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/*
Copyright (C) 2001 Stefan Westerfeld
[email protected]
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public License
along with this library; see the file COPYING.LIB. If not, write to
the Free Software Foundation, Inc., 59 Temple Place - Suite 330,
Boston, MA 02111-1307, USA.
*/
#include "hello.h"
#include "dynamicskeleton.h"
#include "debug.h"
#include "stdio.h"
using namespace Arts;
using namespace std;
namespace Arts { typedef DynamicSkeleton<Arts::Object_skel> Object_dskel; }
class HelloDynamic : public Arts::Object_dskel {
protected:
long myValue;
public:
HelloDynamic() : Arts::Object_dskel("Hello") {
}
void process(long methodID, Arts::Buffer *request, Arts::Buffer *result)
{
const Arts::MethodDef& methodDef = getMethodDef(methodID);
if(methodDef.name == "hello") // void hello(string);
{
string s; request->readString(s);
printf("Hello '%s'!\n",s.c_str());
}
else if(methodDef.name == "_set_myValue") // attribute long myValue;
{
myValue = request->readLong();
}
else if(methodDef.name == "_get_myValue")
{
result->writeLong(myValue);
}
else if(methodDef.name == "concat")
{
string s1; request->readString(s1);
string s2; request->readString(s2);
result->writeString(s1+s2);
}
else if(methodDef.name == "sum")
{
long a = request->readLong();
long b = request->readLong();
result->writeLong(a+b);
}
else
{
arts_fatal("method %s unimplemented", methodDef.name.c_str());
}
}
};
/*
* this program illustrates that you /can/ implement an interface without
* using the IDL compiler skeleton do to so - this is useful if you want
* to create a language or object system binding, where you don't know
* all interfaces that are present at compile time
*
* however, it's definitely advanced stuff, and not for daily use ;)
*/
int main()
{
Dispatcher dispatcher;
Object obj = Object::_from_base(new HelloDynamic());
if(obj.isNull())
arts_fatal("dimpl is no object?");
HelloBase b = DynamicCast(obj);
if(b.isNull())
arts_fatal("can't cast the object to HelloBase");
Hello h = DynamicCast(obj);
/*arts_info("%d",obj.isCompatibleWith("Hello"));*/
if(h.isNull())
arts_fatal("can't destringify to the object");
const char *who = getenv("LOGNAME");
if(!who) who = "stefan";
arts_info("calling h.hello(\"%s\")", who);
h.hello(who);
h.myValue(6);
arts_info("h.myValue(6), h.myValue() is %ld",
h.myValue());
arts_info("h.concat(\"MCOP \",\"is great!\") is \"%s\"",
h.concat("MCOP ","is great!").c_str());
/*
int i,j = 0;
for(i=0;i<100000;i++)
j += h.sum(2,4);
printf("%d\n",j);
*/
return 0;
}
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