I'm designing some classes to access and control the peripherals of a microcontroller (adc, port, usart etc). The device have just a few (in some cases just one) instances of each peripheral, so I decided to represent each peripheral as a monostate class. The definition and usage of one of my classes would be something like this:
usart.h
class usart {
public:
static void init() { /* initialize the peripheral */ }
static char read() { /* read a char from the input buffer */ }
static void write(char ch) { /* write a char to the output buffer */ }
// ... more member functions
};
main1.cpp
#include "usart.h"
int main()
{
usart::init();
char data;
while (true) {
data = usart::read();
usart::write(data);
}
}
But the way the usart class is defined above doesn't forbid the user from doing something like this:
main2.cpp
#include "usart.h"
int main()
{
// I don't want object construction
usart serial1;
usart serial2;
// neither assignment
serial1 = serial2;
// two objects representing the same hardware resource
// I don't want that
serial1.init();
serial2.write('r');
}
I know since C++11 I can use the delete keyword to prevent the compiler of creating default constructors and functions, but I don't know exactly what are those defaults the compiler creates. There are copy constructors, copy assigments, move semantics overloads etc. How many deletes I need to put on my class (and in what functions and constructors)?
update: I know I could (and maybe should) use namespaces instead of classes, but I'm afraid later I'll need to pass those classes (or namespaces) as template arguments. AFAIK it is not possible to use namespaces as template arguments, because of that I chose to use classes with static members instead of namespaces.