Detecting and clearing wrong object imported from dll in C++ - c++

I have a dll ("so.dll") definition as follow, in which I have a function TestWrongClass, which returns a pointer
to a class object (TestWrongClass).
/////// "IOReader.h" //////////////
class IOReader
{
public :
IOReader() {};
virtual ~IOReader() {};
virtual bool open(const std::string &format,
const std::string &fileName, const int mask) = 0;
std::string errorMessage;
};
// "IOReader.h" Ends Here
// ---- so.dll ---- /
//////////////// sio.h ////////////
#ifdef SEIO_EXPORTS
#define SEIO_API __declspec(dllexport)
#else
#define SEIO_API __declspec(dllimport)
#endif
#include <string>
#include "IOReader.h"
class SReaderIO : public IOReader
{
public:
SReaderIO() {};
bool open(const std::string &format,
const std::string &fileName, const int mask)
{
return true;
}
};
class TestWrongClass
{
public:
TestWrongClass() { };
bool open(const std::string &format,
const std::string &fileName, const int mask)
{
return true;
}
};
SEIO_API TestWrongClass* CreateIOReader()
{
TestWrongClass * module = new TestWrongClass();
return module;
}
//// sio.h ends here ///////
//in the main executable I am loading the dll on run time
// and after creating a object of type TestWrongClass,
//I explicitly try to cast it with the wrong object, as follows
/// Main Source //
#include <iostream>
#include <windows.h>
#include "IOReader.h"
int main ()
{
HMODULE hDLL=LoadLibrary(L"sIO.dll");
CreateSealafineReaderFn _funcSelafinCreator = NULL;
_funcSelafinCreator = (CreateSealafineReaderFn) GetProcAddress (hDLL,
"CreateIOReader");
// Method 1
void *Iref = (_funcSelafinCreator)();
IOReader * locReader = NULL;
locReader = reinterpret_cast <IOReader *>(Iref); // but how to check
// that object locReader is not of base type IOReader
// so that I may call delete Iref
// If I try to do as follow, then I get illegal error from compiler
// locReader = dynamic_cast <IOReader *>(Iref); // illegal
// Method 2
try
{
locReader = dynamic_cast <IOReader *>((_funcSelafinCreator)());
// works but how can I check wrong casting and catch exception
} catch (std::bast_cast)
{
// how to clear the object created by CreateIOReader
}
}
//
The reason why I doing this process is to check if any dlls, which the main program will be scanning from the dll directory
may be having a method of the same name, however return pointer type of the created object by the method may be different, which is not desired.
(In the above mentioned case the method is CreateIOReader)
if I use dynamic_cast, I can check for the bad_cast exception, however the object will be already created in the dll, and won't be freed, since I
don't have access to the internal code of the dll.
the above method which I have given using reintepret_cast works, however I cannot check whether the correct object type is returned or not.
if get to know by some method that if the casting is not of correct type, then I can call delete on the Iref pointer "delete Iref" to clear the object from the heap.
Is there any method to check creation of wrong object by the method CreateIOReader, and thus delete it from the executable source code

For this problem dynamic_cast cannot help you. The issue is that you do not know the real return type of your function, and are just pretending it is IOReader*, when it could in fact be something else (i.e. TestWrongClass*). Under aliasing rules this is not allowed.
Contrast this with the situation:
class IBase { ... };
class IOReader : public IBase { ... };
class TestWrongClass : public IBase { ... };
where you also know that your function returns an IBase*. Here indeed a dynamic cast could help you, as IOReader and TestWrongClass have common ancestry, and it would be valid to refer to either through a IBase*.
I have to say it is a strange problem to have: a call to a library function where you have no idea what might be returned. I would suggest changing the design somewhat. You could (amongst other things):
Create the unified hierarchy as per above
Have the call return something like std::pair<int, void*>, where the int (or enum) would be a reliable way to determine what is being returned, after which you could reinterpret_cast the void*
If you choose approach 1, then to address your deletion problem, you could add a function like destroy() to the IBase interface, which would cause the library to delete the object (note: it is bad idea to delete yourself objects that are given to you by an external library).
If you choose approach 2, then perhaps you could have a library function like void destroy(int, void*), to which you could pass the members of your std::pair in case you received something other than what you wanted. The library could then use these to cast the void* back into the right thing to delete it internally.

Related

Trying to avoid repetitively call a function

I have a very simple class definition as follows:
#include "../bshttp/controllers.h"
#include <iostream>
#include <string>
class DerivedController : public BS_Controllers
{
public:
DerivedController():BS_Controllers(this)
{
m_urlRules["print"] = REG_NAME &DerivedController::print;
//regController(REG_NAME &DerivedController::print,"print");
regController(REG_NAME &DerivedController::printView,"printView");
}
void * print()
{
return NULL;
}
void * printView()
{
cout<<"Print view!"<<endl;
return NULL;
}
};
where either
m_urlRules["print"] = REG_NAME &DerivedController::print;
or
regController(REG_NAME &DerivedController::printView,"printView");
has to be called for all of the member functions. What it does it that it takes the member function pointer of the class and maps with a string, so later on the function can be identified with a string.
Everything is all well and working, but when the class structure gets bigger, the programmer will have to repetitively call this function for every single member function. Is there anyway to use the preprocessor, or any preprocessing library such as the boost-wave, so that the programmer doesn't have to do these repetitive calling?
EDIT:
Sorry for the confusion, I clearly did not describe the problem well enough here.
I am mapping strings to member function pointer;
m_urlRules is a std::map with string as the key, and member function pointer as value
regController is basically a setter function for m_urlRules, so both statements effectively does the same thing, which maps a string to a member function.
REG_NAME is a macro to replace a very ugly typecast.
what I am trying to do is that, if the class where to have the following structure,
class DerivedController : public BS_Controllers
{
public:
DerivedController():BS_Controllers(this);
void * print();
void * print2();
void * print3();
void * print4();
};
I dont have to do the following in the constructor:
m_urlRules["print"] = REG_NAME &DerivedController::print;
m_urlRules["print1"] = REG_NAME &DerivedController::print1;
m_urlRules["print2"] = REG_NAME &DerivedController::print2;
m_urlRules["print3"] = REG_NAME &DerivedController::print3;
m_urlRules["print4"] = REG_NAME &DerivedController::print4;
Well, you're trying to build the runtime type information (RTTI) on your own, so no there is no preprocessor macro for this. Mainly because preprocessor macros expand to a single place, and the place where you declare, and the place, where you register your functions are different.
Qt and qmake, does something like this, it finds the functions marked signals/slots, and builds a moc object for RTTI. That's about the best you can get with c++. Other languages like java, and delphi, has more RTTI, than c++, and makes it possible to query functions at runtime.
I am not exactly sure I understood completely your problem, but why don't use the built-in data structure, such as map, in which you can map it to a key (your string).
Here some examples
I would first work on removing the ugly typecast (even in macro form). This can be done by moving the m_urlRules out of BS_Controllers and into an intermediate (or proxy) template class. The template is used to resolve the map to the right derived type. (I didn't know how you defined BS_Controllers, so I made one up.)
class BS_Controllers {
protected:
virtual ~BS_Controllers () {}
public:
virtual void * invokeRule (const std::string &) = 0;
};
template <typename D>
class BS_Proxy : public BS_Controllers {
typedef std::map<std::string, void *(D::*)()> UrlRuleMap;
static UrlRuleMap & urlRules () {
static UrlRuleMap urlRules_;
return urlRules_;
}
void * invokeRule (const std::string &s) {
typename UrlRuleMap::iterator i = urlRules().find(s);
if (i == urlRules().end()) return 0;
return (dynamic_cast<D *>(this)->*(i->second))();
}
protected:
static void regController (void *(D::*m)(), const std::string &s) {
urlRules()[s] = m;
}
};
Now, the DerivedController can be initialized fairly easily, by invoking the regController method of the proxy class.
#define REG_RULE(D, x) BS_Proxy<D>::regController(&D::x, #x)
class DerivedController : public BS_Proxy<DerivedController> {
struct Populate {
Populate () {
REG_RULE(DerivedController, print);
REG_RULE(DerivedController, printView);
}
};
public:
DerivedController() {
static Populate populate_;
}
void * print() { return NULL; }
void * printView() {
std::cout<<"Print view!"<<std::endl;
return NULL;
}
};
You can view a demo of the above code.
If you want to make the population semi-automatic, you still have to define the list of methods somewhere. You could list them out in a file.
// DerivedController rules
DERIVED_RULE_INC(print)
DERIVED_RULE_INC(printView)
//...
And then change your DerivedController class to use this file:
class DerivedController : public BS_Proxy<DerivedController> {
struct Populate {
Populate () {
#define DERIVED_RULE_INC(x) REG_RULE(DerivedController, x);
#include "derived_controller_rules.inc"
#undef DERIVED_RULE_INC
}
};
public:
DerivedController() {
static Populate populate_;
}
#define DERIVED_RULE_INC(x) void * x ();
#include "derived_controller_rules.inc"
#undef DERIVED_RULE_INC
};
void * DerivedController::print() { return NULL; }
void * DerivedController::printView() {
std::cout<<"Print view!"<<std::endl;
return NULL;
}
Now, if you add another rule to the file, the registration code and the method declaration is automatic. But the definition of the method needs to be implemented, or a linker error will be generated about the missing method definition.
I believe you want to use this feature for logging reasons, to see where problems appear.
I think you're searching for something like:
urlRules ("<function name>");
regController("<function name>");
Instead of
m_urlRules["<function name>"] = REG_NAME &DerivedController::print;
regController(REG_NAME &DerivedController::printView,"<function name>");
You can define such makros like so:
#define urlRules(x) { m_urlRules[(x)] = REG_NAME &DerivedController::print; }
#define regController(x) { regController(REG_NAME &DerivedController::printView,(x)); }
Attention: I have not tested it, it might not work but in my understanding it should.
EDIT:
Ah now I understand, you want calls for every function within the constructor.
Actually, the constructor is the wrong place, because it gets called for every object you create, but you only have to assign this pointers once. (on startup for example)
See, the functions of a class only exist once in memory, and the thing that is connected to the pointer is the yield data, so all member variables.
There is no simple way to get all class members by name and then run over them, sorry.
At least not as I know of.
But you should keep in mind that the function pointers won't change for any given object.
An external function which does the work would be more intelligent. Called on startup.

How to pass a Function pointer without exposing class details

I'm creating a library that needs to allow the user to set a callback function.
The interface of this library is as below:
// Viewer Class Interface Exposed to user
/////////////////////////////
#include "dataType_1.h"
#include "dataType_2.h"
class Viewer
{
void SetCallbackFuntion( dataType_1* (Func) (dataType_2* ) );
private:
dataType_1* (*CallbackFunction) (dataType_2* );
}
In a typical usage, the user needs to access an object of dataType_3 within the callback.
However, this object is only known only to his program, like below.
// User usage
#include "Viewer.h"
#include "dataType_3.h"
// Global Declaration needed
dataType_3* objectDataType3;
dataType_1* aFunction( dataType_2* a)
{
// An operation on object of type dataType_3
objectDataType3->DoSomething();
}
main()
{
Viewer* myViewer;
myViewer->SetCallbackFunction( &aFunction );
}
My Question is as follows:
How do I avoid using an ugly global variable for objectDataType3 ?
(objectDataType3 is part of libraryFoo and all the other objects dataType_1, dataType_2 & Viewer are part of libraryFooBar) Hence I would like them to remain as separate as possible.
Don't use C in C++.
Use an interface to represent the fact you want a notification.
If you want objects of type dataType_3 to be notified of an event that happens in the viewer then just make this type implement the interface then you can register the object directly with the viewer for notification.
// The interface
// Very close to your function pointer definition.
class Listener
{
public: virtual dataType_1* notify(dataType_2* param) = 0;
};
// Updated viewer to use the interface defineition rather than a pointer.
// Note: In the old days of C when you registered a callback you normally
// also registered some data that was passed to the callback
// (see pthread_create for example)
class Viewer
{
// Set (or Add) a listener.
void SetNotifier(Listener* l) { listener = l; }
// Now you can just inform all objects that are listening
// directly via the interface. (remember to check for NULL listener)
void NotifyList(dataType_2* data) { if (listener) { listener->notify(data); }
private:
Listener* listener;
};
int main()
{
dataType_3 objectDataType3; // must implement the Listener interface
Viewer viewer;
viewer.SetNotifier(&objectDataType3);
}
Use Boost.Function:
class Viewer
{
void SetCallbackFuntion(boost::function<datatype_1* (dataType_2*)> func);
private:
boost::function<datatype_1* (dataType_2*)> CallbackFunction;
}
Then use Boost.Bind to pass the member function pointer together with your object as the function.
If you don't want or can't use boost, the typical pattern around callback functions like this is that you can pass a "user data" value (mostly declared as void*) when registering the callback. This value is then passed to the callback function.
The usage then looks like this:
dataType_1* aFunction( dataType_2* a, void* user_ptr )
{
// Cast user_ptr to datatype_3
// We know it works because we passed it during set callback
datatype_3* objectDataType3 = reinterpret_cast<datatype_3*>(user_ptr);
// An operation on object of type dataType_3
objectDataType3->DoSomething();
}
main()
{
Viewer* myViewer;
dataType_3 objectDataType3; // No longer needs to be global
myViewer->SetCallbackFunction( &aFunction, &objectDataType3 );
}
The implementation on the other side only requires to save the void* along with the function pointer:
class Viewer
{
void SetCallbackFuntion( dataType_1* (Func) (dataType_2*, void*), void* user_ptr );
private:
dataType_1* (*CallbackFunction) (dataType_2*, void*);
void* user_ptr;
}
boost::/std:: function is the solution here. You can bind member functions to them, and in addition functors and lambdas, if you have a lambda compiler.
struct local {
datatype3* object;
local(datatype3* ptr)
: object(ptr) {}
void operator()() {
object->func();
}
};
boost::function<void()> func;
func = local(object);
func(); // calls object->func() by magic.
Something like this is simple to do:
class Callback
{
public:
virtual operator()()=0;
};
template<class T>
class ClassCallback
{
T* _classPtr;
typedef void(T::*fncb)();
fncb _cbProc;
public:
ClassCallback(T* classPtr,fncb cbProc):_classPtr(classPtr),_cbProc(cbProc){}
virtual operator()(){
_classPtr->*_cbProc();
}
};
Your Viewer class would take a callback, and call it using the easy syntax:
class Viewer
{
void SetCallbackFuntion( Callback* );
void OnCallCallback(){
m_cb->operator()();
}
}
Some other class would register the callback with the viewer by using the ClassCallback template specialization:
// User usage
#include "Viewer.h"
#include "dataType_3.h"
main()
{
Viewer* myViewer;
dataType_3 objectDataType3;
myViewer->SetCallbackFunction( new ClassCallback<dataType_3>(&objectDataType3,&dataType_3::DoSomething));
}
You're asking several questions mixed up in here and this is going to cause you lots of confusion in your answers.
I'm going to focus on your issue with dataType_3.
You state:
I would like to avoid declaring or
including dataType_3 in my library as
it has huge dependencies.
What you need to do is make an interface class for dataType_3 that gives the operations -- the footprint -- of dataType_3 without defining everything in it. You'll find tips on how to do that in this article (among other places). This will allow you to comfortably include a header that gives the footprint for dataType_3 without bringing in all of its dependencies. (If you've got dependencies in the public API you may have to reuse that trick for all of those as well. This can get tedious, but this is the price of having a poorly-designed API.)
Once you've got that, instead of passing in a function for callback consider having your "callback" instead be a class implementing a known interface. There are several advantages to doing this which you can find in the literature, but for your specific example there's a further advantage. You can inherit that interface complete with an instantiated dataType_3 object in the base class. This means that you only have to #include the dataType_3 interface specification and then use the dataType_3 instance provided for you by the "callback" framework.
If you have the option of forcing some form of constraints on Viewer, I would simply template that, i.e.
template <typename CallBackType>
class Viewer
{
public:
void SetCallbackFunctor(CallBackType& callback) { _callee = callback; }
void OnCallback()
{
if (_callee) (*_callee)(...);
}
private:
// I like references, but you can use pointers
boost::optional<CallBackType&> _callee;
};
Then in your dataType_3 implement the operator() to do as needed, to use.
int main(void)
{
dataType_3 objectDataType3;
// IMHO, I would construct with the objectDataType3, rather than separate method
// if you did that, you can hold a direct reference rather than pointer or boost::optional!
Viewer<dataType_3> viewer;
viewer.SetCallbackFunctor(objectDataType3);
}
No need for other interfaces, void* etc.

What's a good safe way to initialise memory for types I don't yet know about?

I started thinking about this after receiving an answer for this question. This is a bit tricky to explain, but I'll do my best.
I'm building a small(ish) 2D game engine. There are certain requirements that I need to satisfy, since this engine has to "work" with existing code that others have written for a different engine. Some change to existing code is inevitable, but I want to minimise it.
Users of my engine need to define entities called "gadgets". These are basically structs containing shapes and other state variables. These "gadgets" fall into classes, e.g. they may decide to define an icon gadget or a button gadget - or whatever.
They will also define a message handler for that class of gadgets.
E.g.
typedef struct
{
shape shapelist[5];
int num_options;
}interface;
static void interface_message_handler( interface * myself, message * msg )
{
switch( msg->type )
{
case NEW_MSG:
{
interface_descriptor * desc = msg->desc;
// initialize myself with contents of this message.
...
}
break;
....
}
}
Users have already given me the corresponding message handler function and also the number of bytes in a interface object. And they can then ask the engine to create new instances of their gadgets via IDs e.g:
engine->CreateNewGadget( interface_gadget_class_ID, welcome_interface_ID );
where interface_gadget_class_ID is the ID for that class of gadgets and welcome_interface_ID is the instance ID. At some point during CreateNewGadget I need to a) allocate memory to hold a new gadget and then call the gadget class's message handler on it, with a NEW_MSG so that it can initialize itself.
The problem is, if all I'm doing is allocating memory - that memory is uninitialized (and that means all the struct members are uninitialized - so if interface contains a vector, for example, then I'm going to get some wierd results if the message handler does anything with it ).
To avoid wierd results caused by doing stuff to unintialized memory, I really need to call a constructor for that memory as well before passing it to the gadget's message handler function.
e.g in the case of interface:
pfunc(new (memory) interface);
But my question is, if I have no knowledge of the types that users are creating, how can I do that?
// We create a typedef that refers to a function pointer
// which is a function that returns an interface pointer
typedef interface * (*GadgetFactory)(void);
// we'll actually create these functions by using this template function
// Different version of this function will produce different classes.
template<typename T>
interface * create_object()
{
return new T;
}
// This function takes care of setting everything up.
template<typename T>
void RegisterGadgetType(int gadget_type_id)
{
// Get outselves a copy of a pointer to the function that will make the object
GadgetFactory factory = create_object<T>;
// store factory somewhere
}
interface * CreateGadget(int gadget_type_id)
{
// get factory
GadgetFactory factory;
// factory will give me the actual object type I need.
return (*factory)();
}
RegisterGadgetType<S>(2);
CreateGadget(2);
as i see it, you always know because interface_gadget_class_ID defines the type to create.
you create a base c++ class: (corresponds to class interface in your example). this base class contains all of data members which are used by every interface subclass (that is, every gadget).
the base class also declares all methods common to every gadget. example: each gadget is able to receive a call handleMessage. handleMessage is pure virtual, because this method is the subclasses' role to fulfill.
then you extend/subclass to support the stuff you have to do with each gadget's specialization. at this point, you add the members and methods specific to each gadget subclass.
CreateNewGadget serves as a factory for all your subclasses, where the arguments determine which class you will create.
from there, c++ will handle construction/destruction, allocation sizes, etc..
if you're allowing plugins with their own factories in your engine, then you'll need another level, where third parties register their custom types and inherit from your base(s).
here's a simple layout of the interfaces (in non-compiled pseudo code):
namespace MONGadgets {
class t_interface {
protected:
t_interface(/* ... */);
public:
virtual ~t_interface();
/* each subclass must override handleMessage */
virtual t_result handleMessage(const t_message& message) = 0;
};
namespace InterfaceSubclasses {
class t_gadget1 : public t_interface {
public:
t_gadget1(const welcome_interface_ID& welcome);
virtual ~t_gadget1();
virtual t_result handleMessage(const t_message& message) {
std::cout << "t_gadget1\n";
}
/* gadget1 has no specific instance variables or methods to declare */
};
class t_gadget2 : public t_interface {
public:
t_gadget2(const welcome_interface_ID& welcome);
virtual ~t_gadget2();
virtual t_result handleMessage(const t_message& message) {
std::cout << "t_gadget2\n";
}
private:
/* here is an example of a method specific to gadget2: */
void drawShape(const unsigned& idx);
private:
/* here is gadget2's unique data: */
shape shapelist[5];
int num_options;
};
namespace ClassID {
enum { Gadget1 = 1, Gadget2 = 2 };
}
}
/* replaced by virtual t_result t_interface::handleMessage(const t_message&)
- static void interface_message_handler( interface * myself, message * msg );
*/
class t_gadget_factory {
public:
t_interface* CreateNewGadget(const interface_gadget_class_ID& classID, const welcome_interface_ID& welcome) {
switch (classID) {
case InterfaceSubclasses::ClassID::Gadget1 :
return new InterfaceSubclasses::gadget1(welcome);
case InterfaceSubclasses::ClassID::Gadget2 :
return new InterfaceSubclasses::gadget2(welcome);
/* ... */
}
}
};
}
Example code (ignoring my other suggestion, about factories and virtual functions):
typedef struct
{
shape shapelist[5];
int num_options;
} interface;
static void interface_message_handler( void * myself, message * msg )
{
switch( msg->type )
{
case NEW_MSG:
{
interface *self = new (myself) interface;
interface_descriptor * desc = msg->desc;
// initialize myself with contents of this message.
...
}
break;
case OTHER_MSG:
{
interface *self = static_cast<interface*>(myself);
...
}
break;
....
}
}
Then your CreateNewGadget code does:
void *ptr = malloc(some_amount);
msg newmsg;
newmsg.type = NEW_MSG;
// other fields
some_message_handler(ptr, &msg);
// now we have an initialized object, that we can add to our tree or whatever.
The less horrible version is more like this:
struct gadgetinterface {
virtual ~gadgetinterface() {}
virtual void handle_message(msg *) = 0;
};
struct mygadget : gadgetinterface {
void handle_message(msg *m) {
// no need for NEW_MSG, just do other messages
}
};
gadgetinterface *mygadget_factory(some parameters) {
// use some parameters, either passed to constructor or afterwards
return new mygadget();
}
Then we register a pointer to mygadget_factory with the gadget manager, and CreateNewGadget does this:
gadgetinterface *some_factory(some parameters); // that's it!
Where some_factory is the function pointer that was registered, so in the case of this gadget type, it points to mygadget_factory.

Dynamic binding in C++

I'm implementing a CORBA like server. Each class has remotely callable methods and a dispatch method with two possible input, a string identifying the method or an integer which would be the index of the method in a table. A mapping of the string to the corresponding integer would be implemented by a map.
The caller would send the string on the first call and get back the integer with the response so that it simply has to send the integer on subsequent calls. It is just a small optimization. The integer may be assigned dynamically on demand by the server object.
The server class may be derived from another class with overridden virtual methods.
What could be a simple and general way to define the method binding and the dispatch method ?
Edit: The methods have all the same signature (no overloading). The methods have no parameters and return a boolean. They may be static, virtual or not, overriding a base class method or not. The binding must correctly handle method overriding.
The string is class hierarchy bound. If we have A::foo() identified by the string "A.foo", and a class B inherits A and override the method A::foo(), it will still be identified as "A.foo", but the dispatcher will call A::foo if the server is an A object and B::foo if it is a B object.
Edit (6 apr): In other words, I need to implement my own virtual method table (vftable) with a dynamic dispatch method using a string key to identify the method to call. The vftable should be shared among objects of the same class and behave as expected for polymorphism (inherited method override).
Edit (28 apr): See my own answer below and the edit at the end.
Have you considered using a combination of boost::bind and boost::function? Between these two utilities you can easily wrap any C++ callable in a function object, easily store them in containers, and generally expect it all to "just work". As an example, the following code sample works exactly the way you would expect.
#include <boost/bind.hpp>
#include <boost/function.hpp>
#include <iostream>
using namespace std;
struct A { virtual void hello() { cout << "Hello from A!" << endl; } };
struct B : public A { virtual void hello() { cout << "Hello from B!" << endl; } };
int main( int argc, char * argv[] )
{
A a;
B b;
boost::function< void () > f1 = boost::bind( &A::hello, a );
boost::function< void () > f2 = boost::bind( &A::hello, b );
f1(); // prints: "Hello from A!"
f2(); // prints: "Hello from B!"
return 0;
}
It looks like you're looking for something like reflection or delegates -- I'm not 100% sure what you're trying to accomplish, but it seems the best way of doing that is just having a map of function pointers:
typedef size_t (*CommonMethodPointerType)(const unsigned char *);
std::map<std::string, CommonMethodPointerType> functionMapping;
size_t myFunc(const std::string& functionName, const unsigned char * argument) {
std::map<std::string, CommonMethodPointerType>::iterator functionPtrIterator
= functionMapping.find(functionName);
if (FunctionPtrIterator == functionMapping.end())
return ERROR_CODE;
return (*functionPtrIterator)(argument);
}
You could implement some form of optimization similar to your integer by returning the iterator to the client so long as you know the mapping will not change.
If you're looking for "dynamic binding" like that allowed in C# or dynamic languages like PHP, unfortunately you really can't do that -- C++ destroys type information when code is compiled.
Hope that helps!
You might like to rephrase the question slightly as static and dynamic binding actually have a specific meaning in C++.
For example, default values for parameters are determined at compile time so if I have a virtual method in a base class that declares default values for its parameters then those values are set at compile time.
Any new default values for these parameters that are declared in a derived class will be ignored at run time with the result being that the default parameter values in the base class will be used, even though you called the member function in the derived class.
The default parameter values are said to be statically bound.
Scott Meyers discusses this in an item in his excellent book "Effective C++".
HTH
Qt4 has a nice dynamic binding system that's made possible via their "Meta-Object Compiler" (moc). There's a nice writeup on it on their Qt Object Model page.
Here is a way do dynamically load classes from shared libraries on Linux http://www.linuxjournal.com/article/3687?page=0,0
There is also a stackoverflow question on this
C++ Dynamic Shared Library on Linux
The same can be done in Windows by dynamically loading C functions from DLLs and then loading those.
The map part is trivial after you have your dynamic loading solution
The really good book Advanced C++ programming idioms and idioms by James O. Coplien has a section on Incremental loading
Here is an example of my actual method. It Just Works (c) but I'm pretty sure a much cleaner and better way exist. It compiles and runs with g++ 4.4.2 as is. Removing the instruction in the constructor would be great, but I couldn't find a way to achieve this. The Dispatcher class is basically a dispatchable method table and each instance must have a pointer on its table.
Note: This code will implicitly make all dispatched methods virtual.
#include <iostream>
#include <map>
#include <stdexcept>
#include <cassert>
// Forward declaration
class Dispatchable;
//! Abstract base class for method dispatcher class
class DispatcherAbs
{
public:
//! Dispatch method with given name on object
virtual void dispatch( Dispatchable *obj, const char *methodName ) = 0;
virtual ~DispatcherAbs() {}
};
//! Base class of a class with dispatchable methods
class Dispatchable
{
public:
virtual ~Dispatchable() {}
//! Dispatch the call
void dispatch( const char *methodName )
{
// Requires a dispatcher singleton assigned in derived class constructor
assert( m_dispatcher != NULL );
m_dispatcher->dispatch( this, methodName );
}
protected:
DispatcherAbs *m_dispatcher; //!< Pointer on method dispatcher singleton
};
//! Class type specific method dispatcher
template <class T>
class Dispatcher : public DispatcherAbs
{
public:
//! Define a the dispatchable method type
typedef void (T::*Method)();
//! Get dispatcher singleton for class of type T
static Dispatcher *singleton()
{
static Dispatcher<T> vmtbl;
return &vmtbl;
}
//! Add a method binding
void add( const char* methodName, Method method )
{ m_map[methodName] = method; }
//! Dispatch method with given name on object
void dispatch( Dispatchable *obj, const char *methodName )
{
T* tObj = dynamic_cast<T*>(obj);
if( tObj == NULL )
throw std::runtime_error( "Dispatcher: class mismatch" );
typename MethodMap::const_iterator it = m_map.find( methodName );
if( it == m_map.end() )
throw std::runtime_error( "Dispatcher: unmatched method name" );
// call the bound method
(tObj->*it->second)();
}
protected:
//! Protected constructor for the singleton only
Dispatcher() { T::initDispatcher( this ); }
//! Define map of dispatchable method
typedef std::map<const char *, Method> MethodMap;
MethodMap m_map; //! Dispatch method map
};
//! Example class with dispatchable methods
class A : public Dispatchable
{
public:
//! Construct my class and set dispatcher
A() { m_dispatcher = Dispatcher<A>::singleton(); }
void method1() { std::cout << "A::method1()" << std::endl; }
virtual void method2() { std::cout << "A::method2()" << std::endl; }
virtual void method3() { std::cout << "A::method3()" << std::endl; }
//! Dispatcher initializer called by singleton initializer
template <class T>
static void initDispatcher( Dispatcher<T> *dispatcher )
{
dispatcher->add( "method1", &T::method1 );
dispatcher->add( "method2", &T::method2 );
dispatcher->add( "method3", &T::method3 );
}
};
//! Example class with dispatchable methods
class B : public A
{
public:
//! Construct my class and set dispatcher
B() { m_dispatcher = Dispatcher<B>::singleton(); }
void method1() { std::cout << "B::method1()" << std::endl; }
virtual void method2() { std::cout << "B::method2()" << std::endl; }
//! Dispatcher initializer called by singleton initializer
template <class T>
static void initDispatcher( Dispatcher<T> *dispatcher )
{
// call parent dispatcher initializer
A::initDispatcher( dispatcher );
dispatcher->add( "method1", &T::method1 );
dispatcher->add( "method2", &T::method2 );
}
};
int main( int , char *[] )
{
A *test1 = new A;
A *test2 = new B;
B *test3 = new B;
test1->dispatch( "method1" );
test1->dispatch( "method2" );
test1->dispatch( "method3" );
std::cout << std::endl;
test2->dispatch( "method1" );
test2->dispatch( "method2" );
test2->dispatch( "method3" );
std::cout << std::endl;
test3->dispatch( "method1" );
test3->dispatch( "method2" );
test3->dispatch( "method3" );
return 0;
}
Here is the program output
A::method1()
A::method2()
A::method3()
B::method1()
B::method2()
A::method3()
B::method1()
B::method2()
A::method3()
Edit (28 apr): The answers to this related question was enlightening. Using a virtual method with an internal static variable is preferable to using a member pointer variable that needs to be initialized in the constructor.
I've seen both your example and the answer to the other question. But if you talk about the m_dispatcher member, the situation is very different.
For the original question, there's no way to iterate over methods of a class. You might only remove the repetition in add("method", T::method) by using a macro:
#define ADD(methodname) add(#methodname, T::methodname)
where the '#' will turn methodname into a string like required (expand the macro as needed). In case of similarly named methods, this removes a source of potential typos, hence it is IMHO very desirable.
The only way to list method names IMHO is by parsing output of "nm" (on Linux, or even on Windows through binutils ports) on such files (you can ask it to demangle C++ symbols). If you want to support this, you may want initDispatcher to be defined in a separate source file to be auto-generated. There's no better way than this, and yes, it may be ugly or perfect depending on your constraints. Btw, it also allows to check that authors are not overloading methods. I don't know if it would be possible to filter public methods, however.
I'm answering about the line in the constructor of A and B. I think the problem can be solved with the curiously recurring template pattern, applied on Dispatchable:
template <typename T>
class Dispatchable
{
public:
virtual ~Dispatchable() {}
//! Dispatch the call
void dispatch( const char *methodName )
{
dispatcher()->dispatch( this, methodName );
}
protected:
static Dispatcher<T> dispatcher() {
return Dispatcher<T>::singleton();
//Or otherwise, for extra optimization, using a suggestion from:
//http://www.parashift.com/c++-faq-lite/ctors.html#faq-10.12
static Dispatcher<T>& disp = Dispatcher<T>::singleton();
return disp;
}
};
Disclaimer: I couldn't test-compile this (I'm away from a compiler). You may need to forward-declare Dispatcher, but since it gets a template argument I guess argument-dependant lookup makes that unnecessary (I'm not enough of a C++ guru to be sure of this).
I've added a dispatcher() method for convenience, if it is needed elsewhere (otherwise you can inline it in dispatch()).
The reason CRTP is so simple here and so complicated in the other thread is that here your member was not static. I first thought of making it static, then I thought there was no reason for saving the result of the call to singleton() and waste memory, then I looked it up and found this solution. I'm dubious if the extra reference in dispatcher() does save any extra time.
In any case, if a m_dispatcher member was needed, it could be initialized in the Dispatchable() constructor.
About your example, since initDispatcher() is a template method, I frankly doubt it is necessary to readd method1 and method2. A::initDispatcher(Dispatcher<B> dispatcher) will correctly add B::method1 to dispatcher.
By the way - don't forget that the numeric position of virtual functions dispatched from a vtable correspond identically, with all compilers, to the sequence they appear in the corresponding header file. You may be able to take advantage of that. That is a core principle upon which Microsoft COM technology is based.
Also, you might consider an approach published in "Game Programming Gems" (first volume) by Mark DeLoura. The article is entitled a "generic function binding interface" and is intended for RPC / network binding of functions. It may be exactly what you want.
class Report //This denotes the base class of C++ virtual function
{
public:
virtual void create() //This denotes the C++ virtual function
{
cout <<"Member function of Base Class Report Accessed"<<endl;
}
};
class StudentReport: public Report
{
public:
void create()
{
cout<<"Virtual Member function of Derived class StudentReportAccessed"<<endl;
}
};
void main()
{
Report *a, *b;
a = new Report();
a->create();
b = new StudentReport();
b->create();
}

C++: static function wrapper that routes to member function?

I've tried all sorts of design approaches to solve this problem, but I just can't seem to get it right.
I need to expose some static functions to use as callback function to a C lib. However, I want the actual implementation to be non-static, so I can use virtual functions and reuse code in a base class. Such as:
class Callbacks {
static void MyCallBack() { impl->MyCallBackImpl(); }
...
class CallbackImplBase {
virtual void MyCallBackImpl() = 0;
However I try to solve this (Singleton, composition by letting Callbacks be contained in the implementor class, etc) I end up in a dead-end (impl usually ends up pointing to the base class, not the derived one).
I wonder if it is at all possible or if I'm stuck with creating some sort of helper functions instead of using inheritance?
Problem 1:
Though it may look and seem to work on your setup this is not guaranteed to work as the C++ ABI is not defined. So technically you can not use C++ static member functions as functions pointers to be used by C code.
Problem 2:
All C callacks (that I know of) allow you to pass user data back as a void*. You can use this as the pointer to your object that has the virtual method. BUT You must make sure you use dynamic_cast<>() to the base class (the one with the virtual method used in the callback) before it is converted into the void* otherwise the pointer at the other end may not be interpreted correctly (especially if there is multiple inheritance involved).
Problem 3:
Exceptions: C is not designed to work with exceptions (especially old C libraries with callbacks). So don't expect exceptions that escape your callback to provide anything meaningful to the caller (they are more likely to result in application termination).
Solution:
What you need to do is use extern "C" function as the callback that calls the virtual method on an object of know type and throws away all exceptions.
An example for the C pthread routines
#include <iostream>
extern "C" void* start_thread(void* data);
class Work
{
public:
virtual ~Work() {}
virtual void doWork() = 0;
};
/*
* To be used as a callback for C code this MUST be declared as
* with extern "C" linkage to make sure the calling code can
* correctly call it
*/
void* start_thread(void* data)
{
/*
* Use reinterpret_cast<>() because the only thing you know
* that you can do is cast back to a Work* pointer.
*
*/
Work* work = reinterpret_cast<Work*>(data);
try
{
work->doWork();
}
catch(...)
{
// Never let an exception escape a callback.
// As you are being called back from C code this would probably result
// in program termination as the C ABI does not know how to cope with
// exceptions and thus would not be able to unwind the call stack.
//
// An exception is if the C code had been built with a C++ compiler
// But if like pthread this is an existing C lib you are unlikely to get
// the results you expect.
}
return NULL;
}
class PrintWork: public Work
{
public:
virtual void doWork()
{
std::cout << "Hi \n";
}
};
int main()
{
pthread_t thread;
PrintWork printer;
/*
* Use dynamic_cast<>() here because you must make sure that
* the underlying routine receives a Work* pointer
*
* As it is working with a void* there is no way for the compiler
* to do this intrinsically so you must do it manually at this end
*/
int check = pthread_create(&thread,NULL,start_thread,dynamic_cast<Work*>(&printer));
if (check == 0)
{
void* result;
pthread_join(thread,&result);
}
}
It's possible. Perhaps there's a problem on how you're initializing the concrete implementation?
In fact, I remember one library that does something very similar to this. You might find it usefull to take a look at libxml++ source code. It's built on top of libxml, which is a C library.
libxml++ uses a struct of static functions to handle the callbacks. For customization, the design allows the user to provide (through virtual functions) his/her own implementations to which the callbacks are then forwarded. I guess this is pretty much your situation.
Something like the below. The singleton is in class Callback, the Instance member will return a statically allocated reference to a CallbackImpl class. This is a singleton because the reference will only be initialised once when the function is first called. Also, it must be a reference or a pointer otherwise the virtual function will not work.
class CallbackImplBase
{
public:
virtual void MyCallBackImpl() = 0;
};
class CallbackImpl : public CallbackImplBase
{
public:
void MyCallBackImpl()
{
std::cout << "MyCallBackImpl" << std::endl;
}
};
class Callback
{
public:
static CallbackImplBase & Instance()
{
static CallbackImpl instance;
return instance;
}
static void MyCallBack()
{
Instance().MyCallBackImpl();
}
};
extern "C" void MyCallBack()
{
Callback::MyCallBack();
}
Are any of the parameters passed to the callback function user defined? Is there any way you can attach a user defined value to data passed to these callbacks? I remember when I implemented a wrapper library for Win32 windows I used SetWindowLong() to attach a this pointer to the window handle which could be later retrieved in the callback function. Basically, you need to pack the this pointer somewhere so that you can retrieve it when the callback gets fired.
struct CALLBACKDATA
{
int field0;
int field1;
int field2;
};
struct MYCALLBACKDATA : public CALLBACKDATA
{
Callback* ptr;
};
registerCallback( Callback::StaticCallbackFunc, &myCallbackData, ... );
void Callback::StaticCallbackFunc( CALLBACKDATA* pData )
{
MYCALLBACKDATA* pMyData = (MYCALLBACKDATA*)pData;
Callback* pCallback = pMyData->ptr;
pCallback->virtualFunctionCall();
}