Reconciling classes, inheritance, and C callbacks - c++

In my C++ project, I've chosen to use a C library. In my zeal to have a well-abstracted and simple design, I've ended up doing a bit of a kludge. Part of my design requirement is that I can easily support multiple APIs and libraries for a given task (due, primarily, to my requirement for cross-platform support). So, I chose to create an abstract base class which would uniformly handle a given selection of libraries.
Consider this simplification of my design:
class BaseClass
{
public:
BaseClass() {}
~BaseClass() {}
bool init() { return doInit(); }
bool run() { return doWork(); }
void shutdown() { destroy(); }
private:
virtual bool doInit() = 0;
virtual bool doWork() = 0;
virtual void destroy() = 0;
};
And a class that inherits from it:
class LibrarySupportClass : public BaseClass
{
public:
LibrarySupportClass()
: BaseClass(), state_manager(new SomeOtherClass()) {}
int callbackA(int a, int b);
private:
virtual bool doInit();
virtual bool doWork();
virtual void destroy();
SomeOtherClass* state_manager;
};
// LSC.cpp:
bool LibrarySupportClass::doInit()
{
if (!libraryInit()) return false;
// the issue is that I can't do this:
libraryCallbackA(&LibrarySupportClass::callbackA);
return true;
}
// ... and so on
The problem I've run into is that because this is a C library, I'm required to provide a C-compatible callback of the form int (*)(int, int), but the library doesn't support an extra userdata pointer for these callbacks. I would prefer doing all of these callbacks within the class because the class carries a state object.
What I ended up doing is...
static LibrarySupportClass* _inst_ptr = NULL;
static int callbackADispatch(int a, int b)
{
_inst_ptr->callbackA(a, b);
}
bool LibrarySupportClass::doInit()
{
_inst_ptr = this;
if (!libraryInit()) return false;
// the issue is that I can't do this:
libraryCallbackA(&callbackADispatch);
return true;
}
This will clearly do Bad Things(TM) if LibrarySupportClass is instantiated more than once, so I considered using the singleton design, but for this one reason, I can't justify that choice.
Is there a better way?

You can justify that choice: your justification is that the C library only supports one callback instance.
Singletons scare me: It's not clear how to correctly destroy a singleton, and inheritance just complicates matters. I'll take another look at this approach.
Here's how I'd do it.
LibrarySupportClass.h
class LibrarySupportClass : public BaseClass
{
public:
LibrarySupportClass();
~LibrarySupportClass();
static int static_callbackA(int a, int b);
int callbackA(int a, int b);
private:
//copy and assignment are rivate and not implemented
LibrarySupportClass(const LibrarySupportClass&);
LibrarySupportClass& operator=(const LibrarySupportClass&);
private:
static LibrarySupportClass* singleton_instance;
};
LibrarySupportClass.cpp
LibrarySupportClass* LibrarySupportClass::singleton_instance = 0;
int LibrarySupportClass::static_callbackA(int a, int b)
{
if (!singleton_instance)
{
WHAT? unexpected callback while no instance exists
}
else
{
return singleton_instance->callback(a, b);
}
}
LibrarySupportClass::LibrarySupportClass()
{
if (singleton_instance)
{
WHAT? unexpected creation of a second concurrent instance
throw some kind of exception here
}
singleton_instance = this;
}
LibrarySupportClass::~LibrarySupportClass()
{
singleton_instance = 0;
}
My point is that you don't need to give it the external interface of a canonical 'singleton' (which e.g. makes it difficult to destroy).
Instead, the fact that there is only one of it can be a private implementation detail, and enforced by a private implementation detail (e.g. by the throw statement in the constructor) ... assuming that the application code is already such that it will not try to create more than one instance of this class.
Having an API like this (instead of the more canonical 'singleton' API) means that you can for example create an instance of this class on the stack if you want to (provided you don't try to create more than one of it).

The external constraint of the c library dictates that when your callback is called you don't have the identification of the "owning" instance of the callback. Therefore I think that your approach is correct.
I would suggest to declare the callbackDispatch method a static member of the class, and make the class itself a singleton (there are lots of examples of how to implement a singleton). This will let you implement similar classes for other libraries.

Dani beat me to the answer, but one other idea is that you could have a messaging system where the call back function dispatch the results to all or some of the instances of your class. If there isn't a clean way to figure out which instance is supposed to get the results, then just let the ones that don't need it ignore the results.
Of course this has the problem of performance if you have a lot of instances, and you have to iterate through the entire list.

The problem the way I see it is that because your method is not static, you can very easily end up having an internal state in a function that isn't supposed to have one, which, because there's a single instance on the top of the file, can be carried over between invocations, which is a -really- bad thing (tm). At the very least, as Dani suggested above, whatever methods you're calling from inside your C callback would have to be static so that you guarantee no residual state is left from an invocation of your callback.
The above assumes you have static LibrarySupportClass* _inst_ptr declared at the very top. As an alternative, consider having a factory function which will create working copies of your LibrarySupportClass on demand from a pool. These copies can then return to the pool after you're done with them and be recycled, so that you don't go around creating an instance every time you need that functionality.
This way you can have your objects keep state during a single callback invocation, since there's going to be a clear point where your instance is released and gets a green light to be reused. You will also be in a much better position for a multi-threaded environment, in which case each thread gets its own LibrarySupportClass instance.

The problem I've run into is that because this is a C library, I'm required to provide a C-compatible callback of the form int (*)(int, int), but the library doesn't support an extra userdata pointer for these callbacks
Can you elaborate? Is choosing a callback type based on userdata a problem?

Could your callback choose an instance based on a and/or b? If so, then register your library support classes in a global/static map and then have callbackADispatch() look up the correct instance in the map.
Serializing access to the map with a mutex would be a reasonable way to make this thread-safe, but beware: if the library holds any locks when it invokes your callback, then you may have to do something more clever to avoid deadlocks, depending on your lock hierarchy.

Related

A proper way to restrict access to an interface?

Let's say I have a class that represents a printing job: CPrintingJob. It knows nothing of the document being printed, just the job state - whether the job was queued, rejected, carried on etc.
The idea is an object of this class is instantiated whenever some printing needs to be done, then passed to the printing module along with other data, then the job's creator checks its state to see how printing is going.
Suppose CPrintingJob inherits two interfaces:
class IPrintingJob // this one is to check the job state
{
virtual TState GetState() const = 0;
// ... some other state-inquiring methods
class ICallback // job's owner is notified of state changes via this one
{
virtual void OnStateChange( const IPrintingJob& Job ) = 0;
};
};
and
class IPrintingJobControl // this one is for printing module to update the state
{
virtual void SetState( const TState& NewState ) = 0;
// ... some other state-changing methods
};
Problem is, the class that creates a CPrintingJob object shouldn't have access to the IPrintingJobControl, but the printing module CPrintingJob is being passed to must be able to change its state and, therefore, have access to that interface.
I suppose this is exactly the case where friends should be used but I have always avoided them as an inherently flawed mechanic and consequently have no idea of how to use them properly.
So, how do I do it properly?
Use a factory and have the factory return an instance of IPrintingJob (best wrapped inside a smart_ptr). e.g.:
struct PrintingFactory {
static auto create() -> std::unique_ptr<IPrintingJob> {
return std::unique_ptr<IPrintingJob>(new CPrintingJob());//as there is currently no std::make_unique..
}
}
Once you have to use the JobControl you can simply cast the pointer via std::dynamic_pointer_cast.
After some deliberation I've decided that:
This whole thing is definitely more trouble than it's worth;
(A slightly modified) version of MFH's answer above is the only, hence the best, way to go.
Thanks everyone for the input, it certainly has been enlightening.

What is the proper way to handle a large number of interface implementations?

For one of my current projects I have an interface defined for which I have a large number of implementations. You could think of it as a plugin interface with many plugins.
These "plugins" each handle a different message type in a network protocol.
So when I get a new message, I loop through a list of my plugins, see who can handle it, and call into them via the interface.
The issue I am struggling with is how to allocate, initialize, and "load" all the implementations into my array/vector/whatever.
Currently I am declaring all of the "plugins" in main(), then calling an "plugin_manager.add_plugin(&plugin);" for each one. This seems less than ideal.
So, the actual questions:
1. Is there a standardized approach to this sort of thing?
2. Is there any way to define an array (global?) pre-loaded with the plugins?
3. Am I going about this the wrong way entirely? Are there other (better?) architecture options for this sort of problem?
Thanks.
EDIT:
This compiles (please excuse the ugly code)... but it kind of seems like a hack.
On the other hand, it solves the issue of allocation, and cleans up main()... Is this a valid solution?
class intf
{
public:
virtual void t() = 0;
};
class test : public intf
{
public:
test(){}
static test* inst(){ if(!_inst) _inst = new test; return _inst; }
static test* _inst;
void t(){}
};
test* test::_inst = NULL;
intf* ints[] =
{
test::inst(),
NULL
};
Store some form of smart pointer in a container. Dynamically allocate the plugins and register them in the container so that they can be used later.
One possible approach for your solution would be, if you have some form of message id that the plugin can decode, to use a map from that id to the plugin that handles that. This approach allows you to have fast lookup of the plugin given the input message.
One way of writing less code would be to use templates for the instantiation function. Then you only need to write one and put it in the interface, instead of having one function per implementation class.
class intf
{
public:
virtual void t() = 0;
template<class T>
static T* inst()
{
static T instance;
return &instance;
}
};
class test : public intf { ... };
intf* ints[] =
{
intf::inst<test>(),
NULL
};
The above code also works around two bugs you have in your code: One is a memory leak, in your old inst() function you allocate but you never free; The other is that the constructor sets the static member to NULL.
Other tips is to read more about the "singleton" pattern, which is what you have. It can be useful in some situations, but is generally advised against.

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.

Optional Member Objects

Okay, so you have a load of methods sprinkled around your system's main class. So you do the right thing and refactor by creating a new class and perform move method(s) into a new class. The new class has a single responsibility and all is right with the world again:
class Feature
{
public:
Feature(){};
void doSomething();
void doSomething1();
void doSomething2();
};
So now your original class has a member variable of type object:
Feature _feature;
Which you will call in the main class. Now if you do this many times, you will have many member-objects in your main class.
Now these features may or not be required based on configuration so in a way it's costly having all these objects that may or not be needed.
Can anyone suggest a way of improving this?
EDIT: Based on suggestion to use The Null Object Design Pattern I've come up with this:
An Abstract Class Defining the Interface of the Feature:
class IFeature
{
public:
virtual void doSomething()=0;
virtual void doSomething1()=0;
virtual void doSomething2()=0;
virtual ~IFeature(){}
};
I then define two classes which implement the interface, one real implementation and one Null Object:
class RealFeature:public IFeature
{
public:
RealFeature(){};
void doSomething(){std::cout<<"RealFeature doSomething()"<<std::endl;}
void doSomething1(){std::cout<<"RealFeature doSomething()"<<std::endl;}
void doSomething2(){std::cout<<"RealFeature doSomething()"<<std::endl;}
};
class NullFeature:public IFeature
{
public:
NullFeature(){};
void doSomething(){std::cout<<"NULL doSomething()"<<std::endl;};
void doSomething1(){std::cout<<"NULL doSomething1()"<<std::endl;};
void doSomething2(){std::cout<<"NULL doSomething2()"<<std::endl;};
};
I then define a Proxy class which will delegate to either the real object or the null object depending on configuration:
class Feature:public IFeature
{
public:
Feature();
~Feature();
void doSomething();
void doSomething1();
void doSomething2();
private:
std::auto_ptr<IFeature> _feature;
};
Implementation:
Feature::Feature()
{
std::cout<<"Feature() CTOR"<<std::endl;
if(configuration::isEnabled() )
{
_feature = auto_ptr<IFeature>( new RealFeature() );
}
else
{
_feature = auto_ptr<IFeature>( new NullFeature() );
}
}
void Feature::doSomething()
{
_feature->doSomething();
}
//And so one for each of the implementation methods
I then use the proxy class in my main class (or wherever it's required):
Feature _feature;
_feature.doSomething();
If a feature is missing and the correct thing to do is ignore that fact and do nothing, you can get rid of your checks by using the Null Object pattern:
class MainThing {
IFeature _feature;
void DoStuff() {
_feature.Method1();
_feature.Method2();
}
interface IFeature {
void Method1();
void Method2();
}
class SomeFeature { /* ... */ }
class NullFeature {
void Method1() { /* do nothing */ }
void Method2() { /* do nothing */ }
}
Now, in MainThing, if the optional feature isn't there, you give it a reference to a NullFeature instead of an actual null reference. That way, MainThing can always safely assume that _feature isn't null.
An auto_ptr by itself won't buy you much. But having a pointer to an object that you lazily load only when and if you need it might. Something like:
class Foo {
private:
Feature* _feature;
public:
Foo() : _feature(NULL) {}
Feature* getFeature() {
if (! _feature) {
_feature = new Feature();
}
return _feature;
}
};
Now you can wrap that Feature* in a smart pointer if you want help with the memory management. But the key isn't in the memory management, it's the lazy creation. The advantage to this instead of selectively configuring what you want to go create during startup is that you don't have to configure – you simply pay as you go. Sometimes that's all you need.
Note that a downside to this particular implementation is that the creation now takes place the first time the client invokes what they think is just a getter. If creation of the object is time-consuming, this could be a bit of a shock to, or even a problem for, to your client. It also makes the getter non-const, which could also be a problem. Finally, it assumes you have everything you need to create the object on demand, which could be a problem for objects that are tricky to construct.
There is one moment in your problem description, that actually would lead to failure. You shouldn't "just return" if your feature is unavailable, you should check the availability of your feature before calling it!
Try designing that main class using different approach. Think of having some abstract descriptor of your class called FeatureMap or something like that, which actually stores available features for current class.
When you implement your FeatureMap everything goes plain and simple. Just ensure (before calling), that your class has this feature and only then call it. If you face a situation when an unsupported feature is being called, throw an exception.
Also to mention, this feature-lookup routine should be fast (I guess so) and won't impact your performance.
I'm not sure if I'm answering directly to your question (because I don't have any ideas about your problem domain and, well, better solutions are always domain-specific), but hope this will make you think in the right way.
Regarding your edit on the Null Object Pattern: If you already have a public interface / private implementation for a feature, it makes no sense to also create a null implementation, as the public interface can be your null implementation with no problems whatsoever).
Concretely, you can have:
class FeatureImpl
{
public:
void doSomething() { /*real work here*/ }
};
class Feature
{
class FeatureImpl * _impl;
public:
Feature() : _impl(0) {}
void doSomething()
{
if(_impl)
_impl->doSomething();
// else case ... here's your null object implementation :)
}
// code to (optionally) initialize the implementation left out due to laziness
};
This code only benefits from a NULL implementation if it is performance-critical (and even then, the cost of an if(_impl) is in most cases negligible).

C++: static function wrapper that routes to member function?

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();
}