/* Copyright (C) 2001 Stefan Westerfeld stefan@space.twc.de 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ #include "hello.h" #include "dynamicskeleton.h" #include "debug.h" #include "stdio.h" using namespace Arts; using namespace std; namespace Arts { typedef DynamicSkeleton 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; }