//%LICENSE//////////////////////////////////////////////////////////////// // // Licensed to The Open Group (TOG) under one or more contributor license // agreements. Refer to the OpenPegasusNOTICE.txt file distributed with // this work for additional information regarding copyright ownership. // Each contributor licenses this file to you under the OpenPegasus Open // Source License; you may not use this file except in compliance with the // License. // // Permission is hereby granted, free of charge, to any person obtaining a // copy of this software and associated documentation files (the "Software"), // to deal in the Software without restriction, including without limitation // the rights to use, copy, modify, merge, publish, distribute, sublicense, // and/or sell copies of the Software, and to permit persons to whom the // Software is furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included // in all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS // OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF // MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. // IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY // CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, // TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE // SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. // ////////////////////////////////////////////////////////////////////////// // //%///////////////////////////////////////////////////////////////////////////// #ifndef Pegasus_Magic_h #define Pegasus_Magic_h #include PEGASUS_NAMESPACE_BEGIN /** The Magic class implements a convenient way to use magic numbers in user-defined classes. Magic numbers help detect use of uninitialized, destructed, or corrupted objects. To instrument a class to use magic numbers simply add a class member of type Magic<> as shown in thsi example: \code class MyClass { public: MyClass(); ~MyClass(); void foo(); private: Magic<0xC531B144> _magic; }; \endcode Choose whatever number you like for a magic number. The number above was generated by the Linux uuidgen utility (Windows has a utility with the same name). To test magic number, add the following expression wherever necessary (usually as the first line of every member function). \code PEGASUS_DEBUG_ASSERT(_magic); \endcode Here's a typical example: \code MyClass::~MyClass() { PEGASUS_DEBUG_ASSERT(_magic); } \endcode This tests whether the magic number is 0xC531B144 and asserts if it is not. Note that using a magic number makes the user-defined class 4 bytes larger but there is no run-time overhead unless you compile with PEGASUS_DEBUG. The Magic constructor and destructor are empty without PEGASUS_DEBUG and are discarded by the compiler. CAUTION: You may be tempted to compile out the magic member when PEGASUS_DEBUG undefined. However, this will causes unpredictable behavior when debug libraries are mixed with non-debug libraries. The structure alignment and size will be different and will lead to crashes. This is only safe if a class is internal to a library. */ template class Magic { public: /** Default constructor. Sets the magic number. */ Magic() { #ifdef PEGASUS_DEBUG _magic = MAGIC_NUMBER; #endif } /** Destructor. Clears the magic number (with the pattern 0xDDDDDDDD). */ ~Magic() { #ifdef PEGASUS_DEBUG _magic = 0xDDDDDDDD; #endif } /** Allows magic number to be used as a boolean expression. This function tests the magic number and return true if valid. */ operator bool() const { #ifdef PEGASUS_DEBUG return _magic == MAGIC_NUMBER; #else return true; #endif } private: Uint32 _magic; }; PEGASUS_NAMESPACE_END #endif /* Pegasus_Magic_h */