Выбрать главу

To create any function that is overridden, such as draw( ), erase( ), or test( ), you must proxy all calls to the s pointer in the base class implementation, as shown earlier. This is because, when the call is made, the call to the envelope’s member function will resolve as being to Shape, and not to a derived type of Shape. Only when you make the proxy call to s will the virtual behavior take place. In main( ), you can see that everything works correctly, even when calls are made inside constructors and destructors.

Destructor operation

The activities of destruction in this scheme are also tricky. To understand, let’s verbally walk through what happens when you call delete for a pointer to a Shape object—specifically, a Square—created on the heap. (This is more complicated than an object created on the stack.) This will be a delete through the polymorphic interface, as in the statement delete shapes[i] in main( ).

The type of the pointer shapes[i] is of the base class Shape, so the compiler makes the call through Shape. Normally, you might say that it’s a virtual call, so Square’s destructor will be called. But with the virtual constructor scheme, the compiler is creating actual Shape objects, even though the constructor initializes the letter pointer to a specific type of Shape. The virtual mechanism is used, but the VPTR inside the Shape object is Shape’s VPTR, not Square’s. This resolves to Shape’s destructor, which calls delete for the letter pointer s, which actually points to a Square object. This is again a virtual call, but this time it resolves to Square’s destructor.

With a destructor, however, C++ guarantees, via the compiler, that all destructors in the hierarchy are called. Square’s destructor is called first, followed by any intermediate destructors, in order, until finally the base-class destructor is called. This base-class destructor has code that says delete s. When this destructor was called originally, it was for the "envelope" s, but now it’s for the "letter" s, which is there because the "letter" was inherited from the "envelope," and not because it contains anything. So this call to delete should do nothing.

The solution to the problem is to make the "letter" s pointer zero. Then when the "letter" base-class destructor is called, you get delete 0, which by definition does nothing. Because the default constructor is protected, it will be called only during the construction of a "letter," so that’s the only situation in which s is set to zero.

Your most common tool for hiding construction will probably be ordinary Factory Methods rather than the more complex approaches. The idea of adding new types with minimal effect on the rest of the system will be further explored later in this chapter.

Observer

The Observer pattern solves a fairly common problem: what if a group of objects needs to update themselves when some other object changes state? This can be seen in the "model-view" aspect of Smalltalk’s MVC (model-view-controller) or the almost-equivalent "Document-View Architecture." Suppose that you have some data (the "document") and more than one view, say a plot and a textual view. When you change the data, the two views must know to update themselves, and that’s what the observer facilitates.

Two types of objects are used to implement the observer pattern in the following code. The Observable class keeps track of everybody who wants to be informed when a change happens. The Observable class calls the notifyObservers( ) member function for each observer on the list. The notifyObservers( ) member function is part of the base class Observable.

There are actually two "things that change" in the observer pattern: the quantity of observing objects and the way an update occurs. That is, the observer pattern allows you to modify both of these without affecting the surrounding code.

You can implement the observer pattern in a number of ways, but the code shown here will create a framework from which you can build your own observer code, following the example. First, this interface describes what an observer looks like:

//: C10:Observer.h

// The Observer interface

#ifndef OBSERVER_H

#define OBSERVER_H

class Observable;

class Argument {};

class Observer {

public:

  // Called by the observed object, whenever

  // the observed object is changed:

  virtual void

  update(Observable* o, Argument * arg) = 0;

};

#endif // OBSERVER_H ///:~

Since Observer interacts with Observable in this approach, Observable must be declared first. In addition, the Argument class is empty and only acts as a base class for any type of argument you want to pass during an update. If you want, you can simply pass the extra argument as a void*. You’ll have to downcast in either case.

The Observer type is an "interface" class that only has one member function, update( ). This function is called by the object that’s being observed, when that object decides it’s time to update all its observers. The arguments are optional; you could have an update( ) with no arguments, and that would still fit the observer pattern. However this is more general—it allows the observed object to pass the object that caused the update (since an Observer may be registered with more than one observed object) and any extra information if that’s helpful, rather than forcing the Observer object to hunt around to see who is updating and to fetch any other information it needs.

The "observed object" will be of type Observable:

//: C10:Observable.h

// The Observable class

#ifndef OBSERVABLE_H

#define OBSERVABLE_H

#include "Observer.h"

#include <set>

class Observable {