最近琢磨了一下接口设计,感觉接口设置时为了更好的扩展,又不想直接使用指针(对非c/c++,给非c++人员调用太过麻烦)同时也要具备多线程或者多实例的功能,故参考windows系统就设计就引入了我自己的句柄概念,以下仅供参考。
测试代码
#include <map>
#define ULLONG unsigned long long
class MyClass
{
public:
MyClass()
{
a = 0;
}
int square()
{
return a*a;
}
public:
int a;
};
static std::map<ULLONG, MyClass*> glmap;
ULLONG createHandle()
{
MyClass* aa = new MyClass();
if (aa == nullptr)return -1;
ULLONG bb = (ULLONG)aa;
if (glmap.find(bb) != glmap.end())return -1;
glmap.insert(std::pair<ULLONG, MyClass*>(bb, aa));
return bb;
}
int destoryAllHandles()
{
if (glmap.empty())
{
printf("all handles is already release \n");
return 0;
}
for (auto var : glmap)
{
delete var.second;
var.second = nullptr;
}
glmap.clear();
return 0;
}
int destoryOneHandle(ULLONG handle)
{
if (glmap.find(handle) == glmap.end())return -1;
delete glmap[handle];
glmap[handle] = nullptr;
glmap.erase(handle);
return 0;
}
int setValueA(ULLONG handle, int a)
{
if (glmap.find(handle) == glmap.end())return -1;
glmap[handle]->a = a;
return 0;
}
int getValueA(ULLONG handle)
{
if (glmap.find(handle) == glmap.end())return -1;
return glmap[handle]->a;
}
int getSquare(ULLONG handle)
{
if (glmap.find(handle) == glmap.end())return -1;
return glmap[handle]->square();
}
int main()
{
ULLONG h2 = createHandle();
if (h2 == -1)return -1;
ULLONG h1 = createHandle();
if (h1 == -1)return -1;
int nret = setValueA(h1, 50);
if (nret == -1)return -1;
nret = setValueA(h2, -11);
if (nret == -1)return -1;
printf("h1.a=%d,h2.a=%d\n", getValueA(h1), getValueA(h2));
printf("h1.a.square=%d,h2.a.square=%d\n", getSquare(h1), getSquare(h2));
destoryOneHandle(h1);
destoryOneHandle(h2);
destoryAllHandles();
#ifdef _WIN32
system("pause");
#endif // !_WIN32
return 0;
}
测试结果
h1.a=50,h2.a=-11
h1.a.square=2500,h2.a.square=121
all handles is already release
请按任意键继续. . .