I got a class which holds the application's logger as a unique_ptr. The logger can be set through a static function. Also, one can obviously log messages. I left out any thread synchronization (mutexes) to make things easier.
class LoggerWrapper {
public:
static void SetLogger(std::unique_ptr<logger::ILogger> new_logger);
static void Log(const std::string& message);
private:
static std::unique_ptr<logger::ILogger> logger_;
};
void LoggerWrapper::Log(const std::string& message) {
if (!logger_) {
// cannot log
} else {
logger_->OnLogEvent(message);
}
}
void LoggerWrapper::SetLogger(std::unique_ptr<logger::ILogger> new_logger) {
logger_ = std::move(new_logger);
}
My problem is: The unique_ptr gets destructed before some of the other classes inside the application. E.g. is the DTOR of Class Foo wants to log something, the unique_ptr might have already been destroyed (which is the case at the moment). This causes the ILogger implementation to be destroyed, resulting in no log output being possible.
Does anyone have an idea on how to easily fix this? I somehow need to "delay" the destruction of the static unique_ptr. I also tried changing it to a shared_ptr, but that only caused SIGABRTs with "pure virtual method called" errors.
Thanks in advance!
EDIT: Created a minimal working example which contradicts my experience. In this case, the static logger outlives the Foo class.
EDIT2: My application uses exit. That seems to change the order of destruction.
EDIT3: exit does not destroy local objects.
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Code, Compile, Run and Debug C++ program online.
Write your code in this editor and press "Run" button to compile and execute it.
*******************************************************************************/
#include <iostream>
#include <memory>
#include <string>
using namespace std;
class ILogger {
public:
ILogger() {
std::cout << "ILogger CTOR" << std::endl;
}
~ILogger() {
std::cout << "ILogger DTOR" << std::endl;
}
virtual void OnLogEvent(const std::string& log_message) {
std::cout << "OnLogEvent: " << log_message << std::endl;
}
};
class LoggerWrapper {
public:
static void SetLogger(std::unique_ptr<ILogger> new_logger) {
logger_ = std::move(new_logger);
}
static void Log(const std::string& message) {
if (!logger_) {
// cannot log
} else {
logger_->OnLogEvent(message);
}
};
private:
static std::unique_ptr<ILogger> logger_;
};
class Foo {
public:
Foo(const std::string& name) : name_{name} {
LoggerWrapper::Log(name_ + ": CTOR");
}
~Foo() {
LoggerWrapper::Log(name_ + ": DTOR");
}
private:
std::string name_;
};
// declaring logger_ first causes it to be deleted AFTER foo
std::unique_ptr<ILogger> LoggerWrapper::logger_;
std::unique_ptr<Foo> foo;
int main()
{
LoggerWrapper::SetLogger(std::make_unique<ILogger>());
foo = std::make_unique<Foo>("Global FOO");
// local variables do NOT get destroyed when calling exit!
auto foo_local = Foo("Local FOO");
exit(1);
}
This is trivial.
First you don't use global static objects ( you should not be using global state like that). You use function static objects so you can control the order of creation/destruction.
So change this:
std::unique_ptr<ILogger> LoggerWrapper::logger_;
std::unique_ptr<Foo> foo;
Into:
class GlobalLogger
{
public:
ILogger& getLogger() {
static ILogger logger; // if you must use unique_ptr you can do that here
return logger; // But much simpler to use a normal object.
}
};
class GlobalFoo
{
public:
Foo& getFoo() {
// If there is a chance that foo is going to
// use global logger in its destructor
// then it should simply call `GlobalLogger::getLogger()`
// in the constructor of Foo. You then
// guarantee the order of creation and thus destruction.
// Alternatively, you can call it here in thus
// function just before the declaration of foo.
static Foo foo;
return foo;
}
};
// Where you were using `logger_` use `GlobalLogger::getLogger()`
// Where you were using `foo` use `GlobalFoo::getFoo()`
If we use your original code as the starting point we can do this:
#include <iostream>
#include <memory>
#include <string>
// Please don't do this.
// This is the number one worst practice.
// https://stackoverflow.com/questions/1452721/why-is-using-namespace-std-considered-bad-practice
using namespace std;
class ILogger {
public:
ILogger() {
std::cout << "ILogger CTOR" << std::endl;
}
~ILogger() {
std::cout << "ILogger DTOR" << std::endl;
}
virtual void OnLogEvent(const std::string& log_message) {
std::cout << "OnLogEvent: " << log_message << std::endl;
}
};
class LoggerWrapper
{
// Here store the logger
// as a static member of this private function.
// The the SetLogger() Log() functions get this reference.
static std::unique_ptr<ILogger>& getLogReference() {
static std::unique_ptr<ILogger> logger;
return logger;
}
public:
static void SetLogger(std::unique_ptr<ILogger> new_logger) {
// Save the new reference.
getLogReference() = std::move(new_logger);
}
// Use the logger if it has been set.
static void Log(const std::string& message) {
std::unique_ptr<ILogger>& logger_ = getLogReference();
if (!logger_) {
// cannot log
} else {
logger_->OnLogEvent(message);
}
};
};
class Foo {
public:
Foo(const std::string& name) : name_{name} {
// This calls Log()
// Which calls getLogReference()
// Which forces the creation of the function static
// variable logger so it is created before this
// object is fully initialized (if it has not already
// been created).
//
// This means this object was created after the logger
LoggerWrapper::Log(name_ + ": CTOR");
}
~Foo() {
// Because the Log() function was called in the
// constructor we know the loger was fully constructed first
// thus this object will be destroyed first
// so the logger object is guaranteed to be
// available in this objects destructor
// so it is safe to use.
LoggerWrapper::Log(name_ + ": DTOR");
}
private:
std::string name_;
};
std::unique_ptr<Foo>& globalFoo() {
// foo may destroy an object created later
// that has a destructor that calls LoggerWrapper::Log()
// So we need to call the Log function here before foo
// is created.
LoggerWrapper::Log("Initializing Global foo");
// Note: Unless somebody else has explicitly called SetLogger()
// the above line is unlikely to log anything as the logger
// will be null at this point.
static std::unique_ptr<Foo> foo;
return foo;
}
int main()
{
LoggerWrapper::SetLogger(std::make_unique<ILogger>());
globalFoo() = std::make_unique<Foo>("Global FOO");
// local variables do NOT get destroyed when calling exit!
auto foo_local = Foo("Local FOO");
exit(1);
}
The order in which static (global) objects are created and destroyed is undefined. This leave you a few options.
Don't use global objects, just raw use pointers which you can destroy yourself in the correct order.
Use a pointer to your logger that you never destroy. This technically is a memory leak but the kernel will cleanup when your application exits.
Use a shared_ptr for your logger. Each object that uses the logger gets a shared_ptr and the logger will be cleaned up after the last object is destroyed.
Related
I designed an App that holds a stack of layers and an active obj.
When a Layer is attached to the App, the Layer tells App what an active object is. But my design causes a sigtrap when deallocating.
It cause sigtrap because the destruction of shared_ptr<Obj> m_obj in App happens first which reduce the use_count to 1. Then the onDetech function gets call, setting the active shared_ptr<Obj> m_obj to nullptr and reduce use_count to 0! But the layer still holds an shared_ptr<Obj>.
The code below is a minimal example to reproduce. I notice my code has a reference cycle but I have no idea how to fix this except using a raw pointer for obj in the App class.
I used shared_ptr for obj in App because it makes sense to me that App has the shared ownership of obj. Should I not use shared_ptr in this case?
class App;
class Obj {
public:
~Obj() { std::cout << "obj destruct" << std::endl; }
};
class Layer {
public:
Layer() { m_obj = std::make_shared<Obj>(); }
~Layer() { std::cout << m_obj.use_count() << std::endl; }
void onAttach(App *app);
void onDetach();
std::shared_ptr<Obj> m_obj;
private:
App *m_app;
};
class LayerStack {
public:
void pushLayer(App *app, std::shared_ptr<Layer> layer) {
m_layers.push_back(layer);
layer->onAttach(app);
}
~LayerStack() {
for (auto &layer : m_layers) {
layer->onDetach();
}
}
private:
std::vector<std::shared_ptr<Layer>> m_layers;
};
class App {
public:
App() {
m_defaultLayer = std::make_shared<Layer>();
m_stack.pushLayer(this, m_defaultLayer);
}
~App() {}
LayerStack m_stack;
std::shared_ptr<Layer> m_defaultLayer;
std::shared_ptr<Obj> m_activeObj;
};
void Layer::onAttach(App *app) {
m_app = app;
app->m_activeObj = m_obj;
std::cout << m_obj.use_count() << std::endl;
}
void Layer::onDetach() {
m_app->m_activeObj = nullptr;
std::cout << m_obj.use_count() << std::endl;
}
int main() {
A a;
}
output:
2
obj destruct
-923414512
-923414512
You're accessing m_activeObj after its lifetime has ended, and thus the behavior of your program is undefined.
The sequence of events is as follows:
App object goes out of scope
~App runs
m_activeObj is destroyed; after this its lifetime has ended and it can no longer be accessed
m_defaultLayer is destroyed
m_stack is destroyed
m_layers[0].onDetach() is called
onDetach sets m_app->m_activeObj to nullptr, but its lifetime has already ended, so behavior is undefined.
Irrelevant other stuff; you're already screwed.
The solution is to reorder things so that you don't access m_activeObj after its lifetime has ended. Either move m_stack's declaration after m_activeObj so it gets destroyed first or clear it manually in ~App.
I have a singleton with attributes which are pointers.
How do I prevent a memory leak when I no longer use it i.e. when the last reference to my instance is popped off the stack frame?
Does the destructor get called each time a reference gets poped off the stack?
A &A::getInstance()
{
static A instance; // does this get deleted at any point?
return instance;
}
Your singleton object will exist for the lifetime of the program and will be destroyed some time after main ends. At that point it's destructor will be invoked.
Here you may delete your raw pointers (or if using smart, you can set to nullptr or call reset).
This can be seen in action with the example below:
#include <iostream>
#include <string>
#include <memory>
class Foo
{
public:
Foo(std::string const& name = "Unknown")
: m_sName{ name }
{
std::cout << m_sName << " is created" << std::endl;
}
~Foo()
{
std::cout << m_sName << " is being destroyed" << std::endl;
}
std::string m_sName;
};
class Singleton
{
public:
static Singleton& Get()
{
static Singleton instance;
return instance;
}
~Singleton()
{
delete m_RawFoo;
m_SmartFoo = nullptr;
}
void print() const
{
std::cout << "Hello World" << std::endl;
}
protected:
private:
Singleton()
{
m_RawFoo = new Foo{ "Raw Foo" };
m_SmartFoo = std::make_shared<Foo>("Shared Foo");
}
Foo* m_RawFoo;
std::shared_ptr<Foo> m_SmartFoo;
};
int main()
{
std::cout << "Starting main..." << std::endl;
Singleton::Get().print();
Singleton::Get().print();
std::cout << "Ending main..." << std::endl;
return 0;
}
Which outputs the following:
Starting main...
Raw Foo is created
Shared Foo is created
Hello World
Hello World
Ending main...
Raw Foo is being destroyed
Shared Foo is being destroyed
I usually use shared_ptr and weak_ptr for singletons. The following is a singleton which is alive only while there are references to it. Note that this is not entirely thread-safe. If you want thread-safety, you'll need some additional logic (probably a lock) in GetInstance.
#include <memory>
class MySingleton
{
// singleton
public:
static std::shared_ptr<MySingleton> GetInstance();
private:
static std::weak_ptr<MySingleton> instance__;
// lifecycle
private:
MySingleton();
public:
~MySingleton();
// delete the copy constructor, move constructor, copy operator and move operator
private:
MySingleton(const MySingleton&) = delete;
MySingleton(MySingleton&&) = delete;
MySingleton& operator=(const MySingleton&) = delete;
MySingleton& operator=(MySingleton&&) = delete;
};
std::shared_ptr<MySingleton> MySingleton::GetInstance()
{
auto instance = instance__.lock();
if (!instance) {
instance.reset(new MySingleton);
instance__ = instance;
}
return instance;
}
std::weak_ptr<MySingleton> MySingleton::instance__;
MySingleton::MySingleton()
{
// initialization logic here
}
MySingleton::~MySingleton()
{
// clean-up logic here
}
Here's some sample client code:
int main()
{
// proper usage -- store the reference in a stack variable for the duration of its use
{
auto instance = MySingleton::GetInstance();
instance->doSomething();
instance->doSomethingElse();
// instance shared_ptr will be destructed automatically,
// which will then destruct the MySingleton instance
}
// BAD USAGE -- failing to store the reference will cause a new instance to be created and destroyed with each call
{
MySingleton::GetInstance()->doSomething();
MySingleton::GetInstance()->doSomethingElse();
}
// proper usage -- store the reference in a struct or class whose lifecycle is managed appropriately
{
// this class takes a shared reference and stores it
class Foo
{
public:
Foo(const std::shared_ptr<MySingleton>& dependency) : dependency_(dependency) { }
private:
std::shared_ptr<MySingleton> dependency_;
};
// this instance will store a shared reference
auto f = new Foo(MySingleton::GetInstance());
// when the destructor is invoked, the shared_ptr will be destructed,
// which will then destruct the MySingleton instance
delete f;
}
return 0;
}
So, I've been experimenting with static class fields (especially the constant ones), and got myself into.... this:
#include <iostream>
#include <conio.h>
class Test {
public:
Test() { std::cout << "Constructing (Default CTOR)\n"; }
Test(int f) { std::cout << "Constructing (Int arg CTOR)\n"; }
void method() const { std::cout << "Already constructed and being used\n"; }
};
class Stack {
public:
// static const Test what{ 5 }; // - "element of type "const Test" can not have an initializer inside of a class"
// const Test ok{ 5 }; // now it can (?)
static const Test what;
Stack() {
what.method();
}
// Stack() : what{5} {} // can't do that because "what" will be dependent on object creation (which is not how static class fields roll)
};
Stack obj;
const Test Stack::what{};
int main()
{
_getch();
return 0;
}
Output:
Apparently, static const Test what in Stack is being used before is has actually been created(?).
After that I ran another test:
#include <iostream>
#include <conio.h>
class Test {
public:
int data;
Test() { std::cout << "CONSTRUCTING (Default CTOR)\n"; } // notice, value-initialization of 'data' has been removed
Test(int f) : data{ f } { std::cout << "CONSTRUCTING (Int arg CTOR)\n"; }
void method() const { std::cout << "ALREADY CONSTRUCTED AND BEING USED :)\n" << data << std::endl; }
};
class Stack {
public:
static const Test what;
Stack() {
what.method();
}
};
Stack obj;
const Test Stack::what{ 5 };
int main()
{
obj.what.method();
_getch();
return 0;
}
In this code I was hoping to see some sort of error, but the output ended up looking like this:
I have some assumptions on what is happening here, but I'm not sure if they're correct. So, if they are, please correct me.
Here are my assumptions:
Basically, static variables are created at the very start of the program (and are value-initialized) and destoyed at the very end of the program (when you actually close your .exe).
In my examples I have a static constant variable what in the class Stack and I think it is being created at the beginning of my program value-initialized. That's why its data field is set 0 and we can use its methods. But I don't think that's correct because it would've output Constructing (Default CTOR) into the console. So I'm kinda stuck there...
I also can not understand why the commented lines in my first example are illegal. What rules of static/constant class fields do they break exactly?
If you have any idea to what is happening in my examples please explain it.
Thanks for your attention.
Static variables at namespace scope (i.e. not inside a function) are constructed in the order of their definitions in the source file. This ordering only applies between variables in the same source file, not between different source files.
So obj is always constructed before what. There are limited things that can be done with objects that have a constructor but before the constructor has been called; and invoking a member function is not one of them (C++14 [basic.life]/5.2). So the call what.method() in Stack's constructor causes undefined behaviour.
I know this has been asked so many times, and because of that it's difficult to dig through the cruft and find a simple example of what works.
I've got this, it's simple and it works for MyClass...
#include <iostream>
using std::cout;
using std::endl;
class MyClass
{
public:
MyClass();
static void Callback(MyClass* instance, int x);
private:
int private_x;
};
class EventHandler
{
public:
void addHandler(MyClass* owner)
{
cout << "Handler added..." << endl;
//Let's pretend an event just occured
owner->Callback(owner,1);
}
};
EventHandler* handler;
MyClass::MyClass()
{
private_x = 5;
handler->addHandler(this);
}
void MyClass::Callback(MyClass* instance, int x)
{
cout << x + instance->private_x << endl;
}
int main(int argc, char** argv)
{
handler = new EventHandler();
MyClass* myClass = new MyClass();
}
class YourClass
{
public:
YourClass();
static void Callback(YourClass* instance, int x);
};
How can that be rewritten so EventHandler::addHandler() will work with both MyClass and YourClass. I'm sorry but it's just the way my brain works, I need to see a simple example of what works before I can comprehend why/how it works. If you've got a favorite way to make this work now's the time to show it off, please markup that code and post it back.
[edit]
It was answered but the answer was deleted before I could give the checkmark.
The answer in my case was a templated function. Changed addHandler to this...
class EventHandler
{
public:
template<typename T>
void addHandler(T* owner)
{
cout << "Handler added..." << endl;
//Let's pretend an event just occured
owner->Callback(owner,1);
}
};
Instead of having static methods and passing around a pointer to the class instance, you could use functionality in the new C++11 standard: std::function and std::bind:
#include <functional>
class EventHandler
{
public:
void addHandler(std::function<void(int)> callback)
{
cout << "Handler added..." << endl;
// Let's pretend an event just occured
callback(1);
}
};
The addHandler method now accepts a std::function argument, and this "function object" have no return value and takes an integer as argument.
To bind it to a specific function, you use std::bind:
class MyClass
{
public:
MyClass();
// Note: No longer marked `static`, and only takes the actual argument
void Callback(int x);
private:
int private_x;
};
MyClass::MyClass()
{
using namespace std::placeholders; // for `_1`
private_x = 5;
handler->addHandler(std::bind(&MyClass::Callback, this, _1));
}
void MyClass::Callback(int x)
{
// No longer needs an explicit `instance` argument,
// as `this` is set up properly
cout << x + private_x << endl;
}
You need to use std::bind when adding the handler, as you explicitly needs to specify the otherwise implicit this pointer as an argument. If you have a free-standing function, you don't have to use std::bind:
void freeStandingCallback(int x)
{
// ...
}
int main()
{
// ...
handler->addHandler(freeStandingCallback);
}
Having the event handler use std::function objects, also makes it possible to use the new C++11 lambda functions:
handler->addHandler([](int x) { std::cout << "x is " << x << '\n'; });
Here's a concise version that works with class method callbacks and with regular function callbacks. In this example, to show how parameters are handled, the callback function takes two parameters: bool and int.
class Caller {
template<class T> void addCallback(T* const object, void(T::* const mf)(bool,int))
{
using namespace std::placeholders;
callbacks_.emplace_back(std::bind(mf, object, _1, _2));
}
void addCallback(void(* const fun)(bool,int))
{
callbacks_.emplace_back(fun);
}
void callCallbacks(bool firstval, int secondval)
{
for (const auto& cb : callbacks_)
cb(firstval, secondval);
}
private:
std::vector<std::function<void(bool,int)>> callbacks_;
}
class Callee {
void MyFunction(bool,int);
}
//then, somewhere in Callee, to add the callback, given a pointer to Caller `ptr`
ptr->addCallback(this, &Callee::MyFunction);
//or to add a call back to a regular function
ptr->addCallback(&MyRegularFunction);
This restricts the C++11-specific code to the addCallback method and private data in class Caller. To me, at least, this minimizes the chance of making mistakes when implementing it.
Note that with C++20's bind_front you can simplify add_callback for class member functions to:
template<class T> void addCallback(T* const object, void(T::* const mf)(bool,int))
{
callbacks_.emplace_back(std::bind_front(mf, object));
}
What you want to do is to make an interface which handles this code and all your classes implement the interface.
class IEventListener{
public:
void OnEvent(int x) = 0; // renamed Callback to OnEvent removed the instance, you can add it back if you want.
};
class MyClass :public IEventListener
{
...
void OnEvent(int x); //typically such a function is NOT static. This wont work if it is static.
};
class YourClass :public IEventListener
{
Note that for this to work the "Callback" function is non static which i believe is an improvement. If you want it to be static, you need to do it as JaredC suggests with templates.
A complete working example from the code above.... for C++11:
#include <stdlib.h>
#include <stdio.h>
#include <functional>
#if __cplusplus <= 199711L
#error This file needs at least a C++11 compliant compiler, try using:
#error $ g++ -std=c++11 ..
#endif
using namespace std;
class EventHandler {
public:
void addHandler(std::function<void(int)> callback) {
printf("\nHandler added...");
// Let's pretend an event just occured
callback(1);
}
};
class MyClass
{
public:
MyClass(int);
// Note: No longer marked `static`, and only takes the actual argument
void Callback(int x);
private:
EventHandler *pHandler;
int private_x;
};
MyClass::MyClass(int value) {
using namespace std::placeholders; // for `_1`
pHandler = new EventHandler();
private_x = value;
pHandler->addHandler(std::bind(&MyClass::Callback, this, _1));
}
void MyClass::Callback(int x) {
// No longer needs an explicit `instance` argument,
// as `this` is set up properly
printf("\nResult:%d\n\n", (x+private_x));
}
// Main method
int main(int argc, char const *argv[]) {
printf("\nCompiler:%ld\n", __cplusplus);
new MyClass(5);
return 0;
}
// where $1 is your .cpp file name... this is the command used:
// g++ -std=c++11 -Wall -o $1 $1.cpp
// chmod 700 $1
// ./$1
Output should be:
Compiler:201103
Handler added...
Result:6
MyClass and YourClass could both be derived from SomeonesClass which has an abstract (virtual) Callback method. Your addHandler would accept objects of type SomeonesClass and MyClass and YourClass can override Callback to provide their specific implementation of callback behavior.
If you have callbacks with different parameters you can use templates as follows:
// compile with: g++ -std=c++11 myTemplatedCPPcallbacks.cpp -o myTemplatedCPPcallbacksApp
#include <functional> // c++11
#include <iostream> // due to: cout
using std::cout;
using std::endl;
class MyClass
{
public:
MyClass();
static void Callback(MyClass* instance, int x);
private:
int private_x;
};
class OtherClass
{
public:
OtherClass();
static void Callback(OtherClass* instance, std::string str);
private:
std::string private_str;
};
class EventHandler
{
public:
template<typename T, class T2>
void addHandler(T* owner, T2 arg2)
{
cout << "\nHandler added..." << endl;
//Let's pretend an event just occured
owner->Callback(owner, arg2);
}
};
MyClass::MyClass()
{
EventHandler* handler;
private_x = 4;
handler->addHandler(this, private_x);
}
OtherClass::OtherClass()
{
EventHandler* handler;
private_str = "moh ";
handler->addHandler(this, private_str );
}
void MyClass::Callback(MyClass* instance, int x)
{
cout << " MyClass::Callback(MyClass* instance, int x) ==> "
<< 6 + x + instance->private_x << endl;
}
void OtherClass::Callback(OtherClass* instance, std::string private_str)
{
cout << " OtherClass::Callback(OtherClass* instance, std::string private_str) ==> "
<< " Hello " << instance->private_str << endl;
}
int main(int argc, char** argv)
{
EventHandler* handler;
handler = new EventHandler();
MyClass* myClass = new MyClass();
OtherClass* myOtherClass = new OtherClass();
}
I have a class foo. Operations on foo require a call to foo::open(), a number of foo::write(), and must end with a foo::close() call:
#include <iostream>
class foo
{
public:
foo()
{
std::cout << "foo::foo()" << std::endl;
}
~foo()
{
std::cout << "foo::~foo()" << std::endl;
}
void open()
{
std::cout << "foo::open()" << std::endl;
}
void close()
{
std::cout << "foo::close()" << std::endl;
}
void write(const std::string& s)
{
std::cout << "foo::write(" << s << ")" << std::endl;
}
private:
// state that must be retained for entire lifetime of object
};
static void useFoo(foo& my_foo)
{
my_foo.open();
my_foo.write("string1");
my_foo.write("string2");
my_foo.close();
}
int main( int argc, char* argv[] )
{
foo my_foo;
useFoo(my_foo);
useFoo(my_foo);
}
As expected, this outputs the following:
foo::foo()
foo::open()
foo::write(string1)
foo::write(string2)
foo::close()
foo::open()
foo::write(string1)
foo::write(string2)
foo::close()
foo::~foo()
I want to give users of my class foo a way of ensuring that they don't forget to call foo::close(), and to ensure that foo::close() gets called if an exception happens. I can't use foo's destructor as foo must continue to exist after a foo::close(), ready for the next foo::open().
I came up with this RAII implementation:
#include <iostream>
class foo
{
public:
class opener
{
public:
explicit opener(foo& my_foo):foo_(my_foo)
{
foo_.open();
};
~opener()
{
foo_.close();
};
private:
foo& foo_;
};
foo()
{
std::cout << "foo::foo()" << std::endl;
}
~foo()
{
std::cout << "foo::~foo()" << std::endl;
}
void open()
{
std::cout << "foo::open()" << std::endl;
}
void close()
{
std::cout << "foo::close()" << std::endl;
}
void write(const std::string& s)
{
std::cout << "foo::write(" << s << ")" << std::endl;
}
opener get_opener()
{
return(opener(*this));
}
private:
// state that must be retained for entire lifetime of object
};
static void useFoo(foo& my_foo)
{
foo::opener my_foo_opener = my_foo.get_opener();
my_foo.write("string1");
my_foo.write("string2");
}
int main( int argc, char* argv[] )
{
foo my_foo;
useFoo(my_foo);
useFoo(my_foo);
}
For simplicity I haven't included the obvious improvement of having the foo::opener class expose the foo::write() method, though in a real object I'd do this to prevent a write() being possible before an open().
EDIT As Nawaz points out below, a real class would also need a copy constructor and assignment operator.
This seems quite a lot of boilerplate just to ensure that a close() gets called. Two questions arise:
Is this still simpler than forcing the users of my class to use a try/catch?
Is there a simpler way to achieve what I want: provide the basic exception guarantee and ensure that close() always follows open()?
The nested class opener should implement the copy-semantics, as the default code generated by the compiler would produce undesirable result, if I correctly understood your intention.
So please implement copy-constructor, and copy-assignment.
Or alternatively, you may want to disable copy-semantic altogether, by making their declarations1 private, much like implementation of all standard stream classes. I would prefer this approach.
1. Note that you don't need to define them. Just declaring them in the private section is enough.
Can close ever fail? If it can, then you're going to need to take extra care regardless of approach. I think the RAII way is simpler than forcing exception handling/closing on your users though.
Is foo really so complex (or is it a global?) to create and destroy that you can't just have its destructor call close instead of using the opener to do the matching open/close?
Or if this is implementing some sort of transaction semantics I can't see a simpler way than the opener class (but as noted in other answers you probably want to disable copying and assignment of the opener class).
I think you should separate your concerns:
one class to store the state that is carried throughout
one class to handle the transient state within a open/close, which also takes care of all the "transient" operations like write
The "transient" class takes the "data" class as parameter (by reference) and will update it during the various method calls.
Then you can use typical RAII on the transient class and still have state propagated throughout.
This is a classic case for using RAII. Do use the constructor and destructor: if you want to open() again, instantiate a new foo. The idea of RAII is that an instantiation represents a single resource use. That's how you get the guarantee for resource cleanup.
struct foo {
foo() { open(); }
~foo() { close(); }
void write(const std::string& s);
private: // or public
foo(const foo&);
foo& operator=(const foo&);
};
// ...
{ foo fooa;
fooa.write("hello 0");
} { foo foob;
foob.write("hello 1");
}
You could add a flag to the class, that is set to true if you called open() and to false if you called close(). If open() is called you can check if the flag is true or false and and close if you need to do so before proceeding.