I'm creating a library that needs to allow the user to set a callback function.
The interface of this library is as below:
// Viewer Class Interface Exposed to user
/////////////////////////////
#include "dataType_1.h"
#include "dataType_2.h"
class Viewer
{
void SetCallbackFuntion( dataType_1* (Func) (dataType_2* ) );
private:
dataType_1* (*CallbackFunction) (dataType_2* );
}
In a typical usage, the user needs to access an object of dataType_3 within the callback.
However, this object is only known only to his program, like below.
// User usage
#include "Viewer.h"
#include "dataType_3.h"
// Global Declaration needed
dataType_3* objectDataType3;
dataType_1* aFunction( dataType_2* a)
{
// An operation on object of type dataType_3
objectDataType3->DoSomething();
}
main()
{
Viewer* myViewer;
myViewer->SetCallbackFunction( &aFunction );
}
My Question is as follows:
How do I avoid using an ugly global variable for objectDataType3 ?
(objectDataType3 is part of libraryFoo and all the other objects dataType_1, dataType_2 & Viewer are part of libraryFooBar) Hence I would like them to remain as separate as possible.
Don't use C in C++.
Use an interface to represent the fact you want a notification.
If you want objects of type dataType_3 to be notified of an event that happens in the viewer then just make this type implement the interface then you can register the object directly with the viewer for notification.
// The interface
// Very close to your function pointer definition.
class Listener
{
public: virtual dataType_1* notify(dataType_2* param) = 0;
};
// Updated viewer to use the interface defineition rather than a pointer.
// Note: In the old days of C when you registered a callback you normally
// also registered some data that was passed to the callback
// (see pthread_create for example)
class Viewer
{
// Set (or Add) a listener.
void SetNotifier(Listener* l) { listener = l; }
// Now you can just inform all objects that are listening
// directly via the interface. (remember to check for NULL listener)
void NotifyList(dataType_2* data) { if (listener) { listener->notify(data); }
private:
Listener* listener;
};
int main()
{
dataType_3 objectDataType3; // must implement the Listener interface
Viewer viewer;
viewer.SetNotifier(&objectDataType3);
}
Use Boost.Function:
class Viewer
{
void SetCallbackFuntion(boost::function<datatype_1* (dataType_2*)> func);
private:
boost::function<datatype_1* (dataType_2*)> CallbackFunction;
}
Then use Boost.Bind to pass the member function pointer together with your object as the function.
If you don't want or can't use boost, the typical pattern around callback functions like this is that you can pass a "user data" value (mostly declared as void*) when registering the callback. This value is then passed to the callback function.
The usage then looks like this:
dataType_1* aFunction( dataType_2* a, void* user_ptr )
{
// Cast user_ptr to datatype_3
// We know it works because we passed it during set callback
datatype_3* objectDataType3 = reinterpret_cast<datatype_3*>(user_ptr);
// An operation on object of type dataType_3
objectDataType3->DoSomething();
}
main()
{
Viewer* myViewer;
dataType_3 objectDataType3; // No longer needs to be global
myViewer->SetCallbackFunction( &aFunction, &objectDataType3 );
}
The implementation on the other side only requires to save the void* along with the function pointer:
class Viewer
{
void SetCallbackFuntion( dataType_1* (Func) (dataType_2*, void*), void* user_ptr );
private:
dataType_1* (*CallbackFunction) (dataType_2*, void*);
void* user_ptr;
}
boost::/std:: function is the solution here. You can bind member functions to them, and in addition functors and lambdas, if you have a lambda compiler.
struct local {
datatype3* object;
local(datatype3* ptr)
: object(ptr) {}
void operator()() {
object->func();
}
};
boost::function<void()> func;
func = local(object);
func(); // calls object->func() by magic.
Something like this is simple to do:
class Callback
{
public:
virtual operator()()=0;
};
template<class T>
class ClassCallback
{
T* _classPtr;
typedef void(T::*fncb)();
fncb _cbProc;
public:
ClassCallback(T* classPtr,fncb cbProc):_classPtr(classPtr),_cbProc(cbProc){}
virtual operator()(){
_classPtr->*_cbProc();
}
};
Your Viewer class would take a callback, and call it using the easy syntax:
class Viewer
{
void SetCallbackFuntion( Callback* );
void OnCallCallback(){
m_cb->operator()();
}
}
Some other class would register the callback with the viewer by using the ClassCallback template specialization:
// User usage
#include "Viewer.h"
#include "dataType_3.h"
main()
{
Viewer* myViewer;
dataType_3 objectDataType3;
myViewer->SetCallbackFunction( new ClassCallback<dataType_3>(&objectDataType3,&dataType_3::DoSomething));
}
You're asking several questions mixed up in here and this is going to cause you lots of confusion in your answers.
I'm going to focus on your issue with dataType_3.
You state:
I would like to avoid declaring or
including dataType_3 in my library as
it has huge dependencies.
What you need to do is make an interface class for dataType_3 that gives the operations -- the footprint -- of dataType_3 without defining everything in it. You'll find tips on how to do that in this article (among other places). This will allow you to comfortably include a header that gives the footprint for dataType_3 without bringing in all of its dependencies. (If you've got dependencies in the public API you may have to reuse that trick for all of those as well. This can get tedious, but this is the price of having a poorly-designed API.)
Once you've got that, instead of passing in a function for callback consider having your "callback" instead be a class implementing a known interface. There are several advantages to doing this which you can find in the literature, but for your specific example there's a further advantage. You can inherit that interface complete with an instantiated dataType_3 object in the base class. This means that you only have to #include the dataType_3 interface specification and then use the dataType_3 instance provided for you by the "callback" framework.
If you have the option of forcing some form of constraints on Viewer, I would simply template that, i.e.
template <typename CallBackType>
class Viewer
{
public:
void SetCallbackFunctor(CallBackType& callback) { _callee = callback; }
void OnCallback()
{
if (_callee) (*_callee)(...);
}
private:
// I like references, but you can use pointers
boost::optional<CallBackType&> _callee;
};
Then in your dataType_3 implement the operator() to do as needed, to use.
int main(void)
{
dataType_3 objectDataType3;
// IMHO, I would construct with the objectDataType3, rather than separate method
// if you did that, you can hold a direct reference rather than pointer or boost::optional!
Viewer<dataType_3> viewer;
viewer.SetCallbackFunctor(objectDataType3);
}
No need for other interfaces, void* etc.
Related
I am trying to figure out how to do this.
I have 2 classes -
class Caller(){
//constructs Callee
void onEventFired(){
//need to call a function on an obj
//which I dont have access to here
//objptr->funcA
}
};
class Callee(){
//it has access to an instance of caller object
private:
void setup(){
std::unique_ptr objptr = make_unique<SampleClass>....
//create unique ptr of obj
//can pass the objptr to Caller through a
//separate function but probably not clean ??
}
};
Chain of events -
Caller creates the callee instance during its own construction, – later, callee's setup function is called which creates SampleClass pointer. at some point later, the periodic event starts to fire up thats when I want call SampleClass's funcA from within Caller
One way is to pass the raw SampleClass pointer to the Caller class through a separate function but ideally I don't want the class Caller to have access to that.
Is there a way using some callbacks which I can do this cleanly.
Your question is a little weak in motivation, so let's beef it up just a tad.
Suppose that Caller accepts registrations for things that want to be called back whenever EVENT_FIRED happens. So, the system has something like this:
//... initialize all callees
//... wait for event
switch (event) {
//...
case EVENT_FIRED:
//...
//callback all interested callees
Caller::instance().onEventFired();
break;
//...
default:
//...
break;
};
Typically, you will want the callees to register themselves with the Caller instance, so that they get notification of the event via their registered callback.
In order to accept registrations, you would use some kind of container in the caller to track them.
class Caller {
public:
struct Callback {
virtual ~Callback () = default;
virtual void fire () = 0;
};
static Caller & instance () {
static Caller one;
return one;
}
template <typename CALLBACK, int EVENT>
void subscribe () {
std::unique_ptr<Callback> cb(std::make_unique<CALLBACK>());
callbacks_[EVENT].push_back(std::move(cb));
}
//...
void onEventFired () {
for (auto &cb : callbacks_[EVENT_FIRED]) cb->fire();
}
private:
typedef std::list<std::unique_ptr<Callback>> CallbackList;
std::unordered_map<int, CallbackList> callbacks_;
Caller () = default;
Caller (const Caller &) = delete;
Caller & operator = (Caller) = delete;
~Caller () = default;
};
The Caller now implements the Callback interface, and makes its registration during setup.
class Callee : public Caller::Callback {
public:
static void setup () {
Caller::instance().subscribe<Callee, EVENT_FIRED>();
}
void fire () { std::cout << "You're fired!\n"; }
};
Try it online!
Here are 2 references may be what you're looking for.
The Attorney-Client idiom, and pass-key pattern.
The Attorney-Client idiom is a method that add a proxy class.
The proxy class is a friend of the class which needs access.
[Callee] - [Proxy] - [Caller] relationship is built.
Pass-Key pattern is a relatively simple method to solve the problem.
The main idea is same that uses friend keyword.
However, it's using class template, rooted in template meta programming.
For more sophisticated usage, take a look at this version. (the last answer)
I'm programming a plugin API interface for an application. The plugins are loaded as shared libraries at run time. They have access to the application API through an interface, such as the following:
class IPluginAPI
{
public:
virtual bool IsPluginsLoaded(void) = 0;
virtual bool IsHookingEnabled(void) = 0;
// And about 50 more methods
};
Plugins can request to 'listen' on certain events (such as MouseClick, MouseScroll etc.). These functions make up a total of >300 different events. Normally I would have done something like this:
extern "C" void SetEventHooks(APITable& table)
{
table.MouseClick = &PluginMouseClickEvent;
table.MouseMove = &PluginMouseMoveEvent;
}
Whereas the SetEventHooksfunction resides within the plugin library and is called from the application, and the plugins can listen to functions of interest by pointing to their functions. This is not the method I want to use, but I want to offer some kind of abstraction instead. This is what I had in mind:
// Interface IPluginAPI supplies a 'SetEventHook` method such as
void SetEventHook(HookID id, void * callback);
In this case HookID is a strong typed enum which contains all function IDs:
enum class HookID
{
MouseClick,
MouseMove,
// ...
};
So the plugin would use this function to listen to events:
pluginAPI->SetEventHook(ID::MouseClick, &myCallback);
The problem with this approach is that it is not type-safe and I cannot use templates directly (since this is done at runtime as libraries). I don't want to expose 300 different functions either for each event (e.gSetHookMouseMove(void (*)(int, int)) and so on). My last idea, is that the plugins have a utility template function which makes this type safe, but I'm not sure how to implement this in a simple way (and without boilerplate code):
template <typename T>
SetEventHook(HookID id, T callback)
{
if(typeof(T) == decltype(/* function type of the ID */))
gPluginAPI->SetEventHook(id, callback);
else static_assert("INVALID FUNCTION TYPE");
}
So to put it simple; how can I enable my plugins to hook to certain events in a dynamic type-safe way without exposing a complete function table and/or >300 methods for each event?
NOTE: I used function pointers for simplification, but I want to use std::function
As suggested by Kerrek, you can use traits policy to solve your problem. Basically as a part of public API you have to include structures defining callback type for each of your hook id.
// The default traits. If you don't want to have default traits comment body
// of this type out (including curly braces).
template <HookID id>
struct CallbackTraits
{
typedef void (*CallbackType)();
};
// Traits for MouseClick
template <>
struct CallbackTraits<HookID::MouseClick>
{
typedef void (*CallbackType)(int);
};
// Traits for MouseDoubleClick are the same
template <>
struct CallbackTraits<HookID::MouseDoubleClick> : CallbackTraits<HookID::MouseClick> {};
// Traits for MouseMove
template <>
struct CallbackTraits<HookID::MouseMove>
{
typedef void (*CallbackType)(int, int);
};
// actual hooking function
template <HookID id>
void SetEventHook(typename CallbackTraits<id>::CallbackType callback)
{
// do something with id and the callback
}
Now you can use this API following way:
// handlers prototypes
void MouseClicked(int button);
void MouseMoved(int x, int y);
void SomeEvent();
int main()
{
// compiles ok
SetEventHook<HookID::MouseClick>(MouseClicked);
SetEventHook<HookID::MouseMove>(MouseMoved);
// won't compile - function signature incompatible
SetEventHook<HookID::MouseDoubleClick>(MouseMoved);
// will compile if you left default traits body uncommented
SetEventHook<HookID::HookWithNoTraitsDefined>(SomeEvent);
return 0;
}
I've uploaded a working sample here.
I'm working on a OpenGL menu which contains some buttons. I want to be able to associate an action (member function (with a fixed signature) of any class!) to a button which gets executed when the button is pressed. I can do it right now but only for one type. I want to be able to use any member function of any class for my callback.
Right now I'm doing it like this:
#define BUTTONCALLBACK(Func) bind1st( mem_fun( &ClassICanSupport::Func ), this )
I can then create a button like this:
Button* b = new Button("Bla", BUTTONCALLBACK(functionIWanttoCall));
The Callback function has the following signature:
void callback(Button* source);
When I press the button I can execute the callback function which I passed.
I had a look at boost::bind but I couldn't really find a way to tackle the problem. Furthermore all my classes are derived from a class Object so I thought about a void* which I could convert to the right class with some typeid hack but I was unable to get it working. At the end I always had the problem that I couldn't completly eliminate the class type of the callback function (which would be necessary to save the function pointer in my button class) and still being able to call the function.
Do you have any idea how to tackle this problem?
Don't use pointers, use boost::function together with boost::bind (or std::function and std::bind if C++0x), something like
// in Button class (or whatever signature you need)
Button(const std::string&, boost::function<void(Button*)> callback) // ...
// you can then use callback as a function
// in calling code
Button *b = new Button("..", boost::bind(&Class::func, this));
You should use a function<void(Button*)> object. These are run-time polymorphic and can be used with any object that supports void operator()(Button*). You can find one in Boost, TR1 and C++0x. boost::bind works well with these objects.
Well, the easiest way would be with virtual functions, if you don't want to pull in Boost or don't have access to C++0x.
#include <iostream>
// fwd declare
class Button;
class BtnCallbackBase{
public:
virtual void operator()(Button*) = 0;
};
template<class C>
class BtnCallback : public BtnCallbackBase{
private:
typedef void (C::*callback_func)(Button*);
C* _object;
callback_func _onclick;
public:
BtnCallback(C* obj, callback_func func)
: _object(obj)
, _onclick(func)
{}
virtual void operator()(Button* btn){
(_object->*_onclick)(btn);
}
};
class Button{
public:
Button()
: _onclick(0)
{}
void Click(){
if(_onclick != 0)
(*_onclick)(this);
}
template<class C>
void RegisterCallback(C* obj, void (C::*func)(Button*)){
// cleanup old callback, deleting null pointer is a noop
delete _onclick;
_onclick = new BtnCallback<C>(obj,func);
}
~Button(){
delete _onclick;
}
private:
BtnCallbackBase* _onclick;
};
class MyClass{
public:
void ExampleCallback(Button* btn){
std::cout << "Callback works!\n";
}
};
int main(){
Button btn;
MyClass test;
btn.RegisterCallback(&test, &MyClass::ExampleCallback);
btn.Click();
}
Full example on Ideone.
If you want a solution to your problem without using Boost library / without using new C++ features then one of the best choice is Generic Callbacks Dispatcher discussed by Danny Kalev / Herb Sutter.
http://www.gotw.ca/gotw/083.htm
I'm trying to code the following situation:
I have a base class providing a framework for handling events. I'm trying to use an array of pointer-to-member-functions for that. It goes as following:
class EH { // EventHandler
virtual void something(); // just to make sure we get RTTI
public:
typedef void (EH::*func_t)();
protected:
func_t funcs_d[10];
protected:
void register_handler(int event_num, func_t f) {
funcs_d[event_num] = f;
}
public:
void handle_event(int event_num) {
(this->*(funcs_d[event_num]))();
}
};
Then the users are supposed to derive other classes from this one and provide handlers:
class DEH : public EH {
public:
typedef void (DEH::*func_t)();
void handle_event_5();
DEH() {
func_t f5 = &DEH::handle_event_5;
register_handler(5, f5); // doesn't compile
........
}
};
This code wouldn't compile, since DEH::func_t cannot be converted to EH::func_t. It makes perfect sense to me. In my case the conversion is safe since the object under this is really DEH. So I'd like to have something like that:
void EH::DEH_handle_event_5_wrapper() {
DEH *p = dynamic_cast<DEH *>(this);
assert(p != NULL);
p->handle_event_5();
}
and then instead of
func_t f5 = &DEH::handle_event_5;
register_handler(5, f5); // doesn't compile
in DEH::DEH()
put
register_handler(5, &EH::DEH_handle_event_5_wrapper);
So, finally the question (took me long enough...):
Is there a way to create those wrappers (like EH::DEH_handle_event_5_wrapper) automatically?
Or to do something similar?
What other solutions to this situation are out there?
Thanks.
Instead of creating a wrapper for each handler in all derived classes (not even remotely a viable approach, of course), you can simply use static_cast to convert DEH::func_t to EH::func_t. Member pointers are contravariant: they convert naturally down the hierarchy and they can be manually converted up the hierarchy using static_cast (opposite of ordinary object pointers, which are covariant).
The situation you are dealing with is exactly the reason the static_cast functionality was extended to allow member pointer upcasts. Moreover, the non-trivial internal structure of a member function pointer is also implemented that way specifically to handle such situations properly.
So, you can simply do
DEH() {
func_t f5 = &DEH::handle_event_5;
register_handler(5, static_cast<EH::func_t>(f5));
........
}
I would say that in this case there's no point in defining a typedef name DEH::func_t - it is pretty useless. If you remove the definition of DEH::func_t the typical registration code will look as follows
DEH() {
func_t f5 = static_cast<func_t>(&DEH::handle_event_5);
// ... where `func_t` is the inherited `EH::func_t`
register_handler(5, f5);
........
}
To make it look more elegant you can provide a wrapper for register_handler in DEH or use some other means (a macro? a template?) to hide the cast.
This method does not provide you with any means to verify the validity of the handler pointer at the moment of the call (as you could do with dynamic_cast in the wrapper-based version). I don't know though how much you care to have this check in place. I would say that in this context it is actually unnecessary and excessive.
Why not just use virtual functions? Something like
class EH {
public:
void handle_event(int event_num) {
// Do any pre-processing...
// Invoke subclass hook
subclass_handle_event( event_num );
// Do any post-processing...
}
private:
virtual void subclass_handle_event( int event_num ) {}
};
class DEH : public EH {
public:
DEH() { }
private:
virtual void subclass_handle_event( int event_num ) {
if ( event_num == 5 ) {
// ...
}
}
};
You really shouldn't be doing it this way. Check out boost::bind
http://www.boost.org/doc/libs/1_43_0/libs/bind/bind.html
Elaboration:
First, I urge you to reconsider your design. Most event handler systems I've seen involve an external registrar object that maintains mappings of events to handler objects. You have the registration embedded in the EventHandler class and are doing the mapping based on function pointers, which is much less desirable. You're running into problems because you're making an end run around the built-in virtual function behavior.
The point of boost::bindand the like is to create objects out of function pointers, allowing you to leverage object oriented language features. So an implementation based on boost::bind with your design as a starting point would look something like this:
struct EventCallback
{
virtual ~EventCallback() { }
virtual void handleEvent() = 0;
};
template <class FuncObj>
struct EventCallbackFuncObj : public IEventCallback
{
EventCallbackT(FuncObj funcObj) :
m_funcObj(funcObj) { }
virtual ~EventCallbackT() { }
virtual void handleEvent()
{
m_funcObj();
}
private:
FuncObj m_funcObj;
};
Then your register_handler function looks something like this:
void register_handler(int event_num, EventCallback* pCallback)
{
m_callbacks[event_num] = pCallback;
}
And your register call would like like:
register_handler(event,
new EventCallbackFuncObj(boost::bind(&DEH::DEH_handle_event_5_wrapper, this)));
Now you can create a callback object from an (object, member function) of any type and save that as the event handler for a given event without writing customized function wrapper objects.
I've tried all sorts of design approaches to solve this problem, but I just can't seem to get it right.
I need to expose some static functions to use as callback function to a C lib. However, I want the actual implementation to be non-static, so I can use virtual functions and reuse code in a base class. Such as:
class Callbacks {
static void MyCallBack() { impl->MyCallBackImpl(); }
...
class CallbackImplBase {
virtual void MyCallBackImpl() = 0;
However I try to solve this (Singleton, composition by letting Callbacks be contained in the implementor class, etc) I end up in a dead-end (impl usually ends up pointing to the base class, not the derived one).
I wonder if it is at all possible or if I'm stuck with creating some sort of helper functions instead of using inheritance?
Problem 1:
Though it may look and seem to work on your setup this is not guaranteed to work as the C++ ABI is not defined. So technically you can not use C++ static member functions as functions pointers to be used by C code.
Problem 2:
All C callacks (that I know of) allow you to pass user data back as a void*. You can use this as the pointer to your object that has the virtual method. BUT You must make sure you use dynamic_cast<>() to the base class (the one with the virtual method used in the callback) before it is converted into the void* otherwise the pointer at the other end may not be interpreted correctly (especially if there is multiple inheritance involved).
Problem 3:
Exceptions: C is not designed to work with exceptions (especially old C libraries with callbacks). So don't expect exceptions that escape your callback to provide anything meaningful to the caller (they are more likely to result in application termination).
Solution:
What you need to do is use extern "C" function as the callback that calls the virtual method on an object of know type and throws away all exceptions.
An example for the C pthread routines
#include <iostream>
extern "C" void* start_thread(void* data);
class Work
{
public:
virtual ~Work() {}
virtual void doWork() = 0;
};
/*
* To be used as a callback for C code this MUST be declared as
* with extern "C" linkage to make sure the calling code can
* correctly call it
*/
void* start_thread(void* data)
{
/*
* Use reinterpret_cast<>() because the only thing you know
* that you can do is cast back to a Work* pointer.
*
*/
Work* work = reinterpret_cast<Work*>(data);
try
{
work->doWork();
}
catch(...)
{
// Never let an exception escape a callback.
// As you are being called back from C code this would probably result
// in program termination as the C ABI does not know how to cope with
// exceptions and thus would not be able to unwind the call stack.
//
// An exception is if the C code had been built with a C++ compiler
// But if like pthread this is an existing C lib you are unlikely to get
// the results you expect.
}
return NULL;
}
class PrintWork: public Work
{
public:
virtual void doWork()
{
std::cout << "Hi \n";
}
};
int main()
{
pthread_t thread;
PrintWork printer;
/*
* Use dynamic_cast<>() here because you must make sure that
* the underlying routine receives a Work* pointer
*
* As it is working with a void* there is no way for the compiler
* to do this intrinsically so you must do it manually at this end
*/
int check = pthread_create(&thread,NULL,start_thread,dynamic_cast<Work*>(&printer));
if (check == 0)
{
void* result;
pthread_join(thread,&result);
}
}
It's possible. Perhaps there's a problem on how you're initializing the concrete implementation?
In fact, I remember one library that does something very similar to this. You might find it usefull to take a look at libxml++ source code. It's built on top of libxml, which is a C library.
libxml++ uses a struct of static functions to handle the callbacks. For customization, the design allows the user to provide (through virtual functions) his/her own implementations to which the callbacks are then forwarded. I guess this is pretty much your situation.
Something like the below. The singleton is in class Callback, the Instance member will return a statically allocated reference to a CallbackImpl class. This is a singleton because the reference will only be initialised once when the function is first called. Also, it must be a reference or a pointer otherwise the virtual function will not work.
class CallbackImplBase
{
public:
virtual void MyCallBackImpl() = 0;
};
class CallbackImpl : public CallbackImplBase
{
public:
void MyCallBackImpl()
{
std::cout << "MyCallBackImpl" << std::endl;
}
};
class Callback
{
public:
static CallbackImplBase & Instance()
{
static CallbackImpl instance;
return instance;
}
static void MyCallBack()
{
Instance().MyCallBackImpl();
}
};
extern "C" void MyCallBack()
{
Callback::MyCallBack();
}
Are any of the parameters passed to the callback function user defined? Is there any way you can attach a user defined value to data passed to these callbacks? I remember when I implemented a wrapper library for Win32 windows I used SetWindowLong() to attach a this pointer to the window handle which could be later retrieved in the callback function. Basically, you need to pack the this pointer somewhere so that you can retrieve it when the callback gets fired.
struct CALLBACKDATA
{
int field0;
int field1;
int field2;
};
struct MYCALLBACKDATA : public CALLBACKDATA
{
Callback* ptr;
};
registerCallback( Callback::StaticCallbackFunc, &myCallbackData, ... );
void Callback::StaticCallbackFunc( CALLBACKDATA* pData )
{
MYCALLBACKDATA* pMyData = (MYCALLBACKDATA*)pData;
Callback* pCallback = pMyData->ptr;
pCallback->virtualFunctionCall();
}