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Loki11 lib

update andrei's loki lib to C++11 主要改进

  • 接口改为使用variadic templates,不再是typelist,实现中用到typelist的地方改为使用boost mp11库的mp_list
  • typelist算法改为使用mp11的算法。
  • 将typetraits部分改为直接使用C++11的type_traits
  • 将functor删除,改为使用C++11的std::function
  • 将TypeInfo,改为使用boost::typeindex::type_index

简要对比loki11和loki 以factory为例说明,Loki11工厂创建抽象对象只有一个成员模板

template<class ID, class... Arg>
std::unique_ptr<AbstractProduct> CreateObject(const ID &id, Arg &&...arg)

而loki的factory有许多成员

AbstractProduct* CreateObject(const IdentifierType& id)
AbstractProduct* CreateObject(const IdentifierType& id, Parm1 p1)
AbstractProduct* CreateObject(const IdentifierType& id, Parm1 p1, Parm2 p2)
...

分别用于表示创建方法不带参数,带一个参数,带两个参数等等。可以看到借助于variadic template我们用一个模板替换了以前的n个成员函数。

Factory

Factory模板位于loki/Factory.h 声明

template<
  typename IdentifierType,
  template<typename, class>
  class FactoryErrorPolicy,
  class AbstractProduct,
  class... Param>
class Factory ;

如果你想为某一继承体系提供object factories,上述声明中的AbstractProduct 应指定为该继承体系的base class.

IdentifierType 用来标识继承体系中的某个型别。IdentifierType必须是有序型别(ordered Type),能作为std::map的key类型,常用的类型如int, std::string等

FactoryErrorPolicy用于指定错误处理的策略。

Factory实作出以下基本操作

bool Register(const IdentifierType &id, const std::function<std::unique_ptr<AbstractProduct> (Param...)>& creator)

creator 是用来创建对象的functor, 能接受参数Param...,返回类型为std::unique_ptr<AbstractProduct>。

  template<class ID, class... Arg>
  std::unique_ptr<AbstractProduct> CreateObject(const ID &id, Arg &&...arg);

以上函数查询id是否注册过,如果注册过的话,调用id对应的creator方法,参数为arg...来创建对象,返回结果。 例子:

#include <iostream>
#include <string>
#include <loki/Factory.h>


using namespace Loki;
using std::cout;
using std::endl;


////////////////////////////////////////////
// Object to create: Product
// Constructor with 0 and 2 arguments
////////////////////////////////////////////

class AbstractProduct
{
public:
  virtual int get_x() const = 0;
  virtual int get_y() const = 0;
  virtual ~AbstractProduct() = default;
};

class Product : public AbstractProduct
{
  int x = 0;
  int y = 0;

public:
  Product() = default;
  Product(int xa, int ya) : x(std::move(xa)), y(std::move(ya)) {}
  int get_x() const
  {
    return x;
  }
  int get_y() const
  {
    return y;
  }
};

///////////////////////////////////////////////////////////
// Factory for creation a Product object without parameters
///////////////////////////////////////////////////////////

typedef Factory<int, DefaultFactoryError, AbstractProduct>
  PFactoryNull;

/////////////////////////////////////////////////////////////
// Factory for creation a Product object with 2 parameters
/////////////////////////////////////////////////////////////

typedef Factory<int, DefaultFactoryError, AbstractProduct, int, int>
  PFactory;

////////////////////////////////////////////////////
// Creator functions with different names
////////////////////////////////////////////////////

std::unique_ptr<Product >createProductNull()
{
  cout << "createProductNull()" << endl;
  return std::make_unique<Product>();
}
auto createProductParm(int a, int b)
{
  cout << "createProductParm( int a, int b ) " << endl;
  return std::make_unique<Product>(a,b);
}

///////////////////////////////////////////////////
// Overloaded creator functions
///////////////////////////////////////////////////
auto createProductNullOver()
{
  cout << "createProductOver()" << endl;
  return std::make_unique<Product>();
}
auto createProductParmOver(int a, int b)
{
  cout << "createProductOver( int a, int b )" << endl;
  return std::make_unique<Product>(a,b);
}


void testFactoryNull()
{
  PFactoryNull pFactoryNull;
  bool const ok1 = pFactoryNull.Register(1, createProductNull);
  if (ok1) {
    std::unique_ptr<AbstractProduct> pObject(pFactoryNull.CreateObject(1));
    if (pObject.get()) {
      cout << "pObject->get_x() = " << pObject->get_x() << endl;
      cout << "pObject->get_y() = " << pObject->get_y() << endl;
    }
  }
}

void testFactoryBinary()
{
  PFactory pFactoryNull;
  bool const ok1 = pFactoryNull.Register(1, createProductParm);
  if (ok1) {
    std::unique_ptr<AbstractProduct> pObject(pFactoryNull.CreateObject(1, 5, 5));
    if (pObject) {
      cout << "pObject->get_x() = " << pObject->get_x() << endl;
      cout << "pObject->get_y() = " << pObject->get_y() << endl;
    }
  }
}

int main()
{
  testFactoryNull();
  testFactoryBinary();
}

输出:

  createProductNull()
  pObject->get_x() = 0
  pObject->get_y() = 0
  createProductParm( int a, int b ) 
  pObject->get_x() = 5
  pObject->get_y() = 5

visitor

visitor模式是一种设计模式,它可以在不改变数据结构的情况下,为数据结构中的元素添加新的操作。visitor模式的目的是将数据结构与数据操作分离。visitor模式的优点是增加新的操作很容易,因为增加新的操作就意味着增加一个新的visitor。

若要实作Acyclic Visitor,请使用 Basevisitor作为"strawman" base class及 visitor和visitable:

class BaseVisitor;

template<typename R, bool constparam, class... Head>
class Visitor;

template<
  typename R = void,
  bool ConstVisitable = false,
  template<typename, class> class CatchAll = DefaultCatchAll>
class BaseVisitable;

Visitor和BaseVisitable的第一个template参数分别是成员函数Visit()的返回值类型和BaseVisitable的返回值类型。第二个参数指定Visit()的参数是否为const引用。 BaseVisitable的第三个template参数是个policy,用来处理catch-all问题

从BaseVisitable派生出你的继承体系的root class,然后在这个继承体系的每一个class中使用宏DEFINE_VISITABLE()。

从Visitor<R,ConstVisitable ,Product... >中派生出你的concrete visitor classes,这里的Product是你的产品继承体系里的所有的类型,并针对继承体系中的每一个类实作出成员函数 Visit:

class VariableVisitor : public Loki::Visitor < void
  , false,Shape, Circle > {
 public:
  void Visit(Shape&) { std::cout << "void Visit(Shape&)\n"; }
  void Visit(Circle&) { std::cout << "void Visit(Circle&)\n"; }
};

例子:

#include <loki/Visitor.h>
#include <iostream>

class Shape : public Loki::BaseVisitable<>
{
 public:
  LOKI_DEFINE_VISITABLE()
};

class Circle : public Shape
{
 public:
  LOKI_DEFINE_VISITABLE()
};

class VariableVisitor : public Loki::Visitor < void
  , false,Shape, Circle > {
 public:
  void Visit(Shape&) { std::cout << "void Visit(Shape&)\n"; }
  void Visit(Circle&) { std::cout << "void Visit(Circle&)\n"; }
};

class CShape : public Loki::BaseVisitable<void,true>
{
 public:
  LOKI_DEFINE_CONST_VISITABLE()
};

class CCircle : public CShape
{
 public:
  LOKI_DEFINE_CONST_VISITABLE()
};

class CVariableVisitor : public Loki::Visitor<void,true, CShape,CCircle>
{
 public:
  void Visit(const CShape&) { std::cout << "void Visit(CShape&)\n"; }
  void Visit(const CCircle&) { std::cout << "void Visit(CCircle&)\n"; }
};

int main()
{
  VariableVisitor visitor;
  Circle           circle;
  Shape*           dyn = &circle;
  Shape           shape ;
  dyn->Accept(visitor);
  dyn = &shape;
  dyn->Accept(visitor);

  CVariableVisitor cvisitor;
  CCircle           ccircle;
  CShape*           cdyn = &ccircle;
  cdyn->Accept(cvisitor);
  CShape cshape;
  cdyn = &cshape;
  cdyn->Accept(cvisitor);
}

AbstractFactory

template<class... U>
using AbstractFactory = ...;

其中U...参数包,用来指定这个Factory将要生成的abstract products。例如

using AbstractEnemyFactory=AbstractFactory<Soldier, Monster>;

AbstractFactory提供一个名为Create()的成员函数,可以用abstract products中的一个类型来实例化,用于创建一个abstract product。例如

AbstractEnemyFactory factory;
auto soldier = factory.Create<Soldier>();
auto monster = factory.Create<Monster>();

为实现AbstractFactory所定义的接口,Loki提供了一个concreteFactory template,大致如下:

template<class AbstractFact, 
class TList = typename AbstractFact::ProductList>
  using ConcreteFactory = ...;

其中AbstractFact是将被实作出来之AbstractFactory模板的实例,如上文的AbstractEnemyFactory,TList是concrete products typelist,如mp::mp_list<SillySoldier,SillyMonster>。

例子:

#include <iostream>
#include <string>
#include <memory>
#include <loki/AbstractFactory.h>


using namespace Loki;
using std::cout;
using std::endl;

struct Soldier
{
public:
  virtual ~Soldier(){};

  virtual void print() const {
  
    cout << "Soldier\n";
  }
};

struct SillySoldier:public Soldier
{
public:
  virtual void print() const {
    cout << "SillySoldier\n";
  }
};

struct Monster
{
public:
  virtual ~Monster() =default;
  virtual void print() const = 0;
};

struct SillyMonster:public Monster
{
public:
  virtual void print() const {
    cout << "SillyMonster\n";
  }
};
using AbstractEnemyFactory=AbstractFactory<Soldier, Monster>;

using ConcreteEnemyFactory= ConcreteFactory<AbstractEnemyFactory, mp::mp_list<SillySoldier,SillyMonster>> ;
int main() {
  ConcreteEnemyFactory cef;
  AbstractEnemyFactory *pA = &cef;
  auto pS = pA->Create<Soldier>();
  std::unique_ptr<Soldier> p(pS);
  p->print();
}

CloneFactory

CloneFactory的声明如下:

template<
  class AbstractProduct,
  class ProductCreator =
    std::unique_ptr<AbstractProduct> (*)(const AbstractProduct *),
  template<typename, class>
  class FactoryErrorPolicy = DefaultFactoryError>
class CloneFactory

其中AbstractProduct是继承体系要被clone的产品的基类,

ProductCreator的角色是复制经由参数传入的对象,返回复制的对象的unique_ptr指针。

CloneFactory实作出以下基本操作:

  template<class T>
  bool Register();

T是AbstractProduct的一个derived class,这个函数将T类型的clone功能注册到CloneFactory中,以便CloneFactory可以复制T的对象。

  template<class T>
  bool Unregister();

T是AbstractProduct的一个derived class,这个函数将取消CloneFacotry相应的T类型clone功能的注册。

  std::unique_ptr<AbstractProduct> CreateObject(const AbstractProduct *model);

input参数model是一个AbstractProduct的对象,这个函数在内部map中查找model的动态型别,如果找到将复制model的动态型别,返回复制的对象的unique_ptr指针。如果没找到,将调用FactoryErrorPolicy<boost::typeindex::type_index, AbstractProduct>的OnUnknownType()函数。

例子:

#include <iostream>
#include <string>
#include <loki/Factory.h>


using namespace Loki;
using std::cout;
using std::endl;


////////////////////////////////////////////
// Object to clone: Product
////////////////////////////////////////////

class Shape
{
public:
  virtual void draw() = 0;
  virtual ~Shape() = default;
};

class Circle : public Shape
{

public:
  virtual void draw() { cout << "Circle" << endl; }
};

class Square : public Shape
{

public:
  virtual void draw() { cout << "Square" << endl; }
};

int main()
{
  using CF= CloneFactory<Shape>;
  CF cf;
  cf.Register<Square>();
  cf.Register<Circle>();
  Square s;
  auto r = cf.CreateObject(&s);
  r->draw();
  Circle c;
  auto rc = cf.CreateObject(&c);
  rc->draw();
}

SmartPtr

SmartPtr声明如下:

template<
  typename T,
  template<class> class OwnershipPolicy = RefCounted,
  template<class> class CheckingPolicy = AssertCheck,
  template<class> class StoragePolicy = DefaultSPStorage,
  template<class> class ConstnessPolicy = DontPropagateConst>
class SmartPtr;

T是SmartPtr所指类型

OwnerShipPolicy 所有权管理策略,可以是DeepCopy,RefCounted,RefCountedAtomic,RefLinked,Unique,NoCopy中的一个

CheckingPolicy检查SmartPtr默认构造,用裸指针构造和提领前检查pointee。可以是NoCheck,AssertCheck,AssertCheckStrict,RejectNullStatic,RejectNull,RejectNullStrict中的一个.

StoragePolicy 指明如何存储和访问pointee对象,可以是DefaultStorage,ArrayStorage和LockedStorage。

ConstnessPolicy指明是否传播const语义,可以是DontPropagateConst或ProgagateConst

例子:

#include <iostream>
#include <string>
#include <loki/SmartPtr.h>
#include <mutex>
#include <thread>


using namespace Loki;
using std::cout;
using std::endl;

struct Lock
{
public:
  std::mutex m_;
  int i_;
  void lock()
  {
    cout << "lock\n";
    m_.lock();
  }
  void unlock() {
    cout << "unlock\n";
    m_.unlock();
  }
  void set(int i)
  {
    i_=i;
  }
  int get() const {
    return i_;
  }
};

int main()
{
  {
    SmartPtr<int, Loki::RefCountedAtomic> s(new int(3));
    auto s2 = s;
    cout << *s << std::endl;
    cout << *s2 << std::endl;
  }
  {
    SmartPtr<int, Unique> s(new int(3));
    auto s2 = std::move(s);
    cout << *s2 << std::endl;
    if (!s) {
      cout << "source moved!" << std::endl;
    }
  }
  {
    SmartPtr<int, NoCopy> s(new int(3));
    if (!s) {
      cout << "source moved!" << std::endl;
    }
  }
  {
    SmartPtr<int, DeepCopy> s(new int(3));
    auto b(s);
    if (b) {
      cout << "source copyed!" << *b << std::endl;
    }
  }
  {
    struct B
    {
      virtual B *Clone() const = 0;
      virtual ~B() = default;
    };
    struct D : B
    {
      virtual D *Clone() const
      {
        cout << "cloned\n";
        return new D(*this);
      }
    };
    SmartPtr<B, DeepCopy> s(new D);
    auto d(s);
  }
  {
    struct B
    {
      B()
      {
        cout << "B()\n";
      }
      ~B()
      {
        cout << "~B()\n";
      }
      B(const B &)
      {
        cout << "B(const B)\n";
      }
      B &operator=(const B &)
      {
        cout << "B(const B)\n";
        return *this;
      }
    };
    SmartPtr<B, RefLinked> s(new B);
    {

      cout << "==B==\n";
      auto d(s);
    }
    cout << "==C==\n";
  }
  {
    SmartPtr<int, RefLinked, AssertCheck> s(nullptr);
    {
    }
  }
  {
    SmartPtr<int, RefLinked, AssertCheck, ArrayStorage> s(new int[3]{1,2,3});
    cout << "array"<<s[2] << endl;
  }
  {
    SmartPtr<Lock, RefLinked, AssertCheck, LockedStorage> s(new Lock );
    cout << "before deref\n";
    s->i_=3;
    cout << "after deref\n";
  }
  {
    const SmartPtr<int, RefLinked, AssertCheck,DefaultSPStorage> s(new int{1});
    cout << "DontPropagateConst"<<*s << endl;
    *s=4;
  }
  {
    const SmartPtr<int, RefLinked, AssertCheck,DefaultSPStorage,PropagateConst> s(new int{1});
    cout << "PropagateConst"<<*s << endl;
    cout<<*s<<endl;
  }
  {
    SmartPtr<int, RefLinked, AssertCheck,DefaultSPStorage> s(new int{1});
    SmartPtr<int, RefLinked, AssertCheck,DefaultSPStorage> sb(new int{1});
    cout << "DontPropagateConst"<<(s==sb) << endl;
    cout << "DontPropagateConst"<<(s<sb) << endl;
  }
  {
    SmartPtr<int, RefLinked, AssertCheck,DefaultSPStorage> s(new int{1});
    SmartPtr<int, RefLinked, AssertCheck,DefaultSPStorage> sb(new int{1});
    cout << "DontPropagateConst"<<(!s) << endl;
    cout << "DontPropagateConst"<<GetPointer(s) << endl;
  }
}

MultiMethod

StaticDispatcher使用

template<
  class Executor,
  class OriginTypesLhs,
  class OriginTypesRhs = OriginTypesLhs,
  bool symmetric = false,
  typename ResultType = void>
class StaticDispatcher;

OriginTypesLhs是Executor中仿函数左侧的参数的继承体系中的所有类,OriginTypesRhs是右侧的所有类,symmetric指明是否交换参数,这样Executor可以在左右继承体系一样时不必要实现所有组合。

FnDispatcher用于添加函数指针,BaseLhs是左侧参数的基类,BaseRhs是右侧参数的基类

template<class BaseLhs,
 class BaseRhs = BaseLhs, typename ResultType = void,
 class CastingPolicy = DynamicCaster,
 template<class, class, class, class> class DispatcherBackend = BasicDispatcher>
class FnDispatcher;

FunctorDispatcher用于添加仿函数或函数指针,BaseLhs是左侧参数的基类,BaseRhs是右侧参数的基类

template<class BaseLhs, 
    class BaseRhs = BaseLhs,
    typename ResultType = void,
    class CastingPolicy = DynamicCaster, template<class, class, class, class> class DispatcherBackend = BasicDispatcher>
class FunctorDispatcher;

例子:

#include <iostream>
#include <string>
#include <loki/MultiMethods.h>
struct First
{
  virtual ~First() = default;
};
struct Second : public First
{
};
struct Snd : public First
{
};
struct Executor
{
  void operator()(First, First) const
  {
    std::cout << "first first";
    std::cout << std::endl;
  }
  void operator()(Second, First) const
  {
    std::cout << "Second first";
    std::cout << std::endl;
  }
  void operator()(Second, Second) const
  {
    std::cout << "Second second";
    std::cout << std::endl;
  }
  void operator()(Snd, First) const
  {
    std::cout << "Snd first";
    std::cout << std::endl;
  }
  void operator()(Snd, Second) const
  {
    std::cout << "Snd second";
    std::cout << std::endl;
  }
  void operator()(Snd, Snd) const
  {
    std::cout << "Snd snd";
    std::cout << std::endl;
  }
  void OnError(First, First) const
  {
    std::cout << " On error";
    std::cout << std::endl;
  }
};
void firstfirst(First &, First &)
{
  std::cout << "first first";
  std::cout << std::endl;
}
void firstsecond(First &, Second &)
{
  std::cout << "first second";
  std::cout << std::endl;
}
void secondfirst(Second &, First &)
{
  std::cout << "Second first";
  std::cout << std::endl;
}
void secondsecond(Second &, Second &)
{
  std::cout << "Second second";
  std::cout << std::endl;
}
namespace mp = boost::mp11;
int main()
{
  {
    Loki::StaticDispatcher<Executor, mp::mp_list<First, Second, Snd>, mp::mp_list<First, Second, Snd>,true> dis;
    Executor e;
    First f;
    Second s;
    Snd snd;
    dis.invoke(e, f, f);
    dis.invoke(e, s, f);
    dis.invoke(e, snd, f);
    dis.invoke(e, f, s);
    dis.invoke(e, s, s);
    dis.invoke(e, snd, s);
    dis.invoke(e, f, snd);
    dis.invoke(e, s, snd);
    dis.invoke(e, snd, snd);
  }
  {
    First f;
    Second s;
      std::cout << "start FnDispatcher\n";
    Loki::FnDispatcher<First> dis;
    dis.Add<true,&firstsecond>();
    dis(f, s);
    dis(s, f);
      std::cout << "end FnDispatcher\n";
  }
  {
    auto firstfirst = [](First &, First &) {
      std::cout << "first first";
      std::cout << std::endl;
    };
    auto firstsecond = [](First &, Second &) {
      std::cout << "first second";
      std::cout << std::endl;
    };
    Loki::FunctorDispatcher<First> func;
    func.Add(firstfirst);
    func.Add<true>(firstsecond);
    func.Add(&secondsecond);
    First f;
    Second s;
    func(f,f);
    func(f,s);
    func(s,f);
    func(s,s);
  }
}

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loki lib update to c++11

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