我正在使用 Boost.Asio 在 C++11 中创建服务器应用程序.我创建了一个类,Server
,它负责接受新的连接.基本上就是:
I'm creating a server application in C++11 using Boost.Asio. I've created a class, Server
, which takes care of accepting new connections. It's basically just:
void Server::Accept() {
socket_.reset(new boost::asio::ip::tcp::socket(*io_service_));
acceptor_.async_accept(*socket_,
boost::bind(&Server::HandleAccept, this, boost::asio::placeholders::error));
}
void Server::HandleAccept(const boost::system::error_code& error) {
if (!error) {
// TODO
} else {
TRACE_ERROR("Server::HandleAccept: Error!");
}
Accept();
}
我找到了两种方法(我确定还有更多)来修复"TODO
注释,即将套接字移动到它应该去的地方.在我的例子中,我只希望它回到拥有 Server
实例的类实例(然后将它包装在一个 Connection
类中并将其插入到一个列表中).>
I've found two ways (I'm sure there are more) to "fix" the TODO
comment, i.e. to move the socket to wherever it should go. In my case I just want it back to the class instance that owns the Server
instance (which then wraps it in a Connection
class and inserts it to a list).
Server
在其构造函数中有一个参数:std::functionHandleAccept
中调用的 OnAccept
.IServerHandler
或其他类,它有一个虚拟方法 OnAccept
.Server
将 IServerHandler
作为其构造函数中的参数,拥有服务器实例的类实例扩展了 IServerHandler
并构造了 Server
*this
作为参数.Server
has a parameter in its constructor: std::function<void(socket)> OnAccept
which is called in HandleAccept
.IServerHandler
or whatever, which has one virtual method OnAccept
. Server
takes IServerHandler
as parameter in its constructor and the class instance owning the server instance extends IServerHandler
and constructs Server
with *this
as parameter.选项 1 与选项 2 的优缺点是什么?有没有更好的选择?我在 Connection
类 (OnConnectionClosed
) 中遇到了同样的问题.此外,根据我决定如何设计系统,它可能需要一个 OnPacketReceived
和 OnPacketSent
回调.
What are the pros and cons of option 1 vs option 2? Are there any better options? I'm having the same problem in my Connection
class (OnConnectionClosed
). Also, depending on how I decide to design the system, it might need a OnPacketReceived
and OnPacketSent
callback.
我非常喜欢第一种方式,原因有几个:
I strongly prefer the first way for several reasons:
通过接口/类层次结构表示概念/功能会使代码库的通用性和灵活性降低,并且在未来更难维护或扩展.这种设计对类型(实现所需功能的类型)强加了一组要求,这使得将来难以修改,并且在系统更改时最容易失败(考虑在修改基类时会发生什么)这种类型的设计).
Representing concepts/functionality via interfaces/class hierarchies makes the code base less generic, flexible, and then more difficult to mantain or scale in the future. That kind of design imposes a set of requirements on the type (the type implementing the required functionality) which makes it difficult to modify in the future, and most prone to fail when the system changes (Consider what happens when the base class is modified in this type of designs).
你所说的回调方法只是鸭子输入的经典例子.服务器类只期望实现所需功能的可调用事物,仅此而已.不需要你的类型必须与这个层次结构耦合"条件,所以实现处理的类型是完全自由的.
What you called the callback approach is just the classic example of duck typing. The server class only expects a callable thing which implements the required functionality, nothing more, nothing less. No "your type must be coupled to this hierarchy" condition is required, so the type which implements handling is completely free.
此外,正如我所说,服务器只需要一个可调用的东西:它可以是任何具有预期函数签名的东西.这在实现处理程序时为用户提供了更多的自由.可以是全局函数、绑定成员函数、函子等.
Also, as I said the server only expects a callable thing: It could be anything with the expected function signature. This gives the user more freedom when implementing a handler. Could be a global function, a bound member function, a functor, etc.
以标准库为例:
几乎所有标准库算法都基于迭代器范围.C++中没有iterator
接口.迭代器只是实现迭代器行为的任何类型(可取消引用、可比较等).迭代器类型是完全自由的、独特的和解耦的(未锁定到给定的类层次结构).
Almost all standard library algorithms are based on iterator ranges. There is no iterator
interface in C++. An iterator is just any type which implements the behaviour of an iterator (Being dereferenceable, comparable, etc). Iterator types are completely free, distinct, and decoupled (Not locked to a given class hierarchy).
另一个例子可能是比较器:什么是比较器?只是带有布尔比较函数签名的任何东西,可调用的东西,它接受两个参数并返回一个布尔值,说明两个输入值是否从该点开始相等(小于、大于等)来看一个具体的比较标准.没有Comparable
接口.
Another example could be comparators: Whats a comparator? Is just anything with the signature of a boolean comparison function, something callable which takes two parameters and returns a boolean value saying if the two input values are equal (less than, bigger than, etc) from the point of view of a specific comparison criteria. There is no Comparable
interface.
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