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379

answers:

4

Hi.

I'd like to learn how to use RAII in c++. I think I know what it is, but have no idea how to implement it in my programs. A quick google search did not show any nice tutorials.

Does any one have any nice links to teach me RAII?

+1  A: 

The wikipedia explanation isn't bad.

Goz
+1  A: 

The reference that I personally have found most helpful on the topic of RAII is the book Exceptional C++ by Herb Sutter.

Many of the topics covered in that book are touched on in the Guru of the Week articles by Sutter. Those articles are available at http://gotw.ca/gotw/index.htm.

Matthew T. Staebler
+4  A: 

Hi,

There's nothing to it (that is, I don't think you need a full tutorial).

RAII can be shortly explained as "Every resource requiring cleanup should be given to an object's constructor."

In other words:

Pointers should be encapsulated in smart pointer classes (see std::auto_ptr, boost::shared_ptr and boost::scoped_ptr for examples).

Handles requiring cleanup should be encapsulated in classes that automatically free/release the handles upon destruction.

Synchronization should rely on releasing the mutex/synchronization primitive upon scope exit (see boost::mutex::scoped_lock usage for an example).

I don't think you can really have a tutorial on RAII (not anymore than you can have one on design patterns for example). RAII is more of a way of looking at resources than anything else.

For example, at the moment I'm coding using WinAPI and I wrote the following class:

    template<typename H, BOOL _stdcall CloseFunction(H)>
    class checked_handle
    {
    public:
        typedef checked_handle<H,CloseFunction> MyType;
        typedef typename H HandleType;

        static const HandleType     NoValue;

        checked_handle(const HandleType value)
            : _value(value)
        {
        }

        ~checked_handle()
        {
            Close();
        }

        HandleType* operator &()
        {
            return &_value;
        }

        operator HandleType()
        {
            return _value;
        }

    private:
        HandleType      _value;

        void Close(const HandleType newValue = NoValue)
        {
            CloseFunction(_value);
            _value = newValue;
        }
    };

    template<typename H,BOOL _stdcall CloseFunction(H)>
    const typename checked_handle<H,CloseFunction>::HandleType 
        checked_handle<H,CloseFunction>::NoValue = 
        checked_handle<H,CloseFunction>::HandleType(INVALID_HANDLE_VALUE);

    typedef checked_handle<HANDLE,::CloseHandle> CheckedHandle;
    typedef checked_handle<HWINSTA,::CloseWindowStation> WinStationHandle;
    typedef checked_handle<HDESK,::CloseDesktop> DesktopHandle;
    typedef checked_handle<HDEVNOTIFY,::UnregisterDeviceNotification> DevNotifyHandle;
    typedef checked_handle<HWND,::DestroyWindow> WindowHandle;

    BOOL __stdcall CloseKey(HKEY hKey);
    typedef checked_handle<HKEY,CloseKey> RegHandle;

This class doesn't include assignment and copy semantics (I removed them to provide a minimal example) so returning by value, will cause the handles to be closed twice.

Here's how it's used:

class declaration:

    class Something
    {
    public:
        // ...
    private:
        WindowHandle        _window;
    };

This member is allocated but I never call ::CloseWindow(_window._handle) explicitely (it will be called when instances of Something go out of scope (as Something::~Something -> WindowHandle::WindowHandle -> ::Close(_window._value) ).

utnapistim
This can also be accomplished using `boost::shared_ptr` with a custom deallocator. For example, `boost::shared_ptr<void> checked_handle( open_some_handle(), boost::bind< void >( `
Matthew T. Staebler
Good point, but I would write that with some typedef-ing at least. I'm not very fond of using a class called "shared_ptr" for something else than a pointer.It leads to mess down the road in maintenance.
utnapistim
A: 

Item 13 of "Effective C+" is also pretty useful

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