Tcl: Interpreter creates copy of traced object whet it goes changed - c++

#include <tcl.h>
#include <iostream>
using namespace std;
char* myTraceProc(ClientData clientData, Tcl_Interp* interp, const char* name1, const char* name2, int flags) {
cout << "myTraceProc" << endl;
//changing the object
return NULL;
}
int main(int argc, char* argv[]) {
Tcl_FindExecutable(argv[0]);
Tcl_Interp *interp = Tcl_CreateInterp();
Tcl_TraceVar(interp, "database", TCL_TRACE_WRITES, myTraceProc, 0);
return 0;
}
This is a part of my c++/tcl program. In fact it doesn't show the problem but I'll try to explain it.
The variable database has custom type. It is registrated using Tcl_RegisterObjType proc. The problem is that when I do a change with traced object in the myTraceProc proc, interpreter duplicates the object (Tcl_DupInternalRepProc is called). This is not desired behavior of the program. It would be great if clone doesn't be created and all charges be done with the exact object. I have looked Tcl_TraceVar documentation but didn't find an way to disable it.

First off, Tcl's type system is very different to that used in C++ (and many other languages besides) in that:
Types attach explicitly to values, not to variables.
Values can be mutated between types. (This can be done by serialisation to a string and then parsing that string, or it can be done via a more efficient mechanism; the details are very specific to the exact example.)
Secondly, Tcl_RegisterObjType() has no special relationship to any other API except for Tcl_GetObjType(), which does the lookup in the table that T_RegisterObjType makes an entry in. Tcl itself does not call Tcl_GetObjType anywhere; you gain no advantage from registering the type other than to allow another extension package to get hold of the type if it wishes. We also don't document what types there are. Not all of Tcl's internal types are registered — the set of types is not even guaranteed between patch versions — and there's no public guarantee of what the effect of operations are on the types of arguments (though some are currently pretty easy to guess, such as with list and dictionary operations).
Because of these points, you need to change the approach you are using. Instead of putting a database handle directly in the value, instead put a human-readable string that you can use to look up the real handle in a hash table. This is pretty easy to get right, and requires significantly less tricky coding. The only downside is that you end up having to use manual disposal of the handle; typically you'd do this by having a closeDatabase $handle operation, or by setting an unset trace on a variable such that you can just do unset handle (or just to from a procedure, in the case of a local variable) to have the deletion happen. This is a classic approach that has been written about a lot, so I won't go into all the details here. (You might also find this code interesting which I wrote rather a long time ago.)
A more sophisticated approach is to bind the handle into a TclOO object. The TclOO C API has a mechanism to allow you to register the handle as a hidden internal value on the instance object which you can retrieve easily from your TclOO methods (provided they're using the TclOO C API, instead of being scripted) and you then get to benefit from the lifetime management code used in TclOO (well-defined constructors and destructors, callbacks when the containing entity is deleted, etc.). This is how many of TDBC's database drivers work (e.g., tdbc::odbc does exactly this under the hood).
Finally, if this is a real database you're talking to, use an existing database extension (TDBC-compliant is recommended). Why? Because then you're not having to maintain a large body of code to do the connection management; you can delegate that all to scripts (easy to write) and extensions maintained by other people. Your calls to access the database from C++ can then just become invocations of (self-provided) Tcl commands, probably via Tcl_EvalObjv as that is the most efficient public command invocation function.

Related

How can I improve a messaging system that utilizes the singleton pattern?

I'm working on a piece of software that is constructed from a series of "modules". Modules can be connected together to form the full application (one module might go to another, sort of an implied state machine). Each module can render to the screen, get updates and access state from other modules. Note that the modules are still within the same process, so no IPC needs to be designed into this.
However, these modules do not directly depend on each other. There is a singleton object that has the sole purpose of managing message passing between the modules. When you want to register for an event from any module:
CPostMaster::Instance().RegisterEvent("TheEventName", [](std::string const& data) { /* the callback */ });
The data variable is serialized data. Can be anything, but usually is XML or JSON. To send the event you do:
std::string serialized_data = /* serialized data, do this before calling */;
CPostMaster::Instance().SendEvent("TheEventName", serialized_data);
The 2nd parameter is optional.
Having a "master authority" for message passing has a drawback: The events themselves can't send varying parameters without utilizing some sort of serialization or type erasure (removes type safety from the picture and impacts performance).
But it also has the benefit of strict/strong coupling not being required, which means that at any given time a different module can be responsible for sending a specific event without the receiving modules having to change.
The alternative seems to be not using a singleton, and instead each module receives an object that it can use to subscribe to. This could get messy especially when you are passing them around everywhere, it will quickly mean that functions start taking boilerplate parameters.
What is a good design for message passing in a system such as this? How can it be improved and be made manageable? Type safety and open/close principles are important here. I think it's OK to have direct dependencies across modules so long as they can be mocked (for unit testing) and easily swapped out should modules change without severely impacting the whole system (but this is part of the open/close principle).
First: I dislike singletons. The only singleton I accept is a singleton manager (some sort of central instance distributor) that handles a defined init and deinit of all "singletons" in a defined order.
But back to your problem:
Your title already has the solution: Define a message interface. If you want type-safety define an IMessage with common attributes.
Then define specializations of IMessage which then are consumed by your callbacks.
The tricky part is: You will need RTTI for that, which is odd in c++, I know but might be worth the benefits, if you are restricted to gcc or visual studio, you could make use of those types, or implement some simple RTTI in the IMessage itself to avoid dynamic_cast.
To avoid boilerplate code in a callback which checks and casts around the IMessage I would provide a utility function (pseudo code, adjust for pointers, references, smart ptrs, const correctness etc.)
T SafeCast<T>(IMessage message);
depending on the implementation of your compiler you should add restrictions to T to be of a sub type of IMessage and what should happen when the cast fails (exception, nullptr, etc).
Alternatively: Check how others have solved this (maybe Qt's Signals&Slots or something in Boost)
I would make the sub modules dependent on a parent class (in your case the singleton). Then you could pass this object's reference along the line, to be used in the modules.
Module(Handler& h) : _h(h) { }
void do_stuff(){
_h.RegisterEvent("TheEventName", [](std::string const& data)
{ /* the callback */ })
Then I would register your Module class itself, or another class, as an Event, and on the Handler side, I would formalize the messaging in a way that you'd get multiple callbacks instead of just one. You'd have to formalize your message though, but you'd have type safety instead of passing strings.
For example the handler, while parsing a message, he'd call:
_callback.start(); //signals the start of a message
_callback.signalParam1(1); //calls Module.signalParam(int);
_callback.signalParam2("test"); //calls Module.signalParam2(const char*);
_callback.end();
Your Module would need to implement those.

Should I prefer a const function?

Assume I want to implement class A which must load its "configuration" from a file. And let's assume the "configuration" is a simple map<string, string>.
I can implement the A::LoadConfiguration in two different ways:
void A::LoadConfiguration(string filename)
map<string, string> A::LoadConfiguration(string filename) const
Should I prefer either of the two implementations, and why?
If you prefer the second version when the user wants to get info on a file they will base all their algorithms on the map. If you do the second version, meaning the implementation may be a map, but doesn't have to be, they can base their code around an API which does not have to change even if the internal implementation does.
Consider the situation where later you realize it is far more efficient to use an std array, for whatever reason, now every program using this code has to change many of it's algorithms. Using the first version the change to array can be handled internally and reflect no changes on the outside.
Now if you are planning to make multiple instances of the class you will definitely want to make it a static method because you don't want the file to load every time you call the constructor (especially if the file will not change).
Completely ignoring your suggestions, but this is probably how I would do it (not knowing all your constraints, so ignore me if it does not fit):
class A
{
public:
static A fromConfiguration( string fileName );
/* ... */
}
In most cases, the "configuration" of a class should be set at object creation, so forcing the user to provide it on construction is a good thing (instead of having to remember to do do the loading later).
namespace NeatStuff
{
map<string,string> loadSimpleConfiguration( string fileName );
}
If the configuration file format is really simple (and not specific to your class) you can move the actual loading out of the class.
Assuming other classes use the configuration later, I prefer option 1, and an additional GetConfigurationParameter public const method that gets the config value for a particular key. That lets me make other classes which can just ask for some parameter by name without ever caring that it's implemented as a map.
Another reason why I prefer option 1 is that loading a configuration should be distinct from returning it. If I see a name like LoadConfiguration, I assume that it loads the config from somewhere and sets the parameters in the class. I do not assume it returns some description of the configuration, which I'd instead expect from a method like GetConfiguration - but opinions on this will vary for different people of course.

Metaprogramming C/C++ using the preprocessor

So I have this huge tree that is basically a big switch/case with string keys and different function calls on one common object depending on the key and one piece of metadata.
Every entry basically looks like this
} else if ( strcmp(key, "key_string") == 0) {
((class_name*)object)->do_something();
} else if ( ...
where do_something can have different invocations, so I can't just use function pointers. Also, some keys require object to be cast to a subclass.
Now, if I were to code this in a higher level language, I would use a dictionary of lambdas to simplify this.
It occurred to me that I could use macros to simplify this to something like
case_call("key_string", class_name, do_something());
case_call( /* ... */ )
where case_call would be a macro that would expand this code to the first code snippet.
However, I am very much on the fence whether that would be considered good style. I mean, it would reduce typing work and improve the DRYness of the code, but then it really seems to abuse the macro system somewhat.
Would you go down that road, or rather type out the whole thing? And what would be your reasoning for doing so?
Edit
Some clarification:
This code is used as a glue layer between a simplified scripting API which accesses several different aspects of a C++ API as simple key-value properties. The properties are implemented in different ways in C++ though: Some have getter/setter methods, some are set in a special struct. Scripting actions reference C++ objects casted to a common base class. However, some actions are only available on certain subclasses and have to be cast down.
Further down the road, I may change the actual C++ API, but for the moment, it has to be regarded as unchangeable. Also, this has to work on an embedded compiler, so boost or C++11 are (sadly) not available.
I would suggest you slightly reverse the roles. You are saying that the object is already some class that knows how to handle a certain situation, so add a virtual void handle(const char * key) in your base class and let the object check in the implementation if it applies to it and do whatever is necessary.
This would not only eliminate the long if-else-if chain, but would also be more type safe and would give you more flexibility in handling those events.
That seems to me an appropriate use of macros. They are, after all, made for eliding syntactic repetition. However, when you have syntactic repetition, it’s not always the fault of the language—there are probably better design choices out there that would let you avoid this decision altogether.
The general wisdom is to use a table mapping keys to actions:
std::map<std::string, void(Class::*)()> table;
Then look up and invoke the action in one go:
object->*table[key]();
Or use find to check for failure:
const auto i = table.find(key);
if (i != table.end())
object->*(i->second)();
else
throw std::runtime_error(...);
But if as you say there is no common signature for the functions (i.e., you can’t use member function pointers) then what you actually should do depends on the particulars of your project, which I don’t know. It might be that a macro is the only way to elide the repetition you’re seeing, or it might be that there’s a better way of going about it.
Ask yourself: why do my functions take different arguments? Why am I using casts? If you’re dispatching on the type of an object, chances are you need to introduce a common interface.

C++ Factory using lua

I had a script with:
Custom language used only for data
Was loaded using a Script class from C++
I had tags like Type, etc
An interface to get a value for a tag - Script::GetValue(Tag, T& value)
The script was used like this:
Script* script("someFile");
script->GetValue("Type", type);
Object* obj = CreateObject(type);
obj->Load(script);
Where Load functions from object was used to load the rest of obj parameters.
Now I changed the script language to lua. My questions is:
Should I keep this way of creating objects(use lua only for data) or should I expose the factory in lua and use it from lua, something like this(in lua):
CreateObject("someType")
SetProperty(someObj, someProperty, someValue)
First of all I want to know which is faster, first or second approach. Do you have other suggestions? Because I'm refactoring this part I'm open to other suggestions. I want to keep lua because is fast, easy to integrate, and small.
You may allow your script environment to create C++ objects or not, depending on your needs.
tolua++ uses all the metatable features to allow a very straightforward manipulation of your c++ types in lua.
For example, this declaration :
// tolua_begin
class SomeCppClass
{
public:
SomeCppClass();
~SomeCppClass();
int some_field;
void some_method();
};
// tolua_end
Will automatically generate the lua bindings to allow this lua scipt :
#!lua
-- obj1 must be deleted manually
local obj1 = SomeCppClass:new()
-- obj1 will be automatically garbage collected
local obj2 = SomeCppClass:new_local()
obj1.some_field = 3 -- direct access to "some_field"
obj2:some_method() -- direct call to "some_method"
obj1:delete()
The advantage of this technique is that your lua code will ve very consistent with the relying C++ code. See http://www.codenix.com/~tolua/tolua++.html
In situations like that, I prefer to setup a bound C function that takes a table of parameters as an argument. So, the Lua script would look like the following.
CreateObject{
Type = "someType"'
someProperty = someValue,
-- ...
}
This table would be on top of the stack in the callback function, and all parameters can be accessed by name using lua_getfield.
You may also want to investigate sandboxing your Lua environment.
The first approach would most likely be faster, but the second approach would probably result in less object initialization code (assuming you're initializing a lot of objects). If you choose the first approach, you can do it manually. If you choose the second approach you might want to use a binding library like Luabind to avoid errors and speed up implementation time, assuming you're doing this for multiple object types and data types.
The simplest approach will probably be to just use Lua for data; if you want to expose the factory and use it via Lua, make sure it's worth the effort first.

How do I push An instance of a c++ class wrapped with swig onto a lua stack?

I have a class that is wrapped with swig, and registered with lua. I can create an instance of this class in a lua script, and it all works fine.
But say I have an instance of a class made in my c++ code with a call to new X, and I have la lua_state L with a function in it that I want to call, which accepts one argument, an instance of X... How do I call that function. Here is (some) of the code in question (I've omitted the error handling stuff):
main.cpp
class GuiInst;
extern "C"
{
int luaopen_engine (lua_State *L);
}
int main()
{
GuiInst gui=new GuiInst;
lua_State *L=luaL_newstate();
luaopen_engine(L); //this is swigs module
int error=luaL_loadfile(L,"mainmenu.lua")||
lua_pcall(L, 0, 0, 0);
lua_getglobal(L,"Init");
//Somehow push gui onto lua stack...
lua_pcall(L, 1, 0, 0));
lua_close(L);
}
mainmenu.lua
function Init(gui)
vregion=gui:CreateComponent("GuiRegionVertical");
end
At the moment all I have found that can work is to expose some functionality from the swig generated cpp file, and call that. This is bad for a few reasons... It won't work if I have multiple modulles and I had to change the default linkage specification in the swig file (using -DSWIGRUNTIME=).
I add the following to main.cpp
extern "C"
{
struct swig_module_info;
struct swig_type_info;
int luaopen_engine (lua_State *L);
swig_module_info *SWIG_Lua_GetModule(lua_State* L);
void SWIG_Lua_NewPointerObj(lua_State* L,void* ptr,swig_type_info *type, int own);
swig_type_info *SWIG_TypeQueryModule(swig_module_info *start,swig_module_info *end,const char *name);
}
//and then to push the value...
SWIG_Lua_NewPointerObj(L,gui,SWIG_TypeQueryModule(SWIG_Lua_GetModule(L),SWIG_Lua_GetModule(L),"GuiInst *"),0);
That gets a pointer to the module, then a pointer to the type, then calls swigs function to register it. It was an unreasonable thing to have to dig into a file that's not supposed to be human readable (so it says at the top of the file) and is just MESSY! (but it does work!)
Surely theres a better way to accomplish what I'm trying to do.
PS from a high level pov what I want is to have lua not refcount the Gui components which are created by the Object Factory in GuiInst, in case I'm going about this wrong. This is my first time exposing functionality to a scripting language apart from some very simple (and non-swig) python modules, so I'm prepared to take advice.
Thanks for any advice!
Response to comment by RBerteig
GuiInst's contructor is #defined to private when swig runs to prevent lua constructing instances of it, so that won't work for me. What I was trying to prevent was the following (in lua):
r=engine.GuiRegionVertical()
r:Add(engine.GuiButton())
which would call "g=new GuiButton" then register it with the GuiRegionVertical (which needs to store a pointer for various reasons), then call "delete g", and the GuiRegionVertical is left with a dangling pointer to g.
I suspect what really needs to happen is that GuiRegionVertical::Add(GuiButton*) should increment the ref count of the GuiButton*, and then GuiRegionVertical's destructor should decrement the refcounts of all of its contents, though i'm not sure how this should be done with swig.
That would remove the need for the private constructors, the Gui Object Factory and the nasty externs.
Am I going about this Wrong?
Thanks.
Better late then never, and this solution will help other people.
void handle_web_request(WebRequest *request, WebResponse *response)
{
lua_getfield(rackam->lua_state, LUA_GLOBALSINDEX, "handle_web_request");
SWIG_Lua_NewPointerObj(rackam->lua_state, request, SWIGTYPE_p_WebRequest, 0);
SWIG_Lua_NewPointerObj(rackam->lua_state, response, SWIGTYPE_p_WebResponse, 0);
lua_call(rackam->lua_state, 2, 0);
}
this code must be inside %{}% blocks in your .i file, because SWIGTYPE_p_WebRequest is
#define SWIGTYPE_p_WebResponse swig_types[6]
and swig_types[6] is
static swig_type_info *swig_types[12];
which means that swig_types is only accessable from the C++ file from which it is defined.
this particular snippet is sending in two of my wrappered pointers, so calling handle_web_request(request, response) from the C++ side of things will run the global lua function "handle_web_request" and pass it my two pointers, with the SWIG magic applied.
There is a simple and direct answer, that may not be the most efficient answer. SWIG produces wrappers for manipulating objects from the scripting language side. For objects, it also synthesizes a wrapped constructor. So, the direct solution is to just let the Lua interpreter call SWIG's constructor to create the new object.
For the wrapped engine.GuiInst class, you almost certainly can do something like:
int main()
{
lua_State *L=lua_open();
luaopen_engine(L); //this is swigs module
int error=luaL_loadfile(L,"mainmenu.lua")||
lua_pcall(L, 0, 0, 0);
luaL_dostring(L, "Init(engine.new_GuiInst())");
lua_close(L);
}
For a one-shot case like script startup, the penalty of running a string constant through luaL_dostring() is not bad at all. I'd look harder to avoid it in an event callback or an inner loop, however.
It does seem like there ought to be a way to convert a pointer directly into a wrapped object, I'm not spotting it in my own handful of SWIG generated wrappers.
Edit: Of course, the Lua fragment can be decomposed to API calls that get the engine table global on the stack, extract from it the new_GuiInst member, call it, then call the global Init, but the little bit of efficiency comes at the cost of some clarity.
As for dealing with objects that shouldn't be constructed by accident in user code, as the clarified question indicates, my first impulse would be to let SWIG generate the constructor function, keep a private reference if needed later, and remove it from the table. Even a C module is (usually) just a table whose members contain function values. Being implemented in C doesn't make them read-only unless extra effort is taken.
So, you could always retrieve the value of engine.new_GuiInst and park it in the registry (see luaL_ref() and the discussion in section 3.5 of the Lua Reference Manual of the pseudo-index LUA_REGISTRYINDEX for the details) for later use. Then, before letting any user code run, simply do the equivalent of engine.new_GuiInst = nil. I should note that for the C data types I've been playing with most recently, SWIG created two constructors for each type, named new_TYPE and TYPE. Both were visible in the module's table, and you would want to set both names to nil. If have much less experience with SWIG wrapping C++ classes, and the result may differ...
You might want to check and review the whole content of the engine table returned by SWIG, and create a proxy object that contains only the methods you want available to your users. You can also change the environment seen by the user script so that it only has the proxy available, and names the proxy engine as well. There has been a fair amount of discussion of sandboxing user scripts on the Lua list and at the lua-users wiki.