Static Virtual Functions - c++

Okay, so I know that static virtual functions don't exist for several reasons. I do believe, however, I have found a situation in which something mimicking them may be useful. As part of a group project for a class we must design a scripting core for a game engine. In order to keep things decoupled we want a class to be able to register its metatables (functions, members, etc) with the LuaState. Also, I could be way off here as this is my first time trying to implement anything of the sort.
So, in order to keep things generic we have an IScriptStateManager interface that contains pure virtual functions to register objects with the scripting languages global state, perform init and shutdown features, and has a couple other functions for DoFile and DoString. Then we have a LuaStateManager class that implements the functionality of this interface.
Now, in order to allow most game objects to be created in script without knowing about them ahead of time we also created an IScriptObject interface. If you want an object to be represented by the scripting system it should implement this interface. This interface includes a method that contains a method called register that derived classes can implement and will set up there metatables. So everything looks like this:
bool LuaStateManager::Register(IScriptObject* obj)
{
if (obj has not already been registered with global state)
{
obj->Register();
return true;
}
return false;
}
I'm sure you can see the problem. First and foremost we need and actual instantiation to register an object. Because of this we may be calling this function multiple times for a particular type of object, only to have it return true the first time and false every other time. While the overhead of this is minimal, it's a dead giveaway that something is wrong with the design.
So the issue arises. In this particular case we need the functionality of both a static method and a virtual method. Granted we could simply manually add static methods to each class and then call those once, but this couples objects to the scripting system. Any tips or help would be most welcome. Thanks

Provide access to the functionality of IScriptStateManager through a set of functions in an API class or a namespace.
ScriptStateManagerAPI.h:
namespace ScriptStateManagerAPI
{
// Function to register the active ScriptStateManager.
void setActiveScriptStateManager(IScriptStateManager* scriptStateManager);
// Function to register a ScriptObject.
bool registerScriptObject(IScriptObject* obj);
}
IScriptStateManager.h:
class IScriptStateManager
{
virtual bool registerScriptObject(IScriptObject* obj) = 0;
};
ScriptStateManagerAPI.cpp:
#include <IScriptStateManager.h>
namespace ScriptStateManagerAPI
{
static IScriptStateManager* activeScriptStateManager = nullptr;
void setActiveScripStatetManager(IScriptStateManager* scriptStateManager)
{
activeScriptStateManager = scriptStateManager;
}
bool registerScriptObject(IScriptObject* obj)
{
if ( activeScriptStateManager )
{
return activeScriptStateManager->registerScriptObject(obj);
}
else
{
// Deal with lack of an active IScriptStateManager.
return false;
}
}
}
LuaScriptManager.h:
#include <IScriptStateManager.h>
class LuaScriptManager : public IScriptStateManager
{
virtual bool registerScriptObject(IScriptObject* obj);
};
LuaScriptManager.cpp:
namespace
{
// Helper class in anonymous namespace to register a LuaScriptManager as
// the active IScriptStateManager at start up time.
struct Initializer
{
Initializer();
};
};
// Construct an Initializer at start up time.
static Initializer initializer;
Initializer::Initializer()
{
// Register a LuaScriptManager as the acive ScriptStateManager.
ScriptStateAPI::setActiveScriptStateManager(new LuaScriptManager());
}
bool LuaScriptManager::registerScriptObject(IScriptObject* obj)
{
if (obj has not already been registered with global state)
{
obj->Register();
return true;
}
return false;
}
You can use another ScriptStateManager in your application. Then you have to choose whether you can have only one ScriptStateManager at a time or not. If your application needs more than one ScriptStateManager at a time, you can change the static data as well as the interface in ScriptStateManagerAPI
ScriptStateManagerAPI.h:
namespace ScriptStateManagerAPI
{
// Function to register an active ScriptStateManager.
void registerActiveScriptStateManager(IScriptStateManager* scriptStateManager);
// Function to register a ScriptObject.
bool registerScriptObject(IScriptObject* obj);
}
ScriptStateManagerAPI.cpp:
#include <IScriptStateManager.h>
namespace ScriptStateManagerAPI
{
static std::set<IScriptStateManager*> activeScriptStateManagers;
void registerActiveScripStatetManager(IScriptStateManager* scriptStateManager)
{
activeScriptStateManagers.insert(scriptStateManager);
}
bool registerScriptObject(IScriptObject* obj)
{
// Figure out how to manage the return the values of each
// activeScriptManager.
for ( auto activeScriptManager, activeScriptStateManagers)
{
activeScriptManager->registerScriptObject(obj);
}
return true; //????
}
}

Related

Going around in circles with Pure Virtual Functions

I am using a simple inheritance structure to try and simplify code structure and reduce common code usage across a number of classes.
The idea is to allow a simple linked list structure within the class to allow the entire set of instances to be iterated.
EDIT:
To elaborate, this is intended to support a bunch of classes that can be aggregated by type and then iterated by type. Hence the decision to use a linked list with a static "first member" held in the class.
The actual application is support classes for switches, buttons, lights, parsers inside an embedded platform (Arduino).
When I create 20 switch instances of cSwitch (for instance)
cSwitch cSwitchA(_pin,callback);
cSwitch cSwitchB(_pin,callback);
I can then use
loop() {
cSwitch::checkAll();
}
inside my "loop" function, rather than having to do:
void loop() {
cSwitchA::check();
cSwitchB::check();
...
}
...
extending this to other classes, I can do:
loop() {
cSwitch::checkAll();
cLight::checkAll();
cParser::checkAll();
}
all of the members are declared with pins, parameters and callback functions.
I think that the problem is not specific to Arduino, but a little more abstract in that it could probably arise in any similar scenario.
class cGroup {
public:
cGroup(){cGroup::register_instance(this);}
~cGroup();
static void register_instance(cGroup * _inst) {
cGroup pInstance=nullptr;
if (_inst->getFirstInstance()==nullptr) {
_inst->setFirstInstance(_inst);
return;
} else {
pInstance=_inst->getFirstInstance();
}
while (1) {
if (pInstance->getNextInstance() == nullptr) {
pInstance->setNextInstance(_inst);
return;
} else {
pInstance=_inst->getNextInstance();
}
}
}
static void checkAll(cGroup * firstInstance);
virtual cGroup* getFirstInstance()=0;
virtual void setFirstInstance(cGroup*)=0;
};
class cMemberA: public cGroup {
public:
cMemberA():cGroup(){}
static void checkAll() {cGroup::checkAll(cMemberA::firstInstance);}
static cGroup * _firstInstance;
cGroup* getFirstInstance() {return cMemberA::firstInstance;}
void setFirstInstance(cGroup* _firstInstance){cMemberA::firstInstance = _firstInstance;}
};
cGroup * cMemberA::_firstInstance = nullptr;
class cMemberB: public cGroup {
... etc
};
The main need to do it this way stems from the fact that if I push the static "firstInstance" variable up into the cGroup class, it only allows for one long list containing many different types of Member classes. What I want is one list per type of Member class, meaning that I need to scope the static "firstInstance" variable into the Member class itself.
The problem I am finding is that I am going around in circles trying to figure out how to invoke getFirstInstance() and setFirstInstance from within the member class while only having a cGroup* pointer to play with.
If I have pure virtual classes inside of cGroup with cGroup * declarations, then these are not satisfied by declarations in the subclass of cMemberA * (and cMemberB *, cMemberC etc...)
declaring the "first-instance" members as "cMemberA*" leads to compilation issues (abstract class), but declaring them as cGroup* leads to an inability to invoke the required members in the cMemberA instances.
Is there another way to do this, or am I fundamentally going about this the wrong way? Please be gentle, it's been about 10 years since my last rodeo with C++ and I'm not a professional programmer.
Of course I can get around this issue by dispensing with cGroup entirely and just putting everything into cMemberA, cMemberB etc. but then that's where I was last week and as far as I recall, that's not the best way with C++ as the whole idea is to reduce code duplication.
The code you posted does have a problem, but I think it's different from the ones you mentioned.
The problem I see is that you call register_instance from the cGroup constructor, and then call virtual functions, eg. getFirstInstance() from that. Virtual calls don't work as expected at construction time (because the vtable isn't properly initialized yet). Basically you need to construct your object first, and you can call register once the object is fully constructed, in a second step.
The usual way around this would be to use a factory function instead of directly the constructors. The factory function would first create a new instance, then register that fully created instance, then return it. BUT, your factory function would need to create the instance on heap and return a pointer (if it returned by value, then it would register an instance, return a copy of it, then destruct the registered instance). Usually this isn't a problem, types with virtual functions are usually used as reference types (not value types) anyway, but in your particular embedded case that may be a problem.
Another way is to create intermediate classes between cGroup and cMemberX, eg. cMemberA: cMemberABase: cGroup. first_instance and getFirstIntsnace() etc. would be defined in cMemberABase. Then cMemberA's constructor could call cGroup::register, because by that time the vtable for cMemberABase is already constructed (but not yet for cMemberA!). In other words, when in the subclass constructor, the base subobject's virtuals can already be used, but not the virtuals defined in the subclass.
class cGroup {
protected:
cGroup(){}
public:
template <class G> static G* make() {
G* instance = new G();
cGroup::register_instance(instance);
return instance;
}
~cGroup() {}
static void register_instance(cGroup * _inst) {
cGroup* pInstance=nullptr;
if (_inst->getFirstInstance()==nullptr) {
_inst->setFirstInstance(_inst);
return;
} else {
pInstance=_inst->getFirstInstance();
}
while (1) {
if (pInstance->getNextInstance() == nullptr) {
pInstance->setNextInstance(_inst);
return;
} else {
pInstance=_inst->getNextInstance();
}
}
}
static void checkAll(cGroup * firstInstance) {
}
virtual cGroup* getFirstInstance()=0;
virtual void setFirstInstance(cGroup*)=0;
cGroup* getNextInstance() { return nextInstance; }
void setNextInstance(cGroup* nextInstance) { this->nextInstance = nextInstance; }
cGroup* nextInstance = nullptr;
};
class cMemberABase: public cGroup {
protected:
friend class cGroup;
cMemberABase():cGroup(){}
public:
static void checkAll() {cGroup::checkAll(cMemberABase::firstInstance);}
static cGroup * firstInstance;
cGroup* getFirstInstance() {return cMemberABase::firstInstance;}
void setFirstInstance(cGroup* _firstInstance){cMemberABase::firstInstance = _firstInstance;}
};
cGroup* cMemberABase::firstInstance = nullptr;
class cMemberBBase: public cGroup {
protected:
friend class cGroup;
cMemberBBase():cGroup(){}
public:
static void checkAll() {cGroup::checkAll(cMemberBBase::firstInstance);}
static cGroup * firstInstance;
cGroup* getFirstInstance() {return cMemberBBase::firstInstance;}
void setFirstInstance(cGroup* _firstInstance){cMemberBBase::firstInstance = _firstInstance;}
};
cGroup* cMemberBBase::firstInstance = nullptr;
class cMemberA: cMemberABase {
public:
cMemberA(): cMemberABase() {
cGroup::register_instance(this);
}
};
class cMemberB: cMemberBBase {
public:
cMemberB(): cMemberBBase() {
cGroup::register_instance(this);
}
};
It is much simpler and idiomatic to let the outer code organize objects into containers as needed:
cSwitch cSwitches[2] = {{_pin,callback}, {_pin,callback}};
loop() {
for (auto& switch : cSwitches)
switch.check();
}
If you want "names" for the elements, add an enum:
enum cSwitchNames { A, B, count };
cSwitches[A].check(); // if you need to check just one

How to change a behavior for all instances of a class in a header only class

For a class, which is only defined in a header, I need a special behavior of one method for all instance of the class. It should be depending on a default value, which can be changed any time during runtime. As I do not want a factory class nor a central management class I came up with that idea:
class MyClass
{
public:
void DoAnything() // Methode which should be act depending on default set.
{
// Do some stuff
if(getDefaultBehaviour())
{
// Do it this way...
}
else
{
// Do it that way...
}
}
static bool getDefaultBehaviour(bool bSetIt=false,bool bDefaultValue=false)
{
static bool bDefault=false;
if(bSetIt)
bDefault=bDefaultValue;
return bDefault;
}
};
It works, but it looks a little awkward. I wonder if there is a better way following the same intention.
In the case where I want to use it the software already created instances of that class during startup and delivered them to different parts of the code. Eventually the program gets the information how to treat the instances (for e.g. how or where to make themselves persistent). This decision should not only affect new created instances, it should affect the instances already created.
I'd advise to use a simple method to simulate a static data member, so the usage becomes more natural:
class MyClass
{
public:
// get a reference (!) to a static variable
static bool& DefaultBehaviour()
{
static bool b = false;
return b;
}
void DoAnything() // Methode which should be act depending on default set.
{
// Do some stuff
if(DefaultBehaviour())
{
// Do it this way...
}
else
{
// Do it that way...
}
}
};
where the user can change the default at any time with
MyClass::DefaultBehaviour() = true;
My thanks to Daniel Frey with his answer which I already marked as the best. I wanted to add my final solution which is based on the answer from Frey. The class is used by some c++ beginners. As I told them to use always getter and setter methods, the way described by Frey looks very complex to beginners ("uuuh, I can give a function a value?!?!"). So I wrote the class like followed:
class MyClass
{
public:
// get a reference (!) to a static variable
static bool& getDefaultBehaviour()
{
static bool b = false;
return b;
}
static void setDefaultBehaviour(bool value)
{
getDefaultBehaviour()=value;
}
void DoAnything() // Methode which should be act depending on default set.
{
// Do some stuff
if(getDefaultBehaviour())
{
// Do it this way...
}
else
{
// Do it that way...
}
}
};
for the user, I looks now like a usual getter and setter.

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.

Reconciling classes, inheritance, and C callbacks

In my C++ project, I've chosen to use a C library. In my zeal to have a well-abstracted and simple design, I've ended up doing a bit of a kludge. Part of my design requirement is that I can easily support multiple APIs and libraries for a given task (due, primarily, to my requirement for cross-platform support). So, I chose to create an abstract base class which would uniformly handle a given selection of libraries.
Consider this simplification of my design:
class BaseClass
{
public:
BaseClass() {}
~BaseClass() {}
bool init() { return doInit(); }
bool run() { return doWork(); }
void shutdown() { destroy(); }
private:
virtual bool doInit() = 0;
virtual bool doWork() = 0;
virtual void destroy() = 0;
};
And a class that inherits from it:
class LibrarySupportClass : public BaseClass
{
public:
LibrarySupportClass()
: BaseClass(), state_manager(new SomeOtherClass()) {}
int callbackA(int a, int b);
private:
virtual bool doInit();
virtual bool doWork();
virtual void destroy();
SomeOtherClass* state_manager;
};
// LSC.cpp:
bool LibrarySupportClass::doInit()
{
if (!libraryInit()) return false;
// the issue is that I can't do this:
libraryCallbackA(&LibrarySupportClass::callbackA);
return true;
}
// ... and so on
The problem I've run into is that because this is a C library, I'm required to provide a C-compatible callback of the form int (*)(int, int), but the library doesn't support an extra userdata pointer for these callbacks. I would prefer doing all of these callbacks within the class because the class carries a state object.
What I ended up doing is...
static LibrarySupportClass* _inst_ptr = NULL;
static int callbackADispatch(int a, int b)
{
_inst_ptr->callbackA(a, b);
}
bool LibrarySupportClass::doInit()
{
_inst_ptr = this;
if (!libraryInit()) return false;
// the issue is that I can't do this:
libraryCallbackA(&callbackADispatch);
return true;
}
This will clearly do Bad Things(TM) if LibrarySupportClass is instantiated more than once, so I considered using the singleton design, but for this one reason, I can't justify that choice.
Is there a better way?
You can justify that choice: your justification is that the C library only supports one callback instance.
Singletons scare me: It's not clear how to correctly destroy a singleton, and inheritance just complicates matters. I'll take another look at this approach.
Here's how I'd do it.
LibrarySupportClass.h
class LibrarySupportClass : public BaseClass
{
public:
LibrarySupportClass();
~LibrarySupportClass();
static int static_callbackA(int a, int b);
int callbackA(int a, int b);
private:
//copy and assignment are rivate and not implemented
LibrarySupportClass(const LibrarySupportClass&);
LibrarySupportClass& operator=(const LibrarySupportClass&);
private:
static LibrarySupportClass* singleton_instance;
};
LibrarySupportClass.cpp
LibrarySupportClass* LibrarySupportClass::singleton_instance = 0;
int LibrarySupportClass::static_callbackA(int a, int b)
{
if (!singleton_instance)
{
WHAT? unexpected callback while no instance exists
}
else
{
return singleton_instance->callback(a, b);
}
}
LibrarySupportClass::LibrarySupportClass()
{
if (singleton_instance)
{
WHAT? unexpected creation of a second concurrent instance
throw some kind of exception here
}
singleton_instance = this;
}
LibrarySupportClass::~LibrarySupportClass()
{
singleton_instance = 0;
}
My point is that you don't need to give it the external interface of a canonical 'singleton' (which e.g. makes it difficult to destroy).
Instead, the fact that there is only one of it can be a private implementation detail, and enforced by a private implementation detail (e.g. by the throw statement in the constructor) ... assuming that the application code is already such that it will not try to create more than one instance of this class.
Having an API like this (instead of the more canonical 'singleton' API) means that you can for example create an instance of this class on the stack if you want to (provided you don't try to create more than one of it).
The external constraint of the c library dictates that when your callback is called you don't have the identification of the "owning" instance of the callback. Therefore I think that your approach is correct.
I would suggest to declare the callbackDispatch method a static member of the class, and make the class itself a singleton (there are lots of examples of how to implement a singleton). This will let you implement similar classes for other libraries.
Dani beat me to the answer, but one other idea is that you could have a messaging system where the call back function dispatch the results to all or some of the instances of your class. If there isn't a clean way to figure out which instance is supposed to get the results, then just let the ones that don't need it ignore the results.
Of course this has the problem of performance if you have a lot of instances, and you have to iterate through the entire list.
The problem the way I see it is that because your method is not static, you can very easily end up having an internal state in a function that isn't supposed to have one, which, because there's a single instance on the top of the file, can be carried over between invocations, which is a -really- bad thing (tm). At the very least, as Dani suggested above, whatever methods you're calling from inside your C callback would have to be static so that you guarantee no residual state is left from an invocation of your callback.
The above assumes you have static LibrarySupportClass* _inst_ptr declared at the very top. As an alternative, consider having a factory function which will create working copies of your LibrarySupportClass on demand from a pool. These copies can then return to the pool after you're done with them and be recycled, so that you don't go around creating an instance every time you need that functionality.
This way you can have your objects keep state during a single callback invocation, since there's going to be a clear point where your instance is released and gets a green light to be reused. You will also be in a much better position for a multi-threaded environment, in which case each thread gets its own LibrarySupportClass instance.
The problem I've run into is that because this is a C library, I'm required to provide a C-compatible callback of the form int (*)(int, int), but the library doesn't support an extra userdata pointer for these callbacks
Can you elaborate? Is choosing a callback type based on userdata a problem?
Could your callback choose an instance based on a and/or b? If so, then register your library support classes in a global/static map and then have callbackADispatch() look up the correct instance in the map.
Serializing access to the map with a mutex would be a reasonable way to make this thread-safe, but beware: if the library holds any locks when it invokes your callback, then you may have to do something more clever to avoid deadlocks, depending on your lock hierarchy.

How can I keep track of (enumerate) all classes that implement an interface

I have a situation where I have an interface that defines how a certain class behaves in order to fill a certain role in my program, but at this point in time I'm not 100% sure how many classes I will write to fill that role. However, at the same time, I know that I want the user to be able to select, from a GUI combo/list box, which concrete class implementing the interface that they want to use to fill a certain role. I want the GUI to be able to enumerate all available classes, but I would prefer not to have to go back and change old code whenever I decide to implement a new class to fill that role (which may be months from now)
Some things I've considered:
using an enumeration
Pros:
I know how to do it
Cons
I will have to update update the enumeration when I add a new class
ugly to iterate through
using some kind of static list object in the interface, and adding a new element from within the definition file of the implementing class
Pros:
Wont have to change old code
Cons:
Not even sure if this is possible
Not sure what kind of information to store so that a factory method can choose the proper constructor ( maybe a map between a string and a function pointer that returns a pointer to an object of the interface )
I'm guessing this is a problem (or similar to a problem) that more experienced programmers have probably come across before (and often), and there is probably a common solution to this kind of problem, which is almost certainly better than anything I'm capable of coming up with. So, how do I do it?
(P.S. I searched, but all I found was this, and it's not the same: How do I enumerate all items that implement a generic interface?. It appears he already knows how to solve the problem I'm trying to figure out.)
Edit: I renamed the title to "How can I keep track of... " rather than just "How can I enumerate..." because the original question sounded like I was more interested in examining the runtime environment, where as what I'm really interested in is compile-time book-keeping.
Create a singleton where you can register your classes with a pointer to a creator function.
In the cpp files of the concrete classes you register each class.
Something like this:
class Interface;
typedef boost::function<Interface* ()> Creator;
class InterfaceRegistration
{
typedef map<string, Creator> CreatorMap;
public:
InterfaceRegistration& instance() {
static InterfaceRegistration interfaceRegistration;
return interfaceRegistration;
}
bool registerInterface( const string& name, Creator creator )
{
return (m_interfaces[name] = creator);
}
list<string> names() const
{
list<string> nameList;
transform(
m_interfaces.begin(), m_interfaces.end(),
back_inserter(nameList)
select1st<CreatorMap>::value_type>() );
}
Interface* create(cosnt string& name ) const
{
const CreatorMap::const_iterator it
= m_interfaces.find(name);
if( it!=m_interfaces.end() && (*it) )
{
return (*it)();
}
// throw exception ...
return 0;
}
private:
CreatorMap m_interfaces;
};
// in your concrete classes cpp files
namespace {
bool registerClassX = InterfaceRegistration::instance("ClassX", boost::lambda::new_ptr<ClassX>() );
}
ClassX::ClassX() : Interface()
{
//....
}
// in your concrete class Y cpp files
namespace {
bool registerClassY = InterfaceRegistration::instance("ClassY", boost::lambda::new_ptr<ClassY>() );
}
ClassY::ClassY() : Interface()
{
//....
}
I vaguely remember doing something similar to this many years ago. Your option (2) is pretty much what I did. In that case it was a std::map of std::string to std::typeinfo. In each, .cpp file I registered the class like this:
static dummy = registerClass (typeid (MyNewClass));
registerClass takes a type_info object and simply returns true. You have to initialize a variable to ensure that registerClass is called during startup time. Simply calling registerClass in the global namespace is an error. And making dummy static allow you to reuse the name across compilation units without a name collision.
I referred to this article to implement a self-registering class factory similar to the one described in TimW's answer, but it has the nice trick of using a templated factory proxy class to handle the object registration. Well worth a look :)
Self-Registering Objects in C++ -> http://www.ddj.com/184410633
Edit
Here's the test app I did (tidied up a little ;):
object_factory.h
#include <string>
#include <vector>
// Forward declare the base object class
class Object;
// Interface that the factory uses to communicate with the object proxies
class IObjectProxy {
public:
virtual Object* CreateObject() = 0;
virtual std::string GetObjectInfo() = 0;
};
// Object factory, retrieves object info from the global proxy objects
class ObjectFactory {
public:
static ObjectFactory& Instance() {
static ObjectFactory instance;
return instance;
}
// proxies add themselves to the factory here
void AddObject(IObjectProxy* object) {
objects_.push_back(object);
}
size_t NumberOfObjects() {
return objects_.size();
}
Object* CreateObject(size_t index) {
return objects_[index]->CreateObject();
}
std::string GetObjectInfo(size_t index) {
return objects_[index]->GetObjectInfo();
}
private:
std::vector<IObjectProxy*> objects_;
};
// This is the factory proxy template class
template<typename T>
class ObjectProxy : public IObjectProxy {
public:
ObjectProxy() {
ObjectFactory::Instance().AddObject(this);
}
Object* CreateObject() {
return new T;
}
virtual std::string GetObjectInfo() {
return T::TalkToMe();
};
};
objects.h
#include <iostream>
#include "object_factory.h"
// Base object class
class Object {
public:
virtual ~Object() {}
};
class ClassA : public Object {
public:
ClassA() { std::cout << "ClassA Constructor" << std::endl; }
~ClassA() { std::cout << "ClassA Destructor" << std::endl; }
static std::string TalkToMe() { return "This is ClassA"; }
};
class ClassB : public Object {
public:
ClassB() { std::cout << "ClassB Constructor" << std::endl; }
~ClassB() { std::cout << "ClassB Destructor" << std::endl; }
static std::string TalkToMe() { return "This is ClassB"; }
};
objects.cpp
#include "objects.h"
// Objects get registered here
ObjectProxy<ClassA> gClassAProxy;
ObjectProxy<ClassB> gClassBProxy;
main.cpp
#include "objects.h"
int main (int argc, char * const argv[]) {
ObjectFactory& factory = ObjectFactory::Instance();
for (int i = 0; i < factory.NumberOfObjects(); ++i) {
std::cout << factory.GetObjectInfo(i) << std::endl;
Object* object = factory.CreateObject(i);
delete object;
}
return 0;
}
output:
This is ClassA
ClassA Constructor
ClassA Destructor
This is ClassB
ClassB Constructor
ClassB Destructor
If you're on Windows, and using C++/CLI, this becomes fairly easy. The .NET framework provides this capability via reflection, and it works very cleanly in managed code.
In native C++, this gets a little bit trickier, as there's no simple way to query the library or application for runtime information. There are many frameworks that provide this (just look for IoC, DI, or plugin frameworks), but the simplest means of doing it yourself is to have some form of configuration which a factory method can use to register themselves, and return an implementation of your specific base class. You'd just need to implement loading a DLL, and registering the factory method - once you have that, it's fairly easy.
Something you can consider is an object counter. This way you don't need to change every place you allocate but just implementation definition. It's an alternative to the factory solution. Consider pros/cons.
An elegant way to do that is to use the CRTP : Curiously recurring template pattern.
The main example is such a counter :)
This way you just have to add in your concrete class implementation :
class X; // your interface
class MyConcreteX : public counter<X>
{
// whatever
};
Of course, it is not applicable if you use external implementations you do not master.
EDIT:
To handle the exact problem you need to have a counter that count only the first instance.
my 2 cents
There is no way to query the subclasses of a class in (native) C++.
How do you create the instances? Consider using a Factory Method allowing you to iterate over all subclasses you are working with. When you create an instance like this, it won't be possible to forget adding a new subclass later.