• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
  • entries
  • comments
  • views

C++11 Threads

Sign in to follow this  
Followers 0


I was just brushing up on some C++11 concepts the last few nights (looking for parts of the engine to improve) and noticed quite a few people struggling with threads inside classes, as in using a class object as a thread. Some of the responses were so confusing to say the least.

Also they were struggling with std::cout while threads were running. So here's some example code of these problems all in one. I hope it points someone in the right direction.

lsThread2.h / .cpp
lsThread.h / .cpp
core.h / .cpp
main.cpp// file : core.h#ifndef cppThreads_core_h#define cppThreads_core_h#include #include #include #include using namespace std;/*! Base class Used to start some lsThread objects. */class core{public: core(); virtual ~core(); void run(); void logText( const string& val, int tid ); private: int nr_threads; mutex m;};#endif// file : core.cpp?#include "core.h"#include "lsThread.h"core::core(){ nr_threads = 10;}core::~core(){}void core::run(){ cout << "########## Start test ##########" << endl; vector th; lsThread *mt = new lsThread[nr_threads]; //Launch a group of threads for( int i = 0; i < nr_threads; ++i ) { mt.setTid( i ); // Shows how to pass args to the start function in lsThread th.push_back( thread( &lsThread::start, mt, this, 5 ) ); } //Join the threads with the main thread which core is running for( auto &t : th ) { t.join(); } // delete our array of lsThread objects delete [] mt; cout << "########## End test ##########" << endl;}/*! Logging This function is here so its in a common thread for all other threads to call. Remember in a real world App you would make a better logger. */void core::logText( const string& val, int tid ){ // Lock for output m.lock(); cout << "Thread : " << tid << " - " << val << endl; m.unlock();}

Above: a base class that runs in the main thread.// file : lsThread.h?#ifndef cppThreads_lsThread_h#define cppThreads_lsThread_h#include #include #include class core;using namespace std;/*! Thread class Nothing special about this class, you could thread any class. */class lsThread{public: lsThread(); virtual ~lsThread(); virtual void start( core *c, int val ); void setTid( int val ) { tid = val; } private: int tid; };#endif// File : lsThread.cpp#include "core.h"#include "lsThread.h"#include "lsThread2.h"lsThread::lsThread(){ tid = 0;}lsThread::~lsThread(){}void lsThread::start( core *c, int val ){ c->logText( "lsThread start", tid ); // Here we create some more threads with a new class, based on the passed value. vector th; int nr_threads = val; lsThread2 *mt = new lsThread2[nr_threads]; //Launch a group of threads for( int i = 0; i < nr_threads; ++i ) { mt.setTid( i ); th.push_back( thread( &lsThread2::start, mt, c ) ); } // Join the threads with the current thread // This could be any of the threads created by the core class. for( auto &t : th ) { t.join(); } // delete our array of lsThread2 objects. delete [] mt;}

Above: This class show how to launch more threads inside the current thread.
// File : lsThread2.h#ifndef cppThreads_lsThread2_h#define cppThreads_lsThread2_h#include #include #include class core;using namespace std;class lsThread2{public: lsThread2(); virtual ~lsThread2(); virtual void start( core *c ); void setTid( int val ) { tid = val; } private: int tid;};#endif// File : lsThread2.cpp#include "core.h"#include "lsThread2.h"lsThread2::lsThread2(){ tid = 0;}lsThread2::~lsThread2(){}void lsThread2::start( core *c ){ // In this thread we just call the core class logging function c->logText( "lsThread2 start", tid );}

Above: Simple thread that will just output a message to stdout.// File : main.cpp#include "core.h"int main(int argc, const char * argv[]){ // Thread demo core *c = new core(); c->run(); delete c; return 0;}

Above: And last but not least the main()

I've kept this example as simple as possible but still trying to show as much as possible. Hope it helps someone.


Sign in to follow this  
Followers 0


Is this straight c/c++? What does

for( auto &t : th )


What about


How can you use that as an argument?


[edit] Oh, C++11


Share this comment

Link to comment

Yes its C++11, I might add some more comments to the code soon if anyone wants me too.


Share this comment

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now