This is rather long but I will try to be as clear as I can.
I have an interface, lets call it IFoo
class IFoo
{
public:
virtual void reset(const Bar* bar) = 0;
virtual int calculate(int i) const = 0;
};
a basic implementation
class FooBasic : public IFoo
{
private:
int _value;
public:
FooBasic(int value) : _value(value) {}
virtual void reset(const Bar* bar) override {}
virtual int calculate(int i) const override { return _value; }
};
and I have a base decorator for the interface
class FooDecorator : public IFoo
{
protected:
IFoo* _foo;
public:
FooDecorator(IFoo* foo) : _foo(foo) {}
virtual void reset(const Bar* bar) override { _foo->reset(bar); }
virtual int calculate(int i) const override { return _foo->calculate(i); }
};
and I have a tonne of implementations of the decorator which take pretty much the same form
class FooInt : public FooDecorator
{
private:
int _y;
int _z;
public:
FooInt(IFoo* foo) : FooDecorator(foo), _y(0), _z(0) {}
virtual void reset(const Bar* bar) override
{
_foo->reset(bar);
_y = bar->expensiveIntFunction(15);
_z = bar->expensiveIntFunction(10);
}
virtual int calculate(int i) const override { return _y*_foo->calculate(i) + _z; }
};
class FooIntStar : public FooDecorator
{
private:
const int* _z;
public:
FooIntStar(IFoo* foo) : FooDecorator(foo), _z(nullptr) {}
virtual void reset(const Bar* bar) override
{
_foo->reset(bar);
_z = bar->expensiveIntStarFunction();
}
virtual int calculate(int i) const override { return _foo->calculate(i)*_z[i]; }
};
The idea here is that clients of the IFoo
interface will first call the reset()
method passing in their Bar
object. Then they will call the calculate()
method millions of times with different integer parameters. The IFoo
implementations will on the call to reset()
extract some information from the Bar
object and use it to set some internal members which they will then use to decorate the result from the underlying IFoo
object. What they extract from the bar object depends on the implementation and could be different types/values.
This all works OK as long as there is a single client using the IFoo
implementation. I am now trying to introduce some threading where I have different clients using the IFoo
implementations concurrently. Each client has its own Bar
object but I would like them to use the same instances of the IFoo
objects (if possible). In the current state this will not work because the call to reset()
sets member variables i.e. the reset()
method is not const
.
My plan it to create a workspace object which then gets passed around. Each client will own its own instance of the workspace to avoid conflict when several clients use the same object. On the call to reset, the IFoo
implementations will set the temporary data in the workspace and not use internal members. However, since the type of data required for the different implementations is different it is tricky designing this workspace in advance.
One idea I have come up with is to make this workspace abstract and have the implementations extend it. So I'm thinking of changing the interface to
// Totally undefined object
struct IFooWorkspace
{
virtual ~IFooWorkspace(){}
};
class IFoo
{
public:
virtual IFooWorkspace* createWorkspace() const = 0;
virtual void reset(IFooWorkspace* workspace, const Bar* bar) const = 0;
virtual int calculate(IFooWorkspace* workspace, int i) const = 0;
};
and for instance the FooInt
implementation
class FooInt : public FooDecorator
{
private:
// Struct definition instead of member variables
struct WorkSpace : IFooWorkspace
{
WorkSpace() : _y(0), _z(0), _ws(nullptr) {}
virtual ~WorkSpace(){ delete _ws; }
int _y;
int _z;
IFooWorkspace* _ws;
};
public:
FooInt(IFoo* foo) : FooDecorator(foo), _y(0), _z(0) {}
virtual IFooWorkspace* createWorkspace() const override
{
WorkSpace* ws = new WorkSpace;
ws->_ws = _foo->createWorkspace();
return ws;
}
virtual void reset(IFooWorkspace* workspace, const Bar* bar) const override
{
WorkSpace& ws = dynamic_cast<WorkSpace&>(*workspace);
ws._y = bar->expensiveIntFunction(15);
ws._z = bar->expensiveIntFunction(10);
_foo->reset(ws._ws, bar);
}
virtual int calculate(IFooWorkspace* workspace, int i) const override
{
const WorkSpace& ws = dynamic_cast<WorkSpace&>(*workspace);
return ws._y*_foo->calculate(ws._ws, i) + ws._z;
}
};
So the new plan is that clients will call createWorkspace()
first and own the IFooWorkspace
object returned. Then subsequent calls to reset()
and calculate()
should pass this workspace.
My problem is that it all looks rather convoluted and I'm not sure about the dynamic_cast
in terms of safety and performance. So the question is: is there a simpler, cleaner way to achieve thread safety here? Ideally I would like to avoid creating new instances for the IFoo objects.
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