So, I'm making a library for a little D2D Engine; but that's not the point, the thing is, I have this class which will be the base class the user's class will inherit. My main idea would be something like this:
struct BaseEngine {
// I have two pure virtual functions so the user has to define them.
virtual bool onLoad() = 0;
virtual bool onFrame() = 0;
};
Now, if it all were to be in the same project, I could do something like this right after that:
struct Derived : public BaseEngine {
bool onLoad() override;
bool onFrame() override;
};
const std::unique_ptr<BaseEngine> app = std::make_unique<Derived>();
But my idea is, in fact, to not hold the derived class in my header files, and build the library without any possible definition of a derived class, thus, the user can just name it whatever they want in their project.
Of course it won't let me compile it, because I can't construct BaseEngine because it has pure virtual functions.
Then I though of somehow using templates to maybe solve this issue? Now I'm not very familiar with templates, but my idea was to make something like:
std::unique_ptr<BaseEngine> app;
template<class T : public BaseEngine>
void instantiator() {
app = std::make_unique<T>();
}
Knowing that T holds an implementation for onLoad() and onFrame().
But of course, when I need a feature such as templates of explicitly derived classes, no feature exists (not that I know of, at least).
My main question being: is there a way for me to initialize an object from an "unknown" derived class of my known base class?
Edit: forgot to mention that the main function (WinMain in this case) will be on the engine side, as it takes care of window class registration and all those nasty messages.
It sounds like you'd like to compile your code as a shared library, that you can link to in another project that will become the main executable. Unfortunately, there can be issues sharing class types between libraries and executables due to differences in how they might be compiled--I wouldn't recommend going down that route.
If you can compile it all at once, though (i.e. the user has access to uncompiled source and header files) you won't have to deal with that. Just provide a function that takes an instance of BaseEngine.
// BaseEngine.h
class BaseEngine { /* ... */ }
void startGame(std::unique_ptr<BaseEngine> engine) { /* ... */ }
// main.cpp (user edits this file)
#include "BaseEngine.h"
class DerivedEngine : public BaseEngine {
// override methods here
}
int main() {
return startGame(std::make_unique<DerivedEngine>());
}
The usual answer to this would be to have a function in your engine that takes a caller-created BaseEngine derived object as an argument.
// Engine side function
bool InitializeEngine(BaseEngine * pEngine);
An alternative answer (depending on how the user-supplied code is bundled) would be to have an exported function with a set name and have that function return a created BaseEngine derived object.
// User side code
BaseEngine * CreateEngine();
And then use dlopen/dlsym (or LoadLibrary/GetProcAddress on windows) to obtain the function pointer for CreateEngine. In either case it is the user's code where the object type is known that is responsible for creating the object.
Static polymorphism: the Curiously Recurring Template Pattern (CRTP)
You may want to consider using the Curiously Recurring Template Pattern (CRTP):
#include <ios>
#include <iostream>
#include <memory>
#include <type_traits>
template <class T> struct BaseEngine {
bool onLoad() const { return static_cast<T const *>(this)->onLoad(); }
bool onFrame() { return static_cast<T *>(this)->onLoad(); }
};
// API exposed to library users.
template <typename T,
typename = std::enable_if_t<std::is_base_of<BaseEngine<T>, T>::value>>
auto createEngine() {
return std::make_unique<T>();
}
template <typename T> bool foo(const BaseEngine<T> &engine) {
return engine.onLoad();
}
// Stub for your own testing etc.
struct StubEngine : BaseEngine<StubEngine> {
bool onLoad() const {
std::cout << "stub onLoad()\n";
return true;
}
bool onFrame() {
std::cout << "stub onFrame()\n";
return false;
}
};
struct BadEngine {};
int main() {
auto engine = createEngine<StubEngine>();
// auto bad_engine = createEngine<BadEngine>();
// error: no matching function for call to 'createEngine'
const bool f = foo(*engine); // stub onLoad()
std::cout << std::boolalpha << f; // true
return 0;
}
By implementing static polymorphism using templates, you can work within you lib with a type template parameter T in the context of BaseEngine without having to know what T is (as it will be up to the library user to implement particular concrete "statically derived" classes, i.e., specific T's); possibly placing, however, restrictions on T using type traits and SFINAE.
Related
In working with a framework (Godot) that uses a register_method(<name>, <pointer_to_method>) to register a c++ method to a scripting API.
this method however doesn't support pointer to template classes.
So in the example:
static void _register_methods() {
register_method("my_method", &TMyClass::my_method); // this fails
// ^ template class
register_method("my_method", &MyClass::my_method); // this works
// ^ normal class
}
I have a template class TExample and an Example that extends the template class. The methods declarations and method definitions are all inside the TExample (however the methods are registered in Example).
So when I do:
register_method("my_method", &Example::my_method); // this fails because it is referencing the method of the parent class (template).
What I've found that works is redirecting the methods to "local" methods.
class Example : TExample<...>
{
public:
void my_method() {
TExample::my_method();
}
static void _register_methods() {
register_method("my_method", &Example::my_method); // this works
}
}
But imagine I have like 50 methods every time I want to create a new class from the template I need to redirect 50 methods. is there a shortcut to do this?!
Not sure what you mean by "this fails".
It just works, look (live demo):
template<class T>
class TExample {
public:
void my_method() {}
};
class Example : TExample<int> {
template<class U>
static void register_method(U u) {
}
public:
static void register_methods() {
register_method(&Example::my_method); // it works
register_method(&TExample::my_method); // this also works
}
};
int main()
{
Example ex;
ex.register_methods();
}
Now if you want to access my_method() from outside the class, then you should inherit publicly:
class Example : public TExample<...>
{
Then Example::my_method() will also work outside.
Note: TExample is not a template class, but a class template. However, in the context of a template instantiation (inside the definition of Example) the template arguments are substituted automatically.
Since template classes will be created for the types you are using you should mention the type also.
register_method("my_method", &TMyClass<Type>::my_method);
What about using a lambda ?
Does:
register_method("my_method", [&obj](*whateverParam*) { obj.templateMethod(*whateverParam*); } );
work?
(assuming obj contains the actual method, but that could be replaced by any instance containing the method).
I'm trying to implement user defaults in my C++ app.
For that I created an interface class with one function in it:
class IRegisterUserDefaults
{
public:
IRegisterUserDefaults();
virtual void registerUserDefaults(){}
};
Each class inheriting from this interface class will implement the function to register the user defaults it needs to be set.
So far no problem. But what's the best way of calling it?
I'm coming from Objective-C where I could just search through all classes and find the ones who implement the interface and call the registerUserDefaults function on them. I understand though that C++ doesn't have this level of introspection. It would be sufficient to call the function once per class (and thus make it static).
Objective
It would be great if the function would be called "automatically" if a class subclasses IRegisterUserDefaults. I tried calling the method from the IRegisterUserDefaults constructor but it looks like this doesn't call the subclass function properly. Is there a way to make this happen?
Also, what would be best way to make sure this is only called once per class?
IRegisterUserDefaults is not a meaningful interface, in any language.
It sounds like the actual problem you are trying to solve is "run some code once, at or near class first use". You can do that with something like this
class HasUserDefaults {
static std::once_flag register_once;
void registerUserDefaults() { /*...*/ }
public:
HasUserDefaults ()
{
// in all the constructors
std::call_once(register_once, &HasUserDefaults::registerUserDefaults, this);
}
// other members
};
Do you have a single location where all those derived classes are known? In that case, do it there:
// The type-list can be used in many ways, as you need
using all_classes = std::tuple<A, B, C, D /* and so on */>;
template <class... Ts>
static void register_all_classes(Y<Ts...>*)
{ ((Ts().registerUserDefaults()), ...); }
register_all_classes((all_classes*)nullptr);
Otherwise, you must obviously go decentralized:
Do you have a single compilation-unit responsible for registering each class? In that case, use a namespace-scope object. Maybe use a helper for that:
template <class T>
struct Init {
Init() { T().registerUserDefaults(); }
};
// Used in single TU as:
static Init<SomeRegisterUserDefaults> _;
Otherwise, take a look at std::ios_base::Init how <iostream> does it. I simplified because there was no need for uninit indicated:
template <class T>
struct MultiInit {
MultiInit() { static Init<T> _; }
};
// Used in any number of TUs as:
static MultiInit<SomeRegisterUserDefaults> _;
Does this work for you?
#include <iostream>
#include <string>
class IRegisterUserDefaults
{
public:
IRegisterUserDefaults() {}
virtual void registerUserDefaults() = 0;
};
class MoreDerivedRegisterUserDefaults : public IRegisterUserDefaults
{
public:
MoreDerivedRegisterUserDefaults (int x, int y) : m_x (x), m_y (y) { }
virtual void registerUserDefaults() override {
std::cout << "MoreDerivedRegisterUserDefaults::registerUserDefaults called (" << m_x << ", " << m_y << ")" << std::endl;
}
private:
int m_x, m_y;
};
template <class T, typename... Args> void RegisterDefaultsHandler (Args... args) {
T obj (args...);
obj.registerUserDefaults ();
}
int main ()
{
RegisterDefaultsHandler<DerivedRegisterUserDefaults> ();
RegisterDefaultsHandler<MoreDerivedRegisterUserDefaults> (1, 2);
// ...
}
You have to instantiate each derived class somewhere.
Live demo (updated). Output:
DerivedRegisterUserDefaults::registerUserDefaults called
MoreDerivedRegisterUserDefaults::registerUserDefaults called (1, 2)
EDIT: After talking to #Caleth, I tweaked the code a little to make my intentions clearer.
EDIT 2: Variadiac template added, turned out to be easier than I thought, useful 'howto' guide here.
Call the method in sub-class constructor, you cannot call this in base class constructor as the sub class is not yet constructed by then.
I have a function User::func()(callback) that would be called by a template class (Library<T>).
In the first iteration of development, everyone know that func() serves only for that single purpose.
A few months later, most members forget what func() is for.
After some heavy refactoring, the func() is sometimes deleted by some coders.
At first, I didn't think this is a problem at all.
However, after I re-encountered this pattern several times, I think I need some counter-measure.
Question
How to document it elegantly? (cute && concise && no additional CPU cost)
Example
Here is a simplified code:-
(The real world problem is scattering around 10+ library-files & 20+ user files & 40+ functions.)
Library.h
template<class T> class Library{
public: T* node=nullptr;
public: void utility(){
node->func(); //#1
}
};
User.h
class User{
public: void func(){/** some code*/} //#1
//... a lot of other functions ...
// some of them are also callback of other libraries
};
main.cpp
int main(){
Library<User> li; .... ; li.utility();
}
My poor solutions
1. Comment / doc
As the first workaround, I tend to add a comment like this:-
class User{
/** This function is for "Library" callback */
public: void func(){/** some code*/}
};
But it gets dirty pretty fast - I have to add it to every "func" in every class.
2. Rename the "func()"
In real case, I tend to prefix function name like this:-
class User{
public: void LIBRARY_func(){/** some code*/}
};
It is very noticeable, but the function name is now very longer.
(especially when Library-class has longer class name)
3. Virtual class with "func()=0"
I am considering to create an abstract class as interface for the callback.
class LibraryCallback{
public: virtual void func()=0;
};
class User : public LibraryCallback{
public: virtual void func(){/** some code*/}
};
It provides feeling that func() is for something-quite-external. :)
However, I have to sacrifice virtual-calling cost (v-table).
In performance-critical cases, I can't afford it.
4. Static function
(idea from Daniel Jour in comment, thank!)
Almost 1 month later, here is how I use :-
Library.h
template<class T> class Library{
public: T* node=nullptr;
public: void utility(){
T::func(node); //#1
}
};
User.h
class User{
public: static void func(Callback*){/** some code*/}
};
main.cpp
int main(){
Library<User> li;
}
It is probably cleaner, but still lack self-document.
func is not a feature of User. It is a feature of the User-Library<T> coupling.
Placing it in User if it doesn't have clear semantics outside of Library<T> use is a bad idea. If it does have clear semantics, it should say what it does, and deleting it should be an obviously bad idea.
Placing it in Library<T> cannot work, because its behavior is a function of the T in Library<T>.
The answer is to place it in neither spot.
template<class T> struct tag_t{ using type=T; constexpr tag_t(){} };
template<class T> constexpr tag_t<T> tag{};
Now in Library.h:
struct ForLibrary;
template<class T> class Library{
public: T* node=nullptr;
public: void utility(){
func( tag<ForLibrary>, node ); // #1
}
};
in User.h:
struct ForLibrary;
class User{
/** This function is for "Library" callback */
public:
friend void func( tag_t<ForLibrary>, User* self ) {
// code
}
};
or just put this into the same namespace as User, or the same namespace as ForLibrary:
friend func( tag_t<ForLibrary>, User* self );
Before deleting func, you'll track down ForLibrary.
It is no longer part of the "public interface" of User, so doesn't clutter it up. It is either a friend (a helper), or a free function in the same namespace of either User or Library.
You can implement it where you need a Library<User> instead of in User.h or Library.h, especially if it just uses public interfaces of User.
The techniques used here are "tag dispatching", "argument dependent lookup", "friend functions" and preferring free functions over methods.
From the user side, I would use crtp to create a callback interface, and force Users to use it. For example:
template <typename T>
struct ICallbacks
{
void foo()
{
static_cast<T*>(this)->foo();
}
};
Users should inherit from this interface and implement foo() callback
struct User : public ICallbacks<User>
{
void foo() {std::cout << "User call back" << std::endl;}
};
The nice thing about it is that if Library is using ICallback interface and User forget to implement foo() you will get a nice compiler error message.
Note that there is no virtual function, so no performance penalty here.
From the library side, I would only call those callbacks via its interfaces (in this case ICallback). Following OP in using pointers, I would do something like this:
template <typename T>
struct Library
{
ICallbacks<T> *node = 0;
void utility()
{
assert(node != nullptr);
node->foo();
}
};
Note that things get auto documented in this way. It is very explicit that you are using a callback interface, and node is the object who has those functions.
Bellow a complete working example:
#include <iostream>
#include <cassert>
template <typename T>
struct ICallbacks
{
void foo()
{
static_cast<T*>(this)->foo();
}
};
struct User : public ICallbacks<User>
{
void foo() {std::cout << "User call back" << std::endl;}
};
template <typename T>
struct Library
{
ICallbacks<T> *node = 0;
void utility()
{
assert(node != nullptr);
node->foo();
}
};
int main()
{
User user;
Library<User> l;
l.node = &user;
l.utility();
}
Test.h
#ifndef TEST_H
#define TEST_H
// User Class Prototype Declarations
class User;
// Templated Wrapper Class To Contain Callback Functions
// User Will Inherit From This Using Their Own Class As This
// Class's Template Parameter
template <class T>
class Wrapper {
public:
// Function Template For Callback Methods.
template<class U>
auto Callback(...) {};
};
// Templated Library Class Defaulted To User With The Utility Function
// That Provides The Invoking Of The Call Back Method
template<class T = User>
class Library {
public:
T* node = nullptr;
void utility() {
T::Callback(node);
}
};
// User Class Inherited From Wrapper Class Using Itself As Wrapper's Template Parameter.
// Call Back Method In User Is A Static Method And Takes A class Wrapper* Declaration As
// Its Parameter
class User : public Wrapper<User> {
public:
static void Callback( class Wrapper* ) { std::cout << "Callback was called.\n"; }
};
#endif // TEST_H
main.cpp
#include "Test.h"
int main() {
Library<User> l;
l.utility();
return 0;
}
Output
Callback was called.
I was able to compile, build and run this without error in VS2017 CE on Windows 7 - 64bit Intel Core 2 Quad Extreme.
Any Thoughts?
I would recommend to name the wrapper class appropriately, then for each specific call back function that has a unique purpose name them accordingly within the wrapper class.
Edit
After playing around with this "template magic" well there is no such thing...
I had commented out the function template in the Wrapper class and found that it is not needed. Then I commented out the class Wrapper* that is the argument list for the Callback() in User. This gave me a compiler error that stated that User::Callback() does not take 0 arguments. So I looked back at Wrapper since User inherits from it. Well at this point Wrapper is an empty class template.
This lead me to look at Library. Library has a pointer to User as a public member and a utility() function that invokes User's static Callback method. It is here that the invoking method is taking a pointer to a User object as its parameter. So it lead me to try this:
class User; // Prototype
class A{}; // Empty Class
template<class T = User>
class Library {
public:
T* node = nullptr;
void utility() {
T::Callback(node);
}
};
class User : public A {
public:
static void Callback( A* ) { std::cout << "Callback was called.\n"; }
};
And this compiles and builds correctly as the simplified version. However; when I thought about it; the template version is better because it is deduced at compile time and not run time. So when we go back to using templates javaLover had asked me what class Wrapper* means or is within the argument list for the Callback method within the User class.
I'll try to explain this as clearly as I can but first the wrapper Class is just an empty template shell that User will inherit from and it does nothing but act as a base class and it now looks like this:
template<class T>
class Wrapper { // Could Be Changed To A More Suitable Name Such As Shell or BaseShell
};
When we look at the User class:
class User : public Wrapper<User> {
public:
static void Callback( class Wrapper* ) { // print statement }
};
We see that User is a non-template class that inherits from a template class but uses itself as the template's argument. It contains a public static method
and this method doesn't return any thing but it does take a single parameter; this is also evident in the Library class that has its template parameter as a User class. When the Library's utility() method invokes User's Callback() method the parameter that the Library is expecting is a pointer to a User object. So when we go back to the User class instead of declaring it as a User* pointer directly in its declaration I'm using the empty class template that it inherits from. However if you try to do this:
class User : public Wrapper<User> {
public:
static void Callback( Wrapper* ) { // print statement }
};
You should get a message that Wrapper* is missing it's argument list. We could just do Wrapper<User>* here but that is redundant since we already see that User is inheriting from Wrapper that takes itself. So we can fix this and make it cleaner just by prefixing the Wrapper* with the class keyword since it is a class template. Hence the template magic... well there is no magic here... just compiler intrinsic and optimizations.
While I know that I don't answer your specific question (how to document the not-to-be-deleted function) I would solve your problem (keeping the seemingly unused callback function in the code base) by instantiating Library<User> and calling the utility() function in a unit test (or maybe it should rather be called an API test...). This solution would probably scale to your real world example too, as long as you don't have to check each possible combination of library classes and callback functions.
If you are lucky enough to work in an organization where successful unit tests and code review are required before changes go into the code base this would require a change to the unit tests before anyone could remove the User::func() function and such a change would probably catch the attention of a reviewer.
Then again, you know your environment and I don't, and I'm aware that this solution doesn't fit all situations.
Here is a solution using a Traits class:
// Library.h:
template<class T> struct LibraryTraits; // must be implemented for every User-class
template<class T> class Library {
public:
T* node=nullptr;
void utility() {
LibraryTraits<T>::func(node);
}
};
// User.h:
class User { };
// must only be implemented if User is to be used by Library (and can be implemented somewhere else)
template<> struct LibraryTraits<User> {
static void func(User* node) { std::cout << "LibraryTraits<User>::func(" << node << ")\n"; }
};
// main.cpp:
int main() {
Library<User> li; li.utility();
}
Advantages:
It is obvious by the naming that LibraryTraits<User> is only required for interfacing User by Library (and can be removed, once either Library or User gets removed.
LibraryTraits can be specialized independent of Library and User
Disadvantages:
No easy access to private members of User (making LibraryTraits a friend of User would remove the independence).
If the same func is needed for different Library classes multiple Trait classes need to be implemented (could be solved by default implementations inheriting from other Trait classes).
This heavily reminds an old good Policy-Based Design, except in your case you do not inherit the Library class from the User class.
Good names are the best friends of any API. Combine this and the well-known patter of Policy-Based Design (well-known is very important because the class names with the word Policy in it will immediately ring the bell in many readers of the code) and, I assume, you get a well self-documenting code.
Inheritance won't give you any performance overhead, but will give you an ability to have the Callback as a protected method, that will give some hint that it is supposed to be inherited and be used somewhere.
Have clearly standing-out and consistent naming among multiple User-like classes (e.g. SomePolicyOfSomething in the manner of aforementioned Policy-Based Design), as well as, the template arguments for the Library (e.g SomePolicy, or I would call it TSomePolicy).
Having using declaration of the Callback in the Library class might give much clearer and earlier errors (e.g. from IDE, or modern clang, visial studio syntax parsers for IDE).
Another arguable option might be a static_assert if you have C++>=11. But in this case it must be used in every User-like class ((.
Not a direct answer to your question on how to document it, but something to consider:
If your Library template requires an implementation of someFunction() for each class to be used in it, i'd recommend adding it as a template argument.
#include <functional>
template<class Type, std::function<void(Type*)> callback>
class Library {
// Some Stuff...
Type* node = nullptr;
public:
void utility() {
callback(this->node);
}
};
Might make it even more explicit, so that other devs know it's needed.
abstract class is the best way to enforce the function not to be deleted. So i recommend implementing the base class with pure virtual function, so that derived has to define the function.
OR second solution would be to have function pointers so that performance will be saved by avoiding extra overhead of V-table creation and calling.
If it is not obvious that func() is needed in User, then I'd argue you're violating the single responsibility principle. Instead create an adapter class of which User as a member.
class UserCallback {
public:
void func();
private:
User m_user;
}
That way the existance of UserCallback documents that func() is an external call back, and separates out Library's need of a callback from the actual responsibilities of User.
I am looking for an intuitive and extensible way to implement factories for subclasses of a given base class in c++. I want to provide such a factory function in a library.The tricky part is that I want said factory to work for user-defined subclasses as well (e.g. having the library's factory function build different subclasses depending on what modules are linked to it). The goal is to have minimal burden/confusion for downstream developers to use the factories.
An example of what I want to do is: given a std::istream, construct and return an object of whatever subclass matches the content, or a null pointer if no matches are found. The global factory would have a signature like:
Base* Factory(std::istream &is){ ... };
I am familiar with prototype factories, but I prefer to avoid the need to make/store prototype objects. A related question is posted here for java: Allowing maximal flexibly/extensibility using a factory.
I am not looking for c++11-specific solutions at the moment, but if they are more elegant I would be happy to learn about those.
I came up with one working solution which I believe is fairly elegant, which I will post as an answer. I can imagine this problem to be fairly common, so I am wondering if anyone knows of better approaches.
EDIT: it seems some clarification is in order...
The idea is for the factory to construct an object of a derived class, without containing the logic to decide which one. To make matters worse, the factory method will end up as part of a library and derived classes may be defined in plugins.
Derived classes must be able to decide for themselves whether or not they are fit for construction, based on the input provided (for example an input file). This decision can be implemented as a predicate that can be used by the factory, as was suggested by several people (great suggestion, by the way!).
If I understand this correctly, we want a factory function that can select which derived class to instantiate based on constructor inputs. This is the most generic solution that I could come up with so far. You specify mapping inputs to organize factory functions, and then you can specify constructor inputs upon factory invocation. I hate to say that the code explains more than I could in words, however I think the example implementations of FactoryGen.h in Base.h and Derived.h are clear enough with the help of comments. I can provide more details if necessary.
FactoryGen.h
#pragma once
#include <map>
#include <tuple>
#include <typeinfo>
//C++11 typename aliasing, doesn't work in visual studio though...
/*
template<typename Base>
using FactoryGen<Base> = FactoryGen<Base,void>;
*/
//Assign unique ids to all classes within this map. Better than typeid(class).hash_code() since there is no computation during run-time.
size_t __CLASS_UID = 0;
template<typename T>
inline size_t __GET_CLASS_UID(){
static const size_t id = __CLASS_UID++;
return id;
}
//These are the common code snippets from the factories and their specializations.
template<typename Base>
struct FactoryGenCommon{
typedef std::pair<void*,size_t> Factory; //A factory is a function pointer and its unique type identifier
//Generates the function pointer type so that I don't have stupid looking typedefs everywhere
template<typename... InArgs>
struct FPInfo{ //stands for "Function Pointer Information"
typedef Base* (*Type)(InArgs...);
};
//Check to see if a Factory is not null and matches it's signature (helps make sure a factory actually takes the specified inputs)
template<typename... InArgs>
static bool isValid(const Factory& factory){
auto maker = factory.first;
if(maker==nullptr) return false;
//we have to check if the Factory will take those inArgs
auto type = factory.second;
auto intype = __GET_CLASS_UID<FPInfo<InArgs...>>();
if(intype != type) return false;
return true;
}
};
//template inputs are the Base type for which the factory returns, and the Args... that will determine how the function pointers are indexed.
template<typename Base, typename... Args>
struct FactoryGen : FactoryGenCommon<Base>{
typedef std::tuple<Args...> Tuple;
typedef std::map<Tuple,Factory> Map; //the Args... are keys to a map of function pointers
inline static Map& get(){
static Map factoryMap;
return factoryMap;
}
template<typename... InArgs>
static void add(void* factory, const Args&... args){
Tuple selTuple = std::make_tuple(args...); //selTuple means Selecting Tuple. This Tuple is the key to the map that gives us a function pointer
get()[selTuple] = Factory(factory,__GET_CLASS_UID<FPInfo<InArgs...>>());
}
template<typename... InArgs>
static Base* make(const Args&... args, const InArgs&... inArgs){
Factory factory = get()[std::make_tuple(args...)];
if(!isValid<InArgs...>(factory)) return nullptr;
return ((FPInfo<InArgs...>::Type)factory.first) (inArgs...);
}
};
//Specialize for factories with no selection mapping
template<typename Base>
struct FactoryGen<Base,void> : FactoryGenCommon<Base>{
inline static Factory& get(){
static Factory factory;
return factory;
}
template<typename... InArgs>
static void add(void* factory){
get() = Factory(factory,__GET_CLASS_UID<FPInfo<InArgs...>>());
}
template<typename... InArgs>
static Base* make(const InArgs&... inArgs){
Factory factory = get();
if(!isValid<InArgs...>(factory)) return nullptr;
return ((FPInfo<InArgs...>::Type)factory.first) (inArgs...);
}
};
//this calls the function "initialize()" function to register each class ONCE with the respective factory (even if a class tries to initialize multiple times)
//this step can probably be circumvented, but I'm not totally sure how
template <class T>
class RegisterInit {
int& count(void) { static int x = 0; return x; } //counts the number of callers per derived
public:
RegisterInit(void) {
if ((count())++ == 0) { //only initialize on the first caller of that class T
T::initialize();
}
}
};
Base.h
#pragma once
#include <map>
#include <string>
#include <iostream>
#include "Procedure.h"
#include "FactoryGen.h"
class Base {
public:
static Base* makeBase(){ return new Base; }
static void initialize(){ FactoryGen<Base,void>::add(Base::makeBase); } //we want this to be the default mapping, specify that it takes void inputs
virtual void speak(){ std::cout << "Base" << std::endl; }
};
RegisterInit<Base> __Base; //calls initialize for Base
Derived.h
#pragma once
#include "Base.h"
class Derived0 : public Base {
private:
std::string speakStr;
public:
Derived0(std::string sayThis){ speakStr=sayThis; }
static Base* make(std::string sayThis){ return new Derived0(sayThis); }
static void initialize(){ FactoryGen<Base,int>::add<std::string>(Derived0::make,0); } //we map to this subclass via int with 0, but specify that it takes a string input
virtual void speak(){ std::cout << speakStr << std::endl; }
};
RegisterInit<Derived0> __d0init; //calls initialize() for Derived0
class Derived1 : public Base {
private:
std::string speakStr;
public:
Derived1(std::string sayThis){ speakStr=sayThis; }
static Base* make(std::string sayThat){ return new Derived0(sayThat); }
static void initialize(){ FactoryGen<Base,int>::add<std::string>(Derived0::make,1); } //we map to this subclass via int with 1, but specify that it takes a string input
virtual void speak(){ std::cout << speakStr << std::endl; }
};
RegisterInit<Derived1> __d1init; //calls initialize() for Derived1
Main.cpp
#include <windows.h> //for Sleep()
#include "Base.h"
#include "Derived.h"
using namespace std;
int main(){
Base* b = FactoryGen<Base,void>::make(); //no mapping, no inputs
Base* d0 = FactoryGen<Base,int>::make<string>(0,"Derived0"); //int mapping, string input
Base* d1 = FactoryGen<Base,int>::make<string>(1,"I am Derived1"); //int mapping, string input
b->speak();
d0->speak();
d1->speak();
cout << "Size of Base: " << sizeof(Base) << endl;
cout << "Size of Derived0: " << sizeof(Derived0) << endl;
Sleep(3000); //Windows & Visual Studio, sry
}
I think this is a pretty flexible/extensible factory library. While the code for it is not very intuitive, I think using it is fairly simple. Of course, my view is biased seeing as I'm the one that wrote it, so please let me know if it is the contrary.
EDIT : Cleaned up the FactoryGen.h file. This is probably my last update, however this has been a fun exercise.
My comments were probably not very clear. So here is a C++11 "solution" relying on template meta programming : (Possibly not the nicest way of doing this though)
#include <iostream>
#include <utility>
// Type list stuff: (perhaps use an existing library here)
class EmptyType {};
template<class T1, class T2 = EmptyType>
struct TypeList
{
typedef T1 Head;
typedef T2 Tail;
};
template<class... Etc>
struct MakeTypeList;
template <class Head>
struct MakeTypeList<Head>
{
typedef TypeList<Head> Type;
};
template <class Head, class... Etc>
struct MakeTypeList<Head, Etc...>
{
typedef TypeList<Head, typename MakeTypeList<Etc...>::Type > Type;
};
// Calling produce
template<class TList, class BaseType>
struct Producer;
template<class BaseType>
struct Producer<EmptyType, BaseType>
{
template<class... Args>
static BaseType* Produce(Args... args)
{
return nullptr;
}
};
template<class Head, class Tail, class BaseType>
struct Producer<TypeList<Head, Tail>, BaseType>
{
template<class... Args>
static BaseType* Produce(Args... args)
{
BaseType* b = Head::Produce(args...);
if(b != nullptr)
return b;
return Producer<Tail, BaseType>::Produce(args...);
}
};
// Generic AbstractFactory:
template<class BaseType, class Types>
struct AbstractFactory {
typedef Producer<Types, BaseType> ProducerType;
template<class... Args>
static BaseType* Produce(Args... args)
{
return ProducerType::Produce(args...);
}
};
class Base {}; // Example base class you had
struct Derived0 : public Base { // Example derived class you had
Derived0() = default;
static Base* Produce(int value)
{
if(value == 0)
return new Derived0();
return nullptr;
}
};
struct Derived1 : public Base { // Another example class
Derived1() = default;
static Base* Produce(int value)
{
if(value == 1)
return new Derived1();
return nullptr;
}
};
int main()
{
// This will be our abstract factory type:
typedef AbstractFactory<Base, MakeTypeList<Derived0, Derived1>::Type> Factory;
Base* b1 = Factory::Produce(1);
Base* b0 = Factory::Produce(0);
Base* b2 = Factory::Produce(2);
// As expected b2 is nullptr
std::cout << b0 << ", " << b1 << ", " << b2 << std::endl;
}
Advantages:
No (additional) run-time overhead as you would have with the function pointers.
Works for any base type, and for any number of derived types. You still end up calling the functions of course.
Thanks to variadic templates this works with any number of arguments (giving an incorrect number of arguments will produce a compile-time error message).
Explicit registering of the produce member functions
is not required.
Disadvantages:
All of your derived types must be available when you declare the
Factory type. (You must know what the possible derived types are and they must be complete.)
The produce member functions for the derived types must be public.
Can make compilation slower. (As always the case when relying on template metaprogramming)
In the end, using the prototype design pattern might turn out better. I don't know since I haven't tried using my code.
I'd like to state some additional things (after further discussion on the chat):
Each factory can only return a single object. This seems strange, as the users decide whether they will take the input to create their object or not. I would for that reason suggest your factory can return a collection of objects instead.
Be careful not to overcomplicate things. You want a plugin system, but I don't think you really want factories. I would propose you simply make users register their classes (in their shared object), and that you simply pass the arguments to the classes' Produce (static) member functions. You store the objects if and only if they're not the nullptr.
Update: This answer made the assumption that some kind of magic existed that could be read and passed to the factory, but that's apparently not the case. I'm leaving the answer here because a) I may update it, and b) I like it anyway.
Not hugely different from your own answer, not using C++11 techniques (I've not had a chance to update it yet, or have it return a smart pointer, etc), and not entirely my own work, but this is the factory class I use. Importantly (IMHO) it doesn't call each possible class's methods to find the one that matches - it does this via the map.
#include <map>
// extraneous code has been removed, such as empty constructors, ...
template <typename _Key, typename _Base, typename _Pred = std::less<_Key> >
class Factory {
public:
typedef _Base* (*CreatorFunction) (void);
typedef std::map<_Key, CreatorFunction, _Pred> _mapFactory;
// called statically by all classes that can be created
static _Key Register(_Key idKey, CreatorFunction classCreator) {
get_mapFactory()->insert(std::pair<_Key, CreatorFunction>(idKey, classCreator));
return idKey;
}
// Tries to create instance based on the key
static _Base* Create(_Key idKey) {
_mapFactory::iterator it = get_mapFactory()->find(idKey);
if (it != get_mapFactory()->end()) {
if (it->second) {
return it->second();
}
}
return 0;
}
protected:
static _mapFactory * get_mapFactory() {
static _mapFactory m_sMapFactory;
return &m_sMapFactory;
}
};
To use this you just declare the base-type, and for each class you register it as a static. Note that when you register, the key is returned, so I tend to add this as a member of the class, but it's not necessary, just neat :) ...
// shape.h
// extraneous code has been removed, such as empty constructors, ...
// we also don't technically need the id() method, but it could be handy
// if at a later point you wish to query the type.
class Shape {
public:
virtual std::string id() const = 0;
};
typedef Factory<std::string, Shape> TShapeFactory;
Now we can create a new derived class, and register it as creatable by TShapeFactory...
// cube.h
// extraneous code has been removed, such as empty constructors, ...
class Cube : public Shape {
protected:
static const std::string _id;
public:
static Shape* Create() {return new Cube;}
virtual std::string id() const {return _id;};
};
// cube.cpp
const std::string Cube::_id = TShapeFactory::Register("cube", Cube::Create);
Then we can create a new item based on, in this case, a string:
Shape* a_cube = TShapeFactory::Create("cube");
Shape* a_triangle = TShapeFactory::Create("triangle");
// a_triangle is a null pointer, as we've not registered a "triangle"
The advantage of this method is that if you create a new derived, factory-generatable class, you don't need to change any other code, providing you can see the factory class and derive from the base:
// sphere.h
// extraneous code has been removed, such as empty constructors, ...
class Sphere : public Shape {
protected:
static const std::string _id;
public:
static Shape* Create() {return new Sphere;}
virtual std::string id() const {return _id;};
};
// sphere.cpp
const std::string Sphere::_id = TShapeFactory::Register("sphere", Sphere::Create);
Possible improvements that I'll leave to the reader include adding things like: typedef _Base base_class to Factory, so that when you've declared your custom factory, you can make your classes derive from TShapeFactory::base_class, and so on. The Factory should probably also check if a key already exists, but again... it's left as an exercise.
The best solution I can currently think of is by using a Factory class which stores pointers to producing functions for each derived class. When a new derived class is made, a function pointer to a producing method can be stored in the factory.
Here is some code to illustrate my approach:
#include <iostream>
#include <vector>
class Base{};
// Factory class to produce Base* objects from an int (for simplicity).
// The class uses a list of registered function pointers, which attempt
// to produce a derived class based on the given int.
class Factory{
public:
typedef Base*(*ReadFunPtr)(int);
private:
static vector<ReadFunPtr> registeredFuns;
public:
static void registerPtr(ReadFunPtr ptr){ registeredFuns.push_back(ptr); }
static Base* Produce(int value){
Base *ptr=NULL;
for(vector<ReadFunPtr>::const_iterator I=registeredFuns.begin(),E=registeredFuns.end();I!=E;++I){
ptr=(*I)(value);
if(ptr!=NULL){
return ptr;
}
}
return NULL;
}
};
// initialize vector of funptrs
std::vector<Factory::ReadFunPtr> Factory::registeredFuns=std::vector<Factory::ReadFunPtr>();
// An example Derived class, which can be produced from an int=0.
// The producing method is static to avoid the need for prototype objects.
class Derived : public Base{
private:
static Base* ProduceDerivedFromInt(int value){
if(value==0) return new Derived();
return NULL;
}
public:
Derived(){};
// registrar is a friend because we made the producing function private
// this is not necessary, may be desirable (e.g. encapsulation)
friend class DerivedRegistrar;
};
// Register Derived in the Factory so it will attempt to construct objects.
// This is done by adding the function pointer Derived::ProduceDerivedFromInt
// in the Factory's list of registered functions.
struct DerivedRegistrar{
DerivedRegistrar(){
Factory::registerPtr(&(Derived::ProduceDerivedFromInt));
}
} derivedregistrar;
int main(){
// attempt to produce a Derived object from 1: should fail
Base* test=Factory::Produce(1);
std::cout << test << std::endl; // outputs 0
// attempt to produce a Derived object from 0: works
test=Factory::Produce(0);
std::cout << test << std::endl; // outputs an address
}
TL;DR: in this approach, downstream developers need to implement the producing function of a derived class as a static member function (or a non-member function) and register it in the factory using a simple struct.
This seems simple enough and does not require any prototype objects.
Here is a sustainable idiom for managing factories that resolve at runtime. I've used this in the past to support fairly sophisticated behavior. I favor simplicity and maintainability without giving up much in the way of functionality.
TLDR:
Avoid static initialization in general
Avoid "auto-loading" techniques like the plague
Communicate ownership of objects AND factories
Separate usage and factory management concerns
Using Runtime Factories
Here is the base interface that users of this factory system will interact with. They shouldn't need to worry about the details of the factory.
class BaseObject {
public:
virtual ~BaseObject() {}
};
BaseObject* CreateObjectFromStream(std::istream& is);
As an aside, I would recommend using references, boost::optional, or shared_ptr instead of raw pointers. In a perfect world, the interface should tell me who owns this object. As a user, am I responsible for deleting this pointer when it's given to me? It's painfully clear when it's a shared_ptr.
Implementing Runtime Factories
In another header, put the details of managing the scope of when the factories are active.
class RuntimeFactory {
public:
virtual BaseObject* create(std::istream& is) = 0;
};
void RegisterRuntimeFactory(RuntimeFactory* factory);
void UnregisterRuntimeFactory(RuntimeFactory* factory);
I think the salient point in all of this is that usage is a different concern from how the factories are initialized and used.
We should note that the callers of these free functions own the factories. The registry does not own them.
This isn't strictly necessary, though it offers more control when and where these factories get destroyed. The point where it matters is when you see things like "post-create" or "pre-destroy" calls. Factory methods with these sorts of names are design smells for ownership inversion.
Writing another wrapper around this to manage the factories life-time would be simple enough anyway. It also lends to composition, which is better.
Registering Your New Factory
Write wrappers for each factory registration. I usually put each factory registration in its own header. These headers are usually just two function calls.
void RegisterFooFactory();
void UnregisterFooFactory();
This may seem like overkill, but this sort of diligence keeps your compile times down.
My main then is reduced to a bunch of register and unregister calls.
#include <foo_register.h>
#include <bar_register.h>
int main(int argc, char* argv[]) {
SetupLogging();
SetupRuntimeFactory();
RegisterFooFactory();
RegisterBarFactory();
// do work...
UnregisterFooFactory();
UnregisterBarFactory();
CleanupLogging();
return 0;
}
Avoid Static Init Pitfalls
This specifically avoids objects created during static loading like some of the other solutions. This is not an accident.
The C++ spec won't give you useful assurances about when static loading will occur
You'll get a stack trace when something goes wrong
The code is simple, direct, easy to follow
Implementing the Registry
Implementation details are fairly mundane, as you'd imagine.
class RuntimeFactoryRegistry {
public:
void registerFactory(RuntimeFactory* factory) {
factories.insert(factory);
}
void unregisterFactory(RuntimeFactory* factory) {
factories.erase(factory);
}
BaseObject* create(std::istream& is) {
std::set<RuntimeFactory*>::iterator cur = factories.begin();
std::set<RuntimeFactory*>::iterator end = factories.end();
for (; cur != end; cur++) {
// reset input?
if (BaseObject* obj = (*cur)->create(is)) {
return obj;
}
}
return 0;
}
private:
std::set<RuntimeFactory*> factories;
};
This assumes that all factories are mutually exclusive. Relaxing this assumption is unlikely to result in well-behaving software. I'd probably make stronger claims in person, hehe. Another alternative would be to return a list of objects.
The below implementation is static for simplicity of demonstration. This can be a problem for multi-threaded environments. It doesn't have to be static, nor do I recommend it should or shouldn't be static, it just is here. It isn't really the subject of the discussion, so I'll leave it at that.
These free functions only act as pass-through functions for this implementation. This lets you unit test the registry or reuse it if you were so inclined.
namespace {
static RuntimeFactoryRegistry* registry = 0;
} // anon
void SetupRuntimeFactory() {
registry = new RuntimeFactoryRegistry;
}
void CleanupRuntimeFactory() {
delete registry;
registry = 0;
}
BaseObject* CreateObjectFromStream(std::istream& is) {
return registry->create(is);
}
void RegisterRuntimeFactory(RuntimeFactory* factory) {
registry->registerFactory(factory);
}
void UnregisterRuntimeFactory(RuntimeFactory* factory) {
registry->unregisterFactory(factory);
}
First, there's not really enough detail here to form an opinion, so I'm left to guess. You've provided a challenging question and a minimal solution, but not clarified what is wrong with your solution.
I suspect the complaint centers around the reset back to knowing nothing between a refused construction and the following construction attempts. Given a very large number of potential factories this reset could have us parsing the same data hundreds or thousands of times. If this is the problem the question is this: how do you structure the predicate evaluation phase to limit the amount of work, and allow it to reuse previous parsing results.
I suggest having each factory register with:
1) a factory builder function taking the specialization parameter(s) (iostream in the example)
2) an unordered set of boolean predicates
3) required boolean values of each predicate to allow construction
The set of predicates is used to create/modify the predicate tree. Interior nodes in the tree represent predicates (branching to 'pass', 'fail', and possibly 'don't care'). Both interior nodes and leaves hold constructors which are satisfied if the ancestral predicates are satisfied. As you traverse the tree you first look for constructors at the current level, then evaluate the predicate and follow the required path. If no solution is found along that child path the follow the 'don't care' path.
This allows new factories to share predicate functions. There's probably lots of questions about managing/sorting the tree when the factories go on/off line. There's also the possibility of parser state data that needs to be retained across predicates and reset when construction is completed. There's lots of open questions, but this may work toward addressing the perceived problems with your solution.
TL:DR; Create a graph of predicates to traverse when attempting construction.
Simple solution is just a switch-case:
Base *create(int type, std::string data) {
switch(type) {
case 0: return new Derived1(data);
case 1: return new Derived2(data);
};
}
But then it's just deciding which type you want:
int type_of_obj(string s) {
int type = -1;
if (isderived1(s)) type=0;
if (isderived2(s)) type=1;
return type;
}
Then it's just connecting the two:
Base *create_obj(string s, string data,
Base *(*fptr)(int type, string data),
int (*fptr2)(string s))
{
int type = fptr2(s);
if (type==-1) return 0;
return fptr(type, data);
}
Then it's just registering the function pointers:
class Registry {
public:
void push_back(Base* (*fptr)(int type, string data),
int (*fptr2)(string s));
Base *create(string s, string data);
};
The plugin will have the 2 functions, and the following:
void register_classes(Registry ®) {
reg.push_back(&create, &type_of_obj);
...
}
Plugin loader will dlopen/dlsym the register_classes functions.
(on the other hand, I'm not using this kind of plugins myself because creating new plugins is too much work. I have better way to provide modularity for my program's pieces. What kills plugins is the fact that you need to modify your build system to create new dll's or shared_libs, and doing that is just too much work - ideally new module is just one class; without anything more complicated build system modifications)
I have an abstract base class like so:
class AbstractBaseClass
{};
a templated concrete class that derives from it:
template<class T>
class ConcreteClass : public AbstractBaseClass
{
public:
ConcreteClass(T input) : data(input) {}
private:
T data;
};
AndI have a factory class that creates AbstractBaseClasses
class MyFactory
{
public:
boost::shared_ptr<AbstractBaseClass> CreateBlah();
boost::shared_ptr<AbstractBaseClass> CreateFoo();
template<class T>
boost::shared_ptr<AbstractBaseClass> Create(T input)
{
return boost::shared_ptr<AbstractBaseClass>(new ConcreteClass<T>(input));
}
};
The problem with this, is that now EVERYTHING that uses MyFactory has to include the entire implementation to ConcreteClass. Ideally, I want nothing but MyFactory to know about ConcreteClass.
Is there any way to architect this to achieve this goal? (Besides manually making a new Create function in MyFactory for every type I want instead of templating it).
you'll need to put the factory implementation into the implementation file (which you mentioned you'd like to avoid, but it is the lesser evil unless the interfaces are small, and/or your projects are small).
of course, there are a few other ways you could approach this, such as putting the implementation into base classes, and making derived bases factories, or using some other really weird template syntax to reduce instantiations in dependent translations. this really comes down to convenience and scale for your project. if you are working on one or more large projects, then full abstraction wrt instantiation will serve your needs best in the long run (assuming you need dynamic polymorphism and memory).
you may also try other approaches (such as overloading) to reduce errors by using type-safety.
the short answer is that you'll really need to abstract the interfaces/instantiation into one or multiple implementation files to remove header dependencies - very common idiom, and many ways to tackle it. you can over course further divide and use polymorphism for your factories as well.
you may also use template forward declarations to minimize the sets to the compilation unit. provided:
/** in MyIntermediateFactory.hpp */
class MyIntermediateFactory {
public:
static template<class T> boost::shared_ptr<T> Create(float);
};
/** in Concrete.hpp */
template<Concrete>
boost::shared_ptr<T> MyIntermediateFactory::Create<Concrete>(float arg) {
/* … */
}
using this you can select portions of programs/interfaces which you need in the library, then wrap it all up in a real Factory (for the build at hand). the linker/instantiation should fail along the way if you actually attempt to request a creation which is not visible.
there a lot of options, really - you need to figure out how big your scale is in order to determine what to abstract (or not). instantiation requires interface, to remove header dependencies, you'll have to abstract the instantiation someplace.
My approach to the same problem in the past was the creation of a set of concrete factories (one per type) that get registered in the global factory (for illustration purposes, indexing by object name):
class AbstractBaseClass;
class ConcreteFactory
{
public:
AbstractBaseClass * create();
};
class AbstractFactory
{
public:
void registerFactory( std::string const & name, std::shared_ptr<ConcreteFactory> const & f )
{
factory[ name ] = f; // check for collisions, complain if so ...
}
AbstractBaseClass * create( std::string const & name )
{
return factory[name]->create(); // check for existence before dereferencing...
}
private:
std::map<std::string, std::shared_ptr<ConcreteFactory> > factory;
};
I used this in a piece of code that was heavily templated to reduce compilation time. Each concrete factory and the class that it creates need only be in a single translation unit that registers the concrete factory. The rest of the code only need to use the common interface to AbstractBaseClass.
I realize I am answering this five years later. Maybe the language has grown a tad since then. I'd like to offer something that seems right, if I understand the question properly, if for no other point than to help others who might find this question and wonder what they could do.
factory.hpp
#include "base.hpp"
namespace tvr
{
namespace test
{
class factory
{
public:
typedef base::ptr Ptr;
enum eSpecial
{
eDerived
};
template<typename Type>
Ptr create()
{
Ptr result;
result.reset(new Type());
return result;
}
template<typename Type, typename DataType>
Ptr create(const DataType& data)
{
Ptr result;
result.reset(new Type(data));
return result;
}
template<typename Type, typename DataType>
Ptr create(const DataType& data, eSpecial tag)
{
Ptr result;
result.reset(new Type());
static_cast<Type*>(result.get())->set_item(data);
return result;
}
};
}
}
base.hpp
#include <memory>
namespace tvr
{
namespace test
{
class base
{
public:
typedef std::shared_ptr<base> ptr;
public:
base() {}
virtual ~base() {}
virtual void do_something() = 0;
};
}
}
some_class.hpp
#include <ostream>
namespace tvr
{
namespace test
{
struct some_class
{
};
}
}
std::ostream& operator<<(std::ostream& out, const tvr::test::some_class& item)
{
out << "This is just some class.";
return out;
}
template_derived.hpp
#include <iostream>
#include "base.hpp"
namespace tvr
{
namespace test
{
template<typename Type>
class template_derived : public base
{
public:
template_derived(){}
virtual ~template_derived(){}
virtual void do_something()
{
std::cout << "Doing something, like printing _item as \"" << _item << "\"." << std::endl;
}
void set_item(const Type data)
{
_item = data;
}
private:
Type _item;
};
}
}
and, finally, main.cpp
#include <vector>
#include "base.hpp"
#include "factory.hpp"
namespace tvr
{
namespace test
{
typedef std::vector<tvr::test::base::ptr> ptr_collection;
struct iterate_collection
{
void operator()(const ptr_collection& col)
{
for (ptr_collection::const_iterator iter = col.begin();
iter != col.end();
++iter)
{
iter->get()->do_something();
}
}
};
}
}
#include "template_derived.hpp"
#include "some_class.hpp"
namespace tvr
{
namespace test
{
inline int test()
{
ptr_collection items;
tvr::test::factory Factory;
typedef template_derived<unsigned int> UIntConcrete;
typedef template_derived<double> DoubleConcrete;
typedef template_derived<std::string> StringConcrete;
typedef template_derived<some_class> SomeClassConcrete;
items.push_back(Factory.create<SomeClassConcrete>(some_class(), tvr::test::factory::eDerived));
for (unsigned int i = 5; i < 7; ++i)
{
items.push_back(Factory.create<UIntConcrete>(i, tvr::test::factory::eDerived));
}
items.push_back(Factory.create<DoubleConcrete>(4.5, tvr::test::factory::eDerived));
items.push_back(Factory.create<StringConcrete>(std::string("Hi there!"), tvr::test::factory::eDerived));
iterate_collection DoThem;
DoThem(items);
return 0;
}
}
}
int main(int argc, const char* argv[])
{
tvr::test::test();
}
output
Doing something, like printing _item as "This is just some class.".
Doing something, like printing _item as "5".
Doing something, like printing _item as "6".
Doing something, like printing _item as "4.5".
Doing something, like printing _item as "Hi there!".
This uses a combination of templates, function overloading, and tagging through enums to help create a flexible factory class that doesn't require knowing much about the individual classes it instantiates, to include templated concrete classes as the OP asked about.
The 'eDerived' tag (in the form of an enum) tells the compiler to use the version of the factory's create function that takes a class like the template_derived class, which has a function that allows me to assign data to one of its members. As you can tell from the way I ordered the headers in main.cpp, the factory doesn't know anything about template_derived. Neither does the function calling the base class's virtual function (do_something). I think this is what the OP wanted, but without having to add a various create functions within every class that this factory might generate.
I also showed how one doesn't have to explicitly create functions for each class the factory should create. The factory's overloaded create functions can create anything derived from the base class that matches the appropriate signature.
I didn't do an extensive performance analysis on this code, but I did enough to see that the majority of the work happens in the streaming operator. This compiles in about 1 second on my 3.30Ghz quad core machine. You might need to experiment with more robust code to see how badly it might bog down the compiler, if much at all.
I've tested this code in VC++ 2015, although it probably works in other compilers pretty easily. If you want to copy this, you'll need to add your own guard headers. In any event, I hope this is useful.
You could use explicit template instanciation. Trying to call the factory method with a template parameter not explicit instanciated will give you a linker error. Note the explicit template instanciation in MyFactory.cpp
template AbstractBaseClass* MyFactory::Create(int input);
All put together looks like this (I removed shared_ptr for the sake of simplicity):
Main.cpp:
#include "AbstractBaseClass.h"
#include "MyFactory.h"
//we do not need to know nothing about concreteclass (neither MyFactory.h includes it)
int main()
{
MyFactory f;
AbstractBaseClass* ab = f.Create(10);
ab = f.Create(10.0f);
return 0;
}
MyFactory.h:
#include "AbstractBaseClass.h"
class MyFactory
{
public:
template<class T>
AbstractBaseClass* Create(T input);
};
MyFactory.cpp:
#include "MyFactory.h"
#include "ConcreteClass.h"
template<class T>
AbstractBaseClass* MyFactory::Create(T input) {
return new ConcreteClass<T>(input);
}
//explicit template instanciation
template AbstractBaseClass* MyFactory::Create(int input);
//you could use as well specialisation for certain types
template<>
AbstractBaseClass* MyFactory::Create(float input) {
return new ConcreteClass<float>(input);
}
AbstractBaseClass.h:
class AbstractBaseClass{};
ConcreteClass.h:
#include "AbstractBaseClass.h"
template<class T>
class ConcreteClass : public AbstractBaseClass
{
public:
ConcreteClass(T input) : data(input) {}
private:
T data;
};
You're looking for the "PIMPL" idiom. There's a good explanation at Herb Sutter's GOTW site
It can't be done because ConcreteClass is a template, that means you need the complete implementation available at compile time. Same reason why you can't precompile templates and have to write them all in header files instead.