I know SOLID principles were written for object oriented languages.
I found in the book: "Test driven development for embedded C" by Robert Martin, the following sentence in the last chapter of the book:
"Applying the Open-Closed Principle and the Liskov Substitution Principle makes more flexible designs."
As this is a book of C (no c++ or c#), there should be a way of way of implementing this principles.
There exists any standard way for implementing this principles in C?
Open-closed principle states that a system should be designed so that it's open to extension while keeping it closed from modification, or that it can be used and extended without modifying it. An I/O subsystem, as mentioned by Dennis, is a fairly common example: in a reusable system the user should be able to specify how data is read and written instead of assuming that data can only be written to files for example.
The way to implement this depends on your needs: You may allow the user to pass in an open file descriptor or handle, which already enables the use of sockets or pipes in addition to files. Or you may allow the user to pass in pointers to the functions that should be used for reading and writing: this way your system could be used with encrypted or compressed data streams in addition to what the OS permits.
The Liskov substitution principle states that it should always be possible to replace a type with a subtype. In C you don't often have subtypes, but you can apply the principle in the module level: code should be designed so that using an extended version of a module, like a newer version, should not break it. An extended version of a module may use a struct that has more fields than the original, more fields in an enum, and similar things, so your code shouldn't assume that a struct that is passed in has a certain size, or that enum values have a certain maximum.
One example of this is how socket addresses are implemented in the BSD socket API: there an "abstract" socket type struct sockaddr that can stand for any socket address type, and a concrete socket type for each implementation, such as struct sockaddr_un for Unix domain sockets and struct sockaddr_in for IP sockets. Functions that work on socket addresses have to be passed a pointer to the data and the size of the concrete address type.
First, it helps to think about why we have these design principles. Why does following the SOLID principles make software better? Work to understand the goals of each principle, and not just the specific implementation details required to use them with a specific language.
The Single Responsibility Principle improves modularity by increasing
cohesion; better modularity leads to improved testability,
usability, and reusability.
The Open/Closed Principle enables asynchronous deployment by
decoupling implementations from each other.
The Liskov Substitution Principle promotes modularity and reuse of modules by
ensuring the compatibility of their interfaces.
The Interface Segregation Principle reduces coupling between
unrelated consumers of the interface, while increasing readability and
understandability.
The Dependency Inversion Principle reduces coupling, and it strongly
enables testability.
Notice how each principle drives an improvement in a certain attribute of the system, whether it be higher cohesion, looser coupling, or modularity.
Remember, your goal is to produce high quality software. Quality is made up of many different attributes, including correctness, efficiency, maintainability, understandability, etc. When followed, the SOLID principles help you get there. So once you've got the "why" of the principles, the "how" of the implementation gets a lot easier.
EDIT:
I'll try to more directly answer your question.
For the Open/Close Principle, the rule is that both the signature and the behavior of the old interface must remain the same before and after any changes. Don't disrupt any code that is calling it. That means it absolutely takes a new interface to implement the new stuff, because the old stuff already has a behavior. The new interface must have a different signature, because it offers the new and different functionality. So you meet those requirements in C just the same way as you'd do it in C++.
Let's say you have a function int foo(int a, int b, int c) and you want to add a version that's almost exactly the same, but it takes a fourth parameter, like this: int foo(int a, int b, int c, int d). It's a requirement that the new version be backward compatible with the old version, and that some default (such as zero) for the new parameter would make that happen. You'd move the implementation code from old foo into new foo, and in your old foo you'd do this: int foo(int a, int b, int c) { return foo(a, b, c, 0);} So even though we radically transformed the contents of int foo(int a, int b, int c), we preserved its functionality. It remained closed to change.
The Liskov substitution principle states that different subtypes must work compatibly. In other words, the things with common signatures that can be substituted for each other must behave rationally the same.
In C, this can be accomplished with function pointers to functions that take identical sets of parameters. Let's say you have this code:
#include <stdio.h>
void fred(int x)
{
printf( "fred %d\n", x );
}
void barney(int x)
{
printf( "barney %d\n", x );
}
#define Wilma 0
#define Betty 1
int main()
{
void (*flintstone)(int);
int wife = Betty;
switch(wife)
{
case Wilma:
flintstone = &fred;
case Betty:
flintstone = &barney;
}
(*flintstone)(42);
return 0;
}
fred() and barney() must have compatible parameter lists for this to work, of course, but that's no different than subclasses inheriting their vtable from their superclasses. Part of the behavior contract would be that both fred() and barney() should have no hidden dependencies, or if they do, they must also be compatible. In this simplistic example, both functions rely only on stdout, so it's not really a big deal. The idea is that you preserve correct behavior in both situations where either function could be used interchangeably.
The closest thing I can think of off the top of my head (and it's not perfect, so if someone has a much better idea they are welcome to one-up me) is mostly for when I'm writing functions for some sort of library.
For Liskov substitution, if you have a header file that defines a number of functions, you do not want the functionality of that library to depend on which implementation you have of the functions; you ought to be able to use any reasonable implementation and expect your program to do its thing.
As for the Open/Closed principle, if you want to implement an I/O library, you want to have functions that do the bare minimum (like read and write). At the same time, you may want to use those to develop more sophisticated I/O functions (like scanf and printf), but you aren't going to modify the code that did the bare minimum.
I see it has been a while since the question was opened, but I think it worth some newer sight.
The five SOLID principles refer to the five aspects of a software entities, as it shown in the SOLID diagram. Although this is a class diagram, it can basically serve other types of SW identities. Interfaces exposed for callers (the left arrow, stands for Interface Segregation) and interfaced requested as callees (the right arrow, stands for Dependency Inversion) can just as well be classical C functions and arguments interfaces.
The top arrow (extension arrow, stands for the Liskov Substitution Principle) works for any other implementation of a similar entity. E.g., if you have an API for a Linked List, you can change the implementation of its functions and even the structure of the vector "object" (assuming, for example, that it preserve the structure of the original one, as in the BSD Sockets example, or it is an opaque type). Sure, this is not as elegant as an Object in an OOP language, but it follows the same principle, and can be used, for example, using dynamic linkage.
In a similar way, the bottom arrow (generalization arrow, stands for the Open/Close Principle), defines whet is defined by your entity and what is open. For example, some functionality might be defined in one file and should not be replaced, while other functionality might call another set of APIs, which allows using different implementations.
This way you can write SOLID SW with C as well, although it will probably be done using higher level entities and might require some more engineering.
Related
After reading and watching much about SOLID principles I was very keen to use these principles in my work (mostly C++ development) since I do think they are good principles and that they indeed will bring much benefit to the quality of my code, readability, testability, reuse and maintainability.
But I have real hard time with the 'D' (Dependency inversion).
This principal states that:
A. High-level modules should not depend on low-level modules. Both should depend on abstractions.
B. Abstractions should not depend on details. Details should depend on abstractions.
Let me explain by example:
Lets say I am writing the following interface:
class SOLIDInterface {
//usual stuff with constructor, destructor, don't copy etc
public:
virtual void setSomeString(const std::string &someString) = 0;
};
(for the sake of simplicity please ignore the other things needed for a "correct interface" such as non virutal publics, private virtuals etc, its not part of the problem.)
notice, that setSomeString() is taking an std::string.
But that breaks the above principal since std::string is an implementation.
Java and C# don't have that problem since the language offers interfaces to all the complex common types such as string and containers.
C++ does not offer that.
Now, C++ does offer the possibility to write this interface in such a way that I could write an 'IString' interface that would take any implementation that will support an std::string interface using type erasure
(Very good article: http://www.artima.com/cppsource/type_erasure.html)
So the implementation could use STL (std::string) or Qt (QString), or my own string implementation or something else.
Like it should be.
But this means, that if I (and not only I but all C++ developers) want to write C++ API which obeys SOLID design principles ('D' included), I will have to implement a LOT of code to accommodate all the common non natural types.
Beyond being not realistic in terms of effort, this solution has other problems such as - what if STL changes?(for this example)
And its not really a solution since STL is not implementing IString, rather IString is abstracting STL, so even if I were to create such an interface the principal problem remains.
(I am not even getting into issues such as this adds polymorphic overhead, which for some systems, depending on size and HW requirements may not be acceptable)
So may question is:
Am I missing something here (which I guess the true answer, but what?), is there a way to use Dependency inversion in C++ without writing a whole new interface layer for the common types in a realistic way - or are we doomed to write API which is always dependent on some implementation?
Thanks for your time!
From the first few comments I received so far I think a clarification is needed:
The selection of std::string was just an example.
It could be QString for that matter - I just took STL since it is the standard.
Its not even important that its a string type, it could be any common type.
I have selected the answer by Corristo not because he explicitly answered my question but because the extensive post (coupled with the other answers) allowed me to extract my answer from it implicitly, realizing that the discussion tends to drift from the actual question which is:
Can you implement Dependency inversion in C++ when you use basic complex types like strings and containers and basically any of the STL with an effort that makes sense. (and the last part is a very important element of the question).
Maybe I should have explicitly noted that I am after run-time polymorphism not compile time.
The clear answer is NO, its not possible.
It might have been possible if STL would have exposed abstract interfaces to their implementations (if there are indeed reasons that prevent the STL implementations to derive from these interfaces (say, performance)) then it still could have simply maintained these abstract interfaces to match the implementations).
For types that I have full control over, yes, there is no technical problem implementing the DIP.
But most likely any such interface (of my own) will still use a string or a container, forcing it to use either the STL implementation or another.
All the suggested solutions below are either not polymorphic in runtime, or/and are forcing quiet a some coding around the interface - when you think you have to do this for all these common types the practicality is simply not there.
If you think you know better, and you say it is possible to have what I described above then simply post the code proving it.
I dare you! :-)
Note that C++ is not an object-oriented programming language, but rather lets the programmer choose between many different paradigms. One of the key principles of C++ is that of zero-cost abstractions, which in particular entails to build abstractions in such a way that users don't pay for what they don't use.
The C#/Java style of defining interfaces with virtual methods that are then implemented by derived classes don't fall into that category though, because even if you don't need the polymorphic behavior, were std::string implementing a virtual interface, every call of one of its methods would incur a vtable lookup. This is unacceptable for classes in the C++ standard library supposed to be used in all kinds of settings.
Defining interfaces without inheriting from an abstract interface class
Another problem with the C#/Java approach is that in most cases you don't actually care that something inherits from a particular abstract interface class and only need that the type you pass to a function supports the operations you use. Restricting accepted parameters to those inheriting from a particular interface class thus actually hinders reuse of existing components, and you often end up writing wrappers to make classes of one library conform to the interfaces of another - even when they already have the exact same member functions.
Together with the fact that inheritance-based polymorphism typically also entails heap allocations and reference semantics with all its problems regarding lifetime management, it is best to avoid inheriting from an abstract interface class in C++.
Generic templates for implicit interfaces
In C++ you can get compile-time polymorphism through templates.
In its simplest form, the interface that an object used in a templated function or class need to conform to is not actually specified in C++ code, but implied by what functions are called on them.
This is the approach used in the STL, and it is really flexible. Take std::vector for example. There the requirements on the value type T of objects you store in it are dependent on what operations you perform on the vector. This allows e.g. to store move-only types as long as you don't use any of the operations that need to make a copy. In such a case, defining an interface that the value types needs to conform to would greatly reduce the usefulness of std::vector, because you'd either need to remove methods that require copies or you'd need to exclude move-only types from being stored in it.
That doesn't mean you can't use dependency inversion, though: The common Button-Lamp example for dependency inversion implemented with templates would look like this:
class Lamp {
public:
void activate();
void deactivate();
};
template <typename T>
class Button {
Button(T& switchable)
: _switchable(&switchable) {
}
void toggle() {
if (_buttonIsInOnPosition) {
_switchable->deactivate();
_buttonIsInOnPosition = false;
} else {
_switchable->activate();
_buttonIsInOnPosition = true;
}
}
private:
bool _buttonIsInOnPosition{false};
T* _switchable;
}
int main() {
Lamp l;
Button<Lamp> b(l)
b.toggle();
}
Here Button<T>::toggle implicitly relies on a Switchable interface, requiring T to have member functions T::activate and T::deactivate. Since Lamp happens to implement that interface it can be used with the Button class. Of course, in real code you would also state these requirements on T in the documentation of the Button class so that users don't need to look up the implementation.
Similarly, you could also declare your setSomeString method as
template <typename String>
void setSomeString(String const& string);
and then this will work with all types that implement all the methods you used in the implementation of setSomeString, hence only relying on an abstract - although implicit - interface.
As always, there are some downsides to consider:
In the string example, assuming you only make use of .begin() and .end() member functions returning iterators that return a char when dereferenced (e.g. to copy it into the classes' local, concrete string data member), you can also accidentally pass a std::vector<char> to it, even though it isn't technically a string. If you consider this a problem is arguable, in a way this can also be seen as the epitome of relying only on abstractions.
If you pass an object of a type that doesn't have the required (member) functions, then you can end up with horrible compiler error messages that make it very hard to find the source of the error.
Only in very limited cases it is possible to separate the interface of a templated class or function from its implementation, as is typically done with separate .h and .cpp files. This can thus lead to longer compile times.
Defining interfaces with the Concepts TS
if you really care about types used in templated functions and classes to conform to a fixed interface, regardless of what you actually use, there are ways to restrict the template parameters only to types conforming to a certain interface with std::enable_if, but these are very verbose and unreadable. In order to make this kind of generic programming easier, the Concepts TS allows to actually define interfaces that are checked by the compiler and thus greatly improves diagnostics. With the Concepts TS, the Button-Lamp example from above translates to
template <typename T>
concept bool Switchable = requires(T t) {
t.activate();
t.deactivate();
};
// Lamp as before
template <Switchable T>
class Button {
public:
Button(T&); // implementation as before
void toggle(); // implementation as before
private:
T* _switchable;
bool _buttonIsInOnPosition{false};
};
If you can't use the Concepts TS (it is only implemented in GCC right now), the closest you can get is the Boost.ConceptCheck library.
Type erasure for runtime polymorphism
There is one case where compile-time polymorphism doesn't suffice, and that is when the types you pass to or get from a particular function aren't fully determined at compile-time but depend on runtime parameters (e.g. from a config file, command-line arguments passed to the executable or even the value of a parameter passed to the function itself).
If you need to store objects (even in a variable) of a type dependent on runtime parameters, the traditional approach is to store pointers to a common base class instead and to use dynamic dispatch via virtual member functions to get the behavior you need. But this still suffers from the problem described before: You can't use types that effectively do what you need but were defined in an external library, and thus don't inherit from the base class you defined. So you have to write a wrapper class.
Or you do what you described in your question and create a type-erasure class.
An example from the standard library is std::function. You declare only the interface of the function and it can store arbitrary function pointers and callables that have that interface. In general, writing a type erasure class can be quite tedious, so I refrain from giving an example of a type-erasing Switchable here, but I can highly recommend Sean Parent's talk Inheritance is the base class of evil, where he demonstrates the technique for "Drawable" objects and explores what you can build on top of it in just over 20 minutes.
There are libraries that help writing type-erasure classes though, e.g. Louis Dionne's experimental dyno, where you define the interface via what he calls "concept maps" directly in C++ code, or Zach Laine's emtypen which uses a python tool to create the type erasure classes from a C++ header file you provide. The latter also comes with a CppCon talk describing the features as well as the general idea and how to use it.
Conclusion
Inheriting from a common base class just to define interfaces, while easy, leads to many problems that can be avoided using different approaches:
(Constrained) templates allow for compile-time polymorphism, which is sufficient for the majority of cases, but can lead to hard-to-understand compiler errors when used with types that don't conform to the interface.
If you need runtime polymorphism (which actually is rather rare in my experience), you can use type-erasure classes.
So even though the classes in the STL and other C++ libraries rarely derive from an abstract interface, you can still apply dependency inversion with one of the two methods described above if you really want to.
But as always, use good judgment on a case-by-case basis whether you really need the abstraction or if it is better to simply use a concrete type. The string example you brought up is one where I'd go with concrete types, simply because the different string classes don't share a common interface (e.g. std::string has .find(), but QStrings version of the same function is called .contains()). It might be just as much effort to write wrapper classes for both as it is to write a conversion function and to use that at well-defined boundaries within the project.
Ahh, but C++ lets you write code that is independent of a particular implementation without actually using inheritance.
std::string itself is a good example... it's actually a typedef for std::basic_string<char, std::char_traits<char>, std::allocator<char>>. Which allows you to create strings using other allocators if you choose (or mock the allocator object in order to measure number of calls, if you like). There just isn't any explicit interface like an IAllocator, because C++ templates use duck-typing.
A future version of C++ will support explicit description of the interface a template parameter must adhere to -- this feature is called concepts -- but just using duck-typing enables decoupling without requiring redundant interface definitions.
And because C++ performs optimization after instantiation of templates, there's no polymorphic overhead.
Now, when you do have virtual functions, you'll need to commit to a particular type, because the virtual-table layout doesn't accommodate use of templates each of which generates an arbitrary number of instances each of which require separate dispatch. But when using templates, you'll won't need virtual functions nearly as much as e.g. Java does, so in practice this isn't a big problem.
I have been analysing the problem of API design in C++ and how to work around a big hole in the language when it comes to separating interfaces from implementations.
I am a purist and strongly believe in neatly separating the public interface of a system from any information about its implementation. I work daily on a huge codebase that is not only really slow to build, mainly because of header files pulling a large number of other header files, but also extremely hard to dig as a client what something does, as the interface contains all sorts of functions for public, internal, and private use.
My library is split into several layers, each using some others. It's a design choice to expose to the client every level so that they can extend what the high level entities can do by using lower level entities without having to fork my repository.
And now it comes the problem. After thinking for a long while on how to do this, I have come to the conclusion that there is literally no way in C++ to separate the public interface from the details for a class in such a way that satisfies all of the following requirements:
It does not require any code duplication/redundancy. Reason: it is not scalable, and whilst it's OK for a few types it quickly becomes a lot more code for realistic codebases. Every single line in a codebase has a maintenance cost I would much prefer to spend on meaningful lines of code.
It has zero overhead. Reason: I do not want to pay any performance for something that is (or at least should!) be well known at compile time.
It is not a hack. Reason: readability, maintainability, and because it's just plain ugly.
As far as I know, and this is where my question lies, in C++ there are three ways to fully hide the implementation of a class from its public interface.
Virtual interface: violates requirements 1 (code duplication) and 2 (overhead).
Pimpl: violates requirements 1 and 2.
Reinterpret casting the this pointer to the actual class in the .cpp. Zero overhead but introduces some code duplication and violates (3).
C wins here. Defining an opaque handle to your entity and a bunch of function that take that handle as the first argument beautifully satisfies all requirements, but it is not idiomatic C++. I know one could say "just use C-style while writing C++" but it does not answer the question, as we are speaking about an idiomatic C++ solution for this.
Defining an opaque handle to your entity and a bunch of function that take that handle as the first argument beautifully satisfies all requirements, but it is not idiomatic C++.
You can still encapsulate this in a class. The opaque handle would be the sole private data member of the class, its implementation not publically exposed in any way. Implementation-wise, it would just be a pointer to a private data structure, dereferenced by the member functions of the class. This is still a minor improvement over the C solution because all of the related data and functions would be encapsulated in a single class and it makes it unnecessary for the client to keep track of a handle and pass it to every function.
Yes, I suppose dereferencing a pointer introduces some trivial amount of overhead, but the C solution would have the same problem.
No code duplication is required, and although it could arguably be considered a hack (or at least, inelegant C++ design), it certainly is no more of a hack than the same approach implemented in C. The only difference is C programmers have a lower threshold for what a "hack" is because their language has less ways of expressing a design.
A rough sketch of the design I'm thinking of (basically the same as PIMPL, but with only the data members made opaque):
// In a header file:
class DrawingPen
{
public:
DrawingPen(...); // ctor
~DrawingPen(); // dtor
void SetThickness(int thickness);
// ...and other member functions
private:
void *pPen; // opaque handle to private data
};
// In an implementation file:
namespace {
struct DrawingPenData
{
int thickness;
int red;
int green;
int blue;
// ... whatever else you need to describe the object or track its state
};
}
// Definitions of the ctor, dtor, member functions, etc.
// For instance:
void DrawingPen::SetThickness(int thickness)
{
// Get the object data through the handle.
DrawingPenData *pData = reinterpret_cast<DrawingPenData*>(this->pPen);
// Update the thickness.
pData->thickness = thickness;
}
If you need private functions that work on a DrawingPen, but that you do not want to expose in the DrawingPen header, you would just place them in the same anonymous namespace in the implementation file, accepting a reference to the class object.
When dealing with microcontrollers there are things that are inherently global - I'm thinking about peripherals like serial ports or other interfaces. There are also peripherals that are not only global but there is only one (and there will never be more) - like peripheral controlling core clocks or interrupt controller. These peripherals do have some kind of global state (for example - core clock is set to something) and it's inefficient to reverse-calculate these values.
If I'd like my program to be nicely object-oriented, I'm having hard time deciding how to deal with such objects... Global variables are not nice and this is obvious, but I just don't know (not enough experience) whether I should try to "hide" the fact that these things ARE global... For example "cin" or "stdout" are globals too (let's ignore the fact that in multithreaded apps these are usually thread-specific) and noone is hiding that... Let's stick with the clock generator peripheral - there is only one, so I could use the singleton anti-pattern (; or make the class static or just have the single object global (that's what I have usually done), as this object has the current clock setting stored and this value is needed for LOTS of other things - it's needed to set system timer used by RTOS, it's needed to set clocks for other peripherals (UART baudrate, SPI bitrate, ...), it's needed to set correct clock for external memories or configure memory wait states. That's why I think that creating one object in main() and passing it around everywhere would be a bit cumbersome...
I could write the methods so that all "global" information would come from the peripheral registers (for example the core frequency could be reverse-calculated from current PLL settings), but this also seems like a wrong idea, not to mention that creating object for clock generator peripheral everywhere would look funny...
Current clock setting could be stored in static member of the class, but from here there's only one small step towards a fully static class (as "this" pointer will be useless for a class that has no state)...
The solution usually found in not-object-oriented programs is closest to fully static class - there are only functions that operate on global variables.
Anyone has some nice idea how to deal with such scenario nicely or whether this problem is worth the time? Maybe I should just use one global object and be done with it? (;
If I'd like my program to be nicely object-oriented, I'm having hard time deciding how to deal with such objects... Global variables are not nice and this is obvious, but I just don't know (not enough experience) whether I should try to "hide" the fact that these things ARE global...
When I read that, I wonder if you know why you are using OOP and why you don't use globals.
Firstly, OOP is a tool, not a goal. In your case, the interrupt controller doesn't need things like derivation and virtual functions. All you will need is an interface to program it, wrapped in a single class. You could even use a set of plain functions that do that (C=style modular programming) without giving up on maintainability. In your case, making the single instance global is even clearer. Imagine the alternative, where different parts of the program could instantiate a class that is used to access the same UART underneath. If you're using globals, the code (or rather the author) is aware of this and will think about how to coordinate access.
Now, concerning the globals, here's an example why not to use them:
int a, b, c;
void f1()
{
c = a;
f3();
}
void f2()
{
c = b;
f3();
}
void f3()
{
// use c
}
int main()
{
a = 4;
f1();
b = 5;
f2();
}
The point here is that parameters are stored in globals instead of passing them around as actual parameters and making it difficult to see where and when they are used. Also, the use above totally rules out any recursive calls. Concerning your environment, there are things that are inherently global though, because they are unique parts of the environment, like the interrupt controller (similar to cin/cout/cerr/clog). Don't worry about those. There have to be really many of them used all over the place until you need to think about restricting access.
There are two guidelines to make this easier:
The larger the scope of an object, the more it needs a speaking name (compare to a, b, c above). In your case, I'd store all hardware-specific objects in a common namespace, so it is obvious that some code is accessing globals. This also allows separate testing and reuse of this namespace. Many hardware vendors even provide something like this in the form of a library, in order to help application development.
In the code wrapping/modelling the hardware, perform requests but don't make decisions that are specific to the application on top of it. Compare to e.g. the standard streams, that are provided but never used by the standard library itself, except maybe for dumping fatal error information before aborting after a failed assertion.
You have pretty much outlined your options:
globals
static data members of classes / singletons
It's ultimately up to you to decide between the two, and choose which you like more from the aesthetic or other prospective.
At the end of the day, just as you have said, you'll still have one clock generator, one UART, etc.
One thing to keep in mind is that too much abstraction solely for the purpose of abstraction isn't going to buy you much if anything. What it may do, however, is make it harder for someone unfamiliar to your code figure out how things really work behind the layers of classes. So, take into account your team, if any.
The Singleton pattern is a source of debate, for sure. Some people simply say it's "bad", but I would disagree; it is just widely misused and misunderstood. It is definitely useful in certain situations. In fact, it applies to exactly the situation you've described.
If you have a class that needs to be available globally and by its very nature cannot have multiple instances, then a singleton is the best option.
Singletons, global objects, static classes, they are all the same. Dress the evil global state in whatever sauce you want, it's still global state. The problem is in the salad, not in the dressing, so to speak.
A little-explored path is monadic code, Haskell-style (yes in C++). I have never tried it myself, but from the looks of it, this option should be fun. See e.g. here for an example implementation of Monad interface in C++.
Ciao, I work in movie industry to simulate and apply studio effects. May I ask what is a fat interface as I hear someone online around here stating it ?
Edit: It is here said by Nicol Bolas (very good pointer I believe)
fat interface - an interface with more member functions and friends than are logically necessary. TC++PL 24.4.3
source
very simple explanation is here:
The Fat Interface approach [...]: in addition to the core services (that are part of the thin interface) it also offers a rich set of services that satisfy common needs of client code. Clearly, with such classes the amount of client code that needs to be written is smaller.
When should we use fat interfaces? If a class is expected to have a long life span or if a class is expected to have many clients it should offer a fat interface.
Maxim quotes Stroustrup's glossary:
fat interface - an interface with more member functions and friends than are logically necessary. TC++PL 24.4.3
Maxim provides no explanation, and other existing answers to this question misinterpret the above - or sans the Stroustrup quote the term itself - as meaning an interface with an arguably excessive number of members. It's not.
It's actually not about the number of members, but whether the members make sense for all the implementations.
That subtle aspect that doesn't come through very clearly in Stroustrup's glossary, but at least in the old version of TC++PL I have - is clear where the term's used in the text. Once you understand the difference, the glossary entry is clearly consistent with it, but "more member functions and friends than are logically necessary" is a test that should be applied from the perspective of each of the implementations of a logical interface. (My understanding's also supported by Wikipedia, for whatever that's worth ;-o.)
Specifically when you have an interface over several implementations, and some of the interface actions are only meaningful for some of the implementations, then you have a fat interface in which you can ask the active implementation to do something that it has no hope of doing, and you have to complicate the interface with some "not supported" discovery or reporting, which soon adds up to make it harder to write reliable client code.
For example, if you have a Shape base class and derived Circle and Square classes, and contemplate adding a double get_radius() const member: you could do so and have it throw or return some sentinel value like NaN or -1 if called on a Square - you'd then have a fat interface.
"Uncle Bob" puts a different emphasis on it below (boldfacing mine) in the context of the Interface Segregation Principle (ISP) (a SOLID principle that says to avoid fat interfaces):
[ISP] deals with the disadvantages of “fat” interfaces. Classes that have “fat” interfaces are classes whose interfaces are not cohesive. In other words, the interfaces of the class can be broken up into groups of member functions. Each group serves a different set of clients. Thus some clients use one group of member functions, and other clients use the other groups.
This implies you could have e.g. virtual functions that all derived classes do implementation with non-noop behaviours, but still consider the interface "fat" if typically any given client using that interface would only be interested in one group of its functions. For example: if a string class provided regexp functions and 95% of client code never used any of those, and especially if the 5% that did didn't tend to use the non-regexp string functions, then you should probably separate the regexp functionality from the normal textual string functionality. In that case though, there's a clear distinction in member function functionality that forms 2 groups, and when you were writing your code you'd have a clear idea whether you wanted regexp functionality or normal text-handling functionality. With the actual std::string class, although it has a lot of functions I'd argue that there's no clear grouping of functions where it would be weird to evolve a need to use some functions (e.g. begin/end) after having initially needed only say insert/erase. I don't personally consider the interface "fat", even though it's huge.
Of course, such an evocative term will have been picked up by other people to mean whatever they think it should mean, so it's no surprise that the web contains examples of the simpler larger-than-necessary-interface usage, as evidenced by the link in relaxxx's answer, but I suspect that's more people guessing at a meaning than "educated" about prior usage in Computing Science literature....
An interface with more methods or friends than is really necessary.
Whether as members, whether perhaps static, separate namespaces, via friend-s, via overloads even, or any other C++ language feature...
When facing the problem of supporting multiple/varying formats, maybe protocols or any other kind of targets for your types, what was the most flexible and maintainable approach?
Were there any conventions or clear cut winners?
A brief note why a particular approach helped would be great.
Thanks.
[ ProtoBufs like suggestions should not cut it for an upvote, no matter how flexible that particular impl might be :) ]
Reading through the already posted responses, I can only agree with a middle-tier approach.
Basically, in your original problem you have 2 distinct hierarchies:
n classes
m protocols
The naive use of a Visitor pattern (as much as I like it) will only lead to n*m methods... which is really gross and a gateway towards maintenance nightmare. I suppose you already noted it otherwise you would not ask!
The "obvious" target approach is to go for a n+m solution, where the 2 hierarchies are clearly separated. This of course introduces a middle-tier.
The idea is thus ObjectA -> MiddleTier -> Protocol1.
Basically, that's what Protocol Buffers does, though their problematic is different (from one language to another via a protocol).
It may be quite difficult to work out the middle-tier:
Performance issues: a "translation" phase add some overhead, and here you go from 1 to 2, this can be mitigated though, but you will have to work on it.
Compatibility issues: some protocols do not support recursion for example (xml or json do, edifact does not), so you may have to settle for a least-common approach or to work out ways of emulating such behaviors.
Personally, I would go for "reimplementing" the JSON language (which is extremely simple) into a C++ hierarchy:
int
strings
lists
dictionaries
Applying the Composite pattern to combine them.
Of course, that is the first step only. Now you have a framework, but you don't have your messages.
You should be able to specify a message in term of primitives (and really think about versionning right now, it's too late once you need another version). Note that the two approaches are valid:
In-code specification: your message is composed of primitives / other messages
Using a code generation script: this seems overkill there, but... for the sake of completion I thought I would mention it as I don't know how many messages you really need :)
On to the implementation:
Herb Sutter and Andrei Alexandrescu said in their C++ Coding Standards
Prefer non-member non-friend methods
This applies really well to the MiddleTier -> Protocol step > creates a Protocol1 class and then you can have:
Protocol1 myProtocol;
myProtocol << myMiddleTierMessage;
The use of operator<< for this kind of operation is well-known and very common. Furthermore, it gives you a very flexible approach: not all messages are required to implement all protocols.
The drawback is that it won't work for a dynamic choice of the output protocol. In this case, you might want to use a more flexible approach. After having tried various solutions, I settled for using a Strategy pattern with compile-time registration.
The idea is that I use a Singleton which holds a number of Functor objects. Each object is registered (in this case) for a particular Message - Protocol combination. This works pretty well in this situation.
Finally, for the BOM -> MiddleTier step, I would say that a particular instance of a Message should know how to build itself and should require the necessary objects as part of its constructor.
That of course only works if your messages are quite simple and may only be built from few combination of objects. If not, you might want a relatively empty constructor and various setters, but the first approach is usually sufficient.
Putting it all together.
// 1 - Your BOM
class Foo {};
class Bar {};
// 2 - Message class: GetUp
class GetUp
{
typedef enum {} State;
State m_state;
};
// 3 - Protocl class: SuperProt
class SuperProt: public Protocol
{
};
// 4 - GetUp to SuperProt serializer
class GetUp2SuperProt: public Serializer
{
};
// 5 - Let's use it
Foo foo;
Bar bar;
SuperProt sp;
GetUp getUp = GetUp(foo,bar);
MyMessage2ProtBase.serialize(sp, getUp); // use GetUp2SuperProt inside
If you need many output formats for many classes, I would try to make it a n + m problem instead of an n * m problem. The first way I come to think of is to have the classes reductible to some kind of dictionary, and then have a method to serlalize those dictionarys to each output formats.
Assuming you have full access to the classes that must be serialized. You need to add some form of reflection to the classes (probably including an abstract factory). There are two ways to do this: 1) a common base class or 2) a "traits" struct. Then you can write your encoders/decoders in relation to the base class/traits struct.
Alternatively, you could require that the class provide a function to export itself to a container of boost::any and provide a constructor that takes a boost::any container as its only parameter. It should be simple to write a serialization function to many different formats if your source data is stored in a map of boost::any objects.
That's two ways I might approach this. It would depend highly on the similarity of the classes to be serialized and on the diversity of target formats which of the above methods I would choose.
I used OpenH323 (famous enough for VoIP developers) library for long enough term to build number of application related to VoIP starting from low density answering machine and up to 32xE1 border controller. Of course it had major rework so I knew almost anything about this library that days.
Inside this library was tool (ASNparser) which converted ASN.1 definitions into container classes. Also there was framework which allowed serialization / de-serialization of these containers using higher layer abstractions. Note they are auto-generated. They supported several encoding protocols (BER,PER,XER) for ASN.1 with very complex ASN sntax and good-enough performance.
What was nice?
Auto-generated container classes which were suitable enough for clear logic implementation.
I managed to rework whole container layer under ASN objects hierarchy without almost any modification for upper layers.
It was relatively easy to do refactoring (performance) for debug features of that ASN classes (I understand, authors didn't intended to expect 20xE1 calls signalling to be logged online).
What was not suitable?
Non-STL library with lazy copy under this. Refactored by speed but I'd like to have STL compatibility there (at least that time).
You can find Wiki page of all the project here. You should focus only on PTlib component, ASN parser sources, ASN classes hierarchy / encoding / decoding policies hierarchy.
By the way,look around "Bridge" design pattern, it might be useful.
Feel free to comment questions if something seen to be strange / not enough / not that you requested actuall.