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ThermometerSeq void void };
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list(); find(inout SearchSeq slist); change( in ThermostatSeq tlist, in short delta ) raises(EChange);
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6 Basic IDL-to-C++ Mapping
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This chapter explains how IDL types are mapped to their corresponding C++ types by an IDL compiler Sections 63 to 68 cover identifiers, modules, and simple IDL types Section 69 covers memory management issues related to variable-length types, and Section 610 presents detailed examples of memory management for strings Sections 611 and 612 discuss the mapping for wide strings and fixed-point types The mapping for user-defined complex types is covered in Sections 613 to 618 Section 619 shows how smart pointers can eliminate the need to take care of memory management This chapter does not cover all of the mapping 7 presents the client-side mapping for operations and exceptions, 9 details the server-side mapping, and 15, 16, 17, cover the dynamic aspects of IDL (The complete C++ mapping specification can be found in [17a]) This chapter is long, and you probably won't be able (or inclined) to absorb all of it by reading it from beginning to end Instead, you may prefer to browse the sections that interest you and refer to the details later The chapter is arranged so that it is suitable as a reference All the material for a particular topic is presented together, so you should be able to find the answers to specific questions as they arise
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62 Introduction
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The mapping from IDL to C++ must address a large number of requirements: The mapping should be intuitive and easy to use It should preserve commonly used C++ idioms and "feel" like normal C++ as much as possible It should be type-safe It should be efficient in its use of memory and CPU cycles It must work on architectures with segmented or hard (non-virtual) memory It must be reentrant so that it can be used in threaded environments The mapping must preserve location transparency; that is, the source code for client and server must look identical whether or not client and server are collocated (are in the same address space)
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Some of these requirements conflict with others For example, typically we cannot achieve ease of use and optimum efficiency at the same time, so we must make trade-offs The C++ mapping adopted by the OMG deals with these compromises by choosing efficiency over convenience The reason for this approach is twofold
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It is possible to layer a slower but more convenient mapping on top of a faster but less convenient one, but we cannot layer a fast mapping on top of a slow one Favoring a mapping that is fast but less convenient lets the OMG and ORB vendors add other options, such as code generation wizards, later Increasingly, designers use IDL to describe in-process interfaces, which have the advantage of location transparency Such interfaces let you build systems that implement different functional units in a single process and then let you later split that single process into multiple processes without breaking existing source code The run-time efficiency of the mapping may be irrelevant for interprocess communication, but it matters for inprocess communication These design choices mean that the C++ mapping is large and complex, but things are not as bad as they may seem First, the mapping is consistent For example, once you have understood the memory management of strings, you also know most of the rules for other variable-length types Second, the mapping is type-safe; no casts are required, and many mistakes are caught at compile time Third, the mapping is easy to memorize Although some classes have a large number of member functions, you need call only a small number of them for typical use; some member functions exist to provide default conversions for parameter passing, and you need not ever call them explicitly Keep in mind that you should not try to read and understand the header files generated by the IDL compiler The header files typically are full of incomprehensible macros, mapping implementation details, and cryptic workarounds for various compiler bugs In other words, the header files are not meant for human consumption It is far easier to look at the IDL instead IDL and a knowledge of the C++ mapping rules are all you need to write high-quality code
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