* macracan:
> It has been discussed before, but I still can't find a solution and I
> have a need. So here goes:
>
> The problem:
> I'm writing a something to handle messages from XWindows. The idea is
> to have virtual handlers for different
> kind of messages. But XWindows has a feature thereby you have to
> subscribe to messages you're interested in.
> I was thinking of providing empty handlers by default, and overwrite
> them in derived classes. And I would need
> to automatically detect which virtual fcts are overwritten, so I can
> tell XWindows to which message I wish to subscribe.
> Somewhat like so:
> struct WindowSink
> {
> // ...
> // default empty handlers
> virtual void Move(int x, int y){}
> virtual void Draw(){}
> };
> //...
> struct MyWindowSink : public WindowSink
> {
> // overwrite Draw only
> void Draw(){ /*some different behavior*/}
> };
> void Subscribe(WindowSink &sink)
> {
> static WindowSink sinkref; // some reference to compare with
> long mask = 0;
> // figure out which messages to subscribe to
> if (&sinkref.Move != &sink.Move) mask |= 1;
> if (&sinkref.Draw != &sink.Draw) mask |= 2;
>
> // subscribe to messages based on mask
> XSelectInput(/* some other params */, mask);
> }
> int main()
> {
> MyWindodwSink sink;
> //...
> Enable(sink);
> // ...
> return 0;
> }
>
> Now as the group already knows, the lines
> if (&sinkref.Move != &sink.Move) mask |= 1;
> if (&sinkref.Draw != &sink.Draw) mask |= 2;
> are not valid C++ code anymore.
> Is there any way I can write it?
>
> BTW, I've looked into rtti (didn't find solution), and low level non-
> portable magic (got lost and gave up).
> I haven't thought it through completely, but am quite sure I can solve
> the problem if I use something other then
> virtual functions. I could use functionoids (hope I got the right word
> here) or could emulate the virtual fct mechanism completely under my
> control. The first alternative is not as elegant as using virt
> functions (and lacks from data members being inaccessible inside
> functionoids), while the second is downright ugly.
In order to land on a good solution you have to consider also dispatch
to the event handler functions, and extensibility, i.e. adding new ones.
And that general problem is quite complex.
I remember having a long discussion with Andrei Alexandrescu over in
comp.lang.c++.moderated about this. Andrei maintained that this problem
showed the need for language support for post-constructors in C++, I
maintained that it did not, but then, the concrete problem wasn't
explained until well into the debate where I'd already made my stand.
Anyways, the solution sketch below uses the idea of post-construction:
<code>
#include <cstddef>
#include <map>
#include <memory>
#include <iostream>
#include <ostream>
void say( char const s[] ) { std::cout << s << std::endl; }
namespace windowEvent
{
struct Data { long id; Data( long x ): id( x ) {} };
class Dispatcher
{
public:
virtual void dispatch( Data const& ) = 0;
};
class Handler;
};
class WithFinalInit
{
template< typename T> friend
std::auto_ptr<T> fullyInitialized( std::auto_ptr<T> );
public:
struct Obscurity {};
static void* operator new( std::size_t size, Obscurity const& )
{
return :

perator new( size );
}
static void operator delete( void* p, Obscurity const& )
{
:

perator delete( p );
}
virtual ~WithFinalInit() {}
private:
virtual void doFinalInit() = 0;
};
template< typename T >
std::auto_ptr<T> fullyInitialized( std::auto_ptr<T> p )
{
static_cast<WithFinalInit*>( p.get() )->doFinalInit();
return p;
}
#define NEW_WINDOW( type, args ) \
fullyInitialized( std::auto_ptr<type>( \
new((WithFinalInit::Obscurity())) type args ) \
)
class WindowWithEvents
: public WithFinalInit
, protected windowEvent:

ispatcher
{
friend class windowEvent::Handler;
friend class Window;
private:
typedef std::map<long, windowEvent:

ispatcher*> EventMap;
EventMap myEvents;
void addEventHandler( long id, windowEvent:

ispatcher& handler )
{
say( "Adding event handler" );
myEvents[id] = &handler;
}
virtual void dispatch( windowEvent:

ata const& eventData )
{
EventMap::const_iterator const it = myEvents.find( eventData.id );
if( it != myEvents.end() )
{
windowEvent:

ispatcher* const handler = it->second;
handler->dispatch( eventData );
}
}
virtual void doFinalInit()
{
long mask = 0;
for(
EventMap::const_iterator it = myEvents.begin();
it != myEvents.end();
++it
)
{
mask |= it->first;
}
say( "XSelect()" );
//XSelectInput(/* some other params */, mask);
}
WindowWithEvents()
{ say( "WindowWithEvents::<init>() finished" ); }
public:
virtual ~WindowWithEvents() {}
};
class Window: public WindowWithEvents
{
// Note: this class is necessary even without any member functions.
public:
void testDispatch( long id ) { dispatch( id ); }
};
namespace windowEvent
{
class Handler: public Dispatcher
{
protected:
Handler( WindowWithEvents& w, long id )
{
w.addEventHandler( id, *this );
say( "Handler::<init>() finished" );
}
};
class Move: public Handler
{
protected:
virtual void dispatch( Data const& eventData )
{
onMove( 123, 456 );
}
public:
Move( WindowWithEvents* w ): Handler( *w, 1 )
{ say( "Move::<init>() finished" ); }
virtual void onMove( int x, int y ) = 0;
};
class Draw: public Handler
{
protected:
virtual void dispatch( Data const& eventData )
{
onDraw();
}
public:
Draw( WindowWithEvents* w ): Handler( *w, 2 )
{ say( "Draw::<init>() finished" ); }
virtual void onDraw() = 0;
};
} // namespace windowEvent
//------------------------ Client code:
struct MyWindow
: Window
, windowEvent::Move
, windowEvent:

raw
{
protected:
virtual void onMove( int x, int y ) { say( "Moving" ); }
virtual void onDraw() { say( "Drawing" ); }
public:
MyWindow()
: windowEvent::Move( this )
, windowEvent:

raw( this )
{ say( "MyWindow::<init>() finished" ); }
~MyWindow() { say( "MyWindow::<destroy>()" ); }
};
int main()
{
std::auto_ptr<MyWindow> w = NEW_WINDOW( MyWindow,() );
w->testDispatch( 1 );
w->testDispatch( 2 );
}
</code>
<output>
WindowWithEvents::<init>() finished
Adding event handler
Handler::<init>() finished
Move::<init>() finished
Adding event handler
Handler::<init>() finished
Draw::<init>() finished
MyWindow::<init>() finished
XSelect()
Moving
Drawing
MyWindow::<destroy>()
</output>
It's an interesting question whether this program exhibits formally
Undefined Behavior.
Disclaimer: only tested with one (old) compiler.
Cheers, and hth.,
- Alf
--
A: Because it messes up the order in which people normally read text.
Q: Why is it such a bad thing?
A: Top-posting.
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