Passing function and operator calls in object - c++

I am wanting to make a class which allows me to lock an object from being modified. It would essentially be a template with a boolean specifying the lock state. Since it is a template, I won't know all the methods that can be called on the internal object, so I need a method to pass calls through...
template<class T>
class const_lock
{
public:
const_lock() : my_lock(false) {}
void set_const_lock(bool state) {my_lock = state;}
// HOW TO IMPLEMENT SOMETHING LIKE THESE????
//
template<typename...Args >
auto operatorANY_OPERATOR (Args...args)
{
if(my_lock != false)
throw std::exception("Objected locked to modification");
return my_value.ANY_OPERATOR(args);
}
template<typename...Args >
auto operatorANY_CONST_OPERATOR (Args...args) const
{
return my_value.ANY_CONST_OPERATOR(args);
}
template<typename...Args >
auto ANY_METHOD(Args...args)
{
if(my_lock != false)
throw std::exception("Objected locked to modification");
return my_value.ANY_METHOD(args);
}
template<typename...Args >
auto ANY_CONST_METHOD(Args...args) const
{
return my_value.ANY_CONST_METHOD(args);
}
private:
bool my_lock;
T my_value;
}
int main()
{
const_lock<std::vector<int>> v;
v.push_back(5);
v.push_back(7);
v.set_const_lock(true);
v.push_back(9); // fails compilation
std::cout << v.at(1) << std::endl; // ok
}
Any help would be appreciated. Thanks!
Edit: changed static assert to throw and exception

What you're trying to do looks rather difficult, but more importantly is over-complicated and unnecessary for what you're trying to do.
Essentially what you're trying to do (correct me if I'm wrong) is create a compile time check of whether you are supposed to able to modify an object at a given time. However, c++ already has a built in way of doing this. Simply declare or pass your object as const or const&, and the compiler will not allow you to modify non-mutable parts of the object. When you want to be able to modify it pass it without const. You can even cast it from const& to regular & when you want to go from code where you can't modify it directly to code where you can, though I don't recommend it.
edit: just saw a comment on the question about no reference arrays. Don't worry about that! The standard library has support for reference wrappers which allow you to essentially store references in arrays or anywhere else.

You can make a generic wrapper class that you can forward the function to using a lambda that captures a reference to the internal member. In this example I am just using an if statement to check if it is "locked" and if it is then we just modify a copy.
template<class T>
class const_lock
{
private:
bool my_lock;
mutable T my_value;
public:
const_lock() : my_lock(false) {}
void set_const_lock() { my_lock = true; }
template<typename F>
auto operator()(F f) const -> decltype(f(my_value))
{
if (my_lock)
{
T temp{my_value}; // make a copy
return f(temp);
}
else
return f(my_value); // modify wrraped value
}
};
int main()
{
const_lock<std::string> cl;
cl([](std::string& s) {
s = "foobar";
});
cl([](std::string& s) {
std::cout << s << std::endl;
});
cl.set_const_lock();
cl([](std::string& s) {
s = "we should still be foobar";
});
cl([](std::string& s) {
std::cout << s;
});
}

This is completely unimplementable. A trivial modification of your source code shows why this won't work.
int main()
{
const_lock<std::vector<int>> v;
v.push_back(5);
v.push_back(7);
if (rand() % 2)
v.set_const_lock(true);
v.push_back(9); // fails compilation
std::cout << v.at(1) << std::endl; // ok
}
You need to completely rethink your approach.

Below is an example illustrating what I would be trying to protect against
class Node
{
public:
Node(int id) : my_id(id) {}
// . . .
int id() {return my_id;}
private:
int my_id;
// . . .
};
class Grid
{
public:
Grid() {}
// . . .
void associate(Node* n) { my_nodes.push_back(n); }
private:
// . . .
std::vector<Node*> my_nodes;
};
Node* find(std::vector<Node>& Nodes, int ID)
{
for(auto i=Nodes.begin(); i!=Nodes.end(); ++i)
{
if (i->id() == ID)
{
return &*i;
}
}
}
main()
{
std::vector<Node> Nodes;
// fill Nodes with data
Grid Array;
Array.associate( find(Nodes,14325) );
Array.associate( find(Nodes,51384) );
Array.associate( find(Nodes,321684) );
// . . .
Nodes.push_back(Node(21616)); // this can invalidate my pointers in Array
}
If I was able to make my Nodes vairable be
const_lock<std::vector<Node>> Nodes;
then call
Nodes.set_const_lock(true);
after populating the data, I wouldn't need to worry about my pointers in Array getting messed up.

Related

std::find return a class that I can't acesses functions

I come from C/C# language and now I'm trying to learn about C++ and his standards functions.
Now, I'm creating a class called IMonsterDead. I will have a std::vector<IMonsterDead*> with N monsters.
Example:
class IMonsterDead {
public:
IMonsterDead(int Id)
{
this->_Id = Id;
}
virtual void OnDead() = 0;
int Id() const {
return _Id;
}
private:
int _Id;
};
One class which implements that class:
class MonsterTest : public IMonsterDead {
public:
MonsterTest(int generId)
: IMonsterDead(generId)
{
}
virtual void OnDead()
{
std::cout << "MonsterTesd died" << std::endl;
}
};
Ok, if I access directly everything works fine. But I'm trying to use std::find.
Full program test:
int main()
{
std::vector<IMonsterDead*> monsters;
for (int i = 0; i < 1000; i++)
{
monsters.emplace_back(new MonsterTest(1000 + i));
}
int id = 1033;
std::vector<IMonsterDead*>::iterator result = std::find(monsters.begin(), monsters.end(), [id]( IMonsterDead const* l) {
return l->Id() == id;
});
if (result == monsters.end())
std::cout << "Not found" << std::endl;
else
{
// Here I want to access OnDead function from result
}
return 0;
}
So I need to access OnDead function from result but I can't. Intellisense doesn't show anything for me. The result exists.
How can I access that function? Have another better way to do that?
You need to use std::find_if() instead of std::find(). std::find() is for finding an element with a specific value, so you have to pass it the actual value to find, not a user_defined predicate. std::find_if() is for finding an element based on a predicate.
Either way, if a match is found, dereferencing the returned iterator will give you a IMonsterDead* pointer (more accurately, it will give you a IMonsterDead*& reference-to-pointer). You need to then dereference that pointer in order to access any members, like OnDead().
You are also leaking memory. You are not delete'ing the objects you new. And when dealing with polymorphic types that get deleted via a pointer to a base class, the base class needs a virtual destructor to ensure all derived destructors get called properly.
With that said, you are clearly using C++11 or later (by the fact that you are using vector::emplace_back()), so you should use C++11 features to help you manage your code better:
You should use std::unique_ptr to wrap your monster objects so you don't need to delete them manually.
You should always use the override keyword when overriding a virtual method, to ensure you override it properly. The compiler can catch more syntax errors when using override than without it.
You should use auto whenever you declare a variable that the compiler can deduce its type for you. Especially useful when dealing with templated code.
Try something more like this:
#include <iostream>
#include <vector>
#include <memory>
#include <algorithm>
class IMonsterDead {
public:
IMonsterDead(int Id)
: m_Id(Id)
{
}
virtual ~IMonsterDead() {}
virtual void OnDead() = 0;
int Id() const {
return m_Id;
}
private:
int m_Id;
};
class MonsterTest : public IMonsterDead {
public:
MonsterTest(int generId)
: IMonsterDead(generId)
{
}
void OnDead() override
{
std::cout << "MonsterTest died" << std::endl;
}
};
int main()
{
std::vector<std::unique_ptr<IMonsterDead>> monsters;
for (int i = 0; i < 1000; i++)
{
// using emplace_back() with a raw pointer risks leaking memory
// if the emplacement fails, so push a fully-constructed
// std::unique_ptr instead, to maintain ownership at all times...
monsters.push_back(std::unique_ptr<IMonsterDead>(new MonsterTest(1000 + i)));
// or:
// std::unique_ptr<IMonsterDead> monster(new MonsterTest(1000 + i));
// monsters.push_back(std::move(monster));
// or, if you are using C++14 or later:
// monsters.push_back(std::make_unique<MonsterTest>(1000 + i));
}
int id = 1033;
auto result = std::find_if(monsters.begin(), monsters.end(),
[id](decltype(monsters)::value_type &l) // or: (decltype(*monsters.begin()) l)
{
return (l->Id() == id);
}
// or, if you are using C++14 or later:
// [id](auto &l) { return (l->Id() == id); }
);
if (result == monsters.end())
std::cout << "Not found" << std::endl;
else
{
auto &monster = *result; // monster is 'std::unique_ptr<IMonsterDead>&'
monster->OnDead();
}
return 0;
}
Iterators are an interesting abstraction, in this case to be reduced to pointers.
Either you receive the pointer to the element or you get an invalid end.
You can use it as a pointer: (*result)->func();
You can also use it to create a new variable:
IMonsterDead &m = **result;
m.func();
This should give the same assembly, both possible.

Creating a callback with std::function as class-member

I have designed a simple callback-keyListener-"Interface" with the help of a pure virtual function. Also I used a shared_ptr, to express the ownership and to be sure, that the listener is always available in the handler. That works like a charme, but now I want to implement the same functionality with the help of std::function, because with std::function I am able to use lambdas/functors and I do not need to derive from some "interface"-classes.
I tried to implement the std::function-variant in the second example and it seems to work, but I have two questions related to example 2:
Why does this example still work, although the listener is out of scope? (It seems, that we are working with a copy of the listener instead of the origin listener?)
How can I modify the second example, to achieve the same functionality like in the first example (working on the origin listener)? (member-ptr to std::function seems not to work! How can we handle here the case, when the listener is going out of scope before the handler? )
Example 1: With a virtual function
#include <memory>
struct KeyListenerInterface
{
virtual ~KeyListenerInterface(){}
virtual void keyPressed(int k) = 0;
};
struct KeyListenerA : public KeyListenerInterface
{
void virtual keyPressed(int k) override {}
};
struct KeyHandler
{
std::shared_ptr<KeyListenerInterface> m_sptrkeyListener;
void registerKeyListener(std::shared_ptr<KeyListenerInterface> sptrkeyListener)
{
m_sptrkeyListener = sptrkeyListener;
}
void pressKey() { m_sptrkeyListener->keyPressed(42); }
};
int main()
{
KeyHandler oKeyHandler;
{
auto sptrKeyListener = std::make_shared<KeyListenerA>();
oKeyHandler.registerKeyListener(sptrKeyListener);
}
oKeyHandler.pressKey();
}
Example 2: With std::function
#include <functional>
#include <memory>
struct KeyListenerA
{
void operator()(int k) {}
};
struct KeyHandler
{
std::function<void(int)> m_funcKeyListener;
void registerKeyListener(const std::function<void(int)> &funcKeyListener)
{
m_funcKeyListener = funcKeyListener;
}
void pressKey() { m_funcKeyListener(42); }
};
int main()
{
KeyHandler oKeyHandler;
{
KeyListenerA keyListener;
oKeyHandler.registerKeyListener(keyListener);
}
oKeyHandler.pressKey();
}
std::function<Sig> implements value semantic callbacks.
This means it copies what you put into it.
In C++, things that can be copied or moved should, well, behave a lot like the original. The thing you are copying or moving can carry with it references or pointers to an extrenal resource, and everything should work fine.
How exactly to adapt to value semantics depends on what state you want in your KeyListener; in your case, there is no state, and copies of no state are all the same.
I'll assume we want to care about the state it stores:
struct KeyListenerA {
int* last_pressed = 0;
void operator()(int k) {if (last_pressed) *last_pressed = k;}
};
struct KeyHandler {
std::function<void(int)> m_funcKeyListener;
void registerKeyListener(std::function<void(int)> funcKeyListener) {
m_funcKeyListener = std::move(funcKeyListener);
}
void pressKey() { m_funcKeyListener(42); }
};
int main() {
KeyHandler oKeyHandler;
int last_pressed = -1;
{
KeyListenerA keyListener{&last_pressed};
oKeyHandler.registerKeyListener(keyListener);
}
oKeyHandler.pressKey();
std::cout << last_pressed << "\n"; // prints 42
}
or
{
oKeyHandler.registerKeyListener([&last_pressed](int k){last_pressed=k;});
}
here we store a reference or pointer to the state in the callable. This gets copied around, and when invoked the right action occurs.
The problem I have with listeners is the doulbe lifetime issue; a listener link is only valid as long as both the broadcaster and reciever exist.
To this end, I use something like this:
using token = std::shared_ptr<void>;
template<class...Message>
struct broadcaster {
using reciever = std::function< void(Message...) >;
token attach( reciever r ) {
return attach(std::make_shared<reciever>(std::move(r)));
}
token attach( std::shared_ptr<reciever> r ) {
auto l = lock();
targets.push_back(r);
return r;
}
void operator()( Message... msg ) {
decltype(targets) tmp;
{
// do a pass that filters out expired targets,
// so we don't leave zombie targets around forever.
auto l = lock();
targets.erase(
std::remove_if( begin(targets), end(targets),
[](auto&& ptr){ return ptr.expired(); }
),
end(targets)
);
tmp = targets; // copy the targets to a local array
}
for (auto&& wpf:tmp) {
auto spf = wpf.lock();
// If in another thread, someone makes the token invalid
// while it still exists, we can do an invalid call here:
if (spf) (*spf)(msg...);
// (There is no safe way around this issue; to fix it, you
// have to either restrict which threads invalidation occurs
// in, or use the shared_ptr `attach` and ensure that final
// destruction doesn't occur until shared ptr is actually
// destroyed. Aliasing constructor may help here.)
}
}
private:
std::mutex m;
auto lock() { return std::unique_lock<std::mutex>(m); }
std::vector< std::weak_ptr<reciever> > targets;
};
which converts your code to:
struct KeyHandler {
broadcaster<int> KeyPressed;
};
int main() {
KeyHandler oKeyHandler;
int last_pressed = -1;
token listen;
{
listen = oKeyHandler.KeyPressed.attach([&last_pressed](int k){last_pressed=k;});
}
oKeyHandler.KeyPressed(42);
std::cout << last_pressed << "\n"; // prints 42
listen = {}; // detach
oKeyHandler.KeyPressed(13);
std::cout << last_pressed << "\n"; // still prints 42
}

Constructor to add every instance of a class to a list object

New to c++ and OOP. I'm trying to figure out lists and iteration, so I've created the following example code. I create a couple Thing objects, but I want to make sure that when a Thing is created, its constructor adds it to a list "things" (inside the lists object) so that I can keep track of every instance of Thing. At the bottom of main() I then iterate through the list of Things. Is there a better way to do this, or could you point out how to do this in my Thing constructor? Thanks!!
#include <iostream>
#include <list>
class Thing;
class Lists
{
public:
std::list<Thing> things;
Lists() {
std::cout << "List object with list 'things' created" << std::endl;
}
};
class Thing
{
public:
int howMuch, pointer;
Thing(int x, Lists* y)
{
howMuch = x;
y->things.push_back(this);
}
};
int main()
{
//create the object that holds the list of things
Lists lists;
//make some objects, and pass a pointer of the lists to the constructor
Thing thingA(123, &lists);
Thing thingB(456, &lists);
for (std::list<Thing>::iterator it = lists.things.begin(); it != lists.things.end(); ++it)
std::cout << "test" << it->howMuch << std::endl;
return 0;
}
You can store created items inside the Thing class itself using a static field _things:
#include <iostream>
#include <list>
class Thing
{
static std::list<Thing> _things;
public:
int howMuch, pointer;
Thing(int x) : howMuch(x)
{
_things.push_back(*this);
}
static std::list<Thing> getAllThings()
{
return _things;
}
};
std::list<Thing> Thing::_things;
int main()
{
Thing thingA(123);
Thing thingB(456);
auto allThings = Thing::getAllThings();
for (auto it = allThings.begin(); it != allThings.end(); ++it)
std::cout << "test " << it->howMuch << std::endl;
return 0;
}
The original example and the example in answer 1 encounter problems as soon as any Thing is destroyed (as François Andrieux mentioned), even if you use a pointer to Thing in the list. If you use a Thing in a subroutine as a local variable, the Thing is destroyed at the end of this function, but is still in the list. To solve this problem, you have to remove the Thing from the list in the destructor of Thing. But if you do so, you get a problem, when Thing is a global object. You have two global objects - the list and the Thing. It is not clear, which is destroyed first, so you can end up whith an access violation, which is difficult to debug, because it happens after exit().
Here is my proposal:
template<class T>
class InstanceIterator{ // Iterator for an InstanceList
public:
InstanceIterator(T*pT)
: pt(pT)
{}
T& operator*(){ return *pt; }
T* operator->(){ return pt; }
InstanceIterator operator++(){
pt=pt->instanceList.pNext;
return *this;
}
int operator!=(const InstanceIterator<T>& i){ return i.pt!=pt; }
private:
T*pt;
};
template<class T>
class InstanceList{
// this class means not the whole list, but only the element (pNext)
// which is inserted into the object you want to have in a list.
// there is no explizite list, every instance class T has a part of the list
public:
InstanceList(){};
void insert(T* pt){ // gets the this-pointer of the surrounding class
pNext=pFirst;
pFirst=pt;
}
~InstanceList();
static InstanceIterator<T> begin(){ return pFirst; }
static InstanceIterator<T> end(){ return 0; }
static bool empty(){ return pFirst==0; }
private:
InstanceList(const InstanceList&);// no copy constructor
void operator=(const InstanceList&);// no assignment
static T* pFirst;
T* pNext;
friend class InstanceIterator<T>;
};
template<class T>
InstanceList<T>::~InstanceList(){
T**ppInst=&pFirst;
// search for myself
while(&((*ppInst)->instanceList)!=this) { // its me?
if(0==(*ppInst)) {
return; // emergency exit
}
ppInst=&((*ppInst)->instanceList.pNext); // the next please
}
// and remove me from the list
(*ppInst)=pNext;
}
template<class T>
T* InstanceList<T>::pFirst=0;
// how to use and test the above template:
// (uses 3 objects: one is global, one is local,
// and one is deleted before going through the list)
class InstanceTest { // example class, the instances of this class are listed
public:
InstanceTest(int i)
: i(i)
{
instanceList.insert(this); // dont forget this line
}
InstanceList<InstanceTest> instanceList; // must have this line with exact this name
int i;
};
InstanceTest t1(1); // a global object
int main() {
std::cout << "testing InstanceIterator";
InstanceTest t2(2); // a local object
InstanceTest* pt3 = new InstanceTest(3); // will be deleted later
int sum(0);
for(InstanceIterator<InstanceTest> it= InstanceList<InstanceTest>::begin(); it!= InstanceList<InstanceTest>::end();++it){
sum += it->i;
}
int testFailed(0);
if (sum != 6) testFailed++;
delete pt3;
sum = 0;
for (InstanceIterator<InstanceTest> it = InstanceList<InstanceTest>::begin(); it != InstanceList<InstanceTest>::end(); ++it) {
sum += it->i;
}
if (sum != 3) testFailed++;
if (testFailed) {
std::cout << "... FAILED !!!\n";
}
else std::cout << "... OK\n";
return testFailed;
}

copy constructor with template class not getting called

I was trying to write a sample code for implementing shared pointer [just for practice].
In this following example,
why compiler is not complaining about modifying other_T
And why copy constructor SharedPtr(const T& other_T) is not getting called ?
Here is the code snippet.
#include <iostream>
using namespace std;
#define DBG cout<<"[DEBUG]"<<__PRETTY_FUNCTION__<<endl
class RefCount
{
protected:
int m_ref;
RefCount(){ DBG; m_ref = 1 ; }
void reference(){ DBG; ++m_ref; }
void dereference(){ DBG;--m_ref; }
};
template <class T>
class SharedPtr : public RefCount
{
T* m_T;
public:
SharedPtr() { DBG; m_T = new T; }
SharedPtr(const T& other_T){
DBG;
m_T = other_T.m_T;
other_T.dereference();
other_T.m_T = NULL;
}
~SharedPtr() {
DBG;
dereference();
cout<<m_ref<<endl;
if(m_ref <= 0 && m_T != NULL ){
cout<<"Destroying"<<endl;
delete m_T;
m_T = NULL;
}
}
};
class A{};
int main()
{
SharedPtr<A> obj;
cout<<"assigning "<<endl;
SharedPtr<A> obj2 = obj;
cout<<"END"<<endl;
return 0;
}
and the result is segfault.
Your primary problem is that the copy constructor is being called--but you haven't defined a copy constructor, so you're getting the copy constructor that's defined by the compiler by default.
That copy constructor just does a member-wise copy. That means you've allocated one A with new, then pointed two SharedPtr objects at that same A. The first one to get destroyed deletes the A object. Then the second one gets destroyed, attempts to delete the same object again, and havoc ensues.
In the end, it doesn't look to me like much (any?) of this is going to make any real difference though. I'm pretty sure your basic design is broken. To get a working shared pointer, you have one reference count and "raw" pointer to the final object. Then you have N SharedPtr objects referring to that one ref count/pointer structure that in turn refers to the final object.
You're trying to combine the raw pointer/ref count into the individual SharedPtr, and I don't see any way that can actually work.
It also seems to me that the basic concept of what you've called a RefCount is really part of the design of a SharedPtr. As such, I think its definition should be nested inside that of SharedPtr (and probably made private, since the outside world has no reason to know it exists, not to mention being able to access it directly).
With those taken into account, the code might end up something like this:
#include <iostream>
using namespace std;
#define DBG cout<<"[DEBUG]"<<__PRETTY_FUNCTION__<<endl
template <class T>
class SharedPtr {
template <class U>
struct Ref {
mutable int m_ref;
U *data;
Ref(T *data) : m_ref(1), data(data) { DBG; }
void add_ref() const { DBG; ++m_ref; std::cout << "m_ref=" << m_ref << "\n"; }
void sub_ref() const { DBG; --m_ref; std::cout << "m_ref=" << m_ref << "\n"; }
~Ref() { delete data; }
};
Ref<T> *r;
public:
SharedPtr(T *data) { DBG; r = new Ref<T>(data); }
SharedPtr(SharedPtr const &p) : r(p.r) { DBG; r->add_ref(); }
~SharedPtr() {
DBG;
r->sub_ref();
if (0 == r->m_ref) {
delete r;
std::cout << "deleted pointee\n";
}
}
};
class A{};
int main() {
SharedPtr<A> obj(new A);
cout<<"copying "<<endl;
SharedPtr<A> obj2 = obj;
cout<<"END"<<endl;
return 0;
}
Notes: though this fixes at least some of the basic design, it's still quite a ways short of usable. It's missing the dereference operator, so you can't use the pointer to get to the value it points at. It'll break completely in a multi-threaded environment. I haven't thought enough about it to be sure, but my immediate guess is that it's probably not exception safe either.

Remove the defines in this safeguard mutex example

-edit- i cant experiment ATM but will tonight. I am thinking maybe a typedef can be used to hold mut and can be used to declare a var. But my initial thought is typedefs don't play nice with templates so i'll have to check later tonight (for now, to class)
I was looking at this piece of code shown below and i was wondering how it might be possible to implement without using defines.
Since I cant compile the code (i don't have any mutex/multithreading libs currently installed) i'll just look at the code and think it out.
It seems like one can completely implement PROTECTED_WITH by inheriting a template class. The problem is now PROTECTED_MEMBER. It uses a name with ## to create a variable. This isnt much of a problem because we create a class which holds the variable with the () operator to make it appear as a function. However accessing is_held() the problem as i would like not to pass this or mut_ in.
My gut says with out of the box thinking its possible to solve this without defines and without passing in to each variable a this, function ptr or reference. I'll allow everyone to cheat and use c++0x features.
template<typename Mutex>
class TestableMutex {
public:
void lock() { m.lock(); id = this_thread::get_id(); }
void unlock() { id = 0; m.unlock(); }
bool try_lock() { bool b = m.try_lock();
if( b ) id = this_thread::get_id();
return b; }
bool is_held() { return id == this_thread::get_id(); }
private:
Mutex m;
atomic<thread::id> id;
// for recursive mutexes, add a count
};
#define PROTECTED_WITH(MutType) \
public: void lock() { mut_.lock(); } \
public: bool try_lock() { return mut_.try_lock(); } \
public: void unlock() { mut_.unlock(); } \
private: TestableMutex<MutType> mut_;
#define PROTECTED_MEMBER(Type,name) \
public: Type& name() { assert(mut_.is_held()); return name##_; } \
private: Type name##_;
struct MyData {
PROTECTED_WITH( some_mutex_type );
PROTECTED_MEMBER( vector<int>, v );
PROTECTED_MEMBER( Widget*, w );
};
You can use an explicit specialization containing using declarations to list the objects protected by the mutex. Then use a base class to "pass" the access out to the user via operator->, so object->member (with object not being a pointer) performs the mutex assertion.
This is easier done than said:
// Imagine that the members of this class must be locked by the mutex.
class a : public expose_locked_by_arrow< a > {
protected:
int i;
void f();
};
// Declare which members are conditionally locked. Pretty simple and idiomatic.
template<>
struct member_expose< a > : a {
using a::i;
using a::f;
};
#include <iostream>
// Access mutex-locked members with ->
int main() {
a x;
x->i = 5;
a const y( x );
std::cout << y->i << '\n';
}
The library code:
// This template is specialized for each mutex protection client.
template< class >
struct member_expose;
// Base class provides mutex; parameter is derived class (CRTP).
template< class c >
struct expose_locked_by_arrow {
member_expose< c > *
operator->() {
assert ( expose_lock_mutex.is_held() );
return static_cast< member_expose< c > * >( this );
}
member_expose< c > const *
operator->() const {
assert ( expose_lock_mutex.is_held() );
return static_cast< member_expose< c > const * >( this );
}
expose_locked_by_arrow( mutex const &m = mutex() )
: expose_lock_mutex( m ) {}
protected:
mutex expose_lock_mutex;
};
See it run.
The #defines aren't providing any protection as such, rather they are just reducing the amount of typing you'd have to do (in turn, they make sure all the "protected" members have the proper code in place).
There isn't a way that I am aware of to avoid having to put the checks into each getter function - and locking the whole object, as they are returning references to data stored within the protected object.
If however, they could all be returned by value (or not returning anything at all), then you could use a container that locks everything using a proxy object, something like the following (this could probably be done better, i've just quickly hacked it together):
#include <iostream>
struct Mutex
{
void lock()
{
std::cout << "Mutex::lock" << std::endl;
}
void unlock()
{
std::cout << "Mutex::unlock" << std::endl;
}
};
template <class Object>
class ThreadSafeObject
{
mutable Mutex d_mutex;
Object d_object;
public:
struct Proxy
{
mutable Mutex *d_mutex;
Object *d_object;
Proxy(Mutex *mutex, Object *object)
: d_mutex(mutex)
, d_object(object)
{
d_mutex->lock();
}
Proxy(const Proxy& proxy)
: d_mutex(proxy.d_mutex)
, d_object(proxy.d_object)
{
proxy.d_mutex = NULL;
}
~Proxy()
{
if (d_mutex)
{
d_mutex->unlock();
}
}
Object *operator->()
{
return d_object;
}
};
struct ConstProxy
{
mutable Mutex *d_mutex;
const Object *d_object;
ConstProxy(Mutex *mutex, const Object *object)
: d_mutex(mutex)
, d_object(object)
{
d_mutex->lock();
}
ConstProxy(const ConstProxy& proxy)
: d_mutex(proxy.d_mutex)
, d_object(proxy.d_object)
{
proxy.d_mutex = NULL;
}
~ConstProxy()
{
if (d_mutex)
{
d_mutex->unlock();
}
}
const Object *operator->() const
{
return d_object;
}
};
Proxy operator->()
{
return Proxy(&d_mutex, &d_object);
}
ConstProxy operator->() const
{
return ConstProxy(&d_mutex, &d_object);
}
};
struct Foo
{
void foo()
{
std::cout << "Foo::foo" << std::endl;
}
};
int main()
{
ThreadSafeObject<Foo> myFoo;
myFoo->foo();
return 0;
}
Which uses the operator->() trick (when operator-> doesnt reutrn a pointer type, the compiler will keep calling operator-> on the returned values until eventually a regular pointer type is returned) and gives the following output:
Mutex::lock
Foo::foo
Mutex::unlock
Generally speaking though, an object that needs to be used by multiple threads shouldn't be exposing its internals like that, it would be safer to have it accept parameters and use its internal values to act on them.