- •Contents
- •Introduction
- •Who This Book Is For
- •What This Book Covers
- •How This Book Is Structured
- •What You Need to Use This Book
- •Conventions
- •Source Code
- •Errata
- •p2p.wrox.com
- •The Basics of C++
- •The Obligatory Hello, World
- •Namespaces
- •Variables
- •Operators
- •Types
- •Conditionals
- •Loops
- •Arrays
- •Functions
- •Those Are the Basics
- •Diving Deeper into C++
- •Pointers and Dynamic Memory
- •Strings in C++
- •References
- •Exceptions
- •The Many Uses of const
- •C++ as an Object-Oriented Language
- •Declaring a Class
- •Your First Useful C++ Program
- •An Employee Records System
- •The Employee Class
- •The Database Class
- •The User Interface
- •Evaluating the Program
- •What Is Programming Design?
- •The Importance of Programming Design
- •Two Rules for C++ Design
- •Abstraction
- •Reuse
- •Designing a Chess Program
- •Requirements
- •Design Steps
- •An Object-Oriented View of the World
- •Am I Thinking Procedurally?
- •The Object-Oriented Philosophy
- •Living in a World of Objects
- •Object Relationships
- •Abstraction
- •Reusing Code
- •A Note on Terminology
- •Deciding Whether or Not to Reuse Code
- •Strategies for Reusing Code
- •Bundling Third-Party Applications
- •Open-Source Libraries
- •The C++ Standard Library
- •Designing with Patterns and Techniques
- •Design Techniques
- •Design Patterns
- •The Reuse Philosophy
- •How to Design Reusable Code
- •Use Abstraction
- •Structure Your Code for Optimal Reuse
- •Design Usable Interfaces
- •Reconciling Generality and Ease of Use
- •The Need for Process
- •Software Life-Cycle Models
- •The Stagewise and Waterfall Models
- •The Spiral Method
- •The Rational Unified Process
- •Software-Engineering Methodologies
- •Extreme Programming (XP)
- •Software Triage
- •Be Open to New Ideas
- •Bring New Ideas to the Table
- •Thinking Ahead
- •Keeping It Clear
- •Elements of Good Style
- •Documenting Your Code
- •Reasons to Write Comments
- •Commenting Styles
- •Comments in This Book
- •Decomposition
- •Decomposition through Refactoring
- •Decomposition by Design
- •Decomposition in This Book
- •Naming
- •Choosing a Good Name
- •Naming Conventions
- •Using Language Features with Style
- •Use Constants
- •Take Advantage of const Variables
- •Use References Instead of Pointers
- •Use Custom Exceptions
- •Formatting
- •The Curly Brace Alignment Debate
- •Coming to Blows over Spaces and Parentheses
- •Spaces and Tabs
- •Stylistic Challenges
- •Introducing the Spreadsheet Example
- •Writing Classes
- •Class Definitions
- •Defining Methods
- •Using Objects
- •Object Life Cycles
- •Object Creation
- •Object Destruction
- •Assigning to Objects
- •Distinguishing Copying from Assignment
- •The Spreadsheet Class
- •Freeing Memory with Destructors
- •Handling Copying and Assignment
- •Different Kinds of Data Members
- •Static Data Members
- •Const Data Members
- •Reference Data Members
- •Const Reference Data Members
- •More about Methods
- •Static Methods
- •Const Methods
- •Method Overloading
- •Default Parameters
- •Inline Methods
- •Nested Classes
- •Friends
- •Operator Overloading
- •Implementing Addition
- •Overloading Arithmetic Operators
- •Overloading Comparison Operators
- •Building Types with Operator Overloading
- •Pointers to Methods and Members
- •Building Abstract Classes
- •Using Interface and Implementation Classes
- •Building Classes with Inheritance
- •Extending Classes
- •Overriding Methods
- •Inheritance for Reuse
- •The WeatherPrediction Class
- •Adding Functionality in a Subclass
- •Replacing Functionality in a Subclass
- •Respect Your Parents
- •Parent Constructors
- •Parent Destructors
- •Referring to Parent Data
- •Casting Up and Down
- •Inheritance for Polymorphism
- •Return of the Spreadsheet
- •Designing the Polymorphic Spreadsheet Cell
- •The Spreadsheet Cell Base Class
- •The Individual Subclasses
- •Leveraging Polymorphism
- •Future Considerations
- •Multiple Inheritance
- •Inheriting from Multiple Classes
- •Naming Collisions and Ambiguous Base Classes
- •Interesting and Obscure Inheritance Issues
- •Special Cases in Overriding Methods
- •Copy Constructors and the Equals Operator
- •The Truth about Virtual
- •Runtime Type Facilities
- •Non-Public Inheritance
- •Virtual Base Classes
- •Class Templates
- •Writing a Class Template
- •How the Compiler Processes Templates
- •Distributing Template Code between Files
- •Template Parameters
- •Method Templates
- •Template Class Specialization
- •Subclassing Template Classes
- •Inheritance versus Specialization
- •Function Templates
- •Function Template Specialization
- •Function Template Overloading
- •Friend Function Templates of Class Templates
- •Advanced Templates
- •More about Template Parameters
- •Template Class Partial Specialization
- •Emulating Function Partial Specialization with Overloading
- •Template Recursion
- •References
- •Reference Variables
- •Reference Data Members
- •Reference Parameters
- •Reference Return Values
- •Deciding between References and Pointers
- •Keyword Confusion
- •The const Keyword
- •The static Keyword
- •Order of Initialization of Nonlocal Variables
- •Types and Casts
- •typedefs
- •Casts
- •Scope Resolution
- •Header Files
- •C Utilities
- •Variable-Length Argument Lists
- •Preprocessor Macros
- •How to Picture Memory
- •Allocation and Deallocation
- •Arrays
- •Working with Pointers
- •Array-Pointer Duality
- •Arrays Are Pointers!
- •Not All Pointers Are Arrays!
- •Dynamic Strings
- •C-Style Strings
- •String Literals
- •The C++ string Class
- •Pointer Arithmetic
- •Custom Memory Management
- •Garbage Collection
- •Object Pools
- •Function Pointers
- •Underallocating Strings
- •Memory Leaks
- •Double-Deleting and Invalid Pointers
- •Accessing Out-of-Bounds Memory
- •Using Streams
- •What Is a Stream, Anyway?
- •Stream Sources and Destinations
- •Output with Streams
- •Input with Streams
- •Input and Output with Objects
- •String Streams
- •File Streams
- •Jumping around with seek() and tell()
- •Linking Streams Together
- •Bidirectional I/O
- •Internationalization
- •Wide Characters
- •Non-Western Character Sets
- •Locales and Facets
- •Errors and Exceptions
- •What Are Exceptions, Anyway?
- •Why Exceptions in C++ Are a Good Thing
- •Why Exceptions in C++ Are a Bad Thing
- •Our Recommendation
- •Exception Mechanics
- •Throwing and Catching Exceptions
- •Exception Types
- •Throwing and Catching Multiple Exceptions
- •Uncaught Exceptions
- •Throw Lists
- •Exceptions and Polymorphism
- •The Standard Exception Hierarchy
- •Catching Exceptions in a Class Hierarchy
- •Writing Your Own Exception Classes
- •Stack Unwinding and Cleanup
- •Catch, Cleanup, and Rethrow
- •Use Smart Pointers
- •Common Error-Handling Issues
- •Memory Allocation Errors
- •Errors in Constructors
- •Errors in Destructors
- •Putting It All Together
- •Why Overload Operators?
- •Limitations to Operator Overloading
- •Choices in Operator Overloading
- •Summary of Overloadable Operators
- •Overloading the Arithmetic Operators
- •Overloading Unary Minus and Unary Plus
- •Overloading Increment and Decrement
- •Overloading the Subscripting Operator
- •Providing Read-Only Access with operator[]
- •Non-Integral Array Indices
- •Overloading the Function Call Operator
- •Overloading the Dereferencing Operators
- •Implementing operator*
- •Implementing operator->
- •What in the World Is operator->* ?
- •Writing Conversion Operators
- •Ambiguity Problems with Conversion Operators
- •Conversions for Boolean Expressions
- •How new and delete Really Work
- •Overloading operator new and operator delete
- •Overloading operator new and operator delete with Extra Parameters
- •Two Approaches to Efficiency
- •Two Kinds of Programs
- •Is C++ an Inefficient Language?
- •Language-Level Efficiency
- •Handle Objects Efficiently
- •Use Inline Methods and Functions
- •Design-Level Efficiency
- •Cache as Much as Possible
- •Use Object Pools
- •Use Thread Pools
- •Profiling
- •Profiling Example with gprof
- •Cross-Platform Development
- •Architecture Issues
- •Implementation Issues
- •Platform-Specific Features
- •Cross-Language Development
- •Mixing C and C++
- •Shifting Paradigms
- •Linking with C Code
- •Mixing Java and C++ with JNI
- •Mixing C++ with Perl and Shell Scripts
- •Mixing C++ with Assembly Code
- •Quality Control
- •Whose Responsibility Is Testing?
- •The Life Cycle of a Bug
- •Bug-Tracking Tools
- •Unit Testing
- •Approaches to Unit Testing
- •The Unit Testing Process
- •Unit Testing in Action
- •Higher-Level Testing
- •Integration Tests
- •System Tests
- •Regression Tests
- •Tips for Successful Testing
- •The Fundamental Law of Debugging
- •Bug Taxonomies
- •Avoiding Bugs
- •Planning for Bugs
- •Error Logging
- •Debug Traces
- •Asserts
- •Debugging Techniques
- •Reproducing Bugs
- •Debugging Reproducible Bugs
- •Debugging Nonreproducible Bugs
- •Debugging Memory Problems
- •Debugging Multithreaded Programs
- •Debugging Example: Article Citations
- •Lessons from the ArticleCitations Example
- •Requirements on Elements
- •Exceptions and Error Checking
- •Iterators
- •Sequential Containers
- •Vector
- •The vector<bool> Specialization
- •deque
- •list
- •Container Adapters
- •queue
- •priority_queue
- •stack
- •Associative Containers
- •The pair Utility Class
- •multimap
- •multiset
- •Other Containers
- •Arrays as STL Containers
- •Strings as STL Containers
- •Streams as STL Containers
- •bitset
- •The find() and find_if() Algorithms
- •The accumulate() Algorithms
- •Function Objects
- •Arithmetic Function Objects
- •Comparison Function Objects
- •Logical Function Objects
- •Function Object Adapters
- •Writing Your Own Function Objects
- •Algorithm Details
- •Utility Algorithms
- •Nonmodifying Algorithms
- •Modifying Algorithms
- •Sorting Algorithms
- •Set Algorithms
- •The Voter Registration Audit Problem Statement
- •The auditVoterRolls() Function
- •The getDuplicates() Function
- •The RemoveNames Functor
- •The NameInList Functor
- •Testing the auditVoterRolls() Function
- •Allocators
- •Iterator Adapters
- •Reverse Iterators
- •Stream Iterators
- •Insert Iterators
- •Extending the STL
- •Why Extend the STL?
- •Writing an STL Algorithm
- •Writing an STL Container
- •The Appeal of Distributed Computing
- •Distribution for Scalability
- •Distribution for Reliability
- •Distribution for Centrality
- •Distributed Content
- •Distributed versus Networked
- •Distributed Objects
- •Serialization and Marshalling
- •Remote Procedure Calls
- •CORBA
- •Interface Definition Language
- •Implementing the Class
- •Using the Objects
- •A Crash Course in XML
- •XML as a Distributed Object Technology
- •Generating and Parsing XML in C++
- •XML Validation
- •Building a Distributed Object with XML
- •SOAP (Simple Object Access Protocol)
- •. . . Write a Class
- •. . . Subclass an Existing Class
- •. . . Throw and Catch Exceptions
- •. . . Read from a File
- •. . . Write to a File
- •. . . Write a Template Class
- •There Must Be a Better Way
- •Smart Pointers with Reference Counting
- •Double Dispatch
- •Mix-In Classes
- •Object-Oriented Frameworks
- •Working with Frameworks
- •The Model-View-Controller Paradigm
- •The Singleton Pattern
- •Example: A Logging Mechanism
- •Implementation of a Singleton
- •Using a Singleton
- •Example: A Car Factory Simulation
- •Implementation of a Factory
- •Using a Factory
- •Other Uses of Factories
- •The Proxy Pattern
- •Example: Hiding Network Connectivity Issues
- •Implementation of a Proxy
- •Using a Proxy
- •The Adapter Pattern
- •Example: Adapting an XML Library
- •Implementation of an Adapter
- •Using an Adapter
- •The Decorator Pattern
- •Example: Defining Styles in Web Pages
- •Implementation of a Decorator
- •Using a Decorator
- •The Chain of Responsibility Pattern
- •Example: Event Handling
- •Implementation of a Chain of Responsibility
- •Using a Chain of Responsibility
- •Example: Event Handling
- •Implementation of an Observer
- •Using an Observer
- •Chapter 1: A Crash Course in C++
- •Chapter 3: Designing with Objects
- •Chapter 4: Designing with Libraries and Patterns
- •Chapter 5: Designing for Reuse
- •Chapter 7: Coding with Style
- •Chapters 8 and 9: Classes and Objects
- •Chapter 11: Writing Generic Code with Templates
- •Chapter 14: Demystifying C++ I/O
- •Chapter 15: Handling Errors
- •Chapter 16: Overloading C++ Operators
- •Chapter 17: Writing Efficient C++
- •Chapter 19: Becoming Adept at Testing
- •Chapter 20: Conquering Debugging
- •Chapter 24: Exploring Distributed Objects
- •Chapter 26: Applying Design Patterns
- •Beginning C++
- •General C++
- •I/O Streams
- •The C++ Standard Library
- •C++ Templates
- •Integrating C++ and Other Languages
- •Algorithms and Data Structures
- •Open-Source Software
- •Software-Engineering Methodology
- •Programming Style
- •Computer Architecture
- •Efficiency
- •Testing
- •Debugging
- •Distributed Objects
- •CORBA
- •XML and SOAP
- •Design Patterns
- •Index
Applying Design Patterns
{
mOutputStream.open(kLogFileName, ios_base::app); if (!mOutputStream.good()) {
cerr << “Unable to initialize the Logger!” << endl;
}
}
void Logger::log(const string& inMessage, const string& inLogLevel)
{
mOutputStream << inLogLevel << “: “ << inMessage << endl;
}
void Logger::log(const vector<string>& inMessages, const string& inLogLevel)
{
for (size_t i = 0; i < inMessages.size(); i++) { log(inMessages[i], inLogLevel);
}
}
Using a Singleton
The two programs below display the usage of the two different versions of the Logger class.
// TestStaticLogger.cpp
#include “Logger.h” #include <vector> #include <string>
int main(int argc, char** argv)
{
Logger::log(“test message”, Logger::kLogLevelDebug);
vector<string> items; items.push_back(“item1”); items.push_back(“item2”);
Logger::log(items, Logger::kLogLevelError);
Logger::teardown();
}
// TestTrueSingletonLogger.cpp
#include “Logger.h” #include <vector> #include <string>
int main(int argc, char** argv)
{
Logger::instance().log(“test message”, Logger::kLogLevelDebug);
vector<string> items;
759
Chapter 26
items.push_back(“item1”); items.push_back(“item2”);
Logger::instance().log(items, Logger::kLogLevelError);
}
Both programs have the same functionality. After executing, the file log.out should contain the following lines:
DEBUG: test message
ERROR: item1
ERROR: item2
The Factor y Pattern
A factory in real life constructs tangible objects, such as tables or cars. Similarly, a factory in object-oriented programming constructs objects. When you use factories in your program, portions of code that want to create a particular object ask the factory for an instance of the object instead of calling the object constructor themselves. For example, an interior decorating program might have a FurnitureFactory object. When part of the code needs a piece of furniture such as a table, it would call the createTable() method of the FurnitureFactory object, which would return a new table.
At first glance, factories seem to lead to complicated designs without clear benefits. It appears that you’re only adding another layer of complexity to the program. Instead of calling createTable() on a FurnitureFactory, you could simply create a new Table object directly. However, factories can actually be quite useful. Instead of creating various objects all over the program, you centralize the object creation for a particular domain. This localization is often a better model of real-world creation of objects.
Another benefit of factories is that you can use them alongside class hierarchies to construct objects without knowing their exact class. As you’ll see in the following example, factories can run parallel to class hierarchies.
Example: A Car Factory Simulation
In the real world, when you talk about driving a car, you can do so without referring to the specific type of car. You could be discussing a Toyota or a Ford. It doesn’t matter, because both Toyotas and Fords are drivable. Now, suppose that you want a new car. You would then need to specify whether you wanted a Toyota or a Ford, right? Not always. You could just say “I want a car,” and depending on where you were, you would get a specific car. If you said, “I want a car” in a Toyota factory, chances are you’d get a Toyota. (Or you’d get arrested, depending on how you asked). If you said, “I want a car” in a Ford factory, you’d get a Ford.
The same concepts apply to C++ programming. The first concept, of a generic car that’s drivable, is nothing new: it’s standard polymorphism, which you learned about in Chapter 3. You could write an abstract Car class that defines a drive() method. Both Toyota and Ford could be subclasses of the Car class, as shown in Figure 26-1.
760
Applying Design Patterns
Car
Toyota Ford
Figure 26-1
Your program could drive Cars without knowing whether they were really Toyotas or Fords. However, with standard object-oriented programming, the one place that you’d need to specify Toyota or Ford
is when you create the car. Here, you would need to call the constructor for one or the other. You can’t just say, “I want a car.” However, suppose that you also had a parallel class hierarchy of car factories. The CarFactory superclass could define a virtual buildCar() method. The ToyotaFactory and FordFactory subclasses would override the buildCar() method to build a Toyota or a Ford. Figure 26-2 shows the CarFactory hierarchy.
CarFactory
ToyotaFactory FordFactory
Figure 26-2
Now, suppose that there is one CarFactory object in a program. When code in the program, such as a car dealer, wants a new car, it calls buildCar() on the CarFactory object. Depending on whether that car factory was really a ToyotaFactory or a FordFactory, the code would get either a Toyota or a Ford. Figure 26-3 shows the objects in a car dealer program using a ToyotaFactory:
|
Requests "Car" |
ToyotaFactory |
CarDealer |
Returns "Car" |
BuildsToyota |
|
|
Figure 26-3
Figure 26-4 shows the same program, but with a FordFactory instead of a ToyotaFactory. Note that the CarDealer object and its relationship with the factory stay the same:
|
Requests "Car" |
FordFactory |
CarDealer |
Returns "Car" |
BuildsFord |
Figure 26-4
761
Chapter 26
The main benefit of this approach is that factories abstract the object creation process: you can easily substitute a different factory in your program. Just as you can use polymorphism with the created objects, you can use polymorphism with factories: when you ask the car factory for a car, you might not know whether it’s a Toyota factory or a Ford factory, but either way it will give you a Car that you can drive. This approach leads to easily extensible programs: simply changing the factory instance can allow the program to work on a completely different set of objects and classes.
Implementation of a Factory
One reason for using factories is if the type of the object you want to create depends on some condition. For example, if you are a dealer who needs a car right away, you might want to put your order into the factory that has the fewest requests, regardless of whether the car you eventually get is a Toyota or a Ford. The following implementation will show how to write such factories in C++.
The first thing you’ll need is the hierarchy of cars. To keep this example simple, the Car class simply has an abstract method that returns a description of the car. Both Car subclasses are also defined in the following example, using inline methods to return their descriptions.
/**
* Car.h
*
*/
#include <iostream>
class Car
{
public:
virtual void info() = 0;
};
class Ford : public Car
{
public:
virtual void info() { std::cout << “Ford” << std::endl; }
};
class Toyota : public Car
{
public:
virtual void info() { std::cout << “Toyota” << std::endl; }
};
The CarFactory base class is a bit more interesting. Each factory keeps track of the number of cars in production. When the public requestCar() method is called, the number of cars in production at the factory is increased by one, and calling the pure virtual createCar() method returns a new car. The idea is that individual factories will override createCar() to return the appropriate type of car. The factory itself implements requestCar(), which takes care of updating the number of cars in production. CarFactory also provides a public method to query the number of cars being produced at each factory.
762
Applying Design Patterns
The class definitions for the CarFactory subclass are shown here:
/**
* CarFactory.h */
// For this example, the Car class is assumed to already exist. #include “Car.h”
class CarFactory
{
public:
CarFactory();
Car* requestCar();
int getNumCarsInProduction() const;
protected:
virtual Car* createCar() = 0;
private:
int mNumCarsInProduction;
};
class FordFactory : public CarFactory
{
protected:
virtual Car* createCar();
};
class ToyotaFactory : public CarFactory
{
protected:
virtual Car* createCar();
};
As you can see, the subclasses simply override createCar() to return the specific type of car that they produce. The implementation of the CarFactory hierarchy is shown here:
/**
* CarFactory.cpp */
#include “CarFactory.h”
//Initialize the count to zero when the factory is created. CarFactory::CarFactory() : mNumCarsInProduction(0) {}
//Increment the number of cars in production and return the
//new car.
Car* CarFactory::requestCar()
{
763