Reputation: 67178
I have an application that has several objects (about 50 so far, but growing). There is only one instance of each of these objects in the app and these instances get shared among components.
What I've done is derive all of the objects from a base BrokeredObject class:
class BrokeredObject
{
virtual int GetInterfaceId() = 0;
};
And each object type returns a unique ID. These IDs are maintained in a header file.
I then have an ObjectBroker "factory". When someone needs an object, then call GetObjectByID(). The boker looks in an STL list to see if the object already exists, if it does, it returns it. If not, it creates it, puts it in the list and returns it. All well and good.
BrokeredObject *GetObjectByID(int id)
{
BrokeredObject *pObject;
ObjectMap::iterator = m_objectList.find(id);
// etc.
if(found) return pObject;
// not found, so create
switch(id)
{
case 0: pObject = new TypeA; break;
case 1: pObject = new TypeB; break;
// etc.
// I loathe this list
}
// add it to the list
return pObject;
}
What I find painful is maintaining this list of IDs and having to have each class implement it. I have at least made my consumer's lives slightly easier by having each type hold info about it's own ID like this:
class TypeA : public BrokeredObject
{
static int get_InterfaceID() { return IID_TYPEA; }
int GetInterfaceID() { return get_InterfaceID(); }
};
So I can get an object like this:
GetObjectByID(TypeA::get_InterfaceID());
Intead of having to actually know what the ID mapping is but I still am not thrilled with the maintenance and the potential for errors. It seems that if I know the type, why should I also have to know the ID?
What I long for is something like this in C#:
BrokeredObject GetOrCreateObject<T>() where T : BrokeredObject
{
return new T();
}
Where the ObjectBroker would create the object based on the type passed in.
Has C# spoiled me and it's just a fact of life that C++ can't do this or is there a way to achieve this that I'm not seeing?
Upvotes: 7
Views: 12119
Reputation: 67178
My use-case tended to get a little more complex - I needed the ability to do a little bit of object initialization and I needed to be able to load objects from different DLLs based on configuration (e.g. simulated versus actual for hardware). It started looking like COM and ATL was where I was headed, but I didn't want to add the weight of COM to the OS (this is being done in CE).
What I ended up going with was template-based (thanks litb for putting me on track) and looks like this:
class INewTransModule
{
public:
virtual bool Init() { return true; }
virtual bool Shutdown() { return true; }
};
template <typename T>
struct BrokeredObject
{
public:
inline static T* GetInstance()
{
static T t;
return &t;
}
};
template <>
struct BrokeredObject<INewTransModule>
{
public:
inline static INewTransModule* GetInstance()
{
static INewTransModule t;
// do stuff after creation
ASSERT(t.Init());
return &t;
}
};
class OBJECTBROKER_API ObjectBroker
{
public:
// these calls do configuration-based creations
static ITraceTool *GetTraceTool();
static IEeprom *GetEeprom();
// etc
};
Then to ensure that the objects (since they're templated) actually get compiled I added definitions like these:
class EepromImpl: public BrokeredObject<EepromImpl>, public CEeprom
{
};
class SimEepromImpl: public BrokeredObject<SimEepromImpl>, public CSimEeprom
{
};
Upvotes: 0
Reputation: 507005
Yes, there is a way. A pretty simple even in C++ to what that C# code does (without checking for inheritance though):
template<typename T>
BrokeredObject * GetOrCreateObject() {
return new T();
}
This will work and do the same as the C# code. It is also type-safe: If the type you pass is not inherited from BrokeredObject (or isn't that type itself), then the compiler moans at the return statement. It will however always return a new object.
As another guy suggested (credits to him), this all looks very much like a fine case for the singleton pattern. Just do TypeA::getInstance()
to get the one and single instance stored in a static variable of that class. I suppose that would be far easier than the above way, without the need for IDs to solve it (i previously showed a way using templates to store IDs in this answer, but i found it effectively is just what a singleton is).
I've read that you will leave the chance open to have multiple instances of the classes. One way to do that is to have a Mingleton (i made up that word :))
enum MingletonKind {
SINGLETON,
MULTITON
};
// Singleton
template<typename D, MingletonKind>
struct Mingleton {
static boost::shared_ptr<D> getOrCreate() {
static D d;
return boost::shared_ptr<D>(&d, NoopDel());
}
struct NoopDel {
void operator()(D const*) const { /* do nothing */ }
};
};
// Multiton
template<typename D>
struct Mingleton<D, MULTITON> {
static boost::shared_ptr<D> getOrCreate() {
return boost::shared_ptr<D>(new D);
}
};
class ImASingle : public Mingleton<ImASingle, SINGLETON> {
public:
void testCall() { }
// Indeed, we have to have a private constructor to prevent
// others to create instances of us.
private:
ImASingle() { /* ... */ }
friend class Mingleton<ImASingle, SINGLETON>;
};
class ImAMulti : public Mingleton<ImAMulti, MULTITON> {
public:
void testCall() { }
// ...
};
int main() {
// both do what we expect.
ImAMulti::getOrCreate()->testCall();
ImASingle::getOrCreate()->testCall();
}
Now, you just use SomeClass::getOrCreate()
and it cares about the details. The custom deleter in the singleton case for shared_ptr makes deletion a no-op, because the object owned by the shared_ptr is allocated statically. However, be aware of problems of destruction order of static variables: Static initialization order fiasco
Upvotes: 9
Reputation: 3715
Instead of GetInterfaceId() in the BrokeredObject base class, you could define that pure virtual method:
virtual BrokeredObject& GetInstance()=0;
And in the derived classes you'll return from that method the instance of the particular derived class, if it's already created, if not, you'll first create it and then return it.
Upvotes: 3
Reputation: 14148
The way I would solve this problem is using what I would call the Static Registry Pattern, which in my mine mind is the C++ version of dependency injection.
Basically you have a static list of builder objects of a type that you use to build objects of another type.
A basic static registry implementation would look like:
template <class T>
class StaticRegistry
{
public:
typedef std::list<T*> Container;
static StaticRegistry<T>& GetInstance()
{
if (Instance == 0)
{
Instance = new StaticRegistry<T>;
}
return *Instance;
}
void Register(T* item)
{
Items.push_back(item);
}
void Deregister(T* item)
{
Items.remove(item);
if (Items.empty())
{
delete this;
Instance = 0;
}
}
typedef typename Container::const_iterator const_iterator;
const_iterator begin() const
{
return Items.begin();
}
const_iterator end() const
{
return Items.end();
}
protected:
StaticRegistry() {}
~StaticRegistry() {}
private:
Container Items;
static StaticRegistry<T>* Instance;
};
template <class T>
StaticRegistry<T>* StaticRegistry<T>::Instance = 0;
An implementation of BrokeredObjectBuilder could look like this:
class BrokeredObjectBuilderBase {
public:
BrokeredObjectBuilderBase() { StaticRegistry<BrokeredObjectBuilderBase>::GetInstance().Register(this); }
virtual ~BrokeredObjectBuilderBase() { StaticRegistry<BrokeredObjectBuilderBase>::GetInstance().Deregister(this); }
virtual int GetInterfaceId() = 0;
virtual BrokeredObject* MakeBrokeredObject() = 0;
};
template<class T>
class BrokeredObjectBuilder : public BrokeredObjectBuilderBase {
public:
BrokeredObjectBuilder(unsigned long interface_id) : m_InterfaceId(interface_id) { }
virtual int GetInterfaceId() { return m_InterfaceId; }
virtual T* MakeBrokeredObject() { return new T; }
private:
unsigned long m_InterfaceId;
};
class TypeA : public BrokeredObject
{
...
};
// Create a global variable for the builder of TypeA so that it's
// included in the BrokeredObjectBuilderRegistry
BrokeredObjectBuilder<TypeA> TypeABuilder(TypeAUserInterfaceId);
typedef StaticRegistry<BrokeredObjectBuilderBase> BrokeredObjectBuilderRegistry;
BrokeredObject *GetObjectByID(int id)
{
BrokeredObject *pObject(0);
ObjectMap::iterator = m_objectList.find(id);
// etc.
if(found) return pObject;
// not found, so create
BrokeredObjectBuilderRegistry& registry(BrokeredObjectBuilderRegistry::GetInstance());
for(BrokeredObjectBuilderRegistry::const_iterator it = registry.begin(), e = registry.end(); it != e; ++it)
{
if(it->GetInterfaceId() == id)
{
pObject = it->MakeBrokeredObject();
break;
}
}
if(0 == pObject)
{
// userinterface id not found, handle this here
...
}
// add it to the list
return pObject;
}
Pros:
Cons:
The above implementation is very simple, you can extend it in lots of different ways depending on the requirements you have.
Upvotes: 5
Reputation: 18507
If you always know the type at compile time there is little point in calling BrokeredObject* p = GetObjectByID(TypeA::get_InterfaceID())
instead of TypeA* p = new TypeA
or TypeA o
directly.
If you on the other hand don't know the exact type at compile time, you could use some kind of type registry.
template <class T>
BrokeredObject* CreateObject()
{
return new T();
}
typedef int type_identity;
typedef std::map<type_identity, BrokeredObject* (*)()> registry;
registry r;
class TypeA : public BrokeredObject
{
public:
static const type_identity identity;
};
class TypeB : public BrokeredObject
{
public:
static const type_identity identity;
};
r[TypeA::identity] = &CreateObject<TypeA>;
r[TypeB::identity] = &CreateObject<TypeB>;
or if you have RTTI enabled you could use type_info
as type_identity:
typedef const type_info* type_identity;
typedef std::map<type_identity, BrokeredObject* (*)()> registry;
registry r;
r[&typeid(TypeA)] = &CreateObject<TypeA>;
r[&typeid(TypeB)] = &CreateObject<TypeB>;
Each new class could of course, in any case, be self-registering in the registry, making the registration decentralized instead of centralized.
Upvotes: 1
Reputation: 308206
If you have RTTI enabled, you can get the class name using typeid.
One question, why are you using a factory rather than using a singleton pattern for each class?
Upvotes: 1
Reputation: 264411
Use a template class as the broker.
Make the instance a static member of the function. It will be created on first use and automagically-destroyed when the program exits.
template <class Type>
class BrokeredObject
{
public:
static Type& getInstance()
{
static Type theInstance;
return theInstance;
}
};
class TestObject
{
public:
TestObject()
{}
};
int main()
{
TestObject& obj =BrokeredObject<TestObject>::getInstance();
}
Upvotes: 3
Reputation:
Why not this?
template BrokeredObject* GetOrCreateObject() { return new T(); }
Upvotes: 0
Reputation: 19879
It doesn't look like you need the global object to do the management, so why not move everything into the classes themselves?
template <class Type>
class BrokeredObject
{
protected:
static Type *theInstance;
public:
static Type *getOrCreate()
{
if (!theInstance) {
theInstance = new Type();
}
return theInstance;
}
static void free()
{
delete theInstance;
}
};
class TestObject : public BrokeredObject<TestObject>
{
public:
TestObject()
{}
};
int
main()
{
TestObject *obj = TestObject::getOrCreate();
}
Upvotes: 2