Displaying the sizes of all objects, containers, programs etc. С++ - c++

Let's imagine that we have a big project. In which there are many classes, objects of these classes, containers of objects, and so on.
Can I view the dimensions of all these objects? Output, for example, a table or a list of all objects, containers, with their sizes.
Of course, for a project, for example, in 20000+ lines, I will not be able to display everything by hand.
It is important that this can be done not only after the completion of the program, but during execution
Are there any utilities, programs, perhaps this can be done using gdb or some other means.
I hope I explained the question exhaustively, ask questions, I will explain what I can.

Output, for example, a table or a list of all objects, containers, with their sizes.
Of course, for a project, for example, in 20000+ lines, I will not be able to display everything by hand.
Yes, you can do that. Either by writing appropriate object-tracking code and linking it into your program, or by writing a GDB script to enumerate objects "externally".
However, usually this request means that you want to understand your program via debugger instead of understanding it by reading the code. And the former task is usually about 10 times harder than the latter.
In addition, 20,000 line program is relatively small. A big project is something with a few million lines of code.
Update:
Imagine that you have a multi-threaded program with various modules and "legacy code" that leaks a container or something else, such a leak cannot be determined from the dump from the sanitizer, because when the program ends, RAII cleans everything.
Ah, so this is a good example of an XY problem.
As you can imagine, this problem isn't unique to your project, and there are existing tools to solve it.
For example, TCMalloc includes heap profiler, which allows you to snapshot current heap state and answer questions such as "for all currently allocated objects, where did they get allocated from?".
One advantage of TCMalloc sampling approach (compared to what you proposed) is that its overhead is quite small, and so it can be live in production -- you don't need a special heap-debug build and can analyze any process at will.

As Neil Butterworth pointed out, C++ does not maintain a list of objects by itself, but if you really wanted to, you could implement it yourself: Create a class that tracks its instances and have all classes whose instances you want to monitor inherit from it. However, you’re probably better off using conventional debugging tools (example) to get the information that you need. Maybe there is a better whay to diagnose your problem than to print a list of all objects and their sizes – see the XY problem.
If you really want to try the instance list approach, here’s some code:
ListedObject.h++
#include <unordered_set>
#include <string>
#include <cstdio>
class ListedObject
{
private:
static std::unordered_set<const ListedObject*> objectList;
public:
ListedObject ()
{
objectList.insert(this);
}
virtual ~ListedObject ()
{
objectList.erase(this);
}
virtual std::size_t loSize () const = 0;
// You will need to override this with e.g.
// std::size_t loSize () const override {return size();}
virtual std::string loName () const
{
return "<anonymous>";
}
// You need a mechanism to give the objects names that exist at runtime
// (your variable names won’t)
static void printObjects ()
{
for (const ListedObject *const lo : objectList)
{
std::printf("%s %zu\n", lo->loName().c_str(), lo->loSize());
}
}
};
ListedObject.c++
#include "ListedObject.h++"
std::unordered_set<const ListedObject*> ListedObject::objectList;
You would use it like this:
#include "ListedObject.h++"
class DummyContainer: public ListedObject
// not really a container, just something that simulates having a size
{
public:
std::size_t dummySize;
DummyContainer (std::size_t dummySize): dummySize(dummySize) {}
std::size_t loSize () const override
{
return dummySize;
}
};
int main (void)
{
DummyContainer d1(4);
DummyContainer d2(12);
{
DummyContainer d3(1337);
}
DummyContainer d4(42);
ListedObject::printObjects();
// For me, this prints:
// <anonymous> 42
// <anonymous> 12
// <anonymous> 4
return 0;
}
However, this approach won’t work for classes you can’t edit, like std::vectors. You could try to get around this with something like…
template <class T>
class ListedVector: public std::vector<T>, public ListedObject
{
public:
std::size_t loSize () const override
{
return sizeof(T) *
//size(); // does not compile for some reason¹
static_cast<const std::vector<T>*>(this)->size();
}
};
…, but this will not inherit the various constructor signatures of std::vectors.
¹ gcc says: “error: there are no arguments to ‘size’ that depend on a template parameter, so a declaration of ‘size’ must be available [-fpermissive]”

Related

How to make data available to all objects of a class?

This is probably very basic but somehow I cannot figure it out.
Say I have a class A which embeds 42 Things, plus some common data:
class A {
Thing things[42];
int common_data[1024];
}
I would like each thing to have access to the common data, but I don't want to copy the data in each Thing object, nor pay the price of a pointer to it in each thing. In other word, I would like Thing to look like this:
class Thing {
int ident;
int f() {
return common_data[ident];
}
}
Of course here common_data is unbound. What is the canonical way to make this work?
FWIW I am working with a subset of C++ with no dynamic allocation (no "new", no inheritance, basically it's C with the nice syntax to call methods and declare objects); I am ideally looking for a solution that fits in this subset.
You can solve your issue by making the common_data attribute of Class A static. Static variables are shared by all members of class A, and will be accessible if you make it public.
class A
{
private:
Thing things[42];
public:
static int common_data[1024];
}
It can be accessed by doing...
A::common_data[index];
I am not sure if I understand the question correctly, but maybe this helps:
struct A {
Thing things[42];
int common_data[1024];
void foo(int index) {
things[index].doSomeThingWithCommonData(int* common_data);
}
};
struct Thing {
void doSomeThinWithCommonData(int* common_data) {
/* now you have access to common_data */
}
};
Your reasons for avoiding pointers/reference is based on irrational fears. "Copying" a pointer 42 times is nothing (read this word carefully) for the machine. Moreover this is definitely not the bottleneck of the application.
So the idiomatic way is to simply use dependency injection, which is indeed a slightly more costly action for you (if passing an array can be considered costly), but allows for a much more decoupled design.
This is therefore the solution I recommend:
struct Thing {
using data = std::shared_ptr<std::array<int, 1024>>;
data common_data;
Thing(data arg)
: common_data(arg)
{}
// ...
};
If the system is costrained, then you should benchmark your program. I can tell you already with almost absolutely certainty that the bottleneck won't be the copying of those 42 pointers.

What is the proper way to handle a large number of interface implementations?

For one of my current projects I have an interface defined for which I have a large number of implementations. You could think of it as a plugin interface with many plugins.
These "plugins" each handle a different message type in a network protocol.
So when I get a new message, I loop through a list of my plugins, see who can handle it, and call into them via the interface.
The issue I am struggling with is how to allocate, initialize, and "load" all the implementations into my array/vector/whatever.
Currently I am declaring all of the "plugins" in main(), then calling an "plugin_manager.add_plugin(&plugin);" for each one. This seems less than ideal.
So, the actual questions:
1. Is there a standardized approach to this sort of thing?
2. Is there any way to define an array (global?) pre-loaded with the plugins?
3. Am I going about this the wrong way entirely? Are there other (better?) architecture options for this sort of problem?
Thanks.
EDIT:
This compiles (please excuse the ugly code)... but it kind of seems like a hack.
On the other hand, it solves the issue of allocation, and cleans up main()... Is this a valid solution?
class intf
{
public:
virtual void t() = 0;
};
class test : public intf
{
public:
test(){}
static test* inst(){ if(!_inst) _inst = new test; return _inst; }
static test* _inst;
void t(){}
};
test* test::_inst = NULL;
intf* ints[] =
{
test::inst(),
NULL
};
Store some form of smart pointer in a container. Dynamically allocate the plugins and register them in the container so that they can be used later.
One possible approach for your solution would be, if you have some form of message id that the plugin can decode, to use a map from that id to the plugin that handles that. This approach allows you to have fast lookup of the plugin given the input message.
One way of writing less code would be to use templates for the instantiation function. Then you only need to write one and put it in the interface, instead of having one function per implementation class.
class intf
{
public:
virtual void t() = 0;
template<class T>
static T* inst()
{
static T instance;
return &instance;
}
};
class test : public intf { ... };
intf* ints[] =
{
intf::inst<test>(),
NULL
};
The above code also works around two bugs you have in your code: One is a memory leak, in your old inst() function you allocate but you never free; The other is that the constructor sets the static member to NULL.
Other tips is to read more about the "singleton" pattern, which is what you have. It can be useful in some situations, but is generally advised against.

Most effective method of executing functions an in unknown order

Let's say I have a large, between 50 and 200, pool of individual functions whose job it is to operate on a single object and modify it. The pool of functions is selectively put into a single array and arranged in an arbitrary order.
The functions themselves take no arguments outside of the values present within the object it is modifying, and in this way the object's behavior is determined only by which functions are executed and in what order.
A way I have tentatively used so far is this, which might explain better what my goal is:
class Behavior{
public:
virtual void act(Object * obj) = 0;
};
class SpecificBehavior : public Behavior{
// many classes like this exist
public:
void act(Object * obj){ /* do something specific with obj*/ };
};
class Object{
public:
std::list<Behavior*> behavior;
void behave(){
std::list<Behavior*>::iterator iter = behavior.front();
while(iter != behavior.end()){
iter->act(this);
++iter;
};
};
};
My Question is, what is the most efficient way in C++ of organizing such a pool of functions, in terms of performance and maintainability. This is for some A.I research I am doing, and this methodology is what most closely matches what I am trying to achieve.
edits: The array itself can be changed at any time by any other part of the code not listed here, but it's guaranteed to never change during the call to behave(). The array it is stored in needs to be able to change and expand to any size
If the behaviour functions have no state and only take one Object argument, then I'd go with a container of function objects:
#include <functional>
#include <vector>
typedef std::function<void(Object &)> BehaveFun;
typedef std::vector<BehaveFun> BehaviourCollection;
class Object {
BehaviourCollection b;
void behave() {
for (auto it = b.cbegin(); it != b.cend(); ++it) *it(*this);
}
};
Now you just need to load all your functions into the collection.
if the main thing you will be doing with this collection is iterating over it, you'll probably want to use a vector as dereferencing and incrementing your iterators will equate to simple pointer arithmetic.
If you want to use all your cores, and your operations do not share any state, you might want to have a look at a library like Intel's TBB (see the parallel_for example)
I'd keep it exactly as you have it.
Perofmance should be OK (there may be an extra indirection due to the vtable look up but that shouldn't matter.)
My reasons for keeping it as is are:
You might be able to lift common sub-behaviour into an intermediate class between Behaviour and your implementation classes. This is not as easy using function pointers.
struct AlsoWaveArmsBase : public Behaviour
{
void act( Object * obj )
{
start_waving_arms(obj); // Concrete call
do_other_action(obj); // Abstract call
end_waving_arms(obj); // Concrete call
}
void start_waving_arms(Object*obj);
void end_waving_arms(Object*obj);
virtual void do_other_actions(Object * obj)=0;
};
struct WaveAndWalk : public AlsoWaveArmsBase
{
void do_other_actions(Object * obj) { walk(obj); }
};
struct WaveAndDance : pubic AlsoWaveArmsBase
{
void do_other_actions(Object * obj) { walk(obj); }
}
You might want to use state in your behaviour
struct Count : public Behavior
{
Behaviour() : i(0) {}
int i;
void act(Object * obj)
{
count(obj,i);
++i;
}
}
You might want to add helper functions e.g. you might want to add a can_act like this:
void Object::behave(){
std::list<Behavior*>::iterator iter = behavior.front();
while(iter != behavior.end()){
if( iter->can_act(this) ){
iter->act(this);
}
++iter;
};
};
IMO, these flexibilities outweigh the benefits of moving to a pure function approach.
For maintainability, your current approach is the best (virtual functions). You might get a tiny little gain from using free function pointers, but I doubt it's measurable, and even if so, I don't think it is worth the trouble. The current OO approach is fast enough and maintainable. The little gain I'm talking about comes from the fact that you are dereferencing a pointer to an object and then (behind the scenes) dereferencing a pointer to a function (which happening as the implementation of calling a virtual function).
I wouldn't use std::function, because it's not very performant (though that might differ between implementations). See this and this. Function pointers are as fast as it gets when you need this kind of dynamism at runtime.
If you need to improve the performance, I suggest to look into improving the algorithm, not this implementation.

Reducing STL code bloat by wrapping containers

I have a C++ library (with over 50 source files) which uses a lot of STL routines with primary containers being list and vector. This has caused a huge code bloat and I would like to reduce the code bloat by creating a wrapper over the list and vector.
Shown below is my wrapper over std:: and the wrapped instances.
template<typename T>
class wlist
{
private:
std::list<T> m_list;
public:
// new iterator set.
typedef typename std::list<T>::iterator iterator;
typedef typename std::list<T>::const_iterator cIterator;
typedef typename std::list<T>::reverse_iterator reverse_iterator;
unsigned int size () { return m_list.size(); }
bool empty () { return m_list.empty(); }
void pop_back () { m_list.pop_back(); }
void pop_front () { m_list.pop_front(); }
void push_front (T& item) { m_list.push_front(item); }
void push_back (T item) { m_list.push_back(item); }
iterator insert(iterator position, T item) {m_list.insert(position,item);}
bool delete_item (T& item);
T back () { return (m_list.empty()) ? NULL : m_list.back();}
T front () { return (m_list.empty()) ? NULL : m_list.front();}
iterator erase(iterator item ) { return m_list.erase(item); }
iterator begin() { return m_list.begin(); }
iterator end() { return m_list.end(); }
reverse_iterator rbegin() { return m_list.rbegin(); }
};
File A:
class label {
public:
int getPosition(void);
setPosition(int x);
private:
wlist<text*> _elementText; // used in place of list<text> _elementText;
}
File B:
class image {
private:
void draw image() {
wlist<label*>::iterator currentElement = _elementText.begin();
((label*)(*currentElement))->getPosition();
currentElement ++;
}
}
My belief was that by wrapping the STL container, I would be able to reduce the code bloat but the reduction in code size seems to be insignificant while my motive to wrap the STL was to achieve a code reduction of roughly 20%.
1) By exposing the "wrapped" iterator, have I in-turn embedded STL into my client code thereby negating all the code saving that I was trying to do ????
2) Have I chosen the right profiling method ????
Size before modification:
$ size libWrap.so
text: 813115
data: 99436
bss: 132704
dec : 1045255
hex: ff307
Size after modification:
$ size libWrap.so
text: 806607
data: 98780
bss: 132704
dec : 1038091
hex: fd70b
Firstly, the interface offered by your wrapper is completely and totally disgusting. There's a reason that iterators exist, and it's because your implementation flat out doesn't work for non-pointer types. Returning and taking by value instead of by reference? A terrible design.
Secondly, you can never reduce the size of your program by introducing more code. Your wrapper still uses the STL list under the hood, so you're still instantiating all of those types. Most likely, the compiler just completely removed the whole lot.
Thirdly, you're not even doing an equivalent replacement, because you've replaced what used to be a list of values wth a list of pointers, introducing six million lifetime headaches and other problems.
Fourthly, even the idea of code bloat is quite ridiculous on the vast majority of platforms. I, of course, cannot psychically know that you are not working on some embedded platform with hardly any memory (although I doubt you would use many lists on such a platform) but on virtually every system, the size of the code itself is meaningless compared to other assets needed for the program to execute.
What you can do is try something like SCARY iterators or partial specializations for T*.
I am trying to imagine why you are concerned with this. Why is it a problem?
My guess is that you have many ( hundreds? ) of different classes, and each one generates a copy of the templated containers.
If this is so and if it is necessary, then sit back and let the compiler do the tedious work for you.
If it is not necessary, then the problem seems likely to be that all your different classes are not necessary. There is a problem with your class design. You might have many different classes that differ only slightly. If the difference is so slight that the extra code generated to handle the difference seems out of proportion, then the different behavior might be better handled by code inside a single class.
It seems that you want to pre-compile your templated wrapper once only in your library rather than have the compiler figure out the templated class every time it gets called. You can do this by moving your declaration from the header file (where it normally is for templated code) into your .cpp file. This also has the advantage that it reduces compilation times. There is a price in flexability in this approach, however, you have know from the beginnings the types that you want your class to work for (but you don't want the compiler to figure it out for you, anyway)
Putting templated code into a .cpp file will usually result in linker errors. To avoid these you need to expliciltly declaire the templates that you want the compiler to compile in the cpp file:
At the end of the .cpp file, you write something like
template class wlist<double>;
template class wlist<int>;
etc.
This instructs the compiler to compiler to compile these version of the class (and only these versions).
This of cause reduces the flexibility of your library - if you call a wlist<complex> then you would get the linker errors.
See here for more info: http://www.parashift.com/c++-faq-lite/templates.html#faq-35.12
I believe this is usually done to reduce compilation times - I imagine it will reduce code bloat too, but I have never used the technique for this reason and so never checked the size of my executable....

Where do you find templates useful?

At my workplace, we tend to use iostream, string, vector, map, and the odd algorithm or two. We haven't actually found many situations where template techniques were a best solution to a problem.
What I am looking for here are ideas, and optionally sample code that shows how you used a template technique to create a new solution to a problem that you encountered in real life.
As a bribe, expect an up vote for your answer.
General info on templates:
Templates are useful anytime you need to use the same code but operating on different data types, where the types are known at compile time. And also when you have any kind of container object.
A very common usage is for just about every type of data structure. For example: Singly linked lists, doubly linked lists, trees, tries, hashtables, ...
Another very common usage is for sorting algorithms.
One of the main advantages of using templates is that you can remove code duplication. Code duplication is one of the biggest things you should avoid when programming.
You could implement a function Max as both a macro or a template, but the template implementation would be type safe and therefore better.
And now onto the cool stuff:
Also see template metaprogramming, which is a way of pre-evaluating code at compile-time rather than at run-time. Template metaprogramming has only immutable variables, and therefore its variables cannot change. Because of this template metaprogramming can be seen as a type of functional programming.
Check out this example of template metaprogramming from Wikipedia. It shows how templates can be used to execute code at compile time. Therefore at runtime you have a pre-calculated constant.
template <int N>
struct Factorial
{
enum { value = N * Factorial<N - 1>::value };
};
template <>
struct Factorial<0>
{
enum { value = 1 };
};
// Factorial<4>::value == 24
// Factorial<0>::value == 1
void foo()
{
int x = Factorial<4>::value; // == 24
int y = Factorial<0>::value; // == 1
}
I've used a lot of template code, mostly in Boost and the STL, but I've seldom had a need to write any.
One of the exceptions, a few years ago, was in a program that manipulated Windows PE-format EXE files. The company wanted to add 64-bit support, but the ExeFile class that I'd written to handle the files only worked with 32-bit ones. The code required to manipulate the 64-bit version was essentially identical, but it needed to use a different address type (64-bit instead of 32-bit), which caused two other data structures to be different as well.
Based on the STL's use of a single template to support both std::string and std::wstring, I decided to try making ExeFile a template, with the differing data structures and the address type as parameters. There were two places where I still had to use #ifdef WIN64 lines (slightly different processing requirements), but it wasn't really difficult to do. We've got full 32- and 64-bit support in that program now, and using the template means that every modification we've done since automatically applies to both versions.
One place that I do use templates to create my own code is to implement policy classes as described by Andrei Alexandrescu in Modern C++ Design. At present I'm working on a project that includes a set of classes that interact with BEA\h\h\h Oracle's Tuxedo TP monitor.
One facility that Tuxedo provides is transactional persistant queues, so I have a class TpQueue that interacts with the queue:
class TpQueue {
public:
void enqueue(...)
void dequeue(...)
...
}
However as the queue is transactional I need to decide what transaction behaviour I want; this could be done seperately outside of the TpQueue class but I think it's more explicit and less error prone if each TpQueue instance has its own policy on transactions. So I have a set of TransactionPolicy classes such as:
class OwnTransaction {
public:
begin(...) // Suspend any open transaction and start a new one
commit(..) // Commit my transaction and resume any suspended one
abort(...)
}
class SharedTransaction {
public:
begin(...) // Join the currently active transaction or start a new one if there isn't one
...
}
And the TpQueue class gets re-written as
template <typename TXNPOLICY = SharedTransaction>
class TpQueue : public TXNPOLICY {
...
}
So inside TpQueue I can call begin(), abort(), commit() as needed but can change the behaviour based on the way I declare the instance:
TpQueue<SharedTransaction> queue1 ;
TpQueue<OwnTransaction> queue2 ;
I used templates (with the help of Boost.Fusion) to achieve type-safe integers for a hypergraph library that I was developing. I have a (hyper)edge ID and a vertex ID both of which are integers. With templates, vertex and hyperedge IDs became different types and using one when the other was expected generated a compile-time error. Saved me a lot of headache that I'd otherwise have with run-time debugging.
Here's one example from a real project. I have getter functions like this:
bool getValue(wxString key, wxString& value);
bool getValue(wxString key, int& value);
bool getValue(wxString key, double& value);
bool getValue(wxString key, bool& value);
bool getValue(wxString key, StorageGranularity& value);
bool getValue(wxString key, std::vector<wxString>& value);
And then a variant with the 'default' value. It returns the value for key if it exists, or default value if it doesn't. Template saved me from having to create 6 new functions myself.
template <typename T>
T get(wxString key, const T& defaultValue)
{
T temp;
if (getValue(key, temp))
return temp;
else
return defaultValue;
}
Templates I regulary consume are a multitude of container classes, boost smart pointers, scopeguards, a few STL algorithms.
Scenarios in which I have written templates:
custom containers
memory management, implementing type safety and CTor/DTor invocation on top of void * allocators
common implementation for overloads wiht different types, e.g.
bool ContainsNan(float * , int)
bool ContainsNan(double *, int)
which both just call a (local, hidden) helper function
template <typename T>
bool ContainsNanT<T>(T * values, int len) { ... actual code goes here } ;
Specific algorithms that are independent of the type, as long as the type has certain properties, e.g. binary serialization.
template <typename T>
void BinStream::Serialize(T & value) { ... }
// to make a type serializable, you need to implement
void SerializeElement(BinStream & strean, Foo & element);
void DeserializeElement(BinStream & stream, Foo & element)
Unlike virtual functions, templates allow more optimizations to take place.
Generally, templates allow to implement one concept or algorithm for a multitude of types, and have the differences resolved already at compile time.
We use COM and accept a pointer to an object that can either implement another interface directly or via [IServiceProvider](http://msdn.microsoft.com/en-us/library/cc678965(VS.85).aspx) this prompted me to create this helper cast-like function.
// Get interface either via QueryInterface of via QueryService
template <class IFace>
CComPtr<IFace> GetIFace(IUnknown* unk)
{
CComQIPtr<IFace> ret = unk; // Try QueryInterface
if (ret == NULL) { // Fallback to QueryService
if(CComQIPtr<IServiceProvider> ser = unk)
ser->QueryService(__uuidof(IFace), __uuidof(IFace), (void**)&ret);
}
return ret;
}
I use templates to specify function object types. I often write code that takes a function object as an argument -- a function to integrate, a function to optimize, etc. -- and I find templates more convenient than inheritance. So my code receiving a function object -- such as an integrator or optimizer -- has a template parameter to specify the kind of function object it operates on.
The obvious reasons (like preventing code-duplication by operating on different data types) aside, there is this really cool pattern that's called policy based design. I have asked a question about policies vs strategies.
Now, what's so nifty about this feature. Consider you are writing an interface for others to use. You know that your interface will be used, because it is a module in its own domain. But you don't know yet how people are going to use it. Policy-based design strengthens your code for future reuse; it makes you independent of data types a particular implementation relies on. The code is just "slurped in". :-)
Traits are per se a wonderful idea. They can attach particular behaviour, data and typedata to a model. Traits allow complete parameterization of all of these three fields. And the best of it, it's a very good way to make code reusable.
I once saw the following code:
void doSomethingGeneric1(SomeClass * c, SomeClass & d)
{
// three lines of code
callFunctionGeneric1(c) ;
// three lines of code
}
repeated ten times:
void doSomethingGeneric2(SomeClass * c, SomeClass & d)
void doSomethingGeneric3(SomeClass * c, SomeClass & d)
void doSomethingGeneric4(SomeClass * c, SomeClass & d)
// Etc
Each function having the same 6 lines of code copy/pasted, and each time calling another function callFunctionGenericX with the same number suffix.
There were no way to refactor the whole thing altogether. So I kept the refactoring local.
I changed the code this way (from memory):
template<typename T>
void doSomethingGenericAnything(SomeClass * c, SomeClass & d, T t)
{
// three lines of code
t(c) ;
// three lines of code
}
And modified the existing code with:
void doSomethingGeneric1(SomeClass * c, SomeClass & d)
{
doSomethingGenericAnything(c, d, callFunctionGeneric1) ;
}
void doSomethingGeneric2(SomeClass * c, SomeClass & d)
{
doSomethingGenericAnything(c, d, callFunctionGeneric2) ;
}
Etc.
This is somewhat highjacking the template thing, but in the end, I guess it's better than play with typedefed function pointers or using macros.
I personally have used the Curiously Recurring Template Pattern as a means of enforcing some form of top-down design and bottom-up implementation. An example would be a specification for a generic handler where certain requirements on both form and interface are enforced on derived types at compile time. It looks something like this:
template <class Derived>
struct handler_base : Derived {
void pre_call() {
// do any universal pre_call handling here
static_cast<Derived *>(this)->pre_call();
};
void post_call(typename Derived::result_type & result) {
static_cast<Derived *>(this)->post_call(result);
// do any universal post_call handling here
};
typename Derived::result_type
operator() (typename Derived::arg_pack const & args) {
pre_call();
typename Derived::result_type temp = static_cast<Derived *>(this)->eval(args);
post_call(temp);
return temp;
};
};
Something like this can be used then to make sure your handlers derive from this template and enforce top-down design and then allow for bottom-up customization:
struct my_handler : handler_base<my_handler> {
typedef int result_type; // required to compile
typedef tuple<int, int> arg_pack; // required to compile
void pre_call(); // required to compile
void post_call(int &); // required to compile
int eval(arg_pack const &); // required to compile
};
This then allows you to have generic polymorphic functions that deal with only handler_base<> derived types:
template <class T, class Arg0, class Arg1>
typename T::result_type
invoke(handler_base<T> & handler, Arg0 const & arg0, Arg1 const & arg1) {
return handler(make_tuple(arg0, arg1));
};
It's already been mentioned that you can use templates as policy classes to do something. I use this a lot.
I also use them, with the help of property maps (see boost site for more information on this), in order to access data in a generic way. This gives the opportunity to change the way you store data, without ever having to change the way you retrieve it.