qb provides technology solutions and services dedicated to high performance real-time complex processing, enabling low and predictable latency, perfect scalability and high throughput. It's a complete development framework for multicore processing that has been specifically designed for low latency and low footprint on multicore processors.
The qb framework is a thin-layer multicore-optimized runtime that enable users to build their own business-driven, jitter-free, low-latency, and elastic Reactive software based on the Actor model.
- It's Easy to use, modular and painless, forget everything about multi-threading concurrency issues
- It's Very fast and low-latency
- It's CPU cache friendly
- It's Cross-platform (Linux|Windows|macOS*)
- It's Opensource
*Limited thread affinity because of osx scheduler
- C++17 compiler, (g++ >= 7, clang >= 4, msvc >= 19.11, Xcode >= 10.2)
- (Recommended) cmake
- (Recommended) Disable the HyperThreading to optimize your Physical Cores Cache
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- It's globally faster
- It's introducing new event QOS (quality of service) strategies
- It's adding a new way to manage inputs/outputs and external communications
- It's working on arm architectures
- It's adding more samples and tutorials
- It's releasing official benchmarks
- and more...
- Monitor, analyze and debug your software with qb Visual Monitoring Tools
- Design and generate your software architecture with qb UAML Tool
*Unified Actor Modeling Language
In order to fuly take advantage of cpu cores power, we needed a way to run our code concurrently. Decades of untraceable bugs and developers depressions have shown that threads were not the perfect solution.
In qb programming semantics, the Actor model is an universal primitive of concurrent computation.
Actors are:
- Mono-threaded
- Non-blocking
- Completely asynchronous
- Event-driven
Actors roles:
- The Actor A sends event messages to Actor B, which is then treated by an Event handler.
- The Event communication between Actors is done with an unidirectional communication channel called a Pipe.
- The Event handler can:
- Execute a local function
- Create Actors
- Send events to other Actors
By design, developing with qb is about having multiple actors handling one/multiple events that are attached to cores and communicate through pipes.
Once designed, the Actor model is scalable and parallel by default as the program is divided into mono-threaded and sequential event handlers.
qb runtime handles all the rest and bridge the gap between parallel programming and hardware multicore complexity.
To generate a new boilerplate qb project, you can use the qb-new-project.sh script using cURL:
curl -o- https://raw.githubusercontent.com/isndev/qb/master/script/qb-new-project.sh | bash /dev/stdin [Project Name]
or Wget:
wget -qO- https://raw.githubusercontent.com/isndev/qb/master/script/qb-new-project.sh | bash /dev/stdin [Project Name]
The script creates a new boilerplate project copied from qb-sample-project repository to a new git bare repository into [Project Name]
directory.
Let's compile the project !
$> cd [Project Name]
$> cmake -DCMAKE_BUILD_TYPE=Release -B[Build Directory Path] -H[CMakeList.txt Path]
$> cd [Build Directory Path] && make
Note: you can add otions to cmake command, -DQB_BUILD_TEST=ON
to build tests and -DQB_BUILD_BENCHMARK=ON
to build benchmarks.
Example ping-pong project
- Clone qb framework and cd:
$> mkdir pingpong && cd pingpong && git clone git@github.com:isndev/qb.git
- Then create CMakeLists.txt file and paste the content below
View code
# CMakeLists.txt file
cmake_minimum_required(VERSION 3.10)
project(pingpong)
# qb minimum requirements
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(QB_PATH "${CMAKE_CURRENT_SOURCE_DIR}/qb")
# Add qb framework
add_subdirectory(${QB_PATH})
# Define your project source
set(SOURCE main.cpp)
add_executable(pingpong ${SOURCE})
# Link target with qb-core library
target_link_libraries(pingpong qb-core)
- Define your first event with its custom data
MyEvent.h :
View code
// MyEvent.h
#include <vector>
#include <qb/event.h>
#ifndef MYEVENT_H_
# define MYEVENT_H_
// Event example
struct MyEvent
: public qb::Event // /!\ should inherit from qb event
{
int data; // trivial data
std::vector<int> container; // dynamic data
// /!\ an event must never store an address of it own data
// /!\ ex : int *ptr = &data;
// /!\ avoid using std::string, instead use :
// /!\ - fixed cstring
// /!\ - pointer of std::string
// /!\ - or compile with old ABI '-D_GLIBCXX_USE_CXX11_ABI=0'
};
#endif
- Let's define the PingActor
PingActor will send MyEvent to PongActor, receive the response and kill himself
PingActor.h :
View code
// PingActor.h file
#include <qb/actor.h>
#include "MyEvent.h"
#ifndef PINGACTOR_H_
# define PINGACTOR_H_
class PingActor
: public qb::Actor // /!\ should inherit from qb actor
{
const qb::ActorId _id_pong; // Pong ActorId
public:
PingActor() = delete; // PingActor requires PongActor Actorid
// /!\ never call any qb::Actor functions in constructor
// /!\ use onInit function
explicit PingActor(const qb::ActorId id_pong)
: _id_pong(id_pong) {}
// /!\ the engine will call this function before adding PingPongActor
bool onInit() override final {
registerEvent<MyEvent>(*this); // will listen MyEvent
auto &event = push<MyEvent>(_id_pong); // push MyEvent to PongActor and keep a reference to the event
event.data = 1337; // set trivial data
event.container.push_back(7331); // set dynamic data
// debug print
qb::io::cout() << "PingActor id(" << id() << ") has sent MyEvent" << std::endl;
return true; // init ok
}
// will call this function when PingActor receives MyEvent
void on(MyEvent &event) {
// debug print
qb::io::cout() << "PingActor id(" << id() << ") received MyEvent" << std::endl;
kill(); // then notify engine to kill PingActor
}
};
#endif
- Let's define the PongActor
PongActor will just listen on MyEvent, reply the event and kill himself
PongActor.h :
View code
// PongActor.h file
#include <qb/actor.h>
#include "MyEvent.h"
#ifndef PONGACTOR_H_
# define PONGACTOR_H_
class PongActor
: public qb::Actor // /!\ should inherit from qb actor
{
public:
// /!\ never call any qb::Actor functions in constructor
// /!\ use onInit function
PongActor() = default;
// /!\ the engine will call this function before adding PongActor
bool onInit() override final {
registerEvent<MyEvent>(*this); // will just listen MyEvent
return true; // init ok
}
// will call this function when PongActor receives MyEvent
void on(MyEvent &event) {
// debug print
qb::io::cout() << "PongActor id(" << id() << ") received MyEvent" << std::endl;
reply(event); // reply the event to SourceActor
// debug print
qb::io::cout() << "PongActor id(" << id() << ") has replied MyEvent" << std::endl;
kill(); // then notify engine to kill PongActor
}
};
#endif
- Then finally create the main.cpp
View code
// main.cpp file
#include <qb/main.h>
#include "PingActor.h"
#include "PongActor.h"
int main (int argc, char *argv[]) {
// (optional) initialize the qb logger
qb::io::log::init(argv[0]); // filename
// configure the Engine
// Note : I will use only the core 0 and 1
qb::Main main({0, 1});
// Build Pong Actor to core 0 and retrieve its unique identifier
auto id_pong = main.addActor<PongActor>(0); // default constructed
// Build Ping Actor to core 1 with Pong ActorId as parameter
main.addActor<PingActor>(1, id_pong); // constructed with parameters
main.start(); // start the engine asynchronously
main.join(); // wait for the running engine
// if all my actors had been destroyed then it will release the wait
return 0;
}
Let's compile the project !
$> cmake -DCMAKE_BUILD_TYPE=Release -B[Build Directory Path] -H[CMakeList.txt Path]
$> cd [Build Directory Path] && make
Run it
$> ./pingpong
it should print
PingActor id(XXXXXX) has sent MyEvent
PongActor id(XXXXXX) received MyEvent
PongActor id(XXXXXX) has replied MyEvent
PingActor id(XXXXXX) received MyEvent
Done !
You want to do more, refer to the full Documentation
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