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142 lines
3.8 KiB
Plaintext
142 lines
3.8 KiB
Plaintext
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Object & Handles
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=================
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In order for a signal to be connected to object, the object must
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have Object somewhere in its inheritence tree.
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class virtual Object
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{
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public:
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bool is_dynamic();
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bool is_floating();
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Object();
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virtual ~Object();
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};
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Objects are
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- Reference counted
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- Capable of deleting self if told to be managed.
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Handles are used for internal memory management. They are a signature not
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a real class so they can incapsulate any class that has the necessary
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functions.
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signature class Handle<ObjType,Policy>
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{
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public:
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operator ObjType*();
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ObjType operator *();
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ObjType* operator ->();
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bool connected();
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Handle& operator =(ObjType*);
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Handle& operator =(ObjType&);
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Handle& operator =(const Handle<O,P> &);
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Handle(ObjType*);
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Handle(ObjType&);
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Handle(const Handle<O,P>&);
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};
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Slots
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======
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Slots are an encapsulation of a callable object. A factory called slot()
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builds Slots from object/methods, static functions and signals.
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class Slot#<rettype,ARGS>: public Object
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{
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public:
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rettype call(ARGS);
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Slot#()
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virtual ~Slot#()
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};
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Slots build up in a tree to contain a wide number of connection types.
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There is a class of functions call Adaptors. Adaptors take a slot
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and alter it to a different profile.
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Planned adaptors
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bind - bind callback data starting from the end.
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extend - add dummy arguments to the end of a slot.
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convert - convert the calling arguments with a function.
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Internally slots are just handles to an internal abstract slot
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type called Slot#_, which is a pimple on SlotData.
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Slots can not be duplicated as they may have a large list of internal
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data. You should not reuse a slot in multiple lists.
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Signals
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=======
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A list of slots can be called with a signal. A signal is considered a
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slot container.
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class Signal#<RETURN,ARGS,Policy>
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{
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public:
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typedef Slot#<RETURN,ARGS> InSlotType;
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typedef Slot#<MARSH_RETURN,ARGS> OutSlotType;
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OutSlotType slot();
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Connection connect(InSlotType& s);
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MARSH_RETURN emit(ARGS);
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MARSH_RETURN operator()(ARGS); // alias for emit
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Signal();
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Signal(InSlotType& );
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~Signal();
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};
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Two typedefs are specified InSlotType and OutSlotType. InSlotType
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is the type taken by this signal for connections. OutSlotType
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is the type of slot this function returns and is determented by
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the Marshaller. In most cases InSlotType and OutSlotType match,
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but this is not necessarily the case. Signals do not need to
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have these typedefs, but it eases building new Signal classes from
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them.
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The basic methods shown there are
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emit - call all slots contained within.
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slot - give away a slot that receive incoming calls.
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connect - insert a slot into the call list.
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Slots are removed by calling disconnect on their connections.
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There is also the ablity to have a marshaller that takes care of handling
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signal callbacks. This functionality is dependent on the implementation
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of the signal. For the basic signal type, the marshaller is a hidden
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template parameter.
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Connect() may also take optional implementation dependent arguments
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for specifying behavior. For example, timeout.connect(slot(&foo),10)
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where the second argument it a time in seconds is a good use of
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optional connect flags.
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Additional functionality may optionally be defined such as
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ablity to check if there are any signals attached (empty()) or
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remove all connected signals (clear()). However these are
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not a requirement and are implementation dependent.
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Connections
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=============
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Connections are given to the user on each connect to allow individual
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connections to be broken or altered.
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class Connection
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{
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public:
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void disconnect();
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Connection();
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};
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They are a handle to the data, so when the last connection goes away and
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the slot is not yet properly held in a Signal the slot will go away.
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