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<div class="section">
<div class="titlepage"><div><div><h2 class="title" style="clear: both">
<a name="id2537324"></a>Design Rationale</h2></div></div></div>
<div class="toc"><dl>
<dt><span class="section"><a href="s06.html#id2537332">Choice of Slot Definitions</a></span></dt>
<dt><span class="section"><a href="s06.html#id2537416">User-level Connection Management</a></span></dt>
<dt><span class="section"><a href="s06.html#id2537581">Combiner Interface</a></span></dt>
<dt><span class="section"><a href="s06.html#id2537661">Connection Interfaces: += operator</a></span></dt>
<dt><span class="section"><a href="s06.html#id2537833"><code class="computeroutput">trackable</code> rationale</a></span></dt>
<dt><span class="section"><a href="s06.html#id2538016">Comparison with other Signal/Slot implementations</a></span></dt>
</dl></div>
<div class="section">
<div class="titlepage"><div><div><h3 class="title">
<a name="id2537332"></a>Choice of Slot Definitions</h3></div></div></div>
<p> The definition of a slot differs amongst signals and slots
libraries. Within Boost.Signals, a slot is defined in a very loose
manner: it can be any function object that is callable given
parameters of the types specified by the signal, and whose return
value is convertible to the result type expected by the
signal. However, alternative definitions have associated pros and
cons that were considered prior to the construction of
Boost.Signals.</p>
<div class="itemizedlist"><ul class="itemizedlist" type="disc">
<li class="listitem">
<p><span class="bold"><strong>Slots derive from a specific base
class</strong></span>: generally a scheme such as this will require
all user-defined slots to derive from some library-specified
<code class="computeroutput">Slot</code> abstract class that defines a virtual
function calling the slot. Adaptors can be used to convert a
definition such as this to a definition similar to that used
by Boost.Signals, but the use of a large number of small
adaptor classes containing virtual functions has been found to
cause an unacceptable increase in the size of executables
(polymorphic class types require more code than
non-polymorphic types).</p>
<p> This approach does have the benefit of simplicity of
implementation and user interface, from an object-oriented
perspective.</p>
</li>
<li class="listitem"><p><span class="bold"><strong>Slots constructed from a set of
primitives</strong></span>: in this scheme the slot can have a
limited set of types (often derived from a common abstract
base class) that are constructed from some library-defined set
of primitives that often include conversions from free
function pointers and member function pointers, and a limited
set of binding capabilities. Such an approach is reasonably
simple and cover most common cases, but it does not allow a
large degree of flexibility in slot construction. Libraries
for function object composition have become quite advanced and
it is out of the scope of a signals and slots library to
encorporate such enhancements. Thus Boost.Signals does not
include argument binding or function object composition
primitives, but instead provides a hook (via the
<code class="computeroutput"><a class="link" href="../boost/visit_each.html" title="Function template visit_each">visit_each</a></code>
mechanism) that allows existing binder/composition libraries
to provide the necessary information to Signals.</p></li>
</ul></div>
<p> Users not satisfied with the slot definition choice may opt
to replace the default slot function type with an alternative that
meets their specific needs.</p>
</div>
<div class="section">
<div class="titlepage"><div><div><h3 class="title">
<a name="id2537416"></a>User-level Connection Management</h3></div></div></div>
<p> Users need to have fine control over the connection of
signals to slots and their eventual disconnection. The approach
taken by Boost.Signals is to return a
<code class="computeroutput"><a class="link" href="../boost/signals/connection.html" title="Class connection">connection</a></code> object that enables
connected/disconnected query, manual disconnection, and an
automatic disconnection on destruction mode. Some other possible
interfaces include:</p>
<div class="itemizedlist"><ul class="itemizedlist" type="disc">
<li class="listitem"><p><span class="bold"><strong>Pass slot to
disconnect</strong></span>: in this interface model, the
disconnection of a slot connected with
<code class="computeroutput">sig.<a class="link" href="../boost/signalN.html#id616339-bb">connect</a>(slot)</code> is
performed via
<code class="computeroutput">sig.<a class="link" href="../boost/signalN.html#id662943-bb">disconnect</a>(slot)</code>. Internally,
a linear search using slot comparison is performed and the
slot, if found, is removed from the list. Unfortunately,
querying connectedness will generally also end up as
linear-time operations. This model also fails for
implementation reasons when slots become more complex than
simple function pointers, member function pointers and a
limited set of compositions and argument binders: to match the
slot given in the call to
<code class="computeroutput"><a class="link" href="../boost/signalN.html#id662943-bb">disconnect</a></code> with an
existing slot we would need to be able to compare arbitrary
function objects, which is not feasible.</p></li>
<li class="listitem">
<p><span class="bold"><strong>Pass a token to
disconnect</strong></span>: this approach identifies slots with a
token that is easily comparable (e.g., a string), enabling
slots to be arbitrary function objects. While this approach is
essentially equivalent to the approach taken by Boost.Signals,
it is possibly more error-prone for several reasons:</p>
<div class="itemizedlist"><ul class="itemizedlist" type="circle">
<li class="listitem"><p>Connections and disconnections must be paired, so
the problem becomes similar to the problems incurred when
pairing <code class="computeroutput">new</code> and <code class="computeroutput">delete</code> for
dynamic memory allocation. While errors of this sort would
not be catastrophic for a signals and slots
implementation, their detection is generally
nontrivial.</p></li>
<li class="listitem"><p>Tokens must be unique, otherwise two slots will have
the same name and will be indistinguishable. In
environments where many connections will be made
dynamically, name generation becomes an additional task
for the user. Uniqueness of tokens also results in an
additional failure mode when attempting to connect a slot
using a token that has already been used.</p></li>
<li class="listitem"><p>More parameterization would be required, because the
token type must be user-defined. Additional
parameterization steepens the learning curver and
overcomplicates a simple interface.</p></li>
</ul></div>
<p> This type of interface is supported in Boost.Signals
via the slot grouping mechanism. It augments the
<code class="computeroutput"><a class="link" href="../boost/signals/connection.html" title="Class connection">connection</a></code> object-based
connection management scheme.</p>
</li>
</ul></div>
</div>
<div class="section">
<div class="titlepage"><div><div><h3 class="title">
<a name="id2537581"></a>Combiner Interface</h3></div></div></div>
<p> The Combiner interface was chosen to mimic a call to an
algorithm in the C++ standard library. It is felt that by viewing
slot call results as merely a sequence of values accessed by input
iterators, the combiner interface would be most natural to a
proficient C++ programmer. Competing interface design generally
required the combiners to be constructed to conform to an
interface that would be customized for (and limited to) the
Signals library. While these interfaces are generally enable more
straighforward implementation of the signals &amp; slots
libraries, the combiners are unfortunately not reusable (either in
other signals &amp; slots libraries or within other generic
algorithms), and the learning curve is steepened slightly to learn
the specific combiner interface.</p>
<p> The Signals formulation of combiners is based on the
combiner using the "pull" mode of communication, instead of the
more complex "push" mechanism. With a "pull" mechanism, the
combiner's state can be kept on the stack and in the program
counter, because whenever new data is required (i.e., calling the
next slot to retrieve its return value), there is a simple
interface to retrieve that data immediately and without returning
from the combiner's code. Contrast this with the "push" mechanism,
where the combiner must keep all state in class members because
the combiner's routines will be invoked for each signal
called. Compare, for example, a combiner that returns the maximum
element from calling the slots. If the maximum element ever
exceeds 100, no more slots are to be called.</p>
<div class="informaltable"><table class="table">
<colgroup>
<col>
<col>
</colgroup>
<thead><tr>
<th align="left"><p>Pull</p></th>
<th align="left"><p>Push</p></th>
</tr></thead>
<tbody><tr>
<td align="left">
<pre xmlns:rev="http://www.cs.rpi.edu/~gregod/boost/tools/doc/revision" class="table-programlisting">
struct pull_max {
typedef int result_type;
template&lt;typename InputIterator&gt;
result_type operator()(InputIterator first,
InputIterator last)
{
if (first == last)
throw std::runtime_error("Empty!");
int max_value = *first++;
while(first != last &amp;&amp; *first &lt;= 100) {
if (*first &gt; max_value)
max_value = *first;
++first;
}
return max_value;
}
};
</pre>
</td>
<td align="left">
<pre xmlns:rev="http://www.cs.rpi.edu/~gregod/boost/tools/doc/revision" class="table-programlisting">
struct push_max {
typedef int result_type;
push_max() : max_value(), got_first(false) {}
// returns false when we want to stop
bool operator()(int result) {
if (result &gt; 100)
return false;
if (!got_first) {
got_first = true;
max_value = result;
return true;
}
if (result &gt; max_value)
max_value = result;
return true;
}
int get_value() const
{
if (!got_first)
throw std::runtime_error("Empty!");
return max_value;
}
private:
int max_value;
bool got_first;
};
</pre>
</td>
</tr></tbody>
</table></div>
<p>There are several points to note in these examples. The
"pull" version is a reusable function object that is based on an
input iterator sequence with an integer <code class="computeroutput">value_type</code>,
and is very straightforward in design. The "push" model, on the
other hand, relies on an interface specific to the caller and is
not generally reusable. It also requires extra state values to
determine, for instance, if any elements have been
received. Though code quality and ease-of-use is generally
subjective, the "pull" model is clearly shorter and more reusable
and will often be construed as easier to write and understand,
even outside the context of a signals &amp; slots library.</p>
<p> The cost of the "pull" combiner interface is paid in the
implementation of the Signals library itself. To correctly handle
slot disconnections during calls (e.g., when the dereference
operator is invoked), one must construct the iterator to skip over
disconnected slots. Additionally, the iterator must carry with it
the set of arguments to pass to each slot (although a reference to
a structure containing those arguments suffices), and must cache
the result of calling the slot so that multiple dereferences don't
result in multiple calls. This apparently requires a large degree
of overhead, though if one considers the entire process of
invoking slots one sees that the overhead is nearly equivalent to
that in the "push" model, but we have inverted the control
structures to make iteration and dereference complex (instead of
making combiner state-finding complex).</p>
</div>
<div class="section">
<div class="titlepage"><div><div><h3 class="title">
<a name="id2537661"></a>Connection Interfaces: += operator</h3></div></div></div>
<p> Boost.Signals supports a connection syntax with the form
<code class="computeroutput">sig.<a class="link" href="../boost/signalN.html#id616339-bb">connect</a>(slot)</code>, but a
more terse syntax <code class="computeroutput">sig += slot</code> has been suggested (and
has been used by other signals &amp; slots implementations). There
are several reasons as to why this syntax has been
rejected:</p>
<div class="itemizedlist"><ul class="itemizedlist" type="disc">
<li class="listitem"><p><span class="bold"><strong>It's unnecessary</strong></span>: the
connection syntax supplied by Boost.Signals is no less
powerful that that supplied by the <code class="computeroutput">+=</code>
operator. The savings in typing (<code class="computeroutput">connect()</code>
vs. <code class="computeroutput">+=</code>) is essentially negligible. Furthermore,
one could argue that calling <code class="computeroutput">connect()</code> is more
readable than an overload of <code class="computeroutput">+=</code>.</p></li>
<li class="listitem"><p><span class="bold"><strong>Ambiguous return type</strong></span>:
there is an ambiguity concerning the return value of the
<code class="computeroutput">+=</code> operation: should it be a reference to the
signal itself, to enable <code class="computeroutput">sig += slot1 += slot2</code>,
or should it return a
<code class="computeroutput"><a class="link" href="../boost/signals/connection.html" title="Class connection">connection</a></code> for the
newly-created signal/slot connection?</p></li>
<li class="listitem">
<p><span class="bold"><strong>Gateway to operators -=,
+</strong></span>: when one has added a connection operator
<code class="computeroutput">+=</code>, it seems natural to have a disconnection
operator <code class="computeroutput">-=</code>. However, this presents problems when
the library allows arbitrary function objects to implicitly
become slots, because slots are no longer comparable. </p>
<p> The second obvious addition when one has
<code class="computeroutput">operator+=</code> would be to add a <code class="computeroutput">+</code>
operator that supports addition of multiple slots, followed by
assignment to a signal. However, this would require
implementing <code class="computeroutput">+</code> such that it can accept any two
function objects, which is technically infeasible.</p>
</li>
</ul></div>
</div>
<div class="section">
<div class="titlepage"><div><div><h3 class="title">
<a name="id2537833"></a><code class="computeroutput">trackable</code> rationale</h3></div></div></div>
<div class="toc"><dl>
<dt><span class="section"><a href="s06.html#id2537874"><code class="computeroutput">trackable</code> copying behavior</a></span></dt>
<dt><span class="section"><a href="s06.html#id2537933">Why derivation from <code class="computeroutput">trackable</code>?</a></span></dt>
</dl></div>
<p> The <code class="computeroutput"><a class="link" href="../boost/signals/trackable.html" title="Class trackable">trackable</a></code>
class is the primary user interface to automatic connection
lifetime management, and its design affects users directly. Two
issues stick out most: the odd copying behavior of
<code class="computeroutput">trackable</code>, and the limitation requiring users to
derive from <code class="computeroutput">trackable</code> to create types that can
participate in automatic connection management.</p>
<div class="section">
<div class="titlepage"><div><div><h4 class="title">
<a name="id2537874"></a><code class="computeroutput">trackable</code> copying behavior</h4></div></div></div>
<p> The copying behavior of
<code class="computeroutput"><a class="link" href="../boost/signals/trackable.html" title="Class trackable">trackable</a></code> is essentially
that <code class="computeroutput"><a class="link" href="../boost/signals/trackable.html" title="Class trackable">trackable</a></code> subobjects
are never copied; instead, the copy operation is merely a
no-op. To understand this, we look at the nature of a
signal-slot connection and note that the connection is based on
the entities that are being connected; when one of the entities
is destroyed, the connection is destroyed. Therefore, when a
<code class="computeroutput"><a class="link" href="../boost/signals/trackable.html" title="Class trackable">trackable</a></code> subobject is
copied, we cannot copy the connections because the connections
don't refer to the target entity - they refer to the source
entity. This reason is dual to the reason signals are
noncopyable: the slots connected to them are connected to that
particular signal, not the data contained in the signal.</p>
</div>
<div class="section">
<div class="titlepage"><div><div><h4 class="title">
<a name="id2537933"></a>Why derivation from <code class="computeroutput">trackable</code>?</h4></div></div></div>
<p> For <code class="computeroutput"><a class="link" href="../boost/signals/trackable.html" title="Class trackable">trackable</a></code> to work
properly, there are two constraints:</p>
<div class="itemizedlist"><ul class="itemizedlist" type="disc">
<li class="listitem"><p><code class="computeroutput"><a class="link" href="../boost/signals/trackable.html" title="Class trackable">trackable</a></code> must
have storage space to keep track of all connections made to
this object.</p></li>
<li class="listitem"><p><code class="computeroutput"><a class="link" href="../boost/signals/trackable.html" title="Class trackable">trackable</a></code> must be
notified when the object is being destructed so that it can
disconnect its connections.</p></li>
</ul></div>
<p>Clearly, deriving from
<code class="computeroutput"><a class="link" href="../boost/signals/trackable.html" title="Class trackable">trackable</a></code> meets these two
guidelines. We have not yet found a superior solution.</p>
</div>
</div>
<div class="section">
<div class="titlepage"><div><div><h3 class="title">
<a name="id2538016"></a>Comparison with other Signal/Slot implementations</h3></div></div></div>
<div class="toc"><dl>
<dt><span class="section"><a href="s06.html#id2538022">libsigc++</a></span></dt>
<dt><span class="section"><a href="s06.html#id2538078">.NET delegates</a></span></dt>
</dl></div>
<div class="section">
<div class="titlepage"><div><div><h4 class="title">
<a name="id2538022"></a>libsigc++</h4></div></div></div>
<p> <a href="http://libsigc.sourceforge.net" target="_top">libsigc++</a> is a C++
signals &amp; slots library that originally started as part of
an initiative to wrap the C interfaces to <a href="http://www.gtk.org" target="_top">GTK</a> libraries in C++, and has
grown to be a separate library maintained by Karl Nelson. There
are many similarities between libsigc++ and Boost.Signals, and
indeed Boost.Signals was strongly influenced by Karl Nelson and
libsigc++. A cursory inspection of each library will find a
similar syntax for the construction of signals and in the use of
connections and automatic connection lifetime management. There
are some major differences in design that separate these
libraries:</p>
<div class="itemizedlist"><ul class="itemizedlist" type="disc">
<li class="listitem"><p><span class="bold"><strong>Slot definitions</strong></span>:
slots in libsigc++ are created using a set of primitives
defined by the library. These primitives allow binding of
objects (as part of the library), explicit adaptation from
the argument and return types of the signal to the argument
and return types of the slot (libsigc++ is, by default, more
strict about types than Boost.Signals). A discussion of this
approach with a comparison against the approach taken by
Boost.Signals is given in Choice of Slot Definitions.</p></li>
<li class="listitem"><p><span class="bold"><strong>Combiner/Marshaller
interface</strong></span>: the equivalent to Boost.Signals
combiners in libsigc++ are the marshallers. Marshallers are
similar to the "push" interface described in Combiner
Interface, and a proper treatment of the topic is given
there.</p></li>
</ul></div>
</div>
<div class="section">
<div class="titlepage"><div><div><h4 class="title">
<a name="id2538078"></a>.NET delegates</h4></div></div></div>
<p> <a href="http://www.microsoft.com" target="_top">Microsoft</a>
has introduced the .NET Framework and an associated set of
languages and language extensions, one of which is the
delegate. Delegates are similar to signals and slots, but they
are more limited than most C++ signals and slots implementations
in that they:</p>
<div class="itemizedlist"><ul class="itemizedlist" type="disc">
<li class="listitem"><p>Require exact type matches between a delegate and what
it is calling.</p></li>
<li class="listitem"><p>Only return the result of the last target called, with no option for customization.</p></li>
<li class="listitem"><p>Must call a method with <code class="computeroutput">this</code> already
bound.</p></li>
</ul></div>
</div>
</div>
</div>
<table xmlns:rev="http://www.cs.rpi.edu/~gregod/boost/tools/doc/revision" width="100%"><tr>
<td align="left"><p><small>Last revised: November 25, 2007 at 18:38:02 +0000</small></p></td>
<td align="right"><div class="copyright-footer">Copyright &#169; 2001-2004 Douglas Gregor<p>Use, modification and distribution is subject to the Boost
Software License, Version 1.0. (See accompanying file
<code class="filename">LICENSE_1_0.txt</code> or copy at <a href="http://www.boost.org/LICENSE_1_0.txt" target="_top">http://www.boost.org/LICENSE_1_0.txt</a>)</p>
</div></td>
</tr></table>
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