- •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
Chapter 24
CORBA
The Common Object Request Broker Architecture, or CORBA, is a standardized language-independent and platform-independent architecture for defining, implementing, and using distributed objects. The main goal of CORBA is to provide a programming environment that hides all the details of serialization and remote procedure calls discussed in the previous section. CORBA also supports location transparency: you can write code that uses objects without knowing whether those objects are really local or remote.
The CORBA architecture itself is not an implementation, and actually includes several standards. The two most important standards are the Interface Definition Language (IDL), which defines the syntax for writing distributed object definitions, and the Internet Inter-ORB Protocol (IIOP) for making remote method invocations. Additionally, CORBA defines many optional accompanying services, including a name service, an event service, a time service, and numerous others.
There are a number of open-source implementations of the CORBA standards available for use at no cost. The examples in this chapter use the “omniORB” framework, which is available at http://omniorb.sourceforge.net/.
Using CORBA requires several steps, including defining your object interfaces, “compiling” the interfaces to generate the networking and serialization code, defining the class method implementation, writing a server process, and writing clients. This section examines each of those steps in the context of developing an extremely simple distributed database, in which clients can access a database server that resides in a different process or even on a different node. The discussion here barely scratches the surface of this powerful, but complicated, architecture. If you are interested in using it for your distributed object framework, you should consult some of the references in Appendix B.
Interface Definition Language
CORBA does an excellent job of separating object interfaces from their implementations. You write a distributed CORBA class by first defining its interface in the Interface Definition Language (IDL). This language looks a lot like C++, but isn’t identical. In fact, the IDL is implementation language independent.
You could theoretically write an implementation for the class in C++ and a client that uses it in Java.
Writing the Interface
In this step, you specify the prototypes for methods that the object implements. However, unlike in C++ class definitions, you don’t show member variables or other implementation details.
For example, suppose that you want your simple distributed database to store key/value records where the key and value are both strings. Here is the IDL file for a database that supports two methods:
// database.idl
interface database {
void addRecord(in string key, in string record); string lookupRecord(in string key);
};
The word “in” before the parameters specifies value parameters instead of reference parameters.
702
Exploring Distributed Objects
Generating Stubs and Skeletons
After writing your object interface, you compile the IDL file with an IDL compiler, which generates the remote procedure call and networking layers for you. There are IDL compilers available for a variety of languages, including Java, Python, C, and, of course, C++. This step generates two sets of files: the stubs and the skeletons.
Stubs
As described in the previous section on RPC, the stubs are the client side of the object methods, which hide the networking and serialization code required to make the actual remote call to another machine. The omniORB IDL compiler puts stub code from the IDL file name.idl in the header file name.hh and the source file nameSK.cc. Here is a small sample of the stub code in database.hh, which is generated from the database.idl file:
//This file is generated by omniidl (C++ backend)- omniORB_4_0. Do not edit.
//<There’s a lot more code than we show here.>
class _objref_database :
public virtual CORBA::Object, public virtual omniObjRef
{
public:
void addRecord(const char* key, const char* record); char* lookupRecord(const char* key);
inline _objref_database() { _PR_setobj(0); } // nil _objref_database(omniIOR*, omniIdentity*);
protected:
virtual ~_objref_database();
private:
virtual void* _ptrToObjRef(const char*);
_objref_database(const _objref_database&); _objref_database& operator = (const _objref_database&); // not implemented
friend class database;
};
Here is one of the method implementations from databaseSK.cc:
//This file is generated by omniidl (C++ backend)- omniORB_4_0. Do not edit.
//<There’s a lot more code than we show here.>
void _objref_database::addRecord(const char* key, const char* record)
{
_0RL_cd_D115D31DB8E47435_00000000 _call_desc(_0RL_lcfn_D115D31DB8E47435_10000\ 000, “addRecord”, 10);
703
Chapter 24
_call_desc.arg_0 = key; _call_desc.arg_1 = record;
_invoke(_call_desc);
}
Don’t worry about understanding this code! We just want to give you an example of the work that goes on “behind the scenes.”
Skeletons
The skeletons are the basis for your class implementation and are usually abstract base classes generated from the IDL interface. omniORB places the skeletons in the same database.hh and databaseSK.cc files in which it puts the stub code. Here is some of the skeleton code from database.hh:
class _impl_database : public virtual omniServant
{
public:
virtual ~_impl_database();
virtual void addRecord(const char* key, const char* record) = 0; virtual char* lookupRecord(const char* key) = 0;
public: // Really protected, workaround for xlC virtual _CORBA_Boolean _dispatch(omniCallHandle&);
private:
virtual void* _ptrToInterface(const char*); virtual const char* _mostDerivedRepoId();
};
class POA_database :
public virtual _impl_database,
public virtual PortableServer::ServantBase
{
public:
virtual ~POA_database();
inline ::database_ptr _this() {
return (::database_ptr) _do_this(::database::_PD_repoId);
}
};
Note that an in string parameter in the IDL file is translated as a const char* in the generated C++ code. POA stands for Portable Object Adapter, a CORBA component that manages object references on the server side.
Implementing the Class
Now that you’ve defined your interface and generated the stubs and skeletons, the next step is to write a class that provides actual implementations of the methods in the IDL file. You write this class by
704
Exploring Distributed Objects
subclassing the abstract skeleton class and filling in the data members and method implementations. You don’t need to worry about serialization or networking code when you implement the methods. You just write them as if they were normal methods. The skeleton code handles all the gory RPC details for you. Here is a definition of the DatabaseServer class based on the previous omniORB skeleton code:
// DatabaseServer.h #include “database.hh” #include <map> #include <string>
class DatabaseServer : public POA_database,
public PortableServer::RefCountServantBase
{
public:
DatabaseServer();
virtual ~DatabaseServer();
virtual void addRecord(const char* key, const char* record); virtual char* lookupRecord(const char* key);
protected:
std::map<std::string, std::string> mDb;
};
Note that this class subclasses the previous POA_database skeleton abstract class, as well as a reference counting mix-in class supplied by the framework. It adds a protected map data member for storing the key/value pairs.
Here are the method implementations:
#include “DatabaseServer.h” using namespace std;
DatabaseServer::DatabaseServer()
{
}
DatabaseServer::~DatabaseServer()
{
}
void DatabaseServer::addRecord(const char* key, const char* record)
{
mDb[key] = record;
}
char* DatabaseServer::lookupRecord(const char* key)
{
return (CORBA::string_dup(mDb[key].c_str()));
}
The only tricky thing about these implementations is to remember to copy the string you return from lookupRecord() using the CORBA::string_dup() method.
705