C++ Private Nested Abstract Class - c++

So maybe this is a dumb question and I'm over thinking this, but I have the following situation. I am making a "class Shell" which can run abstract "class Action" objects. It is the only class that should create or use these objects. Action objects need access to the Shell to perform specific actions on it, but I'm trying to avoid adding public interfaces for this (no one else should be allowed to do that).
I originally had a simple (not so elegant)
class Shell
{
public:
bool checkThing();
// etc...
private:
bool _thing;
};
class Action
{
public:
virtual void execute( Shell &s )=0;
};
class ChangeAction : public Action
{
public:
void execute( Shell &s )
{
// requires friendship or public mutator!
s._thing = true;
}
};
So I considered a nested class Action, but I wanted to make it private (why let anyone else make concrete Actions except the Shell, right?)
class Shell
{
public:
bool checkThing();
// etc...
private:
bool _thing;
class Action;
};
class Shell::Action
{
public:
virtual void execute( Shell &s )=0;
};
class ChangeAction : public Shell::Action
{
public:
void execute( Shell &s )
{
// ok now!
s._thing = true;
}
};
But of course I can't inherit from Action any more (that makes sense, it's private). So that doesn't work.
So my question, should I just go with the first method and friendship or a public interface? Can I use something similar to the second method to keep that relationship with Actions and the Shell?
Do you have a better idea?

If the only code that needs to be able to see Action is Shell, one option would be to forward-declare Action in the header file but only define the class in the .cpp file. This would then let you declare as many Action subclasses as you'd like in the implementation file without letting anyone else subclass off of Action because no one else would have a complete class definition for Action. This also avoids any need for public interfaces or friend declarations - all the Action classes are declared in the global scope, but shielded from other files by virtue of being declared in the .cpp file.
Great question, by the way!

You can can use a combination of the methods: Basically just take all your classes from the first method and move them into the private section of the Shell class:
class Shell {
public:
bool checkThing(); // etc...
private:
bool _thing;
class Action {
public:
virtual void execute( Shell &s )=0;
};
class ChangeAction : public Action
{
public:
void execute( Shell &s )
{
// ok now! s._thing = true;
}
};
};

Related

Can I make use on templates when implementing different interfaces in the same way?

I have many interfaces for different listeners, the all look like this:
class ListenerA
{
public:
virtual void
onEventA(const EventA&) = 0;
};
class ListenerB
{
public:
virtual void
onEventB(const EventB&) = 0;
};
When testing, I always end up just collecting those events in a std::vector for analyzing them afterwards in a specific test suite. Those event collectors all look the same like this one for example:
class EventACollector : public ListenerA
{
public:
const auto&
events() const
{
return m_events;
}
private:
void
onEventA(const EventA& event) override
{
m_events.emplace_back(event);
}
std::vector<EventA> m_events;
};
Is there a way to template an EventTCollector, so that I do not have to write it every time? Given that the virtual function name does change for every listeners?
C++ does not have introspection, so you cannot find the virtual function in ListenerA. The other parts can go in a templated base class, but the override you'll need to define manually.
Modern C++ would use a std::function<void(EventA)> instead of a named interface, but that won't help you as a user of that old interface.

How to encapulate user function from subclass in C++

For explain my problem, I wrote some example.
class Product {
public:
Product(Module& module, Config module_cfg) : module_(module) {
module_.SetConfig(module_cfg);
}
void Work() {
module_.Work();
}
private:
Module& module_;
};
class Module {
public:
void SetConfig(Config cfg) {
cfg_ = cfg;
}
virtual void Work() = 0;
protected:
Config cfg_;
};
class ModuleA : public Module {
void Work() override {
cfg_.GetSomething(); // use config
}
};
"Product" has a "Module" as composition.
"Module" works with "Config".
"Module" is parent class of "ModuleA".
I want to encapsulate "SetConfig()" method from "ModuleA"!!
On the other words, is there way to hide user functions from an inherited class?
You can make the function private, not public (or protected).
Then, derived classes won't be able to access it.
Of course, nobody else (except the base class the function's in) will be able to access it either. But it doesn't make sense to permit "global" access without permitting access from derived classes.
If you do want SetConfig to be public, then just don't call it from the derived class if you don't want to. If you do it by mistake, fix the mistake.

oop - C++ - Proper way to implement type-specific behavior?

Let's say I have a parent class, Arbitrary, and two child classes, Foo and Bar. I'm trying to implement a function to insert any Arbitrary object into a database, however, since the child classes contain data specific to those classes, I need to perform slightly different operations depending on the type.
Coming into C++ from Java/C#, my first instinct was to have a function that takes the parent as the parameter use something like instanceof and some if statements to handle child-class-specific behavior.
Pseudocode:
void someClass(Arbitrary obj){
obj.doSomething(); //a member function from the parent class
//more operations based on parent class
if(obj instanceof Foo){
//do Foo specific stuff
}
if(obj instanceof Bar){
//do Bar specific stuff
}
}
However, after looking into how to implement this in C++, the general consensus seemed to be that this is poor design.
If you have to use instanceof, there is, in most cases, something wrong with your design. – mslot
I considered the possibility of overloading the function with each type, but that would seemingly lead to code duplication. And, I would still end up needing to handle the child-specific behavior in the parent class, so that wouldn't solve the problem anyway.
So, my question is, what's the better way of performing operations that where all parent and child classes should be accepted as input, but in which behavior is dictated by the object type?
First, you want to take your Arbitrary by pointer or reference, otherwise you will slice off the derived class. Next, sounds like a case of a virtual method.
void someClass(Arbitrary* obj) {
obj->insertIntoDB();
}
where:
class Arbitrary {
public:
virtual ~Arbitrary();
virtual void insertIntoDB() = 0;
};
So that the subclasses can provide specific overrides:
class Foo : public Arbitrary {
public:
void insertIntoDB() override
// ^^^ if C++11
{
// do Foo-specific insertion here
}
};
Now there might be some common functionality in this insertion between Foo and Bar... so you should put that as a protected method in Arbitrary. protected so that both Foo and Bar have access to it but someClass() doesn't.
In my opinion, if at any place you need to write
if( is_instance_of(Derived1) )
//do something
else if ( is_instance_of(Derived2) )
//do somthing else
...
then it's as sign of bad design. First and most straight forward issue is that of "Maintainence". You have to take care in case further derivation happens. However, sometimes it's necessary. for e.g if your all classes are part of some library. In other cases you should avoid this coding as far as possible.
Most often you can remove the need to check for specific instance by introducing some new classes in the hierarchy. For e.g :-
class BankAccount {};
class SavingAccount : public BankAccount { void creditInterest(); };
class CheckingAccount : public BankAccount { void creditInterest(): };
In this case, there seems to be a need for if/else statement to check for actual object as there is no corresponsing creditInterest() in BanAccount class. However, indroducing a new class could obviate the need for that checking.
class BankAccount {};
class InterestBearingAccount : public BankAccount { void creditInterest(): } {};
class SavingAccount : public InterestBearingAccount { void creditInterest(): };
class CheckingAccount : public InterestBearingAccount { void creditInterest(): };
The issue here is that this will arguably violate SOLID design principles, given that any extension in the number of mapped classes would require new branches in the if statement, otherwise the existing dispatch method will fail (it won't work with any subclass, just those it knows about).
What you are describing looks well suited to inheritance polymorphicism - each of Arbitrary (base), Foo and Bar can take on the concerns of its own fields.
There is likely to be some common database plumbing which can be DRY'd up the base method.
class Arbitrary { // Your base class
protected:
virtual void mapFields(DbCommand& dbCommand) {
// Map the base fields here
}
public:
void saveToDatabase() { // External caller invokes this on any subclass
openConnection();
DbCommand& command = createDbCommand();
mapFields(command); // Polymorphic call
executeDbTransaction(command);
}
}
class Foo : public Arbitrary {
protected: // Hide implementation external parties
virtual void mapFields(DbCommand& dbCommand) {
Arbitrary::mapFields();
// Map Foo specific fields here
}
}
class Bar : public Arbitrary {
protected:
virtual void mapFields(DbCommand& dbCommand) {
Arbitrary::mapFields();
// Map Bar specific fields here
}
}
If the base class, Arbitrary itself cannot exist in isolation, it should also be marked as abstract.
As StuartLC pointed out, the current design violates the SOLID principles. However, both his answer and Barry's answer has strong coupling with the database, which I do not like (should Arbitrary really need to know about the database?). I would suggest that you make some additional abstraction, and make the database operations independent of the the data types.
One possible implementation may be like:
class Arbitrary {
public:
virtual std::string serialize();
static Arbitrary* deserialize();
};
Your database-related would be like (please notice that the parameter form Arbitrary obj is wrong and can truncate the object):
void someMethod(const Arbitrary& obj)
{
// ...
db.insert(obj.serialize());
}
You can retrieve the string from the database later and deserialize into a suitable object.
So, my question is, what's the better way of performing operations
that where all parent and child classes should be accepted as input,
but in which behavior is dictated by the object type?
You can use Visitor pattern.
#include <iostream>
using namespace std;
class Arbitrary;
class Foo;
class Bar;
class ArbitraryVisitor
{
public:
virtual void visitParent(Arbitrary& m) {};
virtual void visitFoo(Foo& vm) {};
virtual void visitBar(Bar& vm) {};
};
class Arbitrary
{
public:
virtual void DoSomething()
{
cout<<"do Parent specific stuff"<<endl;
}
virtual void accept(ArbitraryVisitor& v)
{
v.visitParent(*this);
}
};
class Foo: public Arbitrary
{
public:
virtual void DoSomething()
{
cout<<"do Foo specific stuff"<<endl;
}
virtual void accept(ArbitraryVisitor& v)
{
v.visitFoo(*this);
}
};
class Bar: public Arbitrary
{
public:
virtual void DoSomething()
{
cout<<"do Bar specific stuff"<<endl;
}
virtual void accept(ArbitraryVisitor& v)
{
v.visitBar(*this);
}
};
class SetArbitaryVisitor : public ArbitraryVisitor
{
void visitParent(Arbitrary& vm)
{
vm.DoSomething();
}
void visitFoo(Foo& vm)
{
vm.DoSomething();
}
void visitBar(Bar& vm)
{
vm.DoSomething();
}
};
int main()
{
Arbitrary *arb = new Foo();
SetArbitaryVisitor scv;
arb->accept(scv);
}

In C++, how can I create two interfaces for a class?

For example, when creating a class library, I would like to specify an internal API and a public API for each classes, so I can hide some details from the user. The internal API would be used by other classes in the library, and the public API would be used by the library user.
Is it possible?
In C++, interface could mean many things. It could mean pure virtual functions that you implement in the derived classes, as in the following example,
class Interface
{
public:
virtual void f() = 0 ;
};
class Implementation : public Interface
{
public:
virtual void f() {}
};
--
Or it could mean just public functions in your class:
class A
{
public:
void f() {} //public function - an interface that the outside world can
//use to talk to your class.
};
You can use either of these and can make use of access-specifiers ( public, protected, private) to make your interfaces public or internal/private!
Kind of.
Some libraries use friend classes/functions for this. Each class declares other classes as friends if they need access to more than the "public" interface:
class Car {
friend class Mechanic;
private:
Engine engine;
};
class Mechanic {
// something involving Car::engine...
};
It's not very pretty, but it works.
Another approach that might work for you is the pimpl (pointer-to-implementation) idiom:
class CarImpl; // declaration only
class Car {
private:
CarImpl *impl;
public:
CarImpl *getImpl(); // doesn't strictly belong in the pimpl pattern
// methods that simply call the corresponding methods on impl
};
The internal interface can be accessed through a getImpl() call. You would put the CarImpl declaration in a header file that is clearly marked as internal, so clients won't access it. For example, you could put such headers in a subdirectory called internal.
The obvious drawback is that the Car class has a bunch of trivial methods that you have to implement.
A third approach, that I do not recommend, is inheritance:
class Car {
public:
virtual void start() = 0;
static Car *create();
};
And in an internal header:
class CarImpl : public Car {
public:
virtual void start();
};
The Car class only exposes the public interface; to get access to the internal interface, internal code needs to do a downcast to CarImpl. This is ugly.
You can use many tricks to grant friendship or an "extended" interface to a given few, however it is soon cumbersome.
The simplest way to separate the external interface from the internal interface... is to have two interfaces, thus two classes.
If you take a peek at the set of Design Patterns proposed by the GoF, you'll notice the Proxy pattern.
You can use this by not exposing the class to the exterior of your library, but instead exposing a Proxy, in which you wrap the class, and which only exposes a subset of its interface.
class MyClass
{
public:
void foo();
void bar();
void printDebugInfo();
void test();
};
class MyClassProxy
{
public:
MyClassProxy(std::unique_ptr<MyClass> ptr): _ptr(ptr) {}
void foo() { _ptr->foo(); }
void bar() { _ptr->bar(); }
private:
std::unique_ptr<MyClass> _ptr;
};
I personally find this design rather clean. No down-casting, No subtle inheritance trick, No friendship list longer than my arm.
I'm not quite sure what you're asking, but if you have an abstract class defined:
class Loggable { ... };
You can inherit from it privately, like this:
class User : private Loggable { ... };
The class User now has the members of Loggable, but they are private.
Please see the C++ FAQ lite.
There is a number of ways to approach this. One is runtime polymorphism:
struct widget {
virtual debug_info diagnose() = 0;
virtual void draw() = 0;
};
struct window {
virtual void draw() = 0;
};
struct view : public window, public widget {
void draw();
debug_info diagnose(); // internal
};
Or with compile-time polymorphism:
struct view {
void draw();
debug_info diagnose(); // internal
};
template<class W>
void do_it(W window)
{
widget.draw();
}
template<class W>
void diagnose_it(W widget)
{
debug_info d = widget.diagnose();
}
Another approach is to expose private members to specific functions or classes:
struct widget {
virtual void draw() = 0;
};
struct view : public widget {
friend void diagnose_widget(widget w);
void draw();
private:
debug_info diagnose();
};
// internal
debug_info diagnose_widget(widget w)
{
debug_info d = w.diagnose();
}
A C++ class has 3 levels of protection: public, protected and private. Public things are accessible to everybody, protected only to descendant -- and then for themselves and not for other descendants --, private for the class and its friend.
Thus friendship is the only way to grant more than public access to a class/function which isn't a descendant, and it grants full access, which isn't always convenient.
An heavy solution which I've used with success was to write a wrapper which was a friend of the main class, and then provided additional access to its own friends (which were the only one able to construct the wrapper). I'm not really recommending it, it is tedious, but it could be useful if you have such a need.
class Main {
public:
...
private: // but wrapped
void foo();
protected:
...
private: // and not wrapped
void bar();
};
class Wrapper {
pubic:
void foo() { wrapped.foo(); }
private:
Wrapper(Main& m) : wrapped(ma) {}
Main& wrapped;
friend void qux(Main&);
};
void qux(Main& m) {
Wrapper mwrapped(m)
mwrapped.foo();
// still can't access bar
}

How to design a simple C++ object factory?

In my application, there are 10-20 classes that are instantiated once[*]. Here's an example:
class SomeOtherManager;
class SomeManagerClass {
public:
SomeManagerClass(SomeOtherManager*);
virtual void someMethod1();
virtual void someMethod2();
};
Instances of the classes are contained in one object:
class TheManager {
public:
virtual SomeManagerClass* someManagerClass() const;
virtual SomeOtherManager* someOtherManager() const;
/** More objects... up to 10-20 */
};
Currently TheManager uses the new operator in order to create objects.
My intention is to be able to replace, using plugins, the SomeManagerClass (or any other class) implementation with another one. In order to replace the implementation, 2 steps are needed:
Define a class DerivedSomeManagerClass, which inherits SomeManagerClass [plugin]
Create the new class (DerivedSomeManagerClass) instead of the default (SomeManagerClass) [application]
I guess I need some kind of object factory, but it should be fairly simple since there's always only one type to create (the default implementation or the user implementation).
Any idea about how to design a simple factory like I just described? Consider the fact that there might be more classes in the future, so it should be easy to extend.
[*] I don't care if it happens more than once.
Edit: Please note that there are more than two objects that are contained in TheManager.
Assuming a class (plugin1) which inherits from SomeManagerClass, you need a class hierarchy to build your types:
class factory
{
public:
virtual SomeManagerClass* create() = 0;
};
class plugin1_factory : public factory
{
public:
SomeManagerClass* create() { return new plugin1(); }
};
Then you can assign those factories to a std::map, where they are bound to strings
std::map<string, factory*> factory_map;
...
factory_map["plugin1"] = new plugin1_factory();
Finally your TheManager just needs to know the name of the plugin (as string) and can return an object of type SomeManagerClass with just one line of code:
SomeManagerClass* obj = factory_map[plugin_name]->create();
EDIT: If you don't like to have one plugin factory class for each plugin, you could modify the previous pattern with this:
template <class plugin_type>
class plugin_factory : public factory
{
public:
SomeManagerClass* create() { return new plugin_type(); }
};
factory_map["plugin1"] = new plugin_factory<plugin1>();
I think this is a much better solution. Moreover the 'plugin_factory' class could add itself to the 'factory_map' if you pass costructor the string.
I think there are two separate problems here.
One problem is: how does TheManager name the class that it has to create? It must keep some kind of pointer to "a way to create the class". Possible solutions are:
keeping a separate pointer for each kind of class, with a way to set it, but you already said that you don't like this as it violates the DRY principle
keeping some sort of table where the key is an enum or a string; in this case the setter is a single function with parameters (of course if the key is an enum you can use a vector instead of a map)
The other problem is: what is this "way to create a class"? Unfortunately we can't store pointers to constructors directly, but we can:
create, as others have pointed out, a factory for each class
just add a static "create" function for each class; if they keep a consistent signature, you can just use their pointers to functions
Templates can help in avoiding unnecessary code duplication in both cases.
I have answered in another SO question about C++ factories. Please see there if a flexible factory is of interest. I try to describe an old way from ET++ to use macros which has worked great for me.
ET++ was a project to port old MacApp to C++ and X11. In the effort of it Eric Gamma etc started to think about Design Patterns
I'd create a "base" factory that has virtual methods for creation of all the basic managers, and let the "meta manager" (TheManager in your question) take a pointer to the base factory as a constructor parameter.
I'm assuming that the "factory" can customize the instances of CXYZWManager by deriving from them, but alternatively the constructor of CXYZWManager could take different arguments in the "custom" factory.
A lengthy code example that outputs "CSomeManager" and "CDerivedFromSomeManager":
#include <iostream>
//--------------------------------------------------------------------------------
class CSomeManager
{
public:
virtual const char * ShoutOut() { return "CSomeManager";}
};
//--------------------------------------------------------------------------------
class COtherManager
{
};
//--------------------------------------------------------------------------------
class TheManagerFactory
{
public:
// Non-static, non-const to allow polymorphism-abuse
virtual CSomeManager *CreateSomeManager() { return new CSomeManager(); }
virtual COtherManager *CreateOtherManager() { return new COtherManager(); }
};
//--------------------------------------------------------------------------------
class CDerivedFromSomeManager : public CSomeManager
{
public:
virtual const char * ShoutOut() { return "CDerivedFromSomeManager";}
};
//--------------------------------------------------------------------------------
class TheCustomManagerFactory : public TheManagerFactory
{
public:
virtual CDerivedFromSomeManager *CreateSomeManager() { return new CDerivedFromSomeManager(); }
};
//--------------------------------------------------------------------------------
class CMetaManager
{
public:
CMetaManager(TheManagerFactory *ip_factory)
: mp_some_manager(ip_factory->CreateSomeManager()),
mp_other_manager(ip_factory->CreateOtherManager())
{}
CSomeManager *GetSomeManager() { return mp_some_manager; }
COtherManager *GetOtherManager() { return mp_other_manager; }
private:
CSomeManager *mp_some_manager;
COtherManager *mp_other_manager;
};
//--------------------------------------------------------------------------------
int _tmain(int argc, _TCHAR* argv[])
{
TheManagerFactory standard_factory;
TheCustomManagerFactory custom_factory;
CMetaManager meta_manager_1(&standard_factory);
CMetaManager meta_manager_2(&custom_factory);
std::cout << meta_manager_1.GetSomeManager()->ShoutOut() << "\n";
std::cout << meta_manager_2.GetSomeManager()->ShoutOut() << "\n";
return 0;
}
Here's the solution I thought of, it's not the best one but maybe it will help to think of better solutions:
For each class there would be a creator class:
class SomeManagerClassCreator {
public:
virtual SomeManagerClass* create(SomeOtherManager* someOtherManager) {
return new SomeManagerClass(someOtherManager);
}
};
Then, the creators will be gathered in one class:
class SomeManagerClassCreator;
class SomeOtherManagerCreator;
class TheCreator {
public:
void setSomeManagerClassCreator(SomeManagerClassCreator*);
SomeManagerClassCreator* someManagerClassCreator() const;
void setSomeOtherManagerCreator(SomeOtherManagerCreator*);
SomeOtherManagerCreator* someOtherManagerCreator() const;
private:
SomeManagerClassCreator* m_someManagerClassCreator;
SomeOtherManagerCreator* m_someOtherManagerCreator;
};
And TheManager will be created with TheCreator for internal creation:
class TheManager {
public:
TheManager(TheCreator*);
/* Rest of code from above */
};
The problem with this solution is that it violates DRY - for each class creator I would have to write setter/getter in TheCreator.
This seems like it would be a lot simpler with function templating as opposed to an Abstract Factory pattern
class ManagerFactory
{
public:
template <typename T> static BaseManager * getManager() { return new T();}
};
BaseManager * manager1 = ManagerFactory::template getManager<DerivedManager1>();
If you want to get them via a string, you can create a standard map from strings to function pointers. Here is an implementation that works:
#include <map>
#include <string>
class BaseManager
{
public:
virtual void doSomething() = 0;
};
class DerivedManager1 : public BaseManager
{
public:
virtual void doSomething() {};
};
class DerivedManager2 : public BaseManager
{
public:
virtual void doSomething() {};
};
class ManagerFactory
{
public:
typedef BaseManager * (*GetFunction)();
typedef std::map<std::wstring, GetFunction> ManagerFunctionMap;
private:
static ManagerFunctionMap _managers;
public:
template <typename T> static BaseManager * getManager() { return new T();}
template <typename T> static void registerManager(const std::wstring& name)
{
_managers[name] = ManagerFactory::template getManager<T>;
}
static BaseManager * getManagerByName(const std::wstring& name)
{
if(_managers.count(name))
{
return _managers[name]();
}
return NULL;
}
};
// the static map needs to be initialized outside the class
ManagerFactory::ManagerFunctionMap ManagerFactory::_managers;
int _tmain(int argc, _TCHAR* argv[])
{
// you can get with the templated function
BaseManager * manager1 = ManagerFactory::template getManager<DerivedManager1>();
manager1->doSomething();
// or by registering with a string
ManagerFactory::template registerManager<DerivedManager1>(L"Derived1");
ManagerFactory::template registerManager<DerivedManager2>(L"Derived2");
// and getting them
BaseManager * manager2 = ManagerFactory::getManagerByName(L"Derived2");
manager2->doSomething();
BaseManager * manager3 = ManagerFactory::getManagerByName(L"Derived1");
manager3->doSomething();
return 0;
}
EDIT: In reading the other answers I realized that this is very similar to Dave Van den Eynde's FactorySystem solution, but I'm using a function template pointer instead of instantiating templated factory classes. I think my solution is a little more lightweight. Due to static functions, the only object that gets instantiated is the map itself. If you need the factory to perform other functions (DestroyManager, etc.), I think his solution is more extensible.
You could implement an object factory with static methods that return an instance of a Manager-Class. In the factory you could create a method for the default type of manager and a method for any type of manager which you give an argument representing the type of the Manager-Class (say with an enum). This last method should return an Interface rather than a Class.
Edit: I'll try to give some code, but mind that my C++ times are quite a while back and I'm doing only Java and some scripting for the time being.
class Manager { // aka Interface
public: virtual void someMethod() = 0;
};
class Manager1 : public Manager {
void someMethod() { return null; }
};
class Manager2 : public Manager {
void someMethod() { return null; }
};
enum ManagerTypes {
Manager1, Manager2
};
class ManagerFactory {
public static Manager* createManager(ManagerTypes type) {
Manager* result = null;
switch (type) {
case Manager1:
result = new Manager1();
break;
case Manager2:
result = new Manager2();
break;
default:
// Do whatever error logging you want
break;
}
return result;
}
};
Now you should be able to call the Factory via (if you've been able to make the code sample work):
Manager* manager = ManagerFactory.createManager(ManagerTypes.Manager1);
I would use templates like this as I can't see the point of factories classes:
class SomeOtherManager;
class SomeManagerClass {
public:
SomeManagerClass(SomeOtherManager*);
virtual void someMethod1();
virtual void someMethod2();
};
class TheBaseManager {
public:
//
};
template <class ManagerClassOne, class ManagerClassOther>
class SpecialManager : public TheBaseManager {
public:
virtual ManagerClassOne* someManagerClass() const;
virtual ManagerClassOther* someOtherManager() const;
};
TheBaseManager* ourManager = new SpecialManager<SomeManagerClass,SomeOtherManager>;
You should take a look at the tutorial at
http://downloads.sourceforge.net/papafactory/PapaFactory20080622.pdf?use_mirror=fastbull
It contains a great tutorial on implementing an Abstract factory in C++ and the source code that comes with it is also very robust
Chris
Mh I don't understand a hundred percent, and I am not really into factory stuff from books and articles.
If all your managers share a similar interface you could derive from a base class, and use this base class in your program.
Depending on where the decision which class will be created will be made, you have to use an identifier for creation (as stated above) or handle the decision which manager to instantiate internally.
Another way would be to implement it "policy" like by using templates. So that You ManagerClass::create() returns a specific SomeOtherManagerWhatever instance. This would lay the decision which manager to make in the code which uses your Manager - Maye this is not intended.
Or that way:
template<class MemoryManagment>
class MyAwesomeClass
{
MemoryManagment m_memoryManager;
};
(or something like that)
With this construct you can easily use other managers by only changing the instantiation of MyAwesomeClass.
Also A class for this purpose might be a little over the top. In your case a factory function would do I guess. Well it's more a question of personal preference.
If you plan on supporting plugins that are dynamically linked, your program will need to provide a stable ABI (Application Binary Interface), that means that you cannot use C++ as your main interface as C++ has no standard ABI.
If you want plugins to implement an interface you define yourself, you will have to provide the header file of the interface to plugin programmer and standardize on a very simple C interface in order to create and delete the object.
You cannot provide a dynamic library that will allow you to "new" the plugin class as-is. That is why you need to standardize on a C interface in order to create the object. Using the C++ object is then possible as long as none of your arguments use possibly incompatible types, like STL containers. You will not be able to use a vector returned by another library, because you cannot ensure that their STL implementation is the same as yours.
Manager.h
class Manager
{
public:
virtual void doSomething() = 0;
virtual int doSomethingElse() = 0;
}
extern "C" {
Manager* newManager();
void deleteManager(Manager*);
}
PluginManager.h
#include "Manager.h"
class PluginManager : public Manager
{
public:
PluginManager();
virtual ~PluginManager();
public:
virtual void doSomething();
virtual int doSomethingElse();
}
PluginManager.cpp
#include "PluginManager.h"
Manager* newManager()
{
return new PluginManager();
}
void deleteManager(Manager* pManager)
{
delete pManager;
}
PluginManager::PluginManager()
{
// ...
}
PluginManager::~PluginManager()
{
// ...
}
void PluginManager::doSomething()
{
// ...
}
int PluginManager::doSomethingElse()
{
// ...
}
You didnt talk about TheManager. It looks like you want that to control which class is being used? or maybe you trying to chain them together?
It sounds like you need a abstract base class and a pointer to the currently used class. If you wish to chain you can do it in both abstract class and themanager class. If abstract class, add a member to the next class in chain, if themanager then sort it in order you which to use in a list. You'll need a way to add classes so you'll need an addMe() in themanager. It sounds like you know what your doing so w/e you choose should be right. A list with an addMe func is my recommendation and if you want only 1 active class then a function in TheManager deciding it would be good.
This maybe heavier than you need, but it sounds like you are trying to make a frame work class that supports plugins.
I would break it up into to 3 sections.
1) The FrameWork class would own the plugins.
This class is responsable for publishing interfaces supplied by the plugins.
2) A PlugIn class would own the componets that do the work.
This class is responsable for registering the exported interfaces, and binding the imported interfaces to the components.
3) The third section, the componets are the suppliers and consumers of the interfaces.
To make things extensible, getting things up and running might be broke up into stages.
Create everything.
Wire everything up.
Start everything.
To break things down.
Stop everything.
Destroy everything.
class IFrameWork {
public:
virtual ~IFrameWork() {}
virtual void RegisterInterface( const char*, void* ) = 0;
virtual void* GetInterface( const char* name ) = 0;
};
class IPlugIn {
public:
virtual ~IPlugIn() {}
virtual void BindInterfaces( IFrameWork* frameWork ) {};
virtual void Start() {};
virtual void Stop() {};
};
struct SamplePlugin :public IPlugIn {
ILogger* logger;
Component1 component1;
WebServer webServer;
public:
SamplePlugin( IFrameWork* frameWork )
:logger( (ILogger*)frameWork->GetInterface( "ILogger" ) ), //assumes the 'System' plugin exposes this
component1(),
webServer( component1 )
{
logger->Log( "MyPlugin Ctor()" );
frameWork->RegisterInterface( "ICustomerManager", dynamic_cast( &component1 ) );
frameWork->RegisterInterface( "IVendorManager", dynamic_cast( &component1 ) );
frameWork->RegisterInterface( "IAccountingManager", dynamic_cast( &webServer ) );
}
virtual void BindInterfaces( IFrameWork* frameWork ) {
logger->Log( "MyPlugin BindInterfaces()" );
IProductManager* productManager( static_cast( frameWork->GetInterface( "IProductManager" ) ) );
IShippingManager* shippingManager( static_cast( frameWork->GetInterface( "IShippingManager" ) ) );
component1.BindInterfaces( logger, productManager );
webServer.BindInterfaces( logger, productManager, shippingManager );
}
virtual void Start() {
logger->Log( "MyPlugin Start()" );
webServer.Start();
}
virtual void Stop() {
logger->Log( "MyPlugin Stop()" );
webServer.Stop();
}
};
class FrameWork :public IFrameWork {
vector plugIns;
map interfaces;
public:
virtual void RegisterInterface( const char* name, void* itfc ) {
interfaces[ name ] = itfc;
}
virtual void* GetInterface( const char* name ) {
return interfaces[ name ];
}
FrameWork() {
//Only interfaces in 'SystemPlugin' can be used by all methods of the other plugins
plugIns.push_back( new SystemPlugin( this ) );
plugIns.push_back( new SamplePlugin( this ) );
//add other plugIns here
for_each( plugIns.begin(), plugIns.end(), bind2nd( mem_fun( &IPlugIn::BindInterfaces ), this ) );
for_each( plugIns.begin(), plugIns.end(), mem_fun( &IPlugIn::Start ) );
}
~FrameWork() {
for_each( plugIns.rbegin(), plugIns.rend(), mem_fun( &IPlugIn::Stop ) );
for_each( plugIns.rbegin(), plugIns.rend(), Delete() );
}
};
Here's a minimal factory pattern implementation that I came up with in about 15 minutes. We use a similar one that uses more advanced base classes.
#include "stdafx.h"
#include <map>
#include <string>
class BaseClass
{
public:
virtual ~BaseClass() { }
virtual void Test() = 0;
};
class DerivedClass1 : public BaseClass
{
public:
virtual void Test() { } // You can put a breakpoint here to test.
};
class DerivedClass2 : public BaseClass
{
public:
virtual void Test() { } // You can put a breakpoint here to test.
};
class IFactory
{
public:
virtual BaseClass* CreateNew() const = 0;
};
template <typename T>
class Factory : public IFactory
{
public:
T* CreateNew() const { return new T(); }
};
class FactorySystem
{
private:
typedef std::map<std::wstring, IFactory*> FactoryMap;
FactoryMap m_factories;
public:
~FactorySystem()
{
FactoryMap::const_iterator map_item = m_factories.begin();
for (; map_item != m_factories.end(); ++map_item) delete map_item->second;
m_factories.clear();
}
template <typename T>
void AddFactory(const std::wstring& name)
{
delete m_factories[name]; // Delete previous one, if it exists.
m_factories[name] = new Factory<T>();
}
BaseClass* CreateNew(const std::wstring& name) const
{
FactoryMap::const_iterator found = m_factories.find(name);
if (found != m_factories.end())
return found->second->CreateNew();
else
return NULL; // or throw an exception, depending on how you want to handle it.
}
};
int _tmain(int argc, _TCHAR* argv[])
{
FactorySystem system;
system.AddFactory<DerivedClass1>(L"derived1");
system.AddFactory<DerivedClass2>(L"derived2");
BaseClass* b1 = system.CreateNew(L"derived1");
b1->Test();
delete b1;
BaseClass* b2 = system.CreateNew(L"derived2");
b2->Test();
delete b2;
return 0;
}
Just copy & paste over an initial Win32 console app in VS2005/2008. I like to point out something:
You don't need to create a concrete factory for every class. A template will do that for you.
I like to place the entire factory pattern in its own class, so that you don't need to worry about creating factory objects and deleting them. You simply register your classes, a factory class gets created by the compiler and a factory object gets created by the pattern. At the end of its lifetime, all factories are cleanly destroyed. I like this form of encapsulation, as there is no confusion over who governs the lifetime of the factories.