pointers and references to automatic variables :( how to do a good builder pattern implementation?

From:
Diego Martins <jose.diego@gmail.com>
Newsgroups:
comp.lang.c++.moderated
Date:
Wed, 30 Jul 2008 14:51:41 CST
Message-ID:
<614768c6-185d-42c1-891b-0bcaee8edabd@c58g2000hsc.googlegroups.com>
sorry for the long subject, but I didnt know how to summarize the
problem

as you know, a C++ programmer has to avoid the classical "returing a
pointer or reference to local storage":

MyClass & bad()
{
MyClass result = some computation;
return result;
}

a good code review can get rid of that, but my problem is more subtle.
here is an example:

void whatever()
{
    MyInterface * blah;
    MyDerived1 a;
    MyDerived2 b;
    if( some computation ) {
       blah = &a;
    } else {
       other computation
       blah = &b;
    }

    blah->execute();
}

that was a horrible piece of code, but valid and correct. the sad part
is I?ve seen a similar code with a slight modification:

void whateverUB()
{
    MyInterface * blah;
    if( some computation ) {
       MyDerived1 a(parameters depending of computation);
       blah = &a;
    } else {
       other computation
       MyDerived2 b(other parameters depending of other computation);
       blah = &b;
    }

    blah->execute();
}

I hate those silent bugs. these devils make the code work on many
tests and fail right in the front of client :(

a question is, should I have to switch to free store, instead of using
automatic storage? (remember first example works fine with automatic
storage)

but all of this was an introduction to the real problem: implementing
a class following the builder design pattern

a code example will show more than 1000 words:

void illonaStaller()
{
     MovieBuilder movie(xxx);

     Actor peterNorth;
     Actress moanaPozzi;
     if( some computation ) {
        movie.putInScene(peterNorth);
     } else {
        other computation
        movie.putInScene(moanaPozzi);
     }
     ...
     movie.build(couchScene);
}

this code will not have problems since all objects are in the same
scope, but if the build uses lazy evaluation (MovieBuilder::putInScene
could just store pointers to the parameters to be evaluated only by
MovieBuilder::build), we will run into the same problems presented on
the second example

so, what is a good builder implementation?

1) using references/pointers and trust the client code?
2) always copy the parameters (and pay the cost of copying huge
objects... non-copyables will be denied)
3) switch to freestore (we have to control ownership... perhaps using
auto_ptr or shared_ptr as parameters should help)

I have more comments about that, but I think I am too biased and I am
sure your thoughts will help me to achieve a good balance of choices

Diego
HP

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