I'm having trouble finding best practice information about what I believe should be a fairly common problem pattern.
I will start with a specific (software update related) example, because it makes the discussion more concrete, but the issue should be fairly generic.
Say that I have a software updater interface:
class Software_updater {
virtual ~Software_updater() = default;
virtual void action1(const Input1& input1) = 0;
virtual void action2() = 0;
virtual bool action3(const Input2& input2) = 0;
virtual Data1 info1() = 0;
virtual Data2 info2() = 0;
// etc.
};
For my first implementation A, I am lucky, everything is straightforward.
class A_software_updater : public Software_updater {
// ...
};
A B_software_updater, however, is more complicated. Like in the A-case, it is connected to the target to update in a non-trivial manner and maintains a target connection state. But more importantly, it can update two images: the application image, and the boot loader image.
Liking what I have so far, I see no real reason to go for a refactoring, so I assume I can just build upon it. I come up with the following solution:
class B_software_updater {
public:
Software_updater& application_updater() { return application_updater_; }
Software_updater& boot_loader_updater() { return boot_loader_updater_; }
private:
class Application_updater : public Software_updater {
// ...
} application_updater_;
class Boot_loader_updater : public Software_updater {
// ...
} boot_loader_updater_;
};
I.e. I am returning non-const references to "interfaces to" member variables. Note that they cannot be const, since they mute state.
I think it is a clean solution, but I would be happy to get some confirmation.
In fact, I have recently faced the issue of having to optionally provide an interface in a class, based on compile-time selection of a feature, and I believe the pattern above is a solution for that problem too:
class Optional_interface {
virtual ~Optional_interface() = default;
virtual void action1(const Input1& input1) = 0;
virtual void action2() = 0;
virtual bool action3(const Input2& input2) = 0;
virtual Data1 info1() = 0;
virtual Data2 info2() = 0;
// etc.
};
class A_implementation {
public:
#ifdef OPTIONAL_FEATURE
Optional_interface& optional_interface() { return optional_implementation_; }
#endif
// ...
private:
#ifdef OPTIONAL_FEATURE
class Optional_implementation : public Optional_interface {
// ...
} optional_implementation_;
#endif
// ...
};
I could not find a simple (as in: not unnecessarily complicated template-based) and clean way to express a compile-time optional inheritance at the A_implementation-level. Can you?
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