工作器/控制器多线程和接口类

Worker/Controller multi-threading and interface class

本文关键字:接口 多线程 控制器 工作      更新时间:2023-10-16

实现,因为在我看来它是多线程对象的接口类。当窗口关闭时,除了这一行之外,一切正常。

connect(_controller, &IClass::finished, this, [] { qDebug() << "finished"; });
  1. 我是否重新发明轮子?
  2. 为什么删除对象时(关闭窗口时(不发出Controller::finished信号?
  3. 是否可以将信号设为私有以不创建Private Controller
  4. 我需要使控制器成为IClass的后代吗?
  5. 提示和建议

代码示例:

主窗口.h

#ifndef MAINWINDOW_H
#define MAINWINDOW_H
#include <QDebug>
#include <QMainWindow>
#include <QThread>
class Worker1;
class Worker2;

class IClass : public QObject{
Q_OBJECT
protected:
IClass(QObject *parent = nullptr) : QObject(parent) { }
public:
enum class Types { Worker1, Worker2, };
static IClass* CreateInstance(Types t, QObject *parent = nullptr);
signals:
void started();
void finished();
public slots:
virtual void f1() = 0;
virtual void f2(int i) = 0;
virtual void f3(int x, double y) = 0;
virtual void start() = 0;
virtual void stop() = 0;
};
class PrivateController : public QObject {
Q_OBJECT
IClass *_w;
public:
PrivateController(IClass *c, QObject *parent = nullptr) : QObject(parent), _w(c) {
connect(this, &PrivateController::f1, _w, &IClass::f1);
connect(this, &PrivateController::f2, _w, &IClass::f2);
connect(this, &PrivateController::f3, _w, &IClass::f3);
connect(this, &PrivateController::stop, _w, &IClass::stop);
}
~PrivateController() override;
void callF1()                   { emit f1(); }
void callF2(int i)              { emit f2(i); }
void callF3(int x, double y)    { emit f3(x, y); }
void callStop()                 { emit stop(); }
signals:
void f1();
void f2(int i);
void f3(int x, double y);

void stop();
};
class Controller : public IClass {
Q_OBJECT
public:
Controller(IClass::Types t, QObject *parent = nullptr)
: IClass(parent), _w(CreateInstance(t)), _signals(_w) {
connect(_w, &IClass::started, this, &IClass::started);
connect(_w, &IClass::finished, this, &IClass::finished);
}
~Controller() override;
public slots:
void f1() override                  { _signals.f1(); }
void f2(int i) override             { _signals.f2(i); }
void f3(int x, double y) override   { _signals.f3(x, y); }
void start() override {
QThread *th = new QThread;
_w->moveToThread(th);
connect(th, &QThread::started, _w, &IClass::start);
connect(_w, &IClass::finished, th, &QThread::quit);
connect(_w, &IClass::finished, th, &QThread::deleteLater);
connect(_w, &IClass::finished, _w, &IClass::deleteLater);
th->start();
qDebug() << "Controller::start";
}
void stop() override {
_signals.stop();
qDebug() << "Controller::stop";
}
protected:
IClass *_w;
PrivateController _signals;
};
class Worker1 : public IClass {
Q_OBJECT
public:
Worker1(QObject *parent = nullptr)
: IClass(parent) {
// some code
}
public slots:
void f1() override {
qDebug() << "Worker1::f1";
}
void f2(int i) override {
qDebug() << "Worker1::f2" << i;
}
void f3(int x, double y) override {
qDebug() << "Worker1::f3" << x << y;
}
void start() override {
emit started();
qDebug() << "Worker1::start";
}
void stop() override {
emit finished();
qDebug() << "Worker1::stop";
}
protected:
// some code
};
class Worker2 : public IClass {
Q_OBJECT
public:
Worker2(QObject *parent = nullptr)
: IClass(parent) {
// some code
}
public slots:
void f1() override {
qDebug() << "Worker2::f1";
}
void f2(int i) override {
qDebug() << "Worker2::f2" << i;
}
void f3(int x, double y) override {
qDebug() << "Worker2::f3" << x << y;
}
void start() override {
emit started();
qDebug() << "Worker2::start";
}
void stop() override {
emit finished();
qDebug() << "Worker2::stop";
}
protected:
// some code
};
namespace Ui {
class MainWindow;
}
class MainWindow : public QMainWindow
{
Q_OBJECT
public:
explicit MainWindow(QWidget *parent = nullptr);
~MainWindow();
private:
Ui::MainWindow *ui;
IClass *_controller;
};
#endif // MAINWINDOW_H

主窗口.cpp

#include "mainwindow.h"
#include "ui_mainwindow.h"
MainWindow::MainWindow(QWidget *parent) :
QMainWindow(parent),
ui(new Ui::MainWindow),
_controller(new Controller(IClass::Types::Worker2, this))
{
ui->setupUi(this);
connect(_controller, &IClass::started, this, [] { qDebug() << "started"; });
connect(_controller, &IClass::finished, this, [] { qDebug() << "finished"; });
_controller->start();
_controller->f1();
_controller->f2(2);
_controller->f3(3, 4.4);
//    _controller->stop();
}
MainWindow::~MainWindow() { delete ui; }
PrivateController::~PrivateController() { qDebug() << "~PrivateController()"; }
IClass *IClass::CreateInstance(IClass::Types t, QObject *parent) {
switch(t) {
case Types::Worker1: { return new Worker1(parent); }
case Types::Worker2: { return new Worker2(parent); }
}
}
Controller::~Controller() { _signals.callStop(); }

输出:

Controller::start
Worker2::start
Worker2::f1
Worker2::f2 2
Worker2::f3 3 4.4
started
~PrivateController()
Worker2::stop

不要发出finished.

关于问题#2:尝试对main进行此编辑:

#include "mainwindow.h"
#include <QApplication>
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
MainWindow w;
w.show();
int r = a.exec();
qDebug() << "event loop gone ...";
return r;
}

立即检查您的输出。如您所见,当发出finished信号时,您的主线程不再有事件循环,因此不会捕获信号(因为它来自另一个线程(。

为了进一步证明这一点,请在窗口中添加一个按钮,并有一个如下所示的clicked槽:

void MainWindow::on_pushButton_clicked()
{
_controller->stop();
qApp->processEvents();
qApp->exit();
}

这样,您退出应用程序,但只有在处理完所有排队的事件之后(即排队的信号被传递......

坦率地说,关于你问的其他一切:即使是赏金问题,它似乎也很宽泛。无论如何,希望我有所帮助。