- •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 26
The output of this program will be:
<B>A party? For me? Thanks!</B> <I><B>A party? For me? Thanks!</B></I>
There is an interesting side effect of this implementation that just happens to work correctly for HTML. If you applied the same style twice in a row, the effect would only occur once:
cout << BoldParagraph(BoldParagraph(p)) .getHTML() << endl;
The result of this line is:
<B>A party? For me? Thanks!</B>
If you can see the reason why, you’ve mastered C++! What’s happening here is that instead of using the BoldParagraph constructor that takes a const Paragraph reference, the compiler is using the built-in copy constructor for BoldParagraph! In HTML, that’s fine — there’s no such thing as double-bold.
However, other decorators built using a similar framework may need to implement the copy constructor to properly set the reference.
The Chain of Responsibility Pattern
A chain of responsibility is used when you want each class in an object-oriented hierarchy to get a crack at performing a particular action. The technique generally employs polymorphism so that the most specific class gets called first and can either handle the call or pass it up to its parent. The parent then makes the same decision — it can handle the call or pass it up to its parent. A chain of responsibility does not necessarily have to follow a class hierarchy, but it typically does.
Chains of responsibility are perhaps most commonly used for event handling. Many modern applications, particularly those with graphical user interfaces, are designed as a series of events and responses. For example, when a user clicks on the File menu and selects Open, an open event has occurred. When the user clicks the mouse on the drawable area of a paint program, a mouse down event occurs. As the shape is drawn, mouse move events continually occur until the eventual mouse up event. Each operating system has its own way of naming and using these events, but the overall idea is the same. When an event occurs, it is somehow communicated to the program, which takes appropriate action.
As you know, C++ does not have any built-in facilities for graphical programming. It also has no notion of events, event transmission, or event handling. A chain of responsibility is a reasonable approach to event handling because in an object-oriented hierarchy, the processing of events often maps to the class/subclass structure.
Example: Event Handling
Consider a drawing program, which has a hierarchy of Shape classes, as in Figure 26-7.
776
Applying Design Patterns
Shape
Square |
Circle |
Triangle |
Figure 26-7
The leaf nodes handle certain events. For example, Square or Circle can receive mouse down events that will select the chosen shape. The parent class handles events that have the same effect regardless of the particular shape. For example, a delete event is handled the same way, regardless of the type of shape being deleted. The ideal algorithm for handling a particular event is to start at the leaf nodes and walk up the hierarchy until the message is handled. In other words, if a mouse down event occurs on a Square object, first the Square will get a chance to handle the event. If it doesn’t recognize the event, the Shape class gets a chance. This approach is an example of a chain of responsibility because each subclass may pass the message up to the next class in the chain.
Implementation of a Chain of Responsibility
The code for a chained messaging approach will vary based on how the operating system handles events, but it tends to resemble the following code, which uses integers to represent types of events.
void Square::handleMessage(int inMessage)
{
switch (inMessage) {
case kMessageMouseDown: handleMouseDown(); break;
case kMessageInvert:
handleInvert();
break;
default:
// Message not recognized--chain to superclass Shape::handleMessage(inMessage);
}
}
void Shape::handleMessage(int inMessage)
{
switch (inMessage) { case kMessageDelete:
handleDelete();
break;
default:
cerr << “Unrecognized message received: “ << inMessage << endl; break;
}
}
777
Chapter 26
When the event-handling portion of the program or framework receives a message, it finds the corresponding shape and calls handleMessage(). Through polymorphism, the subclass’s version of handleMessage() is called. This gives the leaf node first crack at handling the message. If it doesn’t know how to handle it, it passes it up to its superclass, which gets the next chance. In this example, the final recipient of the message simply prints an error if it is unable to handle the event. You could also throw an exception or have your handleMessage() method return a boolean indicating success or failure.
Note that while event chains usually correlate with the class hierarchy, they do not have to. In the preceding example, the Square class could have just as easily passed the message to an entirely different object. The chained approach is flexible and has a very appealing structure for object-oriented hierarchies. The downside is that it requires diligence on the part of the programmer. If you forget to chain up to the superclass from a subclass, events will effectively get lost. Worse, if you chain to the wrong class, you could end up in an infinite loop!
Using a Chain of Responsibility
For a chain of responsibility to respond to events, there must be another class that dispatches the events to the correct object. Because this task varies so greatly by framework or platform, pseudocode for handling a mouse down event is presented below in lieu of platform-specific C++ code.
MouseLocation loc = getClickLocation();
Shape* clickedShape = findShapeAtLocation(loc);
clickedShape->handleMessage(kMessageMouseDown);
The Obser ver Pattern
The other common model for event handling is known as observer, listener messaging, or publish and subscribe. This is a more prescriptive model that is often less error-prone than message chains. With the publish and subscribe technique, individual objects register the events they are able to understand with a central event handling registry. When an event is received, it is transmitted to the list of subscribed objects.
Example: Event Handling
Just as with the earlier chain of responsibility pattern, observers are often used to handle events. The main difference between the two patterns is that the chain of responsibility works best for logical hierarchies where you need to find the correct class to handle the event. Observers work best when events can be handled by multiple objects or are unrelated to a hierarchy.
Implementation of an Observer
The definition of a simple event registry class is shown in the following example. It allows any object that extends the mix-in class Listener to subscribe to one or more events. It also contains a method for
778
Applying Design Patterns
the program to call when an event is received, which will dispense the event to all subscribed
Listeners.
/**
*Listener.h
*Mix-in class for objects that are able to respond to events
*/
class Listener
{
public:
virtual void handleMessage(int inMessage) const = 0;
};
/**
*EventRegistry.h
*Maintains a directory of Listeners and their corresponding events. Also
*handles transmission of an event to the appropriate Listener.
*/
#include “Listener.h” #include <vector> #include <map>
class EventRegistry
{
public:
static void registerListener(int inMessage, const Listener* inListener);
static void handleMessage(int inMessage);
protected:
static std::map<int, std::vector<const Listener*> > sListenerMap;
};
The implementation of the EventRegistry class follows. When a new Listener is registered, it is added to the vector of Listener references stored in the listener map for the given event. When an event is received, the registry simply retrieves the vector and passes the event to each Listener.
/**
*EventRegistry.cpp
*Implements the EventRegistry class
*/
#include “EventRegistry.h” #include <iostream>
using namespace std;
779