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rippled/beast/smart_ptr/ScopedPointer.h
2013-10-04 14:34:01 -07:00

263 lines
11 KiB
C++

//------------------------------------------------------------------------------
/*
This file is part of Beast: https://github.com/vinniefalco/Beast
Copyright 2013, Vinnie Falco <vinnie.falco@gmail.com>
Portions of this file are from JUCE.
Copyright (c) 2013 - Raw Material Software Ltd.
Please visit http://www.juce.com
Permission to use, copy, modify, and/or distribute this software for any
purpose with or without fee is hereby granted, provided that the above
copyright notice and this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
ANY SPECIAL , DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
//==============================================================================
#ifndef BEAST_SMARTPTR_SCOPEDPOINTER_H_INCLUDED
#define BEAST_SMARTPTR_SCOPEDPOINTER_H_INCLUDED
#include "../Config.h"
#include "../Uncopyable.h"
#include "../StaticAssert.h"
#include "ContainerDeletePolicy.h"
namespace beast {
//==============================================================================
/**
This class holds a pointer which is automatically deleted when this object goes
out of scope.
Once a pointer has been passed to a ScopedPointer, it will make sure that the pointer
gets deleted when the ScopedPointer is deleted. Using the ScopedPointer on the stack or
as member variables is a good way to use RAII to avoid accidentally leaking dynamically
created objects.
A ScopedPointer can be used in pretty much the same way that you'd use a normal pointer
to an object. If you use the assignment operator to assign a different object to a
ScopedPointer, the old one will be automatically deleted.
Important note: The class is designed to hold a pointer to an object, NOT to an array!
It calls delete on its payload, not delete[], so do not give it an array to hold! For
that kind of purpose, you should be using HeapBlock or Array instead.
A const ScopedPointer is guaranteed not to lose ownership of its object or change the
object to which it points during its lifetime. This means that making a copy of a const
ScopedPointer is impossible, as that would involve the new copy taking ownership from the
old one.
If you need to get a pointer out of a ScopedPointer without it being deleted, you
can use the release() method.
Something to note is the main difference between this class and the std::auto_ptr class,
which is that ScopedPointer provides a cast-to-object operator, wheras std::auto_ptr
requires that you always call get() to retrieve the pointer. The advantages of providing
the cast is that you don't need to call get(), so can use the ScopedPointer in pretty much
exactly the same way as a raw pointer. The disadvantage is that the compiler is free to
use the cast in unexpected and sometimes dangerous ways - in particular, it becomes difficult
to return a ScopedPointer as the result of a function. To avoid this causing errors,
ScopedPointer contains an overloaded constructor that should cause a syntax error in these
circumstances, but it does mean that instead of returning a ScopedPointer from a function,
you'd need to return a raw pointer (or use a std::auto_ptr instead).
*/
template <class ObjectType>
class ScopedPointer : public Uncopyable
{
public:
//==============================================================================
/** Creates a ScopedPointer containing a null pointer. */
inline ScopedPointer()
: object (nullptr)
{
}
/** Creates a ScopedPointer that owns the specified object. */
inline ScopedPointer (ObjectType* const objectToTakePossessionOf)
: object (objectToTakePossessionOf)
{
}
/** Creates a ScopedPointer that takes its pointer from another ScopedPointer.
Because a pointer can only belong to one ScopedPointer, this transfers
the pointer from the other object to this one, and the other object is reset to
be a null pointer.
*/
ScopedPointer (ScopedPointer& objectToTransferFrom)
: object (objectToTransferFrom.object)
{
objectToTransferFrom.object = nullptr;
}
/** Destructor.
This will delete the object that this ScopedPointer currently refers to.
*/
inline ~ScopedPointer()
{
ContainerDeletePolicy <ObjectType>::destroy (object);
}
/** Changes this ScopedPointer to point to a new object.
Because a pointer can only belong to one ScopedPointer, this transfers
the pointer from the other object to this one, and the other object is reset to
be a null pointer.
If this ScopedPointer already points to an object, that object
will first be deleted.
*/
ScopedPointer& operator= (ScopedPointer& objectToTransferFrom)
{
if (this != objectToTransferFrom.getAddress())
{
// Two ScopedPointers should never be able to refer to the same object - if
// this happens, you must have done something dodgy!
bassert (object == nullptr || object != objectToTransferFrom.object);
ObjectType* const oldObject = object;
object = objectToTransferFrom.object;
objectToTransferFrom.object = nullptr;
ContainerDeletePolicy <ObjectType>::destroy (oldObject);
}
return *this;
}
/** Changes this ScopedPointer to point to a new object.
If this ScopedPointer already points to an object, that object
will first be deleted.
The pointer that you pass in may be a nullptr.
*/
ScopedPointer& operator= (ObjectType* const newObjectToTakePossessionOf)
{
if (object != newObjectToTakePossessionOf)
{
ObjectType* const oldObject = object;
object = newObjectToTakePossessionOf;
ContainerDeletePolicy <ObjectType>::destroy (oldObject);
}
return *this;
}
#if BEAST_COMPILER_SUPPORTS_MOVE_SEMANTICS
ScopedPointer (ScopedPointer&& other)
: object (other.object)
{
other.object = nullptr;
}
ScopedPointer& operator= (ScopedPointer&& other)
{
object = other.object;
other.object = nullptr;
return *this;
}
#endif
//==============================================================================
/** Returns the object that this ScopedPointer refers to. */
inline operator ObjectType*() const { return object; }
/** Returns the object that this ScopedPointer refers to. */
inline ObjectType* get() const { return object; }
/** Returns the object that this ScopedPointer refers to. */
inline ObjectType& operator*() const { return *object; }
/** Lets you access methods and properties of the object that this ScopedPointer refers to. */
inline ObjectType* operator->() const { return object; }
//==============================================================================
/** Removes the current object from this ScopedPointer without deleting it.
This will return the current object, and set the ScopedPointer to a null pointer.
*/
ObjectType* release() { ObjectType* const o = object; object = nullptr; return o; }
//==============================================================================
/** Swaps this object with that of another ScopedPointer.
The two objects simply exchange their pointers.
*/
void swapWith (ScopedPointer <ObjectType>& other)
{
// Two ScopedPointers should never be able to refer to the same object - if
// this happens, you must have done something dodgy!
bassert (object != other.object || this == other.getAddress());
std::swap (object, other.object);
}
/** If the pointer is non-null, this will attempt to return a new copy of the object that is pointed to.
If the pointer is null, this will safely return a nullptr.
*/
inline ObjectType* createCopy() const { return createCopyIfNotNull (object); }
private:
//==============================================================================
ObjectType* object;
// (Required as an alternative to the overloaded & operator).
const ScopedPointer* getAddress() const { return this; }
#if ! BEAST_MSVC // (MSVC can't deal with multiple copy constructors)
/* The copy constructors are private to stop people accidentally copying a const ScopedPointer
(the compiler would let you do so by implicitly casting the source to its raw object pointer).
A side effect of this is that in a compiler that doesn't support C++11, you may hit an
error when you write something like this:
ScopedPointer<MyClass> m = new MyClass(); // Compile error: copy constructor is private.
Even though the compiler would normally ignore the assignment here, it can't do so when the
copy constructor is private. It's very easy to fix though - just write it like this:
ScopedPointer<MyClass> m (new MyClass()); // Compiles OK
It's probably best to use the latter form when writing your object declarations anyway, as
this is a better representation of the code that you actually want the compiler to produce.
*/
#endif
};
//==============================================================================
/** Compares a ScopedPointer with another pointer.
This can be handy for checking whether this is a null pointer.
*/
template <class ObjectType>
bool operator== (const ScopedPointer<ObjectType>& pointer1, ObjectType* const pointer2)
{
return static_cast <ObjectType*> (pointer1) == pointer2;
}
/** Compares a ScopedPointer with another pointer.
This can be handy for checking whether this is a null pointer.
*/
template <class ObjectType>
bool operator!= (const ScopedPointer<ObjectType>& pointer1, ObjectType* const pointer2)
{
return static_cast <ObjectType*> (pointer1) != pointer2;
}
//==============================================================================
#ifndef DOXYGEN
// NB: This is just here to prevent any silly attempts to call deleteAndZero() on a ScopedPointer.
template <typename Type>
void deleteAndZero (ScopedPointer<Type>&) { static_bassert (sizeof (Type) == 12345); }
#endif
}
#endif