow)(int))
{
if (!c) return x;
// function pointer meow called for object *c using argument x
return x + ((*c).*meow)(x);
}
// or equivalent:
int C_foobar_2 (int x, C const * c, int (C::*meow)(int))
{
if (!c) return x;
// function pointer meow called for object *c using argument x
return x + (c->*meow)(x);
}
2.3 Callback use notation and compatible types
A callback function taking a member function pointer of class T
can be called using a member function pointer of class T
.
Using a function that takes a pointer to member function callback is -in analogy to function pointers- quite simple as well:
C my_c{2}; // aggregate initialization
int a = 5;
int b = C_foobar(a, my_c, &C::foo); // call C_foobar with pointer to foo as its callback
3. std::function
objects (header <functional>
)
The std::function
class is a polymorphic function wrapper to store, copy or invoke callables.
3.1 Writing a std::function
object / type notation
The type of a std::function
object storing a callable looks like:
std::function<return_type(paramter_type_1, paramter_type_2, paramter_type_3)>
// i.e. using the above function declaration of foo:
std::function<int(int)> stdf_foo = &foo;
// or C::foo:
std::function<int(const C&, int)> stdf_C_foo = &C::foo;
3.2 Callback call notation
The class std::function
has operator()
defined which can be used to invoke its target.
int stdf_foobar (int x, std::function<int(int)> moo)
{
return x + moo(x); // std::function moo called
}
// or
int stdf_C_foobar (int x, C const &c, std::function<int(C const &, int)> moo)
{
return x + moo(c, x); // std::function moo called using c and x
}
3.3 Callback use notation and compatible types
The std::function
callback is more generic than function pointers or pointer to member function since different types can be passed and implicitly converted into a std::function
object.
3.3.1 Function pointers and pointers to member functions
A function pointer
int a = 2;
int b = stdf_foobar(a, &foo);
// b == 6 ( 2 + (2+2) )
or a pointer to member function
int a = 2;
C my_c{7}; // aggregate initialization
int b = stdf_C_foobar(a, c, &C::foo);
// b == 11 == ( 2 + (7+2) )
can be used.
3.3.2 Lambda expressions
An unnamed closure from a lambda expression can be stored in a std::function
object:
int a = 2;
int c = 3;
int b = stdf_foobar(a, [c](int x) -> int { return 7+c*x; });
// b == 15 == a + (7*c*a) == 2 + (7+3*2)
3.3.3 std::bind
expressions
The result of a std::bind
expression can be passed. For example by binding parameters to a function pointer call:
int foo_2 (int x, int y) { return 9*x + y; }
using std::placeholders::_1;
int a = 2;
int b = stdf_foobar(a, std::bind(foo_2, _1, 3));
// b == 23 == 2 + ( 9*2 + 3 )
int c = stdf_foobar(a, std::bind(foo_2, 5, _1));
// c == 49 == 2 + ( 9*5 + 2 )
Where also objects can be bound as the object for the invokation of pointer to member functions:
int a = 2;
C const my_c{7}; // aggregate initialization
int b = stdf_foobar(a, std::bind(&C::foo, my_c, _1));
// b == 1 == 2 + ( 2 + 7 )
3.3.4 Function objects
Objects of classes having a proper operator()
overload can be stored inside a std::function
object, as well.
struct Meow
{
int y = 0;
Meow(int y_) : y(y_) {}
int operator()(int x) { return y * x; }
};
int a = 11;
int b = stdf_foobar(a, Meow{8});
// b == 99 == 11 + ( 8 * 11 )
3.4 Example
Changing the function pointer example to use std::function
void stdf_tranform_every_int(int * v, unsigned n, std::function<int(int)> fp)
{
for (unsigned i = 0; i < n; ++i)
{
v[i] = fp(v[i]);
}
}
gives a whole lot more utility to that function because (see 3.3) we have more possibilities to use it:
// using function pointer still possible
int a[5] = {1, 2, 3, 4, 5};
stdf_tranform_every_int(&a[0], 5, double_int);
// now a == {2, 4, 6, 8, 10};
// use it without having to write another function by using a lambda
stdf_tranform_every_int(&a[0], 5, [](int x) -> int { return x/2; });
// now a == {1, 2, 3, 4, 5}; again
// use std::bind :
int nine_x_and_y (int x, int y) { return 9*x + y; }
using std::placeholders::_1;
// calls nine_x_and_y for every int in a with y being 4 every time
stdf_tranform_every_int(&a[0], 5, std::bind(nine_x_and_y, _1, 4));
// now a == {13, 22, 31, 40, 49};
4. Templated callback type
Using templates, the code calling the callback can be even more general than using std::function
objects.
Note that templates are a compile-time feature and are a design tool for compile-time polymorphism. If runtime dynamic behaviour is to be achieved through callbacks, templates will help but they won't induce runtime dynamics.
4.1 Writing (type notations) and calling templated callbacks
Generalizing ie the std_ftransform_every_int
code from above even further can be achieved by using templates:
template<class R, class T>
void stdf_transform_every_int_templ(int * v,
unsigned const n, std::function<R(T)> fp)
{
for (unsigned i = 0; i < n; ++i)
{
v[i] = fp(v[i]);
}
}
with an even more general (as well as easiest) syntax for a callback type being a plain, to-be-deduced templated argument:
template<class F>
void transform_every_int_templ(int * v,
unsigned const n, F f)
{
std::cout << "transform_every_int_templ<"
<< type_name<F>() << ">n";
for (unsigned i = 0; i < n; ++i)
{
v[i] = f(v[i]);
}
}
Note: The included output prints the type name deduced for templated type F
. The implementation of type_name
is given at the end of this post.
The most general implementation for the unary transformation of a range is part of the standard library, namely std::transform
, which is also templated with respect to the iterated types.
template<class InputIt, class OutputIt, class UnaryOperation>
OutputIt transform(InputIt first1, InputIt last1, OutputIt d_first,
UnaryOperation unary_op)
{
while (first1 != last1) {
*d_first++ = unary_op(*first1++);
}
return d_first;
}
4.2 Examples using templated callbacks and compatible types
The compatible types for the templated std::function
callback method stdf_transform_every_int_templ
are identical to the above mentioned types (see 3.4).
Using the templated version however, the signature of the used callback may change a little:
// Let
int foo (int x) { return 2+x; }
int muh (int const &x) { return 3+x; }
int & woof (int &x) { x *= 4; return x; }
int a[5] = {1, 2, 3, 4, 5};
stdf_transform_every_int_templ<int,int>(&a[0], 5, &foo);
// a == {3, 4, 5, 6, 7}
stdf_transform_every_int_templ<int, int const &>(&a[0], 5, &muh);
// a == {6, 7, 8, 9, 10}
stdf_transform_every_int_templ<int, int &>(&a[0], 5, &woof);
Note: std_ftransform_every_int
(non templated version; see above) does work with foo
but not using muh
.
// Let
void print_int(int * p, unsigned const n)
{
bool f{ true };
for (unsigned i = 0; i < n; ++i)
{
std::cout << (f ? "" : " ") << p[i];
f = false;
}
std::cout << "n";
}
The plain templated paramter of transform_every_int_templ
can be every possible callable type.
int a[5] = { 1, 2, 3, 4, 5 };
print_int(a, 5);
transform_every_int_templ(&a[0], 5, foo);
print_int(a, 5);
transform_every_int_templ(&a[0], 5, muh);
print_int(a, 5);
transform_every_int_templ(&a[0], 5, woof);
print_int(a, 5);
transform_every_int_templ(&a[0], 5, [](int x) -> int { return x + x + x; });
print_int(a, 5);
transform_every_int_templ(&a[0], 5, Meow{ 4 });
print_int(a, 5);
using std::placeholders::_1;
transform_every_int_templ(&a[0], 5, std::bind(foo_2, _1, 3));
print_int(a, 5);
transform_every_int_templ(&a[0], 5, std::function<int(int)>{&foo});
print_int(a, 5);
The above code prints:
1 2 3 4 5
transform_every_int_templ <int(*)(int)>
3 4 5 6 7
transform_every_int_templ <int(*)(int&)>
6 8 10 12 14
transform_every_int_templ <int& (*)(int&)>
9 11 13 15 17
transform_every_int_templ <main::{lambda(int)#1} >
27 33 39 45 51
transform_every_int_templ <Meow>
108 132 156 180 204
transform_every_int_templ <std::_Bind<int(*(std::_Placeholder<1>, int))(int, int)>>
975 1191 1407 1623 1839
transform_every_int_templ <std::function<int(int)>>
977 1193 1409 1625 1841
type_name
implementation used above
#include <type_traits>
#include <typeinfo>
#include <string>
#include <memory>
#include <cxxabi.h>
template <class T>
std::string type_name()
{
typedef typename std::remove_reference<T>::type TR;
std::unique_ptr<char, void(*)(void*)> own
(abi::__cxa_demangle(typeid(TR).name(), nullptr,
nullptr, nullptr), std::free);
std::string r = own != nullptr?own.get():typeid(TR).name();
if (std::is_const<TR>::value)
r += " const";
if (std::is_volatile<TR>::value)
r += " volatile";
if (std::is_lvalue_reference<T>::value)
r += " &";
else if (std::is_rvalue_reference<T>::value)
r += " &&";
return r;
}
There is also the C way of doing callbacks: function pointers
//Define a type for the callback signature,
//it is not necessary, but makes life easier
//Function pointer called CallbackType that takes a float
//and returns an int
typedef int (*CallbackType)(float);
void DoWork(CallbackType callback)
{
float variable = 0.0f;
//Do calculations
//Call the callback with the variable, and retrieve the
//result
int result = callback(variable);
//Do something with the result
}
int SomeCallback(float variable)
{
int result;
//Interpret variable
return result;
}
int main(int argc, char ** argv)
{
//Pass in SomeCallback to the DoWork
DoWork(&SomeCallback);
}
Now if you want to pass in class methods as callbacks, the declarations to those function pointers have more complex declarations, example:
//Declaration:
typedef int (ClassName::*CallbackType)(float);
//This method performs work using an object instance
void DoWorkObject(CallbackType callback)
{
//Class instance to invoke it through
ClassName objectInstance;
//Invocation
int result = (objectInstance.*callback)(1.0f);
}
//This method performs work using an object pointer
void DoWorkPointer(CallbackType callback)
{
//Class pointer to invoke it through
ClassName * pointerInstance;
//Invocation
int result = (pointerInstance->*callback)(1.0f);
}
int main(int argc, char ** argv)
{
//Pass in SomeCallback to the DoWork
DoWorkObject(&ClassName::Method);
DoWorkPointer(&ClassName::Method);
}
Scott Meyers gives a nice example:
class GameCharacter;
int defaultHealthCalc(const GameCharacter& gc);
class GameCharacter
{
public:
typedef std::function<int (const GameCharacter&)> HealthCalcFunc;
explicit GameCharacter(HealthCalcFunc hcf = defaultHealthCalc)
: healthFunc(hcf)
{ }
int healthValue() const { return healthFunc(*this); }
private:
HealthCalcFunc healthFunc;
};
I think the example says it all.
std::function<>
is the "modern" way of writing C++ callbacks.
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