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Java-like Messaging System for C++ Classes


The addListener and removeListener methods are self-explanatory. The core of the messaging is hidden in two protected member methods:

  • raiseEvent — this method should be called by the derived class to trigger the event dispatching. It takes the current contents of the pointer collection and iterates through it, calling the second method, then passing to it the pointer and the event context.
  • dispatchEvent — this method is purely virtual and is supposed to be overriden in the derived class. The implementation of this method should perform the actual call to the listener object, taking the context as a hint. How the context is used is up to the derived class. You may use it to choose different methods in the listener's interface or to choose different parameters that will be passed with each event, or both.

This two-phase mechanism allows you to write a messaging system that will be generic with respect to the information carried by each event, however, it imposes some work on the programmer that designs the listener classes.

Example Application

Listing Five shows an example program that uses the messaging system [3].

Listing Five

// test application for messaging system

#include "Messaging.h"
#include <iostream>
#include <string>

using namespace std;

// some listener interface
struct MartianAlertListener
{
    virtual void martianLanded(const string &where) = 0;
};

// some other listener interface
struct NuclearPSListener
{
    virtual void itIsHot(int temp) = 0;
    virtual void itIsTooLate() = 0;
};

// a commong functionality of the normal person and
// the technician in the nuclear power station
class Person
{
public:
    Person(const string &name) : name_(name) {}
    string getName() const { return name_; }
private:
    string name_;
};

// a class representing the normal person
// normal person is interested in the MartianAlert events
class NormalPerson : public Person,
public MartianAlertListener
{
public:
    NormalPerson(const string &name)
        : Person(name) {}

    // here, the Person receives the notification
    virtual void martianLanded(const string &where)
    {
        cout << getName() << ": martian landed "
            << where << endl;
    }
};

// a context structure for MartianAlert events,
// holding the info considering the landing place
struct MartianContext
{
    string where_;
};

// the helper typedef
typedef
Messaging<MartianAlertListener, MartianContext>
MartianAlertSource;

// another class, representing a technician in
// the nuclear power station
// the technician is interested in
// the events related to his job
class Technician : public Person,
                   public NuclearPSListener
{
public:
    Technician(const string &name)
        : Person(name) {}

    void itIsHot(int temp)
    {
        cout << getName() << ": there is " << temp
            << " degrees in the reactor" << endl;
    }
    void itIsTooLate()
    {
        cout << getName() << ": BANG!" << endl;
    }
};

// a context structure for events in the power station,
// holding info considering:
// 1. what has happened
// 2. what is the temperature in the reactor
struct NuclearPSContext
{
    enum eWhat {it_is_hot, it_is_too_late} whathappened_;
    int temp_;
};

// the helper typedef
typedef
Messaging<NuclearPSListener, NuclearPSContext>
NuclearPSSource;


// the ultimate source of events
// note multiple inheritance
// (one for each listener type)
class EventSource : public MartianAlertSource,
                    public NuclearPSSource
{
public:
    // inherited from MartianAlertSource
    void dispatchEvent(MartianAlertListener *p,
                const MartianContext &context)
    {
        // just call the listener
        p->martianLanded(context.where_);
    }

    // inherited from NuclearPSSource
    void dispatchEvent(NuclearPSListener *p,
            const NuclearPSContext &context)
    {
        // we have a choice and parameters with some details
        if (context.whathappened_ ==
            NuclearPSContext::it_is_hot)
            p->itIsHot(context.temp_);
        else
            p->itIsTooLate();
    }

    // play a little with events
    void go()
    {
        // send a martian alert

        MartianContext ctx1;
        ctx1.where_ = "in the garden";

        // note: if this class inherits from
        // only one event source base,
        // the operator:: is not needed
        MartianAlertSource::raiseEvent(ctx1);

        // send a temperature report

        NuclearPSContext ctx2;
        ctx2.whathappened_ = NuclearPSContext::it_is_hot;
        ctx2.temp_ = 5000;
        NuclearPSSource::raiseEvent(ctx2);

        // send a "too late" event notification

        NuclearPSContext ctx3;
        ctx3.whathappened_ = NuclearPSContext::it_is_too_late;
        NuclearPSSource::raiseEvent(ctx3);
    }
};

int main()
{
    // these are object which will receive
    // event notifications:
    NormalPerson john("John");
    NormalPerson jenny("Jenny");
    NormalPerson mike("Mike");
    Technician tech1("technician 1");
    Technician tech2("technician 2");

    // this is a source of events
    EventSource source;

    // register objects as listeners in an event source
    // note: if an event source inherits from only one
    // event source base, the :: selectors are not needed
    source.MartianAlertSource::addListener(&john);
    source.MartianAlertSource::addListener(&jenny);
    source.MartianAlertSource::addListener(&mike);
    source.NuclearPSSource::addListener(&tech1);
    source.NuclearPSSource::addListener(&tech2);

    // play
    source.go();

    return 0;
}


Two listener interfaces are defined: MartianAlertListener (for notification concering the Martians landing) and NuclearPSListener (for events related to the nuclear power station). The class NormalPerson implements the MartianAlertListener interface. In the main() function, three objects of this class register themselves with the source of events. The class Technician implements the NuclearPSListener and two objects of this class are registered as well. The even source is an object of a class that derives from the Messaging class instantiated for both listener interfaces. You can see how multiple inheritance helps reuse the messaging infrastructure more than once in a single class. This introduces some naming problems, so calls to addListener have to be disambiguated explicitly. The EventSource class overrides the dispatchEvent in its two base classes, so it looks like a function overloading. The dispatchEvent override for a base class that manages martian alerts just calls the only one method in the MartianAlertListener interface for every registered listener. (This iteration is performed in the raiseEvent method in the Messaging class.) The dispatchEvent override for a base class that manages nuclear events, however, uses the context to decide which function in the listener's interface should be called and with what parameters.

This way the Messaging class can be reused to fit different communication needs of different listener interfaces.

Notes

[1] Yes, anonymous inner classes make this idiom even nicer but are not appropriate with non-trivial event handling code.

[2] There is yet another question I was able to ask: "What should happen when one listener object registers itself more than once?" The possibilities are 1) it will be notified many times 2) it will be notified only once 3) it is an error. I have difficulties with compiling the code with partial template specialization on my compiler, so I have given up (but the code should compile on a broader set of platforms). The code presented here assumes the first option.

[3] In Listing Five, the Messaging class is instantiated with the default values for synchronization and storage policies. This means that the collections of pointers to listeners are not synchronized and that the std::vector is used as a back-end of the collection.

Literature

Modern C++ Design by Andrei Alexandrescu (published by Addison-Wesley) — a very good book that opens a world of new design possibilities thanks to smart use of Templates and Multiple Inheritance.

Generative Programming by Krzysztof Czarnecki and Ulrich W. Eisenecker (Addison-Wesley) — a ground-breaking book describing parameterisation of software, at the level of analysis, specification and implementation.


Maciej Sobczak is a Ph.D. student at the Institute of Computer Science, Warsaw University of Technology. He is passionate about C++ (and experiments with other technologies, too) and is interested in distributed, object-oriented computing. You can visit him at http://www.msobczak.com.


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