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Скачать или смотреть Passing a function pointer to a Member Function in Threads: A C+ + Guide

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  • 2025-10-06
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Passing a function pointer to a Member Function in Threads: A C+ +  Guide
Passing pointer to a member function to a seperate threadc++multithreadingopenglpointer to member
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Описание к видео Passing a function pointer to a Member Function in Threads: A C+ + Guide

Learn how to successfully pass function pointers between threads in a C+ + OpenGL application and improve your multithreading skills.
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This video is based on the question https://stackoverflow.com/q/63974220/ asked by the user 'Ben Weston' ( https://stackoverflow.com/u/11780056/ ) and on the answer https://stackoverflow.com/a/63974377/ provided by the user 'selbie' ( https://stackoverflow.com/u/104458/ ) at 'Stack Overflow' website. Thanks to these great users and Stackexchange community for their contributions.

Visit these links for original content and any more details, such as alternate solutions, latest updates/developments on topic, comments, revision history etc. For example, the original title of the Question was: Passing pointer to a member function to a seperate thread

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The original Question post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/... ) license, and the original Answer post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/... ) license.

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Passing a function pointer to a Member Function in Threads: A C+ + Guide

In the realm of multithreading, especially when coupled with complex libraries like OpenGL, developers often face challenges in managing interactions between threads. A common issue arises when trying to pass a pointer to a member function of a class to a separate thread, particularly when that class is handling graphics rendering.

In this post, we’ll explore the intricacies of passing function pointers between threads, ensuring smooth communication and rendering in a C+ + application.

The Problem

In an OpenGL application where rendering takes place in a separate thread, it’s crucial to send messages or commands that control rendering based on user interaction or state changes. The original query focused on how to declare functions within a viewport thread that draw data and UI elements, and subsequently pass these function addresses to another thread to execute them.

The Proposed Solution

The initial approach utilized PostThreadMessage() to send function references to the graphics thread. However, this method can become cumbersome and prone to errors due to the differences in class definitions across threads. Instead, we recommend crafting a custom message structure using std::function and utilizing lambdas to simplify the process.

Step-by-Step Implementation

Here’s how to effectively implement this solution:

Create a Custom Message Structure

Begin by defining a structure that will hold the function pointer. This structure should be declared in a common header file so that it is accessible in both the viewport and thread controller classes.

[[See Video to Reveal this Text or Code Snippet]]

Sending Function Invocations

When an event occurs in the ViewportController, create an instance of the custom message and assign it a lambda function that encapsulates the function call you want to make.

[[See Video to Reveal this Text or Code Snippet]]

Receiving and Executing the Function

On the receiving end within the draw method of the ThreadController, retrieve the message and execute the function stored in the custom message structure.

[[See Video to Reveal this Text or Code Snippet]]

Benefits of This Method

Ease of Use: Using std::function combined with lambdas simplifies the syntax and reduces the likelihood of errors when passing function pointers.

Memory Management: By encapsulating function calls within a message structure, you have clearer management over memory allocation and deallocation.

Flexibility: This method allows for easy modifications and extensions of the functionality without altering the underlying thread communication process.

Conclusion

Passing pointers to member functions between threads can initially seem daunting, especially within the context of a graphical application utilizing OpenGL. However, by leveraging std::function and lambdas, developers can create a streamlined approach to manage this process effectively.

Always remember that proper thread management and communication are key to maximizing the performance and reliability of your applications. Expanding your knowledge about these techniques will serve you well as you dive deeper into the world of multithreading in C+ + .

If you have further questions or insights on this topic, feel free to reach out! Happy coding!

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