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            ACG狂人

            其實(shí)我更愛姐汁...

            boost::bind綁定成員函數(shù)時(shí),第一個(gè)參數(shù)傳遞對(duì)象的特殊情況

            boost::bind(&memberfunction, obj, _1, _2........)類似這樣的用法,我們叫做成員函數(shù)綁定,boost庫的文檔中說的很清楚,第一個(gè)參數(shù)可以是value、pointer和reference,即傳值、傳地址和傳引用都是可以的,所以在一般情況下,下面三種使用bind的形式都是成立的。

            class A
            {
            public:
                
            void func();
            }
            ;


            A a;
            A
            & r = a;

            boost::bind(
            &A::func, a);
            boost::bind(
            &a::func, &a);
            boost::bind(
            &a::func, r);

            由上面的代碼可以看出,我們可以隨便傳任意一種類對(duì)象的形式,函數(shù)模板會(huì)自動(dòng)尋找最為匹配的為我們實(shí)現(xiàn)。但是有兩種情況是特殊的,即:
            1、該對(duì)象不可進(jìn)行拷貝構(gòu)造函數(shù)。
            2、該對(duì)象不可隨意被析構(gòu)。
            發(fā)現(xiàn)這個(gè)問題是在我編寫單件模式時(shí)的遇見的,當(dāng)時(shí)發(fā)現(xiàn)我的單件對(duì)象在bind中被析構(gòu)了一次,這很不尋常,為什么bind會(huì)調(diào)用第一個(gè)參數(shù)的析構(gòu)呢?跟蹤進(jìn)了boost的源碼才發(fā)現(xiàn),原來所有的參數(shù)都會(huì)被拷貝一遍,然后析構(gòu)一遍,這樣一來,我們傳遞參數(shù)的時(shí)候就會(huì)有一些小麻煩了,首先必須保證參數(shù)能夠被拷貝而不影響邏輯和數(shù)據(jù)一致性,其次,參數(shù)能夠被析構(gòu)而不影響邏輯和數(shù)據(jù)一致性。單件是全局性質(zhì)的數(shù)據(jù),所以絕對(duì)不可以析構(gòu),那么這種情況的話,我們只好傳遞單件對(duì)象的地址,而不能傳遞值或引用。

            另:附上出錯(cuò)問題的代碼如下
            class InputDevice
                : 
            public EventSource
                , 
            public Singleton<InputDevice>
            {
            public:
                
            }
            ;

            class TestUI
                : 
            public Singleton<TestUI>
            {
            public:
                
            ~TestUI(){
                    std::cout
            <<"~TestUI"<<std::endl;
                }

                
            void processKeyboard(EventArgs& args){
                    std::cout
            <<"鍵盤響應(yīng)"<<std::endl;
                }


                
            void processMouse(EventArgs& args){
                    std::cout
            <<"鼠標(biāo)響應(yīng)"<<std::endl;
                }

            }
            ;


            int _tmain(int argc, _TCHAR* argv[])
            {
                
            new FrameUpdaterManager;
                
            new DelayEventSender;
                
            new InputDevice;
                
            new TestUI;

                InputDevice::getSingleton().mEventSet.addEvent(
            "KeyDown", Event());
                InputDevice::getSingleton().mEventSet.addEvent(
            "KeyUp", Event());
                InputDevice::getSingleton().mEventSet.addEvent(
            "MouseLDown", Event());
                InputDevice::getSingleton().mEventSet.addEvent(
            "MouseLUp", Event());
                InputDevice::getSingleton().mEventSet.addEvent(
            "MouseRDown", Event());
                InputDevice::getSingleton().mEventSet.addEvent(
            "MouseRUp", Event());


                
            //TestUI& ui = TestUI::getSingleton(); // 用此行便會(huì)出錯(cuò)
                TestUI* ui = TestUI::getSingletonPtr();

                
            // 出錯(cuò)開始
                InputDevice::getSingleton().mEventSet["KeyDown"+= boost::bind(&TestUI::processKeyboard, ui, _1);
                InputDevice::getSingleton().mEventSet[
            "KeyUp"+= boost::bind(&TestUI::processKeyboard, ui, _1);

                InputDevice::getSingleton().mEventSet[
            "MouseLDown"+= boost::bind(&TestUI::processMouse, ui, _1);
                InputDevice::getSingleton().mEventSet[
            "MouseLUp"+= boost::bind(&TestUI::processMouse, ui, _1);
                InputDevice::getSingleton().mEventSet[
            "MouseRDown"+= boost::bind(&TestUI::processMouse, ui, _1);
                InputDevice::getSingleton().mEventSet[
            "MouseRUp"+= boost::bind(&TestUI::processMouse, ui, _1);


                delete TestUI::getSingletonPtr();
                delete InputDevice::getSingletonPtr();
                delete DelayEventSender::getSingletonPtr();
                delete FrameUpdaterManager::getSingletonPtr();
                
            return 0;
            }

            posted on 2009-06-15 22:34 釀妹汁 閱讀(5802) 評(píng)論(4)  編輯 收藏 引用 所屬分類: C++

            評(píng)論

            # re: boost::bind綁定成員函數(shù)時(shí),第一個(gè)參數(shù)傳遞對(duì)象的特殊情況 2009-06-16 00:14 一個(gè)無聊的人

            為啥不用boost::mem_fn ?  回復(fù)  更多評(píng)論   

            # re: boost::bind綁定成員函數(shù)時(shí),第一個(gè)參數(shù)傳遞對(duì)象的特殊情況 2009-06-16 08:27 董波

            6.2. Requirements for Call Wrapper Types
            TR1 defines some additional terms that are used to describe requirements for callable types.

            First, INVOKE(fn, t1, t2, ..., tN) describes the effect of calling a callable object fn with the arguments t1, t2, ..., tN. Naturally, the effect depends on the type of the callable object. INVOKE is defined as follows:

            (t1.*fn)(t2, ..., tN) when fn is a pointer to a member function of a class T and t1 is an object of type T or a reference to an object of type T or a reference to an object of a type derived from T

            ((*t1).*fn)(t2, ..., tN) when fn is a pointer to a member function of a class T and t1 is not one of the types described in the previous item

            t1.*fn when fn is a pointer to member data of a class T and t1 is an object of type T or a reference to an object of type T or a reference to an object of a type derived from T

            (*t1).*fn when fn is a pointer to member data of a class T and t1 is not one of the types described in the previous item

            fn(t1, t2, ..., tN) in all other cases

            What this amounts to is that when the callable object is an ordinary function or a pointer to an ordinary function, INVOKE means to call that function, passing the rest of the arguments to the function call. When the callable object is a pointer to member, the next argument refers to the object that it should be applied to. That argument is the object itself, a reference to the object, a pointer to the object, or some kind of smart pointer that points to the object. The rest of the arguments are passed to the function call.

            Second, INVOKE_R(fn, t1, t2, ..., tN, Ret) describes the effect of calling a callable object fn with an explicit return type, Ret. It is defined as INVOKE(fn, t1, t2, ..., tN) implicitly converted to Ret.[5]

            [5] In the TR, this metafunction is named INVOKE; although I'm one of the people responsible for this name overloading, I've now concluded that it's too clever and shouldn't be used.

            Third, some call wrapper types have a weak result type; this means that they have a nested member named result_type that names a type determined from the call wrapper's target type, Ty.

            If Ty is a function, reference to function, pointer to function, or pointer to member function, result_type is a synonym for the return type of Ty

            If Ty is a class type with a member type named result_type, result_type is a synonym for Ty::result_type

            Otherwise, result_type is not defined[6]

            [6] That is, not defined as a consequence of having a weak result type. Some call wrapper types have a weak result type in certain circumstances, have a specific type named result_type

            A few examples will help clarify what this rather dense text means:

            struct base {
            void f();
            int g(double);
            int h(double,double);
            };
            struct derived : base {
            };

            base b;
            derived d;
            base& br = d;



            With these definitions, rule 1 gives the following meanings to these uses of INVOKE .

            Phrase
            Meaning

            INVOKE (&base::f, b)
            (b.*f)()

            INVOKE (&base::g, d, 1.0)
            (d.*f)(1.0)

            INVOKE (&base::h, br, 1.0, 2.0)
            (br.*f)(1.0, 2.0)





            That is, the pointer to member function is called on the object or reference named by t1:

            derived *dp = new derived;
            base *bp = dp;
            shared_ptr<base> sp(bp);



            With these additional definitions, rule 2 gives the following meanings to these uses of ( INVOKE):

            Phrase
            Meaning

            INVOKE (&base::f, bp)
            ((*bp).*f)()

            INVOKE (&base::g, dp, 1.0)
            ((*dp).*f)(1.0)

            INVOKE (&base::h, sp, 1.0, 2.0)
            ((*sp).*f)(1.0, 2.0)





            That is, the pointer to member function is called on the object that the argument t1 points to. Since it uniformly dereferences that argument, the rule works for any type whose operator* returns a reference to a suitable object. In particular, the rule works for shared_ptr objects.

            Rules 3 and 4 give similar meanings to INVOKE uses that apply pointers to member data:

            void func(base&);
            struct fun_obj {
            void operator()() const;
            bool operator()(int) const;
            };
            fun_obj obj;



            With these additional definitions, rule 5 gives the following meanings to these uses of INVOKE:

            Phrase
            Meaning

            INVOKE (func, d)
            func(d)

            INVOKE (obj)
            obj()

            INVOKE (obj, 3)
            obj(3)


              回復(fù)  更多評(píng)論   

            # re: boost::bind綁定成員函數(shù)時(shí),第一個(gè)參數(shù)傳遞對(duì)象的特殊情況 2009-06-16 23:25 wp

            文檔上有說明  回復(fù)  更多評(píng)論   

            # re: boost::bind綁定成員函數(shù)時(shí),第一個(gè)參數(shù)傳遞對(duì)象的特殊情況 2009-06-19 14:49

            哎!我沒耐心看完文檔,有點(diǎn)操之過急了,呵呵,得接受這個(gè)教訓(xùn)  回復(fù)  更多評(píng)論   

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