I have a data structure : pool of values. (not pool of pointers)
When I called create(), it will return Handle.
Everything is good so far.
template<class T> class Pool{
std::vector<T> v; //store by value
Handle<T> create(){ .... }
}
template<class T> class Handle{
Pool<T>* pool_; //pointer back to container
int pool_index_; //where I am in the container
T* operator->() {
return pool_->v.at(pool_index_); //i.e. "pool[index]"
}
void destroy(){
pool_-> ... destroy(this) .... mark "pool_index_" as unused, etc ....
}
}
Now I want Handle<> to support polymorphism.
Many experts have kindly advised me to use weak_ptr, but I still have been left in blank for a week, don't know how to do it.
The major parts that I stuck are :-
Should create() return weak_ptr, not Handle? .... or should Handle encapsulate weak_ptr?
If create() return weak_ptr for user's program, ... how weak_ptr would know pool_index_? It doesn't have such field.
If the user cast weak_ptr/Handle to a parent class pointer as followed, there are many issues :-
e.g.
class B{}
class C : public B { ......
}
....
{
Pool<C> cs;
Handle<C> cPtr=cs.create();
Handle<B> bPtr=cPtr; // casting ;expected to be valid,
// ... but how? (weak_ptr may solve it)
bPtr->destroy() ; // aPtr will invoke Pool<B>::destroy which is wrong!
// Pool<C>::destroy is the correct one
bPtr.operator->() ; // face the same problem as above
}
Here are similar questions, but none are close enough.
C++ object-pool that provides items as smart-pointers that are returned to pool upon deletion
C++11 memory pool design pattern?
weak_ptr
A std::weak_ptr
is always associated with a std::shared_ptr
. To use weak_ptr
you would have to manage your objects with shared_ptr
. This would mean ownership of your objects can be shared: Anybody can construct a shared_ptr
from a weak_ptr
and store it somewhere. The pointed-to object will only get deleted when all shared_ptr
's are destroyed. The Pool
will lose direct control over object deallocation and thus cannot support a public destroy()
function.
With shared ownership things can get really messy.
This is one reason why std::unique_ptr
often is a better alternative for object lifetime management (sadly it doesn't work with weak_ptr
). Your Handle::destroy()
function also implies that this is not what you want and that the Pool
alone should handle the lifetime of its objects.
However, shared_ptr
/weak_ptr
are designed for multi-threaded applications. In a single-threaded environment you can get weak_ptr
-like functionality (check for valid targets and avoid dangling pointers) without using weak_ptr
at all:
template<class T> class Pool {
bool isAlive(int index) const { ... }
}
template<class T> class Handle {
explicit operator bool() const { return pool_->isAlive(pool_index_); }
}
Consider this scenario in a multi-threaded program:
void doSomething(std::weak_ptr<Obj> weak) {
std::shared_ptr<Obj> shared = weak.lock();
if(shared) {
// Another thread might destroy the object right here
// if we didn't have our own shared_ptr<Obj>
shared->doIt(); // And this would crash
}
}
In the above case, we have to make sure that the pointed-to object is still accessible after the if()
. We therefore construct a shared_ptr
that will keep it alive - no matter what.
In a single-threaded program you don't have to worry about that:
void doSomething(Handle<Obj> handle) {
if(handle) {
// No other threads can interfere
handle->doIt();
}
}
You still have to be careful when dereferencing the handle multiple times. Example:
void doDamage(Handle<GameUnit> source, Handle<GameUnit> target) {
if(source && target) {
source->invokeAction(target);
// What if 'target' reflects some damage back and kills 'source'?
source->payMana(); // Segfault
}
}
But with another if(source)
you can now easily check if the handle is still valid!
So, the template argument T
as in Handle<T>
doesn't necessarily match the type of the pool. Maybe you could resolve this with template magic. I can only come up with a solution that uses dynamic dispatch (virtual method calls):
struct PoolBase {
virtual void destroy(int index) = 0;
virtual void* get(int index) = 0;
virtual bool isAlive(int index) const = 0;
};
template<class T> struct Pool : public PoolBase {
Handle<T> create() { return Handle<T>(this, nextIndex); }
void destroy(int index) override { ... }
void* get(int index) override { ... }
bool isAlive(int index) const override { ... }
};
template<class T> struct Handle {
PoolBase* pool_;
int pool_index_;
Handle(PoolBase* pool, int index) : pool_(pool), pool_index_(index) {}
// Conversion Constructor
template<class D> Handle(const Handle<D>& orig) {
T* Cannot_cast_Handle = (D*)nullptr;
(void)Cannot_cast_Handle;
pool_ = orig.pool_;
pool_index_ = orig.pool_index_;
}
explicit operator bool() const { return pool_->isAlive(pool_index_); }
T* operator->() { return static_cast<T*>( pool_->get(pool_index_) ); }
void destroy() { pool_->destroy(pool_index_); }
};
Usage:
Pool<Impl> pool;
Handle<Impl> impl = pool.create();
// Conversions
Handle<Base> base = impl; // Works
Handle<Impl> impl2 = base; // Compile error - which is expected
The lines that check for valid conversions are likely to be optimized out. The check will still happen at compile-time! Trying an invalid conversion will give you an error like this:
error: invalid conversion from 'Base*' to 'Impl*' [-fpermissive]
T* Cannot_cast_Handle = (D*)nullptr;
I uploaded a simple, compilable test case here: http://ideone.com/xeEdj5