# thread/thread.cc

A glibmm thread example.

    #include <iostream>
    #include <queue>
    #include <glibmm/random.h>
    #include <glibmm/thread.h>
    #include <glibmm/timer.h>

    namespace
    {

    class MessageQueue : public sigc::trackable
    {
    public:
      MessageQueue();
      ~MessageQueue();

      void producer();
      void consumer();

    private:
      Glib::Mutex mutex_;
      Glib::Cond cond_push_;
      Glib::Cond cond_pop_;
      std::queue<int> queue_;
    };

    MessageQueue::MessageQueue()
    {}

    MessageQueue::~MessageQueue()
    {}

    void MessageQueue::producer()
    {
      Glib::Rand rand (1234);

      for(int i = 0; i < 200; ++i)
      {
        {
          Glib::Mutex::Lock lock (mutex_);

          while(queue_.size() >= 64)
            cond_pop_.wait(mutex_);

          queue_.push(i);
          std::cout << '*';
          std::cout.flush();

          cond_push_.signal();
        }

        if(rand.get_bool())
          continue;

        Glib::usleep(rand.get_int_range(0, 100000));
      }
    }

    void MessageQueue::consumer()
    {
      Glib::Rand rand (4567);

      for(;;)
      {
        {
          Glib::Mutex::Lock lock (mutex_);

          while(queue_.empty())
            cond_push_.wait(mutex_);

          const int i = queue_.front();
          queue_.pop();
          std::cout << "\x08 \x08";
          std::cout.flush();

          cond_pop_.signal();

          if(i >= 199)
            break;
        }

        if(rand.get_bool())
          continue;

        Glib::usleep(rand.get_int_range(10000, 200000));
      }
    }

    }

    int main(int, char**)
    {
      Glib::thread_init();

      MessageQueue queue;

      Glib::Thread *const producer = Glib::Thread::create(
          sigc::mem_fun(queue, &MessageQueue::producer), true);

      Glib::Thread *const consumer = Glib::Thread::create(
          sigc::mem_fun(queue, &MessageQueue::consumer), true);

      producer->join();
      consumer->join();

      std::cout << std::endl;

      return 0;
    }