QHash of function pointers for variable setting after XML parsing: insane? - c++

I am parsing and storing data I get from a server in XML format. The application is a thin client that asks for server-side data like this very frequently. A few of the variables will be uris that trigger more network calls. The data is in the form:
<object>
<var1>value</var1>
...
<varN>value</varN>
</object>
There are ~50 variables in object. The object is mirrored by a MyObject class which has getters and setters for all the variables (which are of different types, and will be accessed by various other classes).
I've been using QXmlStreamReader which is fine, but I end up with a lot of
if (reader.name() == "var1")
{
...
}
entries, and I'm thinking there must be a better way?
I wrote some quick prototype code where MyObject has a function that takes (name, entry), and indexes by name into a QHash of function pointers, that returns the setter to entry, which it calls passing entry. This feels un-Qt-ish, and like something that will confuse a possible future maintainer:
In the header:
typedef void (Foo::*setValue)(QString& value);
QHash<QString, Foo::setValue> m_settersMap;
.cpp:
MyObject::MyObject(QObject *parent) :
QObject(parent)
{
m_settersMap["var1"] = &MyObject::setVar1;
m_settersMap["var2"] = &MyObject::setVar2;
...
m_settersMap["varN"] = &MyObject::setVarN;
}
void MyObject::set(QString &name, QString &entry)
{
MyObject *foo = this;
MyObject::setValue setter;
setter = m_settersMap.value(key);
(*foo.*setter)(value);
}
void MyObject::setVar1(QString &entry)
{
m_foo1 = entry;
}
...
and from the XML handler:
MyObject foo;
...
if(reader.isStartElement())
{
foo.set(reader.name(), reader.readEntryText());
}
This way there's way less copy-pasta in the XML handler, but there's added overhead of the QHash and the possible confusion of a non-straightforward implementation (and my nagging suspicion this is not The Way To Do It).
So is this legit or insane, and have I missed something blindingly obvious?

I'd recommend you another, "easier" solution which will help you to:
1) Have much less code and make your code readable
2) Do not overwhelm another objects with function calls
So you can use QObject properties to do that. And your code would look like as simple as:
// parsing the XML here via QXmlStreamReader
...
QObject *object = new QObject;
...
object->setProperty(reader.name(), reader.value());
And then you can refer to a variable of you object in the code like this:
QString name = object->property("var1").toString();
You may want to extend QObject to get rid of necessity of calling .toString() or something like that all the time.

Related

QML/QT How to convert object from C++ to QML?

It took me a while, but eventually I managed to convert a JavaScript/QML POJO to a custom object not derived from QObject.
I think it's easier to understand my issue with a working example. So let's start with this:
struct SomeType { /* Just a plain struct that does not derive from QObject! */ };
SomeType FooFactory::convertQMLToSomeType(const QJSValue& val) {
SomeType result = /*... some kind of conversion takes place here ... */
return result;
}
void FooFactory::registerTypes(QQmlEngine& engine) {
QMetaType::registerConverter<QJSValue, SomeType>(FooFactory::convertQMLToSomeType);
}
What this does is it registers a converter for the transformation of QSValue to SomeType. So now, whenever I do something like this in QML
my_prop = { "foo": "some plain javascript object" };
assuming my_prop is exposed like so in the corresponding C++ class:
Q_PROPERTY(SomeType my_prop MEMBER _myProp);
SomeType _myProp;
// Somewhere else outside the class, this is needed for registering the converter
Q_DECLARE_METATYPE(SomeType);
the string is implicitly converted into a SomeType without the need of doing things manually.
..
Great!
But what about the opposite direction of the conversion? I Need QML to deal with strings, not QVariant(SomeType) objects (QT always uses QVariant wrappers internally to store user defined types when dealing with the meta system).
I already tried registering an inverse converter like this:
QMetaType::registerConverter<SomeType, QJSValue>(FooFactory::convertBackToQML);
or this
QMetaType::registerConverter<QVariant(SomeType), QJSValue>(FooFactory::convertBackToQML);
but none of these approaches work. I believe the second line is quite promising, but I wasn't even able to compile that one due to problems with registering the static meta type.
So, how would I solve this? As a short reminder, I am not able to derive SomeType from QObject, and yes, I am aware that this is the most common way to do these kinds of things.
Does anyone have an idea? Or am I barking up the wrong tree? Many thanks in advance!
This may not be what you want, but it might also be your only option. You can create a QObject wrapper class around your struct. Just create properties for whatever values in the struct you want to expose.
class SomeWrapper : public QObject
{
Q_OBJECT
Q_PROPERTY(QString someData READ someData WRITE setSomeData NOTIFY someDataChanged)
public:
explicit SomeWrapper(QObject *parent = nullptr) : QObject(parent) {}
QString someData() { return m_struct.someData; }
void setSomeData(QString data)
{
if (data != m_struct.someData)
{
m_struct.someData = data;
emit someDataChanged();
}
}
signals:
void someDataChanged();
private:
SomeType m_struct;
};
If you want to operate with your structure as with a plain JavaScript object, then another option may be using QVariantMap as a type for your property. Then you could define the needed conversions in getter and setter of your property:
class Whichever : public QObject {
Q_OBJECT
Q_PROPERTY(QVariantMap my_prop READ myProp WRITE setMyProp)
QVariantMap myProp() const {
QVariantMap map;
map["some_field"] = _myProp.someField;
// Fill the other fields as needed.
return map;
}
void setMyProp(const QVariantMap& map) {
_myProp.someField = map["some_field"].toString();
// Fill the other _myProp fields as needed.
}
};
Conversions between QVariantMap and the actual JavaScript objects would be handled by QML engine automatically. Nested JavaScript objects should also be possible by nesting the corresponding QVariantMaps.
Of course, this option makes property declaration not so explicit about which type does it correspond to, and perhaps it will require a bit more boilerplate code if you need to declare multiple properties of this type (you can define and use your own macro for that though if needed). But this is probably one of the easiest ways to achieve what you have described.

Prevent clients from retaining pointers returned by a C++ class

I have a file_manager class that tracks the files in a given directory. I use it as the model for a file UI similar to Windows Explorer or macOS Finder. The file_manager has various find() methods to allow clients to ask for handles to files, and those methods return an optional which will be empty if no files matched that search criteria.
Since files can be deleted from the directory at any time without our knowledge, there's a comment on the find() methods saying that you shouldn't retain the pointers they give you. Instead, you should just query the file_manager again later (e.g., once per frame/once per UI update/etc.). This rule helps prevent having to wrap every future use of the file_handle in something like an is_still_on_disk() check.
Here's what the code currently looks like:
struct file_handle {
std::string path;
std::string contents;
// Other metadata here
};
class file_manager {
public:
file_manager(std::string directory_to_manage);
// Clients shouldn't retain this pointer, because the file could
// disappear from disk at any time.
// Empty if we were unable to find a file with this name.
optional<const file_handle *> find_file_by_name(std::string file_name) const;
optional<const file_handle *> find_file_modified_before(time_t time) const;
// other find_xxx() methods here
// Examines the disk to add/remove from all_known_files to match the
// current state of the directory.
// Only called at well-defined times, from the same thread that uses
// the "find" methods.
void update();
private:
std::list<file_handle> all_known_files;
}
Is there any way to codify this "do not retain" rule such that you'd get a compile error (or failing that, a runtime assertion failure) if you stored the return value of the "find" method as a member variable? (Preventing it from being a static variable would be nice too, if possible.)
That is, I'd like to be able to have the file_manager::find_xxx() methods instead return an optional "un-retainable" wrapper... something like this:
class file_manager {
. . .
optional<cant_retain_me<file_handle>> find_file_by_name(std::string file_name) const;
. . .
}
...where the cant_retain_me wrapper would allow this code to work:
void do_stuff() {
auto optional_file = my_file_manager.find_file_by_name("foo.txt");
if(optional_file.has_value()) {
cant_retain_me<file_handle> handle = *optional_file;
// use handle as though it were a normal file_handle or file_handle *
}
}
...but would break this code:
class client {
client() {
auto optional_file = my_file_manager.find_file_by_name("foo.txt");
if(optional_file.has_value()) {
my_handle = *optional_file;
} else { /* use some fallback value */ }
}
void do_stuff() {
// Try to use my_handle as though it were a normal file_handle or file_handle *
}
cant_retain_me<file_handle> my_handle;
}
Two ideas I had considered for the wrapper:
Prevent the wrapper class from being instantiated on the heap. This would help a little (it's better than nothing!), but doesn't prevent the use shown in client above.
Make the wrapper class move-only (delete the copy constructor). I think this would work, in that it would at least force clients to write some very awkward code to store the handle as a member... but I don't write much code with explicit moves, so I'm not entirely sure if this would have the desired effect.
I realize in a language with memcpy() there's never going to be a way to fully prohibit clients from bad behavior, but I'd like to make it misusing the API as obvious a code smell as possible.

Function pointer to a non-static member function when the class type is unknown?

I'm working on a game project that features scratch-built controls rendered into an opengl context; things like buttons, scrollbars, listboxes, etc. Many of these controls are nested; for example, my listbox has a scrollbar, a scrollbar has 3 buttons, etc.
When a scrollbar changes value, I'd like it to call 'some' function (typically in it's parent object) that responds to the change. For example, if the listbox has a slider, it should instantiate the slider, then tell the new slider that it should call the listboxes 'onScroll(float)' function. All of the controls share a common base class, so I could have a 'base* parent' parent pointer, then do 'parent->onScroll(val)'. The problem though is what happens when the parent doesn't inheirit from base; there'd be no virtual onScroll() to follow through, so the top-level parent would have to periodically check to see if any of the child controls had changed value. This would also clutter up other controls, since they may not even have children, or may require different event types like when a list entry object is selected, etc.
A better solution would be to have the child object maintain a generic function pointer (like a callback), which can be set by the parent, and called by the child as necessary. Something like this:
typedef (*ptFuncF)(float);
class glBase {
public:
//position,isVisible,virtual mouseDown(x,y),etc
};
class glDerivedChild : public glBase {
public:
glDerivedChild();
~glDerivedChild();
void changeValue(float fIn) {
Value = fIn; //ignore these forward declaration errors
(*callBack)(fIn);
}
void setCallBack(ptFuncF pIn) {callBack = pIn;}
ptFuncF callBack;
float Value;
};
class glDerivedParent : public glBase {
public:
glDerivedParent() {
child = new glDerivedChild();
child->setCallBack(&onScroll);
}
~glDerivedParent() {delete child;}
void onScroll(float fIn) {
//do something
}
glDerivedChild* child;
};
class someFoo {
public:
someFoo() {
child->setCallBack(&setValue);
}
void setValue(float fIn) {
//do something else
}
glDerivedChild child;
};
I'm kinda new to function pointers, so I know I'm (obviously) doing many things wrong. I suspect it might involve something like "typedef (glBase::*ptFuncF)(float);" with the 'onScroll(f)' being an overridden virtual function, perhaps with a generic name like 'virtual void childCallBack(float)'. I'd prefer to keep the solution as close to vanilla as possible, so I want to avoid external libraries like boost. I've been scratching my head over this one for the better part of 8 hours, and I'm hoping someone can help. Thanks!
I think, what you want is some kind of events or signals mechanism.
You can study, how event processing is organized on Windows, for example. In short, your scrollbar generates new event in the system and then system propagates it to all elements, registered in the system.
More convenient mechanism is signal/slot mechanism. Boost or Qt provides such tools. I'll recomend this solution.
But if you still want to use just callbacks, I'll recommend using std::function (boost::function) (combined with std::bind (boost::bind), when required) instead of raw function pointers.
Use boost::function (or std::function if available). Like this (using your notation):
typedef std::function<void (float)> ptFuncF;
//...
void setCallBack(const ptFuncF &pIn);
//...
child->setCallBack(std::bind(&glDerivedParent::onScroll, this, _1));
//...
child->setCallBack(std::bind(&someFoo::setValue, this, _1));
A function pointer to a member function of a class has such a type:
<return type> (<class name>::*)(<arguments>)
For example:
typedef void (glBase::*ptFuncF)(float);
^^^^
by the way, you have forgot the `void` in your `typedef`
ptFuncF func = &glDerivedChild::onScroll;
And you use it like this:
glDerivedChild c;
(c.*func)(1.2);
In your particular example, the function is a member of the derived class itself, therefore you should call it like this:
(c.*c.callback)(1.2);
the inner c.callback is the function pointer. The rest is exactly as above, which is:
(class_instance.*function_pointer)(arguments);
You might want to take a look at this question also.
Ok, the workaround I came up with has some extra overhead and branching, but is otherwise reasonable.
Basically, each callback function is implemented as a virtual member function that recieves the needed parameters including a void* pointer to the object that made the call. Each derived object also has a base-class pointer that refers to the object that should recieve any events that it emits (typically its parent, but could be any object that inheirits from the base class). In case the control has multiple children, the callback function uses the void* pointer to distinguish between them. Here's an example:
class glBase {
public:
virtual onChildCallback(float fIn, void* caller);
glBase* parent;
};
class glSlider : public glBase {
public:
glSlider(glBase* parentIn);
void changeValue(float fIn) {
Value = fIn;
parent->onChildCallback(fIn, this);
}
float Value;
};
class glButton : public glBase {
public:
glButton(glBase* parentIn);
void onClick() {
parent->onChildCallback(0, this);
}
};
class glParent : public glBase {
public:
glParent(glBase* parentIn) : parent(parentIn) {
childA = new glSlider(this);
childB = new glButton(this);
}
void onChildCallback(float fIn, void* caller) {
if (caller == childA) {
//slider specific actions
} else if (caller == childB) {
//button specific actions
} else {
//generic actions
}
}
glSlider* childA;
glButton* childB;
};
Besides a reasonably small amount of overhead, the scheme is flexible enough that derived classes can ignore certain components or omit them altogether. I may go back to the function pointer idea later (thanks shahbaz), but half the infrastructure is the same for both schemes anyway and the extra overhead is minimal, especially since the number and variety of controls will be rather small. Having the callback function use a nested response is actually a little better since you don't need a separate function for each child object (eg onUpButton, onDownButton, etc).

Porting an existing class structure to smart pointers

I know this question is rather long, but I was not sure how to explain my problem in a shorter way. The question itself is about class hierarchy design and, especially, how to port an existing hierarchy based on pointers to one using smart pointers. If anyone can come up with some way to simplify my explanation and, thus, make this question more generic, please let me know. In that way, it might be useful for more SO readers.
I am designing a C++ application for handling a system that allows me to read some sensors. The system is composed of remotes machines from where I collect the measurements. This application must actually work with two different subsystems:
Aggregated system: this type of system contains several components from where I collect measurements. All the communication goes through the aggregated system which will redirect the data to the specific component if needed (global commands sent to the aggregated system itself do not need to be transferred to individual components).
Standalone system: in this case there is just a single system and all the communication (including global commands) is sent to that system.
Next you can see the class diagram I came up with:
The standalone system inherits both from ConnMgr and MeasurementDevice. On the other hand, an aggregated system splits its functionality between AggrSystem and Component.
Basically, as a user what I want to have is a MeasurementDevice object and transparently send data to corresponding endpoint, be it an aggregated system or a standalone one.
CURRENT IMPLEMENTATION
This is my current implementation. First, the two base abstract classes:
class MeasurementDevice {
public:
virtual ~MeasurementDevice() {}
virtual void send_data(const std::vector<char>& data) = 0;
};
class ConnMgr {
public:
ConnMgr(const std::string& addr) : addr_(addr) {}
virtual ~ConnMgr() {}
virtual void connect() = 0;
virtual void disconnect() = 0;
protected:
std::string addr_;
};
These are the classes for an aggregated system:
class Component : public MeasurementDevice {
public:
Component(AggrSystem& as, int slot) : aggr_sys_(as), slot_(slot) {}
void send_data(const std::vector<char>& data) {
aggr_sys_.send_data(slot_, data);
}
private:
AggrSystem& aggr_sys_;
int slot_;
};
class AggrSystem : public ConnMgr {
public:
AggrSystem(const std::string& addr) : ConnMgr(addr) {}
~AggrSystem() { for (auto& entry : components_) delete entry.second; }
// overridden virtual functions omitted (not using smart pointers)
MeasurementDevice* get_measurement_device(int slot) {
if (!is_slot_used(slot)) throw std::runtime_error("Empty slot");
return components_.find(slot)->second;
}
private:
std::map<int, Component*> components_;
bool is_slot_used(int slot) const {
return components_.find(slot) != components_.end();
}
void add_component(int slot) {
if (is_slot_used(slot)) throw std::runtime_error("Slot already used");
components_.insert(std::make_pair(slot, new Component(*this, slot)));
}
};
This is the code for a standalone system:
class StandAloneSystem : public ConnMgr, public MeasurementDevice {
public:
StandAloneSystem(const std::string& addr) : ConnMgr(addr) {}
// overridden virtual functions omitted (not using smart pointers)
MeasurementDevice* get_measurement_device() {
return this;
}
};
These are factory-like functions responsible for creating ConnMgr and MeasurementDevice objects:
typedef std::map<std::string, boost::any> Config;
ConnMgr* create_conn_mgr(const Config& cfg) {
const std::string& type =
boost::any_cast<std::string>(cfg.find("type")->second);
const std::string& addr =
boost::any_cast<std::string>(cfg.find("addr")->second);
ConnMgr* ep;
if (type == "aggregated") ep = new AggrSystem(addr);
else if (type == "standalone") ep = new StandAloneSystem(addr);
else throw std::runtime_error("Unknown type");
return ep;
}
MeasurementDevice* get_measurement_device(ConnMgr* ep, const Config& cfg) {
const std::string& type =
boost::any_cast<std::string>(cfg.find("type")->second);
if (type == "aggregated") {
int slot = boost::any_cast<int>(cfg.find("slot")->second);
AggrSystem* aggr_sys = dynamic_cast<AggrSystem*>(ep);
return aggr_sys->get_measurement_device(slot);
}
else if (type == "standalone") return dynamic_cast<StandAloneSystem*>(ep);
else throw std::runtime_error("Unknown type");
}
And finally here it is main(), showing a very simple usage case:
#define USE_AGGR
int main() {
Config config = {
{ "addr", boost::any(std::string("192.168.1.10")) },
#ifdef USE_AGGR
{ "type", boost::any(std::string("aggregated")) },
{ "slot", boost::any(1) },
#else
{ "type", boost::any(std::string("standalone")) },
#endif
};
ConnMgr* ep = create_conn_mgr(config);
ep->connect();
MeasurementDevice* dev = get_measurement_device(ep, config);
std::vector<char> data; // in real life data should contain something
dev->send_data(data);
ep->disconnect();
delete ep;
return 0;
}
PROPOSED CHANGES
First of all, I wonder whether there is a way to avoid the dynamic_cast in get_measurement_device. Since AggrSystem::get_measurement_device(int slot) and StandAloneSystem::get_measurement_device() have different signatures, it is not possible to create a common virtual method in the base class. I was thinking to add a common method accepting a map containing the options (e.g., the slot). In that case, I would not need to do the dynamic casting. Is this second approach preferable in terms of a cleaner design?
In order to port the class hierarchy to smart pointers I used unique_ptr. First I changed the map of components in AggrSystem to:
std::map<int, std::unique_ptr<Component> > components_;
The addition of a new Component now looks like:
void AggrSystem::add_component(int slot) {
if (is_slot_used(slot)) throw std::runtime_error("Slot already used");
components_.insert(std::make_pair(slot,
std::unique_ptr<Component>(new Component(*this, slot))));
}
For returning a Component I decided to return a raw pointer since the lifetime of a Component object is defined by the lifetime of an AggrSystem object:
MeasurementDevice* AggrSystem::get_measurement_device(int slot) {
if (!is_slot_used(slot)) throw std::runtime_error("Empty slot");
return components_.find(slot)->second.get();
}
Is returning a raw pointer a correct decision? If I use a shared_ptr, however, then I run into problems with the implementation for the standalone system:
MeasurementDevice* StandAloneSystem::get_measurement_device() {
return this;
}
In this case I cannot return a shared_ptr using this. I guess I could create one extra level of indirection and have something like StandAloneConnMgr and StandAloneMeasurementDevice, where the first class would hold a shared_ptr to an instance of the second.
So, overall, I wanted to ask whether this a good approach when using smart pointers. Would it be preferable to use a map of shared_ptr and return a shared_ptr too, or is it better the current approach based on using unique_ptr for ownership and raw pointer for accessing?
P.S: create_conn_mgr and main are changed as well so that instead of using a raw pointer (ConnMgr*) now I use unique_ptr<ConnMgr>. I did not add the code since the question was already long enough.
First of all, I wonder whether there is a way to avoid the
dynamic_cast in get_measurement_device.
I would attempt to unify the get_measurement_device signatures so that you can make this a virtual function in the base class.
So, overall, I wanted to ask whether this a good approach when using
smart pointers.
I think you've done a good job. You've basically converted your "single ownership" news and deletes to unique_ptr in a fairly mechanical fashion. This is exactly the right first (and perhaps last) step.
I also think you made the right decision in returning raw pointers from get_measurement_device because in your original code the clients of this function did not take ownership of this pointer. Dealing with raw pointers when you do not intend to share or transfer ownership is a good pattern that most programmers will recognize.
In summary, you've correctly translated your existing design to use smart pointers without changing the semantics of your design.
From here if you want to study the possibility of changing your design to one involving shared ownership, that is a perfectly valid next step. My own preference is to prefer unique ownership designs until a use case or circumstance demands shared ownership.
Unique ownership is not only more efficient, it is also easier to reason about. That ease in reasoning typically leads to fewer accidental cyclic memory ownership patters (cyclic memory ownership == leaked memory). Coders who just slap down shared_ptr every time they see a pointer are far more likely to end up with memory ownership cycles.
That being said, cyclic memory ownership is also possible using only unique_ptr. And if it happens, you need weak_ptr to break the cycle, and weak_ptr only works with shared_ptr. So the introduction of an ownership cycle is another good reason to migrate to shared_ptr.

Properties editor design pattern?

Warning: This is super in-depth. I understand if you don't even want to read this, this is mostly for me to sort out my thought process.
Okay, so here's what I'm trying to do. I've got these objects:
When you click on one (or select several) it should display their properties on the right (as shown). When you edit said properties it should update the internal variables immediately.
I'm trying to decide on the best way to do this. I figure the selected objects should be stored as a list of pointers. It's either that, or have an isSelected bool on each object, and then iterate over all of them, ignoring the non-selected ones, which is just inefficient. So we click on one, or select several, and then the selectedObjects list is populated. We then need to display the properties. To keep things simple for the time being, we'll assume that all objects are of the same type (share the same set of properties). Since there aren't any instance-specific properties, I figure we should probably store these properties as static variables inside the Object class. Properties basically just have a name (like "Allow Sleep"). There is one PropertyManager for each type of property (int,bool,double). PropertyManagers store all the values for properties of their respective type (this is all from the Qt API). Unfortunately, because PropertyManagers are required to create Properties I can't really decouple the two. I suppose this means that I have to place the PropertyManagers with the Properties (as static variables). This means we have one set of properties, and one set of property managers to manage all the variables in all the objects. Each property manager can only have one callback. That means this callback has to update all the properties of its respective type, for all objects (a nested loop). This yields something like this (in pseudo-code):
function valueChanged(property, value) {
if(property == xPosProp) {
foreach(selectedObj as obj) {
obj->setXPos(value);
}
} else if(property == ...
Which already bothers me a little bit, because we're using if statements where we shouldn't need them. The way around this would be to create a different property manager for every single property, so that we can have unique callbacks. This also means we need two objects for each property, but it might be a price worth paying for cleaner code (I really don't know what the performance costs are right now, but as I know you'll also say -- optimize when it becomes a problem). So then we end up with a ton of callbacks:
function xPosChanged(property, value) {
foreach(selectedObj as obj) {
obj->setXPos(value);
}
}
Which eliminates the entire if/else garbage but adds a dozen more event-listeners. Let's assume I go with this method. So now we had a wad of static Properties, along with their corresponding static PropertyManagers. Presumably I'd store the list of selected objects as Object::selectedObjects too since they're used in all the event callbacks, which logically belong in the object class. So then we have a wad of static event callbacks too. That's all fine and dandy.
So now when you edit a property, we can update the interal variables for all the selected objects via the event callback. But what happens when the internal variable is updated via some other means, how do we update the property? This happens to be a physics simulator, so all the objects will have many of their variables continuously updated. I can't add callbacks for these because the physics is handled by another 3rd party library. I guess this means I just have to assume all the variables have been changed after each time step. So after each time step, I have to update all the properties for all the selected objects. Fine, I can do that.
Last issue (I hope), is what values should we display when multiple objects are selected an there is an inconsistency? I guess my options are to leave it blank/0 or display a random object's properties. I don't think one option is much better than the other, but hopefully Qt provides a method to highlight such properties so that I can at least notify the user. So how do I figure out which properties to "highlight"? I guess I iterate over all the selected objects, and all their properties, compare them, and as soon as there is a mismatch I can highlight it. So to clarify, upon selected some objects:
add all objects to a selectedObjects list
populate the properties editor
find which properties have identical values and update the editor appropriately
I think I should store the properties in a list too so that I can just push the whole list onto the properties editor rather than adding each property individually. Should allow for more flexibility down the road I think.
I think that about covers it... I'm still not certain how I feel about having so many static variables, and a semi-singleton class (the static variables would be initialized once when the first object is created I guess). But I don't see a better solution.
Please post your thoughts if you actually read this. I guess that's not really a question, so let me rephrase for the haters, What adjustments can I make to my suggested design-pattern to yield cleaner, more understandable, or more efficient code? (or something along those lines).
Looks like I need to clarify. By "property" I mean like "Allow Sleeping", or "Velocity" -- all objects have these properties -- their VALUES however, are unique to each instance. Properties hold the string that needs to be displayed, the valid range for the values, and all the widget info. PropertyManagers are the objects that actually hold the value. They control the callbacks, and the value that's displayed. There is also another copy of the value, that's actually used "internally" by the other 3rd party physics library.
Trying to actually implement this madness now. I have an EditorView (the black area drawing area in the image) which catches the mouseClick event. The mouseClick events then tells the physics simulator to query all the bodies at the cursor. Each physics body stores a reference (a void pointer!) back to my object class. The pointers get casted back to objects get pushed onto a list of selected objects. The EditorView then sends out a signal. The EditorWindow then catches this signal and passes it over to the PropertiesWindow along with the selected objects. Now the PropertiesWindow needs to query the objects for a list of properties to display... and that's as far as I've gotten so far. Mind boggling!
The Solution
/*
* File: PropertyBrowser.cpp
* Author: mark
*
* Created on August 23, 2009, 10:29 PM
*/
#include <QtCore/QMetaProperty>
#include "PropertyBrowser.h"
PropertyBrowser::PropertyBrowser(QWidget* parent)
: QtTreePropertyBrowser(parent), m_variantManager(new QtVariantPropertyManager(this)) {
setHeaderVisible(false);
setPropertiesWithoutValueMarked(true);
setIndentation(10);
setResizeMode(ResizeToContents);
setFactoryForManager(m_variantManager, new QtVariantEditorFactory);
setAlternatingRowColors(false);
}
void PropertyBrowser::valueChanged(QtProperty *property, const QVariant &value) {
if(m_propertyMap.find(property) != m_propertyMap.end()) {
foreach(QObject *obj, m_selectedObjects) {
obj->setProperty(m_propertyMap[property], value);
}
}
}
QString PropertyBrowser::humanize(QString str) const {
return str.at(0).toUpper() + str.mid(1).replace(QRegExp("([a-z])([A-Z])"), "\\1 \\2");
}
void PropertyBrowser::setSelectedObjects(QList<QObject*> objs) {
foreach(QObject *obj, m_selectedObjects) {
obj->disconnect(this);
}
clear();
m_variantManager->clear();
m_selectedObjects = objs;
m_propertyMap.clear();
if(objs.isEmpty()) {
return;
}
for(int i = 0; i < objs.first()->metaObject()->propertyCount(); ++i) {
QMetaProperty metaProperty(objs.first()->metaObject()->property(i));
QtProperty * const property
= m_variantManager->addProperty(metaProperty.type(), humanize(metaProperty.name()));
property->setEnabled(metaProperty.isWritable());
m_propertyMap[property] = metaProperty.name();
addProperty(property);
}
foreach(QObject *obj, m_selectedObjects) {
connect(obj, SIGNAL(propertyChanged()), SLOT(objectUpdated()));
}
objectUpdated();
}
void PropertyBrowser::objectUpdated() {
if(m_selectedObjects.isEmpty()) {
return;
}
disconnect(m_variantManager, SIGNAL(valueChanged(QtProperty*, QVariant)),
this, SLOT(valueChanged(QtProperty*, QVariant)));
QMapIterator<QtProperty*, QByteArray> i(m_propertyMap);
bool diff;
while(i.hasNext()) {
i.next();
diff = false;
for(int j = 1; j < m_selectedObjects.size(); ++j) {
if(m_selectedObjects.at(j)->property(i.value()) != m_selectedObjects.at(j - 1)->property(i.value())) {
diff = true;
break;
}
}
if(diff) setBackgroundColor(topLevelItem(i.key()), QColor(0xFF,0xFE,0xA9));
else setBackgroundColor(topLevelItem(i.key()), Qt::white);
m_variantManager->setValue(i.key(), m_selectedObjects.first()->property(i.value()));
}
connect(m_variantManager, SIGNAL(valueChanged(QtProperty*, QVariant)),
this, SLOT(valueChanged(QtProperty*, QVariant)));
}
With a big thanks to TimW
Did you have a look at Qt's (dynamic) property system?
bool QObject::setProperty ( const char * name, const QVariant & value );
QVariant QObject::property ( const char * name ) const
QList<QByteArray> QObject::dynamicPropertyNames () const;
//Changing the value of a dynamic property causes a
//QDynamicPropertyChangeEvent to be sent to the object.
function valueChanged(property, value) {
foreach(selectedObj as obj) {
obj->setProperty(property, value);
}
}
Example
This is an incomplete example to give you my idea about the property system.
I guess SelectableItem * selectedItem must be replaced with a list of items in your case.
class SelectableItem : public QObject
{
Q_OBJECT
Q_PROPERTY(QString name READ name WRITE setName );
Q_PROPERTY(int velocity READ velocity WRITE setVelocity);
public:
QString name() const { return m_name; }
int velocity() const {return m_velocity; }
public slots:
void setName(const QString& name)
{
if(name!=m_name)
{
m_name = name;
emit update();
}
}
void setVelocity(int value)
{
if(value!=m_velocity)
{
m_velocity = value;
emit update();
}
}
signals:
void update();
private:
QString m_name;
int m_velocity;
};
class MyPropertyWatcher : public QObject
{
Q_OBJECT
public:
MyPropertyWatcher(QObject *parent)
: QObject(parent),
m_variantManager(new QtVariantPropertyManager(this)),
m_propertyMap(),
m_selectedItem(),
!m_updatingValues(false)
{
connect(m_variantManager, SIGNAL(valueChanged(QtProperty*, QVariant)), SLOT(valueChanged(QtProperty*,QVariant)));
m_propertyMap[m_variantManager->addProperty(QVariant::String, tr("Name"))] = "name";
m_propertyMap[m_variantManager->addProperty(QVariant::Int, tr("Velocity"))] = "velocity";
// Add mim, max ... to the property
// you could also add all the existing properties of a SelectableItem
// SelectableItem item;
// for(int i=0 ; i!=item.metaObject()->propertyCount(); ++i)
// {
// QMetaProperty metaProperty(item.metaObject()->property(i));
// QtProperty *const property
// = m_variantManager->addProperty(metaProperty.type(), metaProperty.name());
// m_propertyMap[property] = metaProperty.name()
// }
}
void setSelectedItem(SelectableItem * selectedItem)
{
if(m_selectedItem)
{
m_selectedItem->disconnect( this );
}
if(selectedItem)
{
connect(selectedItem, SIGNAL(update()), SLOT(itemUpdated()));
itemUpdated();
}
m_selectedItem = selectedItem;
}
private slots:
void valueChanged(QtProperty *property, const QVariant &value)
{
if(m_updatingValues)
{
return;
}
if(m_selectedItem && m_map)
{
QMap<QtProperty*, QByteArray>::const_iterator i = m_propertyMap.find(property);
if(i!=m_propertyMap.end())
m_selectedItem->setProperty(m_propertyMap[property], value);
}
}
void itemUpdated()
{
m_updatingValues = true;
QMapIterator<QtProperty*, QByteArray> i(m_propertyMap);
while(i.hasNext())
{
m_variantManager->next();
m_variantManager->setValue(
i.key(),
m_selectedItem->property(i.value()));
}
m_updatingValues = false;
}
private:
QtVariantPropertyManager *const m_variantManager;
QMap<QtProperty*, QByteArray> m_propertyMap;
QPointer<SelectableItem> m_selectedItem;
bool m_updatingValues;
};
Calm down, your code has not O(n^2) complextity. You have a nested loop, but only one counts to N (the number of objects), the other counts to a fixed number of properties, which is not related to N. So you have O(N).
For the static variables, you write "there aren't any instance-specific properties", later you write about updates of the individual properties of your objects, which are exactly instance-specific properties. Maybe you are confusing the "class Properties" (which is of course shared among all properties) with the individual properties? So I think you don't need static members at all.
Do you want to display changes to the objects only if they appear, or do you want a continuos display? If your hardware is able to handle the latter, I would recommend going that way. In that case, you have to iterate over all objects anyway and update them along the way.
Edit: The difference is that in the former (update on change) the drawing is initiated by the operation of changing the values, for example a object movement. For the latter, a continuos display, you would add a QTimer, which fires say 60 times a second and calls a SLOT(render()) which does the actual rendering of all objects. Depending on the rate of changes this may actually be faster. And it is probably easier to implement.
Another possibilty is let Qt handle the whole drawing, using a Graphics View, which handles the objects-to-draw internally in a very efficient tree structure. Take a look at
http://doc.trolltech.com/4.5/graphicsview.html
If you want to display only the changes, you could use individual callbacks for each properties value. Each time the value of a property is changed (in this case making the properties vlaues private and using setSomeThing(value)), you call the update function with an emit(update()). If you are absolutly concernd about emit being slow, you could use "real" callbacks via function pointers, but I don't recommend that, Qt's connect/signal/slot is so much easier to use. And the overhead is in most cases really neglible.