Re: Factories, handles, and handle wrappers

From:
Michael Mol <mikemol@gmail.com>
Newsgroups:
comp.lang.c++,comp.lang.c++.moderated
Date:
Fri, 18 Dec 2009 02:03:57 CST
Message-ID:
<3a4397c6-c7bf-47d0-9671-f0d0b3254b9c@v25g2000yqk.googlegroups.com>
{ Note: It looks like some part of the discussion had been cut off from
  clc++m and now is being brought back here. -mod }

On Dec 17, 2:53 pm, Maxim Yegorushkin <maxim.yegorush...@gmail.com>
wrote:

On 16/12/09 23:30, Michael Mol wrote:

On Dec 16, 4:50 pm, Maxim Yegorushkin<maxim.yegorush...@gmail.com>
wrote:

On 16/12/09 13:50, Michael Mol wrote:

In other words, you've got:

1) A factory that creates objects.
2) Those objects implement an interface, which is currently belongs to
factory class.
3) You'd also like for the factory to check whether the object reference
is valid.


The code exists, and it's been in the field for over a year. What I'd
*like* is an abstracted pass-through to work with existing code.

You can refactor this to simply things.

1) Extract object interface from the factory.

    struct SomeObject {
        // former SomeFactory::OperateOnObject
        virtual ERRCODE Operate(int someArgument) = 0;
        virtual ~SomeObject() = 0;
    };

Using such object now does not require a factory object, i.e. you can
call Operare() directly on the object.


Which is the type of apparent behavior I'd like. However, the factory
object can't be removed entirely, as it also manages the relationship
of object instances to each other and the system resources they happen
to extract. (A bit of internal behavior I hoped wasn't necessary to
describe in order to ask about intuitive of dereferencing syntax.)

2) Make factory return smart-pointers to SomeObject. The objects it
creates implement SomeObject interface.

    typedef boost::shared_ptr<SomeObject> SomeObjectPtr;

    class SomeFactory {
    public:
         SomeObjectPtr createSomeObject();
         ...
    };

Now the factory function returns a smart-pointer. This smart-pointer
takes care of destroying the object when it is no longer used. No manual
object destruction required.


The object represents an abstraction of a system resource, and there
are a lot of operating factors that weigh in on when it's appropriate
to free that system resource. It normally doesn't happen during the
weeks-long run of an application, though it does on occasion.

3) Using a smart-pointer makes the possibility of using an already
destroyed object highly unlikely. Checking whether the object reference
is valid may be not necessary any more.

New usage:

    SomeFactory factory;

    // later in some function or scope
    {
      SomeObjectPtr object = factory.createSomeObject();
      object->Operate(123);
    } // now object goes out of scope and gets destroyed automatically

This looks to be simpler and more intuitive, isn't it?


Because of the pervasive and high-traffic use of the subsystem
OBJHANDLE is part of, and because of the nature of the application,
"highly unlikely" is inevitability, and minimizing risk while meeting
the client's feature desires close to their scheduling desires is the
order of the day. Given the choice between such a large-scale
refactoring and dealing with a new formulation of the code or staying
with a tedious syntax, I'd stay with the tedious syntax.

I understand what you're saying, and for new code design, that would
be fine. However, the current code exists, has been fielded for over a
year, is a core and frequently-trafficked component where that traffic
is fairly sensitive--and it's stable.

That's why my original fielded question laid out two options; Either
can be implemented with few risks to stability, and I was looking for
a discussion regarding of wrapping a handle such that it may be
operated with a more terse syntax.


I see now.

One possible improvement is to wrap the object handle and a reference to
a factory in a class, so that its instances can be used as standalone
objects in the new code that can take advantage of the scoped resource
management. This can well be the interface shown above.

This way you could have two interfaces to the component -- the existing
interface and the new one. This allows to gradually evolve to using the
new interface without breaking the existing code.

The key goal here is to take advantage of RAII / scoped resource
management. Otherwise you may well be better off using plain C.


If taking advantage of RAII would be beneficial in this case, I'd
definitely look at that. As it is, these particular resources are
usually allocated on application initialization, freed and reallocated
during a runtime system-wide reconfiguration (if such an event
occurs), and are normally release on application shutdown. The
individual instances are continually used during the application's run
(with the exception of during that reconfiguration event).

Even without the runtime configuration, scoped awareness for the
object that OBJHANDLE provides access to isn't beneficial, because the
scope in question would be main()...which is already hidden due to
other frameworks in play.

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