Related
I am receiveing commands through json, which I insert in to a pipe. For this reason thye must have the same base class.
The pipe is read by a pipe handler, some commands are consumed by the pipe handler, others have to be passed down to a device, which is a member of the pipe handler. I could simply do this:
class Command{};
class HandlerCommand : public Command {
void execute(Handler* h);
};
class DeviceCommand : public Command {
void execute(Device* d);
};
Command* c = pipe.receive();
if (const auto hc = dynamic_cast<const HandlerCommand*>(c)) { hc.execute( **handlerptr** ); }
else if (const auto dc = dynamic_cast<const DeviceCommand*>(c)) { dc.execute( **deviceptr** );}
Device and pipehandler should not have the same base, since they have no common methods, fields, they are conceptually different.
Is there a way to avoid using dynamic cast here. I was thinking maybe there is some neat design pattern for this, but couldn`t quit come up with a better solution.
EDIT: did not derive DeviceCommand and HandlerCommand from command, fixed this.
You cannot use polymorphism of two things which have nothing in common. You will need the same base class/interface: in your case Command. As mentioned above your base class requires a pure virtual function that must be implemented by the derived classes. I will utilize a Command * clone()const prototype, which could be very useful later on. Please introduce a virtual destructor of your base class, otherwise, to track down this memory error could be a pain in the ass. Note, regarding your dynamic_cast the member function execute, must be const. You may try this:
#include <iostream>
#include <vector>
class Handler
{
public:
Handler(){}
};
class Device
{
public:
Device(){}
};
enum class CommandType{Handler,Devise};
class Command
{
public:
virtual ~Command(){}
virtual Command*clone()const = 0;
virtual CommandType getType()const = 0;
};
class HandlerCommand : public Command {
public:
HandlerCommand():Command(){}
void execute(Handler* h) const
{
std::cout << __FUNCTION__<<"\n";
}
HandlerCommand*clone()const { return new HandlerCommand(*this); }
CommandType getType()const { return CommandType::Handler; }
};
class DeviceCommand : public Command{
public:
DeviceCommand():Command(){}
void execute(Device* d)const
{
std::cout << __FUNCTION__<<"\n";
}
DeviceCommand*clone()const { return new DeviceCommand(*this); }
CommandType getType()const { return CommandType::Devise; }
};
int main()
{
Device dev;
Handler handler;
std::vector<Command*> pipe{ new HandlerCommand(), new DeviceCommand() };
while (!pipe.empty())
{
Command* c = pipe.back();
if (c->getType() == CommandType::Handler) { static_cast<const HandlerCommand*>(c)->execute(&handler); }
else if (c->getType() == CommandType::Devise ) { static_cast<const DeviceCommand*>(c)->execute(&dev); }
delete c;
pipe.pop_back();
}
std::cin.get();
}
outputs:
DeviceCommand::execute
HandlerCommand::execute
Version 2.0 using std::variant. You will need at least C++17 to compile this. Note, a single pipe container can exclusively comprise one of the mentioned classes within the variant. So there is no casting anymore, but you will need two pipes. Because of that, I introduced a time stamp variable.
#include <iostream>
#include <vector>
#include <variant>
class Handler
{
public:
Handler() {}
};
class Device
{
public:
Device() {}
};
class HandlerCommand {
int ts;
public:
HandlerCommand(int _ts):ts(_ts) {}
void execute(Handler* h) const
{
std::cout << ts << ": "<< __FUNCTION__ << "\n";
}
int timeStamp()const { return ts; }
};
class DeviceCommand {
int ts;
public:
DeviceCommand(int _ts) :ts(_ts) {}
void execute(Device* d)const
{
std::cout << ts << ": " << __FUNCTION__ << "\n";
}
int timeStamp()const { return ts; }
};
using Command = std::variant<HandlerCommand, DeviceCommand>;
int main()
{
Device dev;
Handler handler;
std::vector<Command> hcPipe{HandlerCommand(2),HandlerCommand(5)};
std::vector<Command> dcPipe{DeviceCommand(1),DeviceCommand(4)};
Command single = DeviceCommand(0);
if (single.index() == 0)
{
std::get<HandlerCommand>(single).execute(&handler);
}
else
{
std::get<DeviceCommand>(single).execute(&dev);
}
while (!hcPipe.empty() || !dcPipe.empty())
{
if (!hcPipe.empty() && (dcPipe.empty() || std::get<HandlerCommand>(hcPipe.front()).timeStamp() < std::get<DeviceCommand>(dcPipe.front()).timeStamp()))
{
std::get<HandlerCommand>(hcPipe.front()).execute(&handler);
hcPipe.erase(hcPipe.begin());
}
else
{
std::get<DeviceCommand>(dcPipe.front()).execute(&dev);
dcPipe.erase(dcPipe.begin());
}
}
std::cin.get();
}
outputs:
0: DeviceCommand::execute
1: DeviceCommand::execute
2: HandlerCommand::execute
4: DeviceCommand::execute
5: HandlerCommand::execute
How to appropriately cache userData that is generated from user's callbackBegin() and send it to user's callbackEnd().
Simple version (No userData - demo)
I want to create a complex database that support callback. For MCVE, let's say it is MyArray.
Here is a simple array class that supports callback but no userData.
#include <iostream>
template<class Derived>class MyArray{ //library - I design it.
public: void push_back(int s){
static_cast<Derived*>(this)->callbackBegin(s);
//do something about array
static_cast<Derived*>(this)->callbackEnd(s);
}
//other fields / functions
};
class Callback : public MyArray<Callback>{ //user's class
public: void callbackBegin(int s){
std::cout<<"callbackBegin"<<std::endl;
}
public: void callbackEnd(int s){
std::cout<<"callbackEnd"<<std::endl;
}
};
int main() {
Callback c;
c.push_back(5); //print: callbackBegin callbackEnd
return 0;
}
It works correctly.
The next step : I want to pass some userData from Callback::callbackBegin() to Callback::callbackEnd().
For example, userData is a clock time when Callback::callbackBegin() is called.
My poor solution (void*& userdata : demo)
Here is my attempt to implement it :-
#include <iostream>
#include <time.h>
template<class Derived>class MyArray{
public: void push_back(int s){
void* userData=nullptr; //#
static_cast<Derived*>(this)->callbackBegin(s,userData); //# ugly
//do something about array
static_cast<Derived*>(this)->callbackEnd(s,userData); //# ugly
}
};
class Callback : public MyArray<Callback>{
public: void callbackBegin(int s,void*& userData){ //#
userData=new clock_t(clock()); //# danger
std::cout<<"callbackBegin"<<std::endl;
}
public: void callbackEnd(int s,void*& userData){ //#
clock_t* userDataTyped=static_cast<clock_t*>(userData);
clock_t clock2=clock();
clock_t different=clock2 - (*userDataTyped);
std::cout<<"callbackEnd time(second)="
<<((float)different)/CLOCKS_PER_SEC<<std::endl;
delete userDataTyped; //# danger
}
};
int main() {
Callback c;
c.push_back(5); //print: callbackBegin callbackEnd time(second)=8.5e-05
return 0;
}
It also works correctly, but I believe it is a bad design (at various #) :-
new/delete in 2 places : potential memory leaking.
Strong pointer is preferred, but I don't know how to.
static_cast<clock_t*>(userData) is code-smell, at least for me.
(minor issue) an extra ugly parameter void*&
Question: What are design patterns / C++ magic to avoid such issues, while make MyArray concise, easy to use, maintainable (i.e. not much worse than the Simple version)?
Other notes:
In real cases, <5% of user's callback classes need userData.
Thus, I feel very reluctant to add void&* as an extra parameter.
Clarify: (edited) The minority cases usually need different types of userData e.g. Callback1 need clock_t, Callback2 need std::string, etc.
Proposed solution should restrain from using std::function<> or virtual function, because the performance is a major concern here.
Thank.
Pass data through a void pointer is a good C solution but (IMHO) not a C++ (specially: not a C++11/c++14/C++17, with auto and std::tuple) good one.
So I suggest to return a value from callbackBegin() and pass the value as first argument to `callbackEnd(); something like
auto r = static_cast<Derived*>(this)->callbackBegin(s);
static_cast<Derived*>(this)->callbackEnd(r, s);
Observe (C++11 and newer magic) that using auto as type of the value returned by callbackBegin(), you can return different types from different `callbackBegin().
Bonus suggestion: be more generic in MyArray::push_back(): using variadic templates, there is no need of fix the number and the types of arguments received by callbackBack() and callbackEnd().
Using variadic templates you can modify push_back() as follows
template <typename ... Args>
void push_back (Args const & ... args)
{
auto r = static_cast<Derived*>(this)->callbackBegin(args...);
static_cast<Derived*>(this)->callbackEnd(r, args...);
}
The following is a full working example with two different callback classes (with different number of arguments and different return types)
#include <tuple>
#include <iostream>
template <typename derT>
struct myA
{
template <typename ... Args>
void push_back (Args const & ... args)
{
auto r = static_cast<derT*>(this)->callbackBegin(args...);
static_cast<derT*>(this)->callbackEnd(r, args...);
}
};
struct cb1 : public myA<cb1>
{
int callbackBegin (int s)
{ std::cout << "cb1 b" << std::endl; return s+5; }
void callbackEnd (int r, int s)
{ std::cout << "cb1 e -" << r << ", " << s << std::endl; }
};
struct cb2 : public myA<cb2>
{
std::tuple<std::string, int> callbackBegin (std::string const & name,
int num)
{ std::cout << "cb2 b" << std::endl; return {name+";", num+1}; }
void callbackEnd (std::tuple<std::string, int> const &,
std::string const & name, int num)
{ std::cout << "cb2 e -" << name << ", " << num << std::endl; }
};
int main ()
{
cb1 c1;
c1.push_back(5);
cb2 c2;
c2.push_back("string arg", 7);
return 0;
}
std::any would allow you to hold clock_t (or any other) object and do away with the void* pointers, however that's a C++17 concept and not yet widely available (although there are implementations such as boost::any).
In the meantime, your code may benefit from a little composition over inheritance, as array and callback are conceptually pretty different and don't seem to belong in the same inheritance hierarchy. So, preferring composition, the code might look something like:
template<class T> struct ICallback
{
virtual void callbackBegin(int s, std::unique_ptr<T>& p) = 0;
virtual void callbackEnd(int s, std::unique_ptr<T>& p) = 0;
};
template<class T> class MyArray
{
public:
MyArray(std::shared_ptr<ICallback<T>> cb) { callback = cb; }
void push_back(int s)
{
callback->callbackBegin(s, usrDataPtr);
//do something about array
callback->callbackEnd(s, usrDataPtr);
}
protected:
std::shared_ptr<ICallback<T>> callback;
std::unique_ptr<T> usrDataPtr;
};
class ClockCallback : public ICallback<clock_t>
{
public:
void callbackBegin(int s, std::unique_ptr<clock_t>& c){
c = std::make_unique<clock_t>(clock());
std::cout << "callbackBegin" << std::endl;
}
void callbackEnd(int s, std::unique_ptr<clock_t>& c){
clock_t clock2 = clock();
clock_t different = clock2 - (*c);
std::cout << "callbackEnd time(second)="
<< ((float)different) / CLOCKS_PER_SEC << std::endl;
}
};
int main() {
std::shared_ptr<ClockCallback> c = std::make_shared<ClockCallback>();
MyArray<clock_t> ma(c);
ma.push_back(7);
return 0;
}
You can use a smart pointer to avoid manually deleting your userData
std::unique_ptr<clock_t> userData;
pass it as a reference to your callbacks
void callbackBegin(int s, std::unique_ptr<clock_t> &userData)
and initialize it this way
userData = std::make_unique<clock_t>(clock())
The C++ magic you're asking about is a known as a virtual method. Virtual method is one of the C++ native ways to implement the callback:
class MyArray{
public:
void push_back(int s) {
const auto userData = callbackBegin(s); //# beautiful
//do something about array
callbackEnd(s, userData); //# beautiful
}
private:
virtual clock_t callbackBegin(int) const = 0;
virtual void callbackEnd(int, const clock_t&) const = 0;
};
class Callback : public MyArray{
clock_t callbackBegin(int s) const final {
std::cout<<"callbackBegin"<<std::endl;
return clock(); //# safe
}
void callbackEnd(int s,const clock_t& userData) const final { //#
const auto different = clock() - userDataTyped;
std::cout << "callbackEnd time(second)=";
std::cout << different/CLOCKS_PER_SEC << std::endl;
//# safe
}
};
Another way is to pass two callable objects to the MyArray ctor and using those objects in the push_back method. The callable objects shall store calls to the relevant class Callback methods. Use std::function to implement those callable objects.
C++ has limited ability to use pointer-to-member functions. I need something that will allow me to dynamically choose a callback member function, in order to use the Visitor pattern of the XMLNode::Accept(XMLVisitor *visitor) method from the TinyXML2 library.
To use XMLNode::Accept(), I must call it with a class which implements the XMLVisitor interface. Hence:
typedef bool (*Callback)(string, string);
class MyVisitor : public tinyxml2::XMLVisitor {
public:
bool VisitExit(const tinyxml2::XMLElement &e) {
callback(e.Name(), e.GetText());
}
Callback callback;
}
This works fine if my caller is NOT an object which wants to use one of its own methods as a callback function (so that it can access class variables). For example, this works:
bool myCallBackFunc(string e, string v) {
cout << "Element " << e << " has value " << v << endl;
return true;
}
int main(...) {
tinyxml2::XMLDocument doc;
doc.LoadFile("somefile.xml");
MyVisitor visit;
visit.callback = myCallBackFunc;
doc.Accept(&visit);
}
However, in my use case, the parsing is done inside a method in a class. I have multiple applications which have similar but unique such classes. I'd like to use only one generic MyVisitor class, rather than have the visitor class have unique knowledge of the internals of each class which will call it.
Thus, it would be convenient if the callback function were a method in each calling class so that I can affect the internal state of the object instantiated from that calling class.
Top level: I have 5 server applications which talk to 5 different trading partners, who all send XML responses, but each is enough different that each server app has a class which is unique to that trading partner. I'm trying to follow good OO and DRY design, and avoid extra classes having unique knowledge while still doing basically the same work.
Here's the class method I want Accept() to call back.
ServiceClass::changeState(string elem, string value) {
// Logic which sets member vars based on element found and its value.
}
Here's the class method which will call Accept() to walk the XML:
ServiceClass::processResponse(string xml) {
// Parse XML and do something only if certain elements present.
tinyxml2::XMLDocument doc;
doc.Parse(xml.c_str(), xml.length());
MyVisitor visit;
visit.callback = &changeState; // ERROR. Does not work.
visit.callback = &ServiceClass::changeState; // ERROR. Does not work.
doc.Accept(&visit);
}
What's a simple way to get what I want? I can imagine more classes with derived classes unique to each situation, but that seems extremely verbose and clumsy.
Note: In the interest of brevity, my sample code above has no error checking, no null checking and may even have minor errors (e.g. treating const char * as a string ;-).
Below is the std::bind(..) example for what you're trying to do in C++11. For earlier C++ versions you could use the boost::bind utilities.
Fix your MyVisitor::VisitExit(...) method to return a boolean, by the way.
The code is converting const char * to std::string. tinyxml2 does not guarantee that the char * arguments from Name() or GetText() are not null. In fact in my experience they will be null at some point. You should guard against this. For the sake of not modifying your example too much I've not protected against this possibility everywhere in the example.
typedef bool(*Callback)(string, string);
using namespace std;
class MyVisitor : public tinyxml2::XMLVisitor {
public:
bool VisitExit(const tinyxml2::XMLElement &e) {
// return callback(e.Name(), e.GetText());
return true;
}
Callback callback;
};
/** Typedef to hopefully save on confusing syntax later */
typedef std::function< bool(const char * element_name, const char * element_text) > visitor_fn;
class MyBoundVisitor : public tinyxml2::XMLVisitor {
public:
MyBoundVisitor(visitor_fn fn) : callback(fn) {}
bool VisitExit(const tinyxml2::XMLElement &e) {
return callback(e.Name() == nullptr ? "\0" : e.Name(), e.GetText() == nullptr ? "\0": e.GetText());
}
visitor_fn callback;
};
bool
myCallBackFunc(string e, string v) {
cout << "Element " << e << " has value " << v << endl;
return true;
}
int
main()
{
tinyxml2::XMLDocument doc;
doc.LoadFile("somefile.xml");
MyVisitor visit;
visit.callback = myCallBackFunc;
doc.Accept(&visit);
visitor_fn fn = myCallBackFunc; // copy your function pointer into the std::function<> type
MyBoundVisitor visit2(fn); // note: declare this outside the Accept(..) , do not use a temporary
doc.Accept(&visit2);
}
So from within the ServiceClass method you'd do:
ServiceClass::processResponse(string xml) {
// Parse XML and do something only if certain elements present.
tinyxml2::XMLDocument doc;
doc.Parse(xml.c_str(), xml.length());
// presuming changeState(const char *, const char *) here
visitor_fn fn = std::bind(&ServiceClass::changeState,this,std::placeholders::_1,std::placeholders::_2);
MyBoundVisitor visit2(fn); // the method pointer is in the fn argument, together with the instance (*this) it is a method for.
doc.Accept(&visit);
}
You can use generics in order to support whichever callback you'd like.
I've tried to mock the classes of the library in order to give you a fully runnable example:
#include <string>
#include <iostream>
#include <functional>
class XmlNode {
public:
XmlNode(const std::string& n, const std::string t) : name(n), txt(t) {}
const std::string& Name() const { return name; }
const std::string& GetText() const { return txt; }
private:
std::string name;
std::string txt;
};
class XMLVisitor {
public:
virtual void VisitExit(const XmlNode& node) = 0;
virtual ~XMLVisitor() {}
};
template<typename T>
class MyVisitor : XMLVisitor {
public:
MyVisitor() {}
void myInnerPrint(const XmlNode& node) {
std::cout << "MyVisitor::myInnerPrint" << std::endl;
std::cout << "node.Name(): " << node.Name() << std::endl;
std::cout << "node.GetText(): " << node.GetText() << std::endl;
}
void SetCallback(T newCallback) {
callback = newCallback;
}
virtual void VisitExit(const XmlNode& node) {
callback(node);
}
T callback;
};
int main() {
XmlNode node("In", "Member");
MyVisitor<std::function<void(const XmlNode&)>> myVisitor;
auto boundCall =
[&myVisitor](const XmlNode& node) -> void {
myVisitor.myInnerPrint(node);
};
myVisitor.SetCallback(boundCall);
myVisitor.VisitExit(node);
return 0;
}
First define a template and a helper function:
namespace detail {
template<typename F>
struct xml_visitor : tinyxml2::XMLVisitor {
xml_visitor(F&& f) : f_(std::move(f)) {}
virtual void VisitExit(const tinyxml2::XMLElement &e) {
f_(e);
}
private:
F f_;
};
}
template<class F>
auto make_xml_visitor(F&& f)
{
return detail::xml_visitor<std::decay_t<F>>(std::forward<F>(f));
}
Then use the helper function to construct a custom visitor from a lambda which captures this:
void ServiceClass::processResponse(std::string xml) {
// Parse XML and do something only if certain elements present.
tinyxml2::XMLDocument doc;
doc.Parse(xml.c_str(), xml.length());
auto visit = make_xml_visitor([this](const auto& elem)
{
this->changeState(elem.Name(), elem.GetText);
});
doc.Accept(std::addressof(visit));
}
The rule is that a function pointer must always accept a void * which is passed in to the module which calls it, and passed back. Or use a lambda which is the same thing with some of the machinery automated for you. (The void * is the "closure").
So
typedef bool (*Callback)(string, string, void *context);
class MyVisitor : public tinyxml2::XMLVisitor {
public:
bool VisitExit(const tinyxml2::XMLElement &e) {
callback(e.Name(), e.GetText(), contextptr);
}
Callback callback;
void *contextptr;
}
bool myCallBackFunc(string e, string v, void *context) {
ServiceClass *service = (ServiceClass *) context;
cout << "Element " << e << " has value " << v << endl;
service->ChangeState(e, v);
return true;
}
I'm working on an irc bot as a way to help me learn c++ and I was wondering if it is possible to use a method as a variable like this:
//Irc.h
public:
void *onJoin(char* sender, char* channel);
/////
//Main.cpp
void join(char* sender, char* channel)
{
cout << sender << endl;
cout << channel << endl;
}
int main()
{
Irc irc(stuff);
irc.onJoin = join;
}
Yes, it is possible. These variables are called functions pointers. The can write it like this:
void onJoin( char* sender, char * channel );
int main(void)
{
void (*func)(char *,char *);
func = &onJoin;
func( "sender", "channel" );
}
Alternatively you can use std::function<> for that. The code would be the same except for the first line in main() which is replaced by
std::function<void(char*,char*)> func;
This is a bit more legible in my opinion. If you use this, then don't forget to add
#include <functional>
to the top of your file. Instead of using such variables in a function, you can also use them as member variables of any struct or class.
You need a pointer-to-function:
void* (*OnJoinFn)(char*, char*);
In your Irc class,
class Irc
{
public:
OnJoinFn onJoin;
};
This can be assigned as you are doing above:
int main()
{
Irc irc(stuff);
irc.onJoin = join;
}
But I wonder, if you are just learning C++, do you really need a pointer-to-function? pointers-to-function are certianly legal and valid, but an unusual entity and I would typically expect to use some other mechanism. As a start, I would suggest looking in to abstract base classes:
class IIrc
{
public:
virtual void* OnJoin(const char*, const char*) = 0; // pure virtual
virtual ~IIrc() {}; // Don't forget to implement a virtual destructor in any ABC
};
class MyIrc
:
public IIrc
{
public:
void* OnJoin(const char* sender, const char* channel*)
{
// YOUR CODE HERE
}
};
int main()
{
IIrc* irc = new MyIrc;
irc->OnJoin (...);
}
I've taken the liberty of introducing const correctness in OnJoin.
You should also consider not returning a void*, which bypasses most of C++'s type safety mechanisms, but a pointer to an actual object, or another interface.
Finally, using new (and delete, which is missing here, resulting in a memory leak) is poor practice. Instead, prefer to allocate things on the stack or, if you really need dynamic allocation, use a smart pointer.
Whilst this is possible, I would suggest that you're most likely doing something wrong if you need to do this. The TYPICAL C++ way to do "we need to do this in different ways in different circumstances" is to use inheritance:
in irc.h:
class ircBase
{
public:
...
virtual void onJoin(char *sender, char *channel) = 0;
};
in ircXX.h:
class ircXX: public ircBase
{
public:
...
virtual void onJoin(char *sender, char *channel)
{
cout << sender << endl;
cout << channel << endl;
}
};
in ircYY.h:
class ircYY: public ircBase
{
public:
...
virtual void onJoin(char *sender, char *channel)
{
... do something else ...
}
};
And then you create an object of the right kind for what you need.
What you're looking for is a function pointer:
class Irc
{
public:
void (*on_join)(char*, char*);
// ^^^^ ^^^^^^^^^^^^^^^^^^^^^^^^^
};
void join(char*, char*);
int main()
{
Irc irc(stuff);
irc.on_join = join;
}
Alternatively, you can use std::function so that you can pass capturing/non-capturing lambdas:
#include <functional>
class Irc
{
public:
std::function<void (char*, char*)> on_join;
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
};
int main()
{
Irc irc(stuff);
irc.on_join = [] (char* sender, char* channel)
{
std::cout << sender << std::endl;
std::cout << channel << std::endl;
};
}
Below I have attempted to write a sudo code for the Observer pattern when observers wish to observe different items.
Ignore the syntax errors. I wish to know if this is the correct way to implement this. If not, please suggest better ways.
// Used by the subject for keeping a track of what items the observer wants to observe
typedef struct observerListStruct
{
bool getTemperatureUpdate;
bool getHumidityUpdate;
bool getPressureUpdate;
observer's-function pointer's address;
};
// Subject's class
class weatherData
{
public:
// Observers will call this function to register themselves. The function pointer will point to the function which will get called when updates are available.
void registerObservers (observer obj, observer's-FunctionPointer)
{
// This observer's function returns which items to observe.
char* f = obj.returnItemsToObserve ();
if f[0] = `1`
observerListStruct.getTemperatureUpdate = true;
}
void unregisterObservers (observer obj) {}
private:
vector <observerListStruct> observerList;
float temperature;
float humidity;
float pressure;
void notifyObservers () {}
float getTemperature () {}
float getHumidity () {}
float getPressure () {}
} weatherDataObject;
// Base class for observers containing common functions
class observers
{
char ItemsToObserve [3] = {1, 2, 3};
// This observer's function returns which items to observe. Default - return all items
virtual char* returnItemsToObserve ()
{
return ItemsToObserve;
}
};
class observerDisplayElementCurrentConditions : public observers
{
char ItemsToObserve [3] = {1, 2};
char* returnItemsToObserve ()
{
return ItemsToObserve;
}
// this function will be used as a function pointer for getting updates
void getUpdatesAndDisplayWeatherData (float, float) {}
};
A more pattern oriented solution (but without function pointers) could be the following. You could parametrize the WeatherObserver-Class to get only the values, you want.
#include <list>
#include <iostream>
class Observable; //forward declaration
//Base class for all observers
class Observer {
friend class Observable; //allow access to observedSubject
protected:
Observable *observedSubject;
public:
virtual void update(){};
};
//Base class for all observables
class Observable {
private:
std::list<Observer * const> m_registeredObservers;
public:
~Observable()
{
//delete the observers
std::list<Observer * const>::iterator it = m_registeredObservers.begin();
while (it != m_registeredObservers.end())
{
delete *it;
it = m_registeredObservers.erase(it);
}
}
void addObserver(Observer * const _pObserver)
{
_pObserver->observedSubject = this;
m_registeredObservers.push_back(_pObserver);
}
void removeObserver(Observer * const _pObserver)
{
m_registeredObservers.remove(_pObserver);
delete _pObserver;
}
void notifyObservers()
{
std::list<Observer * const>::iterator it = m_registeredObservers.begin();
while (it != m_registeredObservers.end())
{
(*it)->update();
it++;
}
}
};
//Concrete Observable
class WeatherData : public Observable {
private:
float temperature;
float humidity;
float pressure;
public:
WeatherData(): temperature(0), humidity(0), pressure(0)
{};
float getTemperature () const
{
return temperature;
}
float getHumidity () const
{
return humidity;
}
float getPressure () const
{
return pressure;
}
void setTemperature(float _temperature)
{
if (temperature != _temperature)
{
temperature = _temperature;
notifyObservers();
}
}
void setHumidity(float _humidity)
{
if (humidity != _humidity)
{
humidity = _humidity;
notifyObservers();
}
}
void setPressure(float _pressure)
{
if (pressure != _pressure)
{
pressure = _pressure;
notifyObservers();
}
}
};
//Concrete implementation of an weather observer
class WeatherObserver : public Observer
{
public:
WeatherObserver():Observer(){};
void update()
{
WeatherData* pWeatherPtr = static_cast<WeatherData*>(observedSubject);
if (pWeatherPtr != 0)
{
float actHumidity = pWeatherPtr->getHumidity();
float actPressure = pWeatherPtr->getPressure();
float actTemperature = pWeatherPtr->getTemperature();
//do something with the data
std::cout << "WeatherObserver update" << std::endl;
std::cout << "Temperature : " << actTemperature << std::endl;
std::cout << "Humidity : " << actHumidity << std::endl;
std::cout << "Pressure : " << actPressure << std::endl;
}
}
};
int main()
{
WeatherData weatherData;
Observer * pObserver = new WeatherObserver();
weatherData.addObserver(pObserver);
weatherData.setHumidity(100);
weatherData.setTemperature(100);
}
#include <algorithm>
#include <vector>
class WeatherFlags
{
public:
WeatherFlags()
: mask_(0)
{}
union {
struct {
unsigned int temperature_ : 1;
unsigned int humidity_ : 1;
unsigned int pressure_ : 1;
};
unsigned int mask_;
};
};
class WeatherData;
class WeatherEvent
{
public:
WeatherEvent(WeatherData* data, WeatherFlags const& flags)
: data_(data)
, flags_(flags)
{}
double getTemperature() const;
WeatherData* data_;
WeatherFlags flags_;
};
class WeatherListener
{
public:
virtual ~WeatherListener() = 0;
virtual void onWeatherUpdate(WeatherEvent& e) = 0;
};
inline WeatherListener::~WeatherListener() {}
class WeatherListenerEntry
{
public:
WeatherListenerEntry()
: listener_(0)
{}
WeatherListenerEntry(WeatherListener* listener, WeatherFlags const& flags)
: listener_(listener)
, flags_(flags)
{}
WeatherListener* listener_;
WeatherFlags flags_;
};
class WeatherData
{
public:
WeatherData();
void addListener(WeatherListener* listener, WeatherFlags const& flags);
void removeListener(WeatherListener* listener);
void notify(WeatherFlags const& flags);
double getTemperature() const { return temperature_; }
private:
typedef std::vector<WeatherListenerEntry> Listeners;
Listeners listeners_;
double temperature_;
};
WeatherData::WeatherData()
: temperature_(0)
{}
void WeatherData::addListener(WeatherListener* listener, WeatherFlags const& flags)
{
// TODO Could maybe check for the addition of duplicates here...
listeners_.push_back(WeatherListenerEntry(listener, flags));
}
void WeatherData::removeListener(WeatherListener* listener)
{
struct ListenerEquals {
WeatherListener* listener_;
ListenerEquals(WeatherListener* listener)
: listener_(listener)
{}
bool operator()(WeatherListenerEntry const& e) const {
return (e.listener_ == listener_);
}
};
listeners_.erase(
std::remove_if(listeners_.begin(), listeners_.end(), ListenerEquals(listener)),
listeners_.end());
}
void WeatherData::notify(WeatherFlags const& flags)
{
WeatherEvent evt(this, flags);
for (Listeners::iterator i = listeners_.begin(); i != listeners_.end(); ++i)
{
if (0 != (i->flags_.mask_ & flags.mask_)) {
i->listener_->onWeatherUpdate(evt);
}
}
}
double
WeatherEvent::getTemperature() const
{
return data_->getTemperature();
}
#include <iostream>
class WeatherObserverStdout : public WeatherListener
{
public:
void observe(WeatherData& data) {
WeatherFlags flags;
flags.temperature_ = true; // interested in temperature only.
data.addListener(this, flags);
}
virtual void onWeatherUpdate(WeatherEvent& e);
};
void
WeatherObserverStdout::onWeatherUpdate(WeatherEvent& e)
{
double temp = e.getTemperature();
std::cout << "Temperatrure: " << temp << std::endl;
}
int _tmain(int argc, _TCHAR* argv[])
{
WeatherData wdata;
WeatherObserverStdout obs;
obs.observe(wdata);
WeatherFlags flags;
wdata.notify(flags);
flags.temperature_ = true;
wdata.notify(flags);
return 0;
}
I think it is easier, and more scalable, to define a set of event types that each observer can listen to. Then you register the observer to listen to that particular event type. The observed then keeps a list of observers registered for each event, and notifies them if and when the event occurs. Using a combination of std::function, std::bind (or boost equivalents), it is easy to register callbacks for a given event type. You could put the callbacks in a map of event type to callback.
For example, something along these lines (almost pseudo-code, has not been tested)
class Publisher {
public :
void subscribe(const std::string& event,
std::function<void(double)> callback) {
m_subscribers[s].push_back(callback);
}
void publish(const std::string& event) const {
for (auto& f : m_subscribers[event]) f( some double );}
void event(const std::string& event) const { publish(event);}
private:
// map of event types (here simply strings) to list of callbacks
std::map<std::string&,
std::list<std::function<void(const std::string&)>>> m_subscribers;
};
struct Foo {
void foo(double x) {
std::cout << "Foo received message: " << x << "\n";
}
};
struct Bar {
void bar(double x) {
std::cout << "Bar received message: " << x << "\n";
}
};
int main() {
Publisher pub;
Foo f0;
Foo f1;
Bar bar0;
pub.subscribe("RED", std::bind(&Foo::foo, &foo0, _1));
pub.subscribe("GREEN", std::bind(&Foo::foo, &foo1, _1));
pub.subscribe("WHITE", std::bind(&Foo::foo, &foo1, _1));
pub.subscribe("RED", std::bind(&Bar::bar, &bar0, _1));
pub.subscribe("BLUE", std::bind(&Bar::bar, &bar0, _1));
pub.subscribe("MAGENTA", std::bind(&Bar::bar, &bar0, _1));
// trigger a "GREEN" event
pub.event("GREEN");
}
Here, the observers (or subscribers) register to some events, represented by strings here, and their registered callbacks get called when this event happens. In the example above I manually trigger an event to illustrate the mechanism.
This event-callback mechanism allows to decouple the actual items from the callback action. The Observed (or publisher) knows what parameter to pass the callback for a given event, and which callbacks to call, so the observers are not dependent on the internal data of the observed object.
I write a lot of C++ code and needed to create an Observer for some game components I was working on. I needed something to distribute "start of frame", "user input", etc., as events in the game to interested parties.
I also wanted more granularity in the events that could be handled. I have a lot of little things that go off...I don't need to have the parts that are interested in resetting for the next frame worried about a change in the user input.
I also wanted it to be straight C++, not dependent on the platform or a specific technology (such as boost, Qt, etc.) because I often build and re-use components (and the ideas behind them) across different projects.
Here is the rough sketch of what I came up with as a solution:
The Observer is a singleton with keys (enumerated values, not strings; this is a speed tradeoff since the keys are not searched hashed, but it means no easy "string" names and you have to define them ahead of time) for Subjects to register interest in. Because it is a singleton, it always exists.
Each subject is derived from a common base class. The base class has an abstract virtual function Notify(...) which must be implemented in derived classes, and a destructor that removes it from the Observer (which it can always reach) when it is deleted.
Inside the Observer itself, if Detach(...) is called while a Notify(...) is in progress, any detached Subjects end up on a list.
When Notify(...) is called on the Observer, it creates a temporary copy of the Subject list. As it iterates over it, it compare it to the recently detached. If the target is not on it, Notify(...) is called on the target. Otherwise, it is skipped.
Notify(...) in the Observer also keeps track of the depth to handle cascading calls (A notifies B, C, D, and the D.Notify(...) triggers a Notify(...) call to E, etc.)
This is what the interface ended up looking like:
/*
The Notifier is a singleton implementation of the Subject/Observer design
pattern. Any class/instance which wishes to participate as an observer
of an event can derive from the Notified base class and register itself
with the Notiifer for enumerated events.
Notifier derived classes MUST implement the notify function, which has
a prototype of:
void Notify(const NOTIFIED_EVENT_TYPE_T& event)
This is a data object passed from the Notifier class. The structure
passed has a void* in it. There is no illusion of type safety here
and it is the responsibility of the user to ensure it is cast properly.
In most cases, it will be "NULL".
Classes derived from Notified do not need to deregister (though it may
be a good idea to do so) as the base class destructor will attempt to
remove itself from the Notifier system automatically.
The event type is an enumeration and not a string as it is in many
"generic" notification systems. In practical use, this is for a closed
application where the messages will be known at compile time. This allows
us to increase the speed of the delivery by NOT having a
dictionary keyed lookup mechanism. Some loss of generality is implied
by this.
This class/system is NOT thread safe, but could be made so with some
mutex wrappers. It is safe to call Attach/Detach as a consequence
of calling Notify(...).
*/
class Notified;
class Notifier : public SingletonDynamic<Notifier>
{
public:
typedef enum
{
NE_MIN = 0,
NE_DEBUG_BUTTON_PRESSED = NE_MIN,
NE_DEBUG_LINE_DRAW_ADD_LINE_PIXELS,
NE_DEBUG_TOGGLE_VISIBILITY,
NE_DEBUG_MESSAGE,
NE_RESET_DRAW_CYCLE,
NE_VIEWPORT_CHANGED,
NE_MAX,
} NOTIFIED_EVENT_TYPE_T;
private:
typedef vector<NOTIFIED_EVENT_TYPE_T> NOTIFIED_EVENT_TYPE_VECTOR_T;
typedef map<Notified*,NOTIFIED_EVENT_TYPE_VECTOR_T> NOTIFIED_MAP_T;
typedef map<Notified*,NOTIFIED_EVENT_TYPE_VECTOR_T>::iterator NOTIFIED_MAP_ITER_T;
typedef vector<Notified*> NOTIFIED_VECTOR_T;
typedef vector<NOTIFIED_VECTOR_T> NOTIFIED_VECTOR_VECTOR_T;
NOTIFIED_MAP_T _notifiedMap;
NOTIFIED_VECTOR_VECTOR_T _notifiedVector;
NOTIFIED_MAP_ITER_T _mapIter;
// This vector keeps a temporary list of observers that have completely
// detached since the current "Notify(...)" operation began. This is
// to handle the problem where a Notified instance has called Detach(...)
// because of a Notify(...) call. The removed instance could be a dead
// pointer, so don't try to talk to it.
vector<Notified*> _detached;
int32 _notifyDepth;
void RemoveEvent(NOTIFIED_EVENT_TYPE_VECTOR_T& orgEventTypes, NOTIFIED_EVENT_TYPE_T eventType);
void RemoveNotified(NOTIFIED_VECTOR_T& orgNotified, Notified* observer);
public:
virtual void Reset();
virtual bool Init() { Reset(); return true; }
virtual void Shutdown() { Reset(); }
void Attach(Notified* observer, NOTIFIED_EVENT_TYPE_T eventType);
// Detach for a specific event
void Detach(Notified* observer, NOTIFIED_EVENT_TYPE_T eventType);
// Detach for ALL events
void Detach(Notified* observer);
/* The design of this interface is very specific. I could
* create a class to hold all the event data and then the
* method would just have take that object. But then I would
* have to search for every place in the code that created an
* object to be used and make sure it updated the passed in
* object when a member is added to it. This way, a break
* occurs at compile time that must be addressed.
*/
void Notify(NOTIFIED_EVENT_TYPE_T, const void* eventData = NULL);
/* Used for CPPUnit. Could create a Mock...maybe...but this seems
* like it will get the job done with minimal fuss. For now.
*/
// Return all events that this object is registered for.
vector<NOTIFIED_EVENT_TYPE_T> GetEvents(Notified* observer);
// Return all objects registered for this event.
vector<Notified*> GetNotified(NOTIFIED_EVENT_TYPE_T event);
};
/* This is the base class for anything that can receive notifications.
*/
class Notified
{
public:
virtual void Notify(Notifier::NOTIFIED_EVENT_TYPE_T eventType, const void* eventData) = 0;
virtual ~Notified();
};
typedef Notifier::NOTIFIED_EVENT_TYPE_T NOTIFIED_EVENT_TYPE_T;
NOTE: The Notified class has a single function, Notify(...) here. Because the void* is not type safe, I created other versions where notify looks like:
virtual void Notify(Notifier::NOTIFIED_EVENT_TYPE_T eventType, int value);
virtual void Notify(Notifier::NOTIFIED_EVENT_TYPE_T eventType, const string& str);
Corresponding Notify(...) methods were added to the Notifier itself. All these used a single function to get the "target list" then called the appropriate function on the targets. This works well and keeps the receiver from having to do ugly casts.
This seems to work well. The solution is posted on the web here along with the source code. This is a relatively new design, so any feedback is greatly appreciated.
My two cents...
Classic (Gang of Four) implementation of Observer pattern notifies observer on changes in any property of the subject. In your question you want to register observer to particular properties, not to a subject as a whole. You can move Observer pattern one level down and take properties as concrete subjects and define their observers (per property) but there is one nicer way to solve this problem.
In C# Observer pattern is implemented through events and delegates. Delegates represent event handlers - functions that should be executed when an event is fired. Delegates can be added (registered) or removed(unregistered) from events.
In C++, functors act as delegates - they can store all necessary information to call some global function or class method in a different context. Events are collections of (registered) functors and when event is raised (called) it basically goes through that list and calls all functors (see Publisher::publish method in juanchopanza's solution).
I tried to implement C++ version of events and delegates and use them in modified Observer pattern which could be applied in your case. This is what I came up with:
#include <list>
#include <iostream>
#include <algorithm>
// use base class to resolve the problem of how to put into collection objects of different types
template <typename TPropertyType>
struct PropertyChangedDelegateBase
{
virtual ~PropertyChangedDelegateBase(){};
virtual void operator()(const TPropertyType& t) = 0;
};
template <typename THandlerOwner, typename TPropertyType>
struct PropertyChangedDelegate : public PropertyChangedDelegateBase<TPropertyType>
{
THandlerOwner* pHandlerOwner_;
typedef void (THandlerOwner::*TPropertyChangeHandler)(const TPropertyType&);
TPropertyChangeHandler handler_;
public:
PropertyChangedDelegate(THandlerOwner* pHandlerOwner, TPropertyChangeHandler handler) :
pHandlerOwner_(pHandlerOwner), handler_(handler){}
void operator()(const TPropertyType& t)
{
(pHandlerOwner_->*handler_)(t);
}
};
template<typename TPropertyType>
class PropertyChangedEvent
{
public:
virtual ~PropertyChangedEvent(){};
void add(PropertyChangedDelegateBase<TPropertyType>* const d)
{
std::list<PropertyChangedDelegateBase<TPropertyType>* const>::const_iterator it = std::find(observers_.begin(), observers_.end(), d);
if(it != observers_.end())
throw std::runtime_error("Observer already registered");
observers_.push_back(d);
}
void remove(PropertyChangedDelegateBase<TPropertyType>* const d)
{
std::list<PropertyChangedDelegateBase<TPropertyType>* const>::const_iterator it = std::find(observers_.begin(), observers_.end(), d);
if(it != observers_.end())
observers_.remove(d);
}
// notify
void operator()(const TPropertyType& newValue)
{
std::list<PropertyChangedDelegateBase<TPropertyType>* const>::const_iterator it = observers_.begin();
for(; it != observers_.end(); ++it)
{
(*it)->operator()(newValue);
}
}
protected:
std::list<PropertyChangedDelegateBase<TPropertyType>* const> observers_;
};
// class that owns concrete subjects
class PropertyOwner1
{
int property1_;
float property2_;
public:
PropertyChangedEvent<int> property1ChangedEvent;
PropertyChangedEvent<float> property2ChangedEvent;
PropertyOwner1() :
property1_(0),
property2_(0.0f)
{}
int property1() const {return property1_;}
void property1(int n)
{
if(property1_ != n)
{
property1_ = n;
std::cout << "PropertyOwner1::property1(): property1_ set to " << property1_ << std::endl;
property1ChangedEvent(property1_);
}
}
float property2() const {return property2_;}
void property2(float n)
{
if(property2_ != n)
{
property2_ = n;
std::cout << "PropertyOwner1::property2(): property2_ set to " << property2_ << std::endl;
property2ChangedEvent(property2_);
}
}
};
// class that owns concrete subjects
class PropertyOwner2
{
bool property1_;
double property2_;
public:
PropertyChangedEvent<bool> property1ChangedEvent;
PropertyChangedEvent<double> property2ChangedEvent;
PropertyOwner2() :
property1_(false),
property2_(0.0)
{}
bool property1() const {return property1_;}
void property1(bool n)
{
if(property1_ != n)
{
property1_ = n;
std::cout << "PropertyOwner2::property1(): property1_ set to " << property1_ << std::endl;
property1ChangedEvent(property1_);
}
}
double property2() const {return property2_;}
void property2(double n)
{
if(property2_ != n)
{
property2_ = n;
std::cout << "PropertyOwner2::property2(): property2_ set to " << property2_ << std::endl;
property2ChangedEvent(property2_);
}
}
};
// class that observes changes in property1 of PropertyOwner1 and property1 of PropertyOwner2
struct PropertyObserver1
{
void OnPropertyOwner1Property1Changed(const int& newValue)
{
std::cout << "\tPropertyObserver1::OnPropertyOwner1Property1Changed(): \n\tnew value is: " << newValue << std::endl;
}
void OnPropertyOwner2Property1Changed(const bool& newValue)
{
std::cout << "\tPropertyObserver1::OnPropertyOwner2Property1Changed(): \n\tnew value is: " << newValue << std::endl;
}
};
// class that observes changes in property2 of PropertyOwner1 and property2 of PropertyOwner2
struct PropertyObserver2
{
void OnPropertyOwner1Property2Changed(const float& newValue)
{
std::cout << "\tPropertyObserver2::OnPropertyOwner1Property2Changed(): \n\tnew value is: " << newValue << std::endl;
}
void OnPropertyOwner2Property2Changed(const double& newValue)
{
std::cout << "\tPropertyObserver2::OnPropertyOwner2Property2Changed(): \n\tnew value is: " << newValue << std::endl;
}
};
int main(int argc, char** argv)
{
PropertyOwner1 propertyOwner1;
PropertyOwner2 propertyOwner2;
PropertyObserver1 propertyObserver1;
PropertyObserver2 propertyObserver2;
// register observers
PropertyChangedDelegate<PropertyObserver1, int> delegate1(&propertyObserver1, &PropertyObserver1::OnPropertyOwner1Property1Changed);
propertyOwner1.property1ChangedEvent.add(&delegate1);
PropertyChangedDelegate<PropertyObserver2, float> delegate2(&propertyObserver2, &PropertyObserver2::OnPropertyOwner1Property2Changed);
propertyOwner1.property2ChangedEvent.add(&delegate2);
PropertyChangedDelegate<PropertyObserver1, bool> delegate3(&propertyObserver1, &PropertyObserver1::OnPropertyOwner2Property1Changed);
propertyOwner2.property1ChangedEvent.add(&delegate3);
PropertyChangedDelegate<PropertyObserver2, double> delegate4(&propertyObserver2, &PropertyObserver2::OnPropertyOwner2Property2Changed);
propertyOwner2.property2ChangedEvent.add(&delegate4);
propertyOwner1.property1(1);
propertyOwner1.property2(1.2f);
propertyOwner2.property1(true);
propertyOwner2.property2(3.4);
// unregister PropertyObserver1
propertyOwner1.property1ChangedEvent.remove(&delegate1);
propertyOwner2.property1ChangedEvent.remove(&delegate3);
propertyOwner1.property1(2);
propertyOwner1.property2(4.5f);
}
Output:
PropertyOwner1::property1(): property1_ set to 1
PropertyObserver1::OnPropertyOwner1Property1Changed():
new value is: 1
PropertyOwner1::property2(): property2_ set to 1.2
PropertyObserver2::OnPropertyOwner1Property2Changed():
new value is: 1.2
PropertyOwner2::property1(): property1_ set to 1
PropertyObserver1::OnPropertyOwner2Property1Changed():
new value is: 1
PropertyOwner2::property2(): property2_ set to 3.4
PropertyObserver2::OnPropertyOwner2Property2Changed():
new value is: 3.4
PropertyOwner1::property1(): property1_ set to 2
PropertyOwner1::property2(): property2_ set to 4.5
PropertyObserver2::OnPropertyOwner1Property2Changed():
new value is: 4.5
Each observer is registered with a particular property and when notified, each observer knows exactly who is the owner of the property and what's property's new value.