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    return it->eval(this);

  }

  Outcome eval(const Paper*) const {

    return draw;

  }

  Outcome eval(const Scissors*) const {

    return win;

  }

  Outcome eval(const Rock*) const {

    return lose;

  }

  ostream& print(ostream& os) const {

    return os << "Paper   ";

  }

};

class Scissors : public Item {

public:

  Outcome compete(const Item* it) {

    return it->eval(this);

  }

  Outcome eval(const Paper*) const {

    return lose;

  }

  Outcome eval(const Scissors*) const {

    return draw;

  }

  Outcome eval(const Rock*) const {

    return win;

  }

  ostream& print(ostream& os) const {

    return os << "Scissors";

  }

};

class Rock : public Item {

public:

  Outcome compete(const Item* it) {

    return it->eval(this);

  }

  Outcome eval(const Paper*) const {

    return win;

  }

  Outcome eval(const Scissors*) const {

    return lose;

  }

  Outcome eval(const Rock*) const {

    return draw;

  }

  ostream& print(ostream& os) const {

    return os << "Rock    ";

  }

};

struct ItemGen {

  ItemGen() { srand(time(0)); }

  Item* operator()() {

    switch(rand() % 3) {

      default:

      case 0:

        return new Scissors;

      case 1:

        return new Paper;

      case 2:

        return new Rock;

    }

  }

};

struct Compete {

  Outcome operator()(Item* a, Item* b) {

    cout << a << "\t" << b << "\t";

    return a->compete(b);

  }

};

int main() {

  const int sz = 20;

  vector<Item*> v(sz*2);

  generate(v.begin(), v.end(), ItemGen());

  transform(v.begin(), v.begin() + sz,

    v.begin() + sz,

    ostream_iterator<Outcome>(cout, "\n"),

    Compete());

  purge(v);

} ///:~

Multiple dispatching with Visitor

The assumption is that you have a primary class hierarchy that is fixed; perhaps it’s from another vendor and you can’t make changes to that hierarchy. However, you’d like to add new polymorphic member functions to that hierarchy, which means that normally you’d have to add something to the base class interface. So the dilemma is that you need to add member functions to the base class, but you can’t touch the base class. How do you get around this?

The design pattern that solves this kind of problem is called a "visitor" (the final one in Design Patterns), and it builds on the double-dispatching scheme shown in the previous section.

The Visitor pattern allows you to extend the interface of the primary type by creating a separate class hierarchy of type Visitor to "virtualize" the operations performed on the primary type. The objects of the primary type simply "accept" the visitor and then call the visitor’s dynamically-bound member function.

//: C10:BeeAndFlowers.cpp

// Demonstration of "visitor" pattern

#include <algorithm>

#include <cstdlib>

#include <ctime>

#include <iostream>

#include <string>

#include <vector>

#include "../purge.h"

using namespace std;

class Gladiolus;

class Renuculus;

class Chrysanthemum;

class Visitor {

public:

  virtual void visit(Gladiolus* f) = 0;

  virtual void visit(Renuculus* f) = 0;

  virtual void visit(Chrysanthemum* f) = 0;

  virtual ~Visitor() {}

};

class Flower {

public:

  virtual void accept(Visitor&) = 0;

  virtual ~Flower() {}

};

class Gladiolus : public Flower {

public:

  virtual void accept(Visitor& v) {

    v.visit(this);

  }

};

class Renuculus : public Flower {

public:

  virtual void accept(Visitor& v) {

    v.visit(this);

  }

};

class Chrysanthemum : public Flower {

public:

  virtual void accept(Visitor& v) {

    v.visit(this);

  }

};

// Add the ability to produce a string:

class StringVal : public Visitor {

  string s;

public:

  operator const string&() { return s; }

  virtual void visit(Gladiolus*) {

    s = "Gladiolus";

  }

  virtual void visit(Renuculus*) {

    s = "Renuculus";

  }

  virtual void visit(Chrysanthemum*) {

    s = "Chrysanthemum";

  }

};

// Add the ability to do "Bee" activities:

class Bee : public Visitor {

public:

  virtual void visit(Gladiolus*) {

    cout << "Bee and Gladiolus\n";

  }

  virtual void visit(Renuculus*) {

    cout << "Bee and Renuculus\n";

  }

  virtual void visit(Chrysanthemum*) {

    cout << "Bee and Chrysanthemum\n";

  }

};

struct FlowerGen {

  FlowerGen() { srand(time(0)); }

  Flower* operator()() {

    switch(rand() % 3) {

      default:

      case 0: return new Gladiolus;

      case 1: return new Renuculus;

      case 2: return new Chrysanthemum;

    }

  }

};

int main() {

  vector<Flower*> v(10);

  generate(v.begin(), v.end(), FlowerGen());

  vector<Flower*>::iterator it;

  // It's almost as if I added a virtual function

  // to produce a Flower string representation:

  StringVal sval;

  for(it = v.begin(); it != v.end(); it++) {

    (*it)->accept(sval);

    cout << string(sval) << endl;

  }

  // Perform "Bee" operation on all Flowers:

  Bee bee;

  for(it = v.begin(); it != v.end(); it++)

    (*it)->accept(bee);

  purge(v);

} ///:~