A Generic Factory in C++
Factories are classes that make other classes. They are useful together with interfaces -- abstract classes which specify functionality that is implemented somewhere else.
As opposed to including a header file for each implementation (which can take quite a while to compile), factories can be used to separate implementations into different object files, and add/remove functionality simply by adding/removing objects at link time.
Here is what I want:
- An abstract (interface) class with a set of virtual functions
- A simple way to register and create derived classes which implement this interface.
- Code separation: I want to be able to put the implementation classes into a separate object file, and not require including any of their headers to use them (the interface header should be enough).
The full code is here: https://gist.github.com/pkrusche/5501253.
How to do it #
Make an interface:
class interface {
public:
virtual ~interface() {}
virtual void do_something(...) = 0;
};
typedef boost::shared_ptr<interface> Pinterface;
Make a factory and a generic factory:
/** factory interface */
class factory {
public:
virtual Pinterface make_me() = 0;
};
typedef boost::shared_ptr<factory> Pfactory;
/** generic factory */
template <class _s>
class generic_factory : public factory {
public:
virtual Pinterface make_me() {
Pinterface p(new _s());
return p;
}
};
Make a factory interface (static functions or separate class):
/** make one. */
static Pinterface create(const char * name);
/** register a factory with a given name */
static void register_me(const char * name, Pfactory fac);
...and a class to create this factory statically:
template <class _s>
class register_factory {
public:
register_factory(const char * name) {
Pfactory pf (new generic_factory<_s>);
register_me(name, pf);
}
#define REGISTER_INTERFACE(name, type) \
namespace { \
static register_factory<type> fac(name); \
};
};
When implementing, include interface.h
in a separate cpp file. Subclass and call REGISTER_INTERFACE
.
#include "interface.h"
#include <iostream>
class interface_impl_1 : public interface {
public:
interface_impl_1() {}
virtual ~interface_impl_1() {}
virtual void do_something() {
std::cout << "Hi there, I am implementation number 1." << std::endl;
}
};
REGISTER_INTERFACE("impl1", interface_impl_1);
We could also use the class name directly in the macro using stringification.
#define REGISTER_INTERFACE(type) \
namespace { \
static register_factory<type> fac(#type); \
};
So, what have we achieved? #
- We can use the interface class without including headers for any of its implementations.
- All implementations can live inside their own object file.
- All implementations can be compiled separately.
UPDATE: Added this: (02/05/2013).
There is one small issue remaining:
The above code runs into trouble when the implementations go into a static library (rather than just linking object files). Then, a smart linker will optimise away the static registration objects. One way to address this is shown here:
http://stackoverflow.com/questions/599035/force-visual-studio-to-link-all-symbols-in-a-lib-file
In there, two macros are defined to create references which force the linker to include stuff:
#define FORCE_LINK_THIS(x) int force_link_##x = 0;
#define FORCE_LINK_THAT(x) { extern int force_link_##x; force_link_##x = 1; }
This way, linking can be made to work by means of making an initialisation function (called at program startup) which calls all the FORCE_LINK_THAT
's, and inserting FORCE_LINK_THIS
into REGISTER_INTERFACE
.
This is not ideal, but still much faster than including full headers for each class which implements the interface (one more function and one more object).