Читаем Thinking In C++. Volume 2: Practical Programming полностью

uses that alias to create another one, for vector::iterator. Notice that the container type name must be used to produce the appropriate iterator, which is defined as a nested class. Although there are different types of iterators (forward, bidirectional, reverse, and so on), they all have the same basic interface: you can increment them with ++, you can dereference them to produce the object they’re currently selecting, and you can test them to see if they’re at the end of the sequence. That’s what you’ll want to do 90 percent of the time. And that’s what is done in the previous example: after a container is created, it’s filled with different types of Shape pointers. Notice that the upcast happens as the Circle, Square, or Rectangle pointer is added to the shapes container, which doesn’t know about those specific types but instead holds only Shape*. As soon as the pointer is added to the container, it loses its specific identity and becomes an anonymous Shape*. This is exactly what we want: toss them all in and let polymorphism sort it out.

The first for loop creates an iterator and sets it to the beginning of the sequence by calling the begin( ) member function for the container. All containers have begin( ) and end( ) member functions that produce an iterator selecting, respectively, the beginning of the sequence and one past the end of the sequence. To test to see if you’re done, you make sure you’re != to the iterator produced by end( ). Not < or <=. The only test that works is !=. So it’s common to write a loop like:.

for(Iter i = shapes.begin(); i != shapes.end(); i++)

This says "take me through every element in the sequence.".

What do you do with the iterator to produce the element it’s selecting? You dereference it using (what else?) the ‘*’ (which is actually an overloaded operator). What you get back is whatever the container is holding. This container holds Shape*, so that’s what *i produces. If you want to call a Shape member function, you must do so with the -> operator, so you write the line:.

(*i)->draw();

This calls the draw( ) function for the Shape* the iterator is currently selecting. The parentheses are ugly but necessary to produce the desired operator precedence.

As they are destroyed or in other cases where the pointers are removed, the STL containers do not automatically call delete for the pointers they contain. If you create an object on the heap with new and place its pointer in a container, the container can’t tell if that pointer is also placed inside another container, nor if it refers to heap memory in the first place. As always, you are responsible for managing your own heap allocations. The last lines in the program move through and delete every object in the container so that proper cleanup occurs.

You can change the type of container that this program uses with two lines. Instead of including , you include , and in the first typedef you say:.

typedef std::list Container;

instead of using a vector. Everything else goes untouched. This is possible not because of an interface enforced by inheritance (there is little inheritance in the STL, which may come as a surprise), but because the interface is enforced by a convention adopted by the designers of the STL, precisely so you could perform this kind of interchange. Now you can easily switch between vector and list or any other container that supports the same interface and see which one works fastest for your needs.

<p>Containers of strings</p>

In the previous example, at the end of main( ) it was necessary to move through the whole list and delete all the Shape pointers:.

for(Iter j = shapes.begin();

      j != shapes.end(); j++)

    delete *j;

This highlights what could be seen as an oversight in the STL: there’s no facility in any of the STL containers to automatically delete the pointers they contain, so you must do it by hand. It’s as if the assumption of the STL designers was that containers of pointers weren’t an interesting problem.

Automatically deleting a pointer turns out to be a rather aggressive thing to do because of the multiple membership problem. If a container holds a pointer to an object, it’s not unlikely that pointer could also be in another container. A pointer to an Aluminum object in a list of Trash pointers could also reside in a list of Aluminum pointers. If that happens, which list is responsible for cleaning up that object—that is, which list "owns" the object?.

This question is virtually eliminated if the object rather than a pointer resides in the list. Then it seems clear that when the list is destroyed, the objects it contains must also be destroyed. Here, the STL shines, as you can see when creating a container of string objects. The following example stores each incoming line as a string in a vector:

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