// ********************************************************************** // // Copyright (c) 2001 // MutableRealms, Inc. // Huntsville, AL, USA // // All Rights Reserved // // ********************************************************************** #include #include #include using namespace std; class MyObjectFactory : public Ice::ObjectFactory { public: virtual Ice::ObjectPtr create(const string& type) { if (type == "::B") { return new B; } else if (type == "::C") { return new C; } else if (type == "::D") { return new D; } assert(false); // Should never be reached return 0; } virtual void destroy() { // Nothing to do } }; int run(int argc, char* argv[], const Ice::CommunicatorPtr& communicator) { Ice::ObjectFactoryPtr factory = new MyObjectFactory; communicator->addObjectFactory(factory, "::B"); communicator->addObjectFactory(factory, "::C"); communicator->addObjectFactory(factory, "::D"); InitialPrx allTests(const Ice::CommunicatorPtr&, bool); InitialPrx initial = allTests(communicator, false); initial->shutdown(); return EXIT_SUCCESS; } int main(int argc, char* argv[]) { int status; Ice::CommunicatorPtr communicator; try { communicator = Ice::initialize(argc, argv); status = run(argc, argv, communicator); } catch(const Ice::Exception& ex) { cerr << ex << endl; status = EXIT_FAILURE; } if (communicator) { try { communicator->destroy(); } catch(const Ice::Exception& ex) { cerr << ex << endl; status = EXIT_FAILURE; } } return status; }